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  • Matt
  • Member Since Dec 16th, 2007

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Recent Comments:

12 Days of Winter Veil Giveaway: Foam Sword Rack from {WoW}

Dec 21st 2011 5:06PM I've always wanted one of these =) Count me in.

12 Days of Winter Veil Giveaway: SteelSeries World of Warcraft MMO Legendary Edition Mouse {WoW}

Dec 21st 2011 4:58PM Gosh, I reaaaally need a new mouse. This would be a great contest to win >.

Scattered Shots: Hunting Mists of Pandaria talents {WoW}

Dec 9th 2011 6:05PM I'm pretty sure this is for all of the fights where >unavoidable< damage is being dealt. Such as on The Spine of Deathwing when the tentacles grip random raid members. The charge you mentioned on the Blackhorn fight is actually a different form of damage which hawk wouldn't help much at all against - it's avoidable damage.

Gold Capped: Pokemon pandas, the economy, and BlizzCon 2011 {WoW}

Oct 26th 2011 4:37AM @bellajtok: I completely agree. Engineering was fine at the start of Cataclysm. But then we just got nothing after nothing. Oh, a scope. Cool. But what else? What happened to cogs? Those were so genius. I loved having a decent whatever full of these great cogs. It was a worthwhile benefit, even if for only yourself.

Engineering just needs updates with the rest of them =/

BlizzCon 2011: Hands on with Mists of Pandaria {WoW}

Oct 21st 2011 9:51PM Blizzard is no doubt set on making sure neither faction gets more races than the other (for good reason). This means they'd need to do conversion in pairs, otherwise if they just made Orcs, for example, a cross faction race, the Alliance would now have more race options than the horde.

While this could still happen, I personally think that having 3 cross faction races would just feel weird - the Alliance and Horde as supposed to be constantly at war (and personally, I like it this way. I enjoy detesting the Alliance scum).

That said, if they were to do this, I suspect Worgen and Goblins would make the most sense for cross faction races. Worgen feel natural on the Horde side, while Goblins have a history of being very opportunistically neutral and so make sense being on both sides.

State of DPS in Firelands page 2 {WoW}

Oct 5th 2011 4:12AM I play, and love all three of the amazing hunter specs. I was playing BM/SV back in BWD because our 10man lacked the 3% damage buff (SV for AoE). Now for Firelands I run as MM/SV since we have an Arcane Mage. I'm constantly using each of the three specs for various soloing purposes (and sometimes I just swap for dailies to keep up on the rotations). I guess what I'm saying is, Hunters are an amazing class and I find every opportunity to enjoy every aspect of them =)

On a side note: It's interesting to see that Marksman isn't all that much above the median, especially on heroic fights. It also seemed to be the most stable across all data sets. I would say MM looks to be in a pretty good spot from a design point of view. I suppose theoretically it could use a slight nudge down - BUT it's so close already, it would have to be done with really delicate care. Too much of a nudge would be a really bad accident.

Breakfast Topic: What size and frequency do you prefer for expansions? {WoW}

Sep 4th 2011 4:03PM Honestly, the problem is one with WoW itself, and that problem is called levels. Currently, whether most players realize it or not, WoW has TWO leveling systems, and you switch from one to the other once you hit "end game". First, you level up from 1 to 85 using that numerical way of leveling your character. Then, once you've hit "end game", you start leveling up using the Gear system. This is one of the reasons that so many people have a notion of working hard (leveling to 85) in order to play the REAL game (leveling from Blues to heroic raid gear).

This is also why old content becomes obsoleted so quickly: Blizzard is essentially continually presenting us with an opportunity to skip or zoom by lower levels each time a new batch of them is added on - be they literal levels or gear levels. When 5 more levels were added in Cataclysm, previous content was made easier to progress through. The same can be said for T11 once T12 came out. This system perpetuatates, and because of our two leveling systems, coupled with constant "speed leveling" updates, means old content simply CAN'T remain relevant unless it's also somehow scaled to account for the increase in levels and gear (which is essentially more leveling up) - which is what they did for ZG, Naxx, etc.

In my humble opinion, the correct move to make is to completely nix one of these forms of leveling, and simply require players to progress through that. If you like the numbers system, then simply have players level up numerically as they complete raid certain raid content: "Did you down Neferion? Gratz, you're level 86 now! On to Firelands!"; If you like the gear leveling system better, then simply get rid of this "level to 85 then start on heroics" game, and cut to the chase: Have people start on Heroics. Then you gear up through the tiers as you normally might, never having to mess with reaching a level cap first.

Actually, this latter option is already what we have. Already, people essentially ignore the numerical level. You never hear of a raider at 84, it simply isn't even considered. Everyone assumes you're an 85 before you really truly begin participating in the more interesting aspects of the game. In this sense, numerical levels are already dead - and yet it's this very system that's causing us to arbitrarily become too "strong" for certain content, and thus, obsoleting it in many ways.

Officers' Quarters: Downsized {WoW}

Aug 30th 2011 4:09PM I'd also like to point out that there are loads of people who prefer 10's. To these people, knowing that they can raid the same content as larger guilds is refreshing.

I'd also like to point out that mostly in Europe and America are 25's viewed as the only "high end" way to raid. In Korea, 10 mans are where the hot competition is at, and 25's are relatively ignored. It's all a matter of preference - and the precedence that European players set tends to translate over into the America's more so than precedence set elsewhere.

The OverAchiever: Why Icecrown was less fun than Sunwell {WoW}

Aug 25th 2011 4:11PM Yes, I couldn't have said it better myself. Ulduar was, in my oppinion, the most successful raid tier Blizzard has implemented yet (both mechanically AND thematically).

Additionally, it's usually not bigger numbers that make a particular fight feel extra challenging; it's tougher execution requirements that really give a fight teeth. Achievements, more than anything, force raiders to approach executing the fight in a more difficult way (hard modes do too, but sometimes the major difference is higher health pools).

I also think the Ulduar way of doing hard modes made the two version feel less divided. Sure you were essentially doing different fights - but it didn't feel that way. It felt like the same instance, with the same bosses, and without any magical steroid pills given to each boss before hand. It was more organic.

All in all, I'd love to see a return to the Ulduar version of things. Heck, maybe Blizzard could introduce trash achievements as well - potentially spicing up trash pulls, while making everything feel more integrated as a whole.

Blizzard issues transmogrification system clarifications {WoW}

Aug 22nd 2011 5:29PM For everyone saying that the game is already silly enough, and using that as a solid argument why Blizzard should let loose the flood gates and allow maximum silliness: I disagree. The quote itself even says that they like having silliness in WoW - it's part of what makes WoW so fun; That said, there are limits to how silly they want to be, and I think a lot of players (at least myself) would grow awfully tired of seeing droves of players dressed in ridiculous gear. Fighting with fish sounds funny, but I don't really want to see that on a daily basis.

When blizzard originally made those items, they made the stats exceptionally inferior knowing that no player would wear it while Raiding, PvPing, or running dungeons in seriousness. I'm completely fine with this staying the same.