Oct 4th 2008 4:41PM Sorry Lhiv, if you are indeed the Lhivera that frequents both the Lock and Mage beta forums, I know you're very well thought out in your comments.
One thing I have issue on.
They did nothing close to a "brilliant job" with Destruction Warlocks.
Give me chain casting frost bolt anyday over having to juggle as follows:
Corruption every 18 seconds
Immolate every 15 seconds
Conflag every 10 seconds
Chaos Bolt every 12 seconds
Life tap every 2-4 casts
Incinerate spam in between
The destruction Lock rotation as it stands now is such a cluster f*ck its impossible to be any kind of efficient or viable damage.
Frostbolt spam may be boring, as was 21/40 shadowbolt spam, but with what they did to Destruction I'd gladly go back to mindless sb spam.
Aug 30th 2008 8:34PM Except why bring a mage when you can just bring 5 rogues?
Say 2-3 Tanks, 6-7 Healers, the rest Dps
Boomkins, Dks, and Ret Pallys will all have spots as those 3 classes cover almost every utility ability given out in the recent changes.
So that will leave 10-12 spots open for any class you want.
Now considering this new Rogue ability, 6 second duration Misdirection onto the tank on a 30 second cooldown. Bring 5 rogues and you now have a permanent 15% dmg increase + threat increase from the 5 rogues keeping this up. No raid would ever need to worry about threat.
Rogue A uses ToT on Tank for 6 seconds
Rogue B uses ToT on Tank for 6 seconds once Rogue A's 6 seconds has expired
Rogue C follows Rogue B
Rogue D follows Rogue C
Rogue E follows Rogue D
and finally Rogue A's cooldown is now up and the cycle repeats itself.
Unless this spell gets its cooldown changed, or a debuff placed on whomever its used on preventing its use on that target again for X duration, atleast 5 Rogues will be brought to any min/max raid.
Considering Rogues have always complained about deserving their top spot in damage because of the lack of utility, and looking at what they will be receiving in the upcoming Rogue polish patch its safe to assume their damage will be as good if not better then it is currently. Couple that with this new very useful ability and Rogues are easily the best dps class to take until the the 5 rogue quota is reached.
Its a very poorly thought out spell class balance wise if it receives no changes from now till Live. Not saying it won't of course, it is still Beta.
And the PvP implications of it, hah.
Bad enough the class dominating PvP currently thanks to their wide variety of escapes/openers/cc abilities being on relatively short cooldowns, now just had most of them cut in half/reduced significantly, on top of now yet another ability which will grant a 6 second burst of 15% extra damage every 30 seconds. As if Cheat Death, Shadowstep, 1/2 minute CoS, 2/3 minute Sprint/Evasion/Vanish, Sap into Blind, and of course Preparation resetting all of those wasn't enough, now the dev team feels it necessary to give them an extra short duration trinket every 30 seconds.
Sure must be nice in Rogueland.
Aug 4th 2008 8:25PM Joy, full health and full mana on use, sounds great. Except for the fact that we lose our pet, our silence, our spammable fear, Coex, siphon life, etc etc.
How useful is full hp/mp when as soon as you use the spell you become chain fearable by any paladin, banishable by another warlock, and infinately kiteable due to no way to catch someone other then demonic leap.
And as has already been stated, in its current form its near useless in any boss encounter.
If they insist on pushing this idea of a Demonic form through to live, and make it any sort of viable alternative to the 21 point talents in either Affliction or Destruction, they need to scrap the idea of desummoning the pet which all 50 talents prior to it are dedicated to buffing, and come up with something new.
The best idea of read or heard was to make it similar to a Priests Shadow Form. Make it permanent without desummoning the pet. Take out or nerf the armor bonus, eliminate the full hp/mp on use, and leave in the loss of regular spells but gain new spells (but make sure to provide a ranged spammable spell, as anything that makes a warlock need to move into melee range during a boss is reducing its effectiveness)
As it stands now, it is the only 51 point talent in beta that when taken and used makes the user weaker then if they hadn't taken/used it. For those who don't know what I mean, losing your pet which you just spent 50 talent points improving is ludicrous.
Mar 11th 2008 12:18PM Wildkin/Moonkin #2? really?
Pretty sure they're fairly important creatures to the lolore if
one has ever bothered to do a certain quest in Winterspring involving a giant crystal and a really slow and annoying night elf.
Mar 11th 2008 8:17AM The only one I could see challenging Thrall would be Sylvanas, but considering her less then friendly relationship with Arthas, she might be somewhat pre-occupied very soon venturing to Northrend to lead the Horde, although I could see some that would follow such a leader. Thrall gets my vote, and If Jaina somehow gets written in as the Alliance winner for the other poll like she should, Thrall would be the logical choice for this one.
Mar 10th 2008 9:04AM Normally I too would campaign for the addition of Jaina as an option, as she would be the most qualified due to previously stated reasons, but I believe that her story may pan out still upon release of WotLK. Considering her role and interaction with Arthas, who's to say she doesn't become the leader of the expeditionary force that heads the main story of the expansion? Hell maybe she turns out to be the lvl 80 version of Khadgar, and leads the newly relocated capital of Dalaran. I for one would love to see her promoted into a more central role in the lore and the upcoming story, considering she has close relations with both factions, the Horde and Alliance.
Feb 15th 2008 2:36PM There's a myriad amount of t5+ quality gear available to the player that only pvps/dailys/heroic/10 mans. The days of Raiding being the only means to good gear is in the past. Your comment makes no sense, you don't need to raid to gain equal gear, you're simply not gaining the absolute top-notch gear, and even then t6 is no where near the increase from t5 or pvp gear that t3 from t2 and 1 was. The game has changed alot more regarding the casual/hardcore debate then you give it credit for.
Feb 15th 2008 2:32PM 13 badges maybe not, but 13 badges from a "easy-mode" SSC + 10 or more from an "easy-mode" TK + 22 from Karazhan + 10 or more from ZA + Daily heroics and oh look what we have here, a whole lot more badges easily acquired compared to other means of gaining the same loot quality, saying "only" 13 badges was another badly thought out point.
And no there does not need to be any motivation for casual players through gear, every casual complaining for the "experience the lore" argument doesn't need gear to motivate them to "experience" these zones now does it? They want to "see" the bosses and "experience" killing them, gear doesn't effect that feeling or desire. Unless of course they're all using the "experience" argument like so many people do as an excuse to gain epics. Its the same story every time, give them what they're asking for (which going by my previous suggestion would do just that, every casual could kill the easy mode bosses) and they'll soon jump to the next complaint up, why aren't they getting epic.
Feb 15th 2008 2:00PM Its fairly simple, adapt the normal and heroic dungeon difficulties to raid instances, except, heroic versions would be today's raid zone's as they currently are, and normal versions would be trashless or very little trash, soloable-duoable bosses and *NO* loot drops whatsoever. The person who said earlier that badge drops and vortexes would be a sufficient loss of reward for an easier instance is ludicrous considering the quality of gear they're making available through crafting and badges alone, and t6 quality loot in 2.4 to boot.
There, everything solved, the hardcore get to keep their raid zones uneffected from casual players complaints, and the casual players can now experience all the lore characters at their own pace and with whoever they want.
The only possible problem would come from the people who want end-game equal quality loot for much less effort, and why these people should be catered too is beyond me.
Jan 26th 2008 8:13PM Lore wise: C'thun
Game mechanic wise: C'thun
With the neutral zone C'thun would avoid cave in damage. Shatter would hardly damage him considering no other "him's?" close to him for shatter to multiply damage, doubt tentacles would count for this.
Only thing Gruul has going for him is if he somehow survives long enough to reach grow 50+ or something absurd enough to survive the constant eye beam's, dark glare's (dunno if this is counted considering these face-offs usually don't allow one-shot or what used to be one-shot attacks), tentacle attacks, and if Gruul managed to kill him the first time having to deal with C'thun phase 2.
Doubt this one would have been close.