Sep 4th 2011 12:02AM I disagree with your premise, that threat has been present as long as MMO's have existed. I played Ultima Online for several years without being aware of the existence of a threat mechanic (if there even was one - I'm sure someone can correct me on that point).
One of the things that I initially disliked about WoW was how artificial the threat mechanic seemed. It's like abusing the game mechanics to trick enemies into attacking someone who isn't actually that big of a threat, just because that player character has the most health and armor, except it's not a trick because it's an expected part of game-play! That kind of thing certainly wouldn't fly in any other genre.
May 8th 2011 1:26PM I'd just like to point out that, along with "beard," there are several dwarves who use "braid" instead. The latter seems to have more equal representation between genders, while the vast majority of beard-dwarves tend to be male.
Apr 18th 2011 11:47PM Do normal trial restrictions (level 20, 10 gold) still apply? I can't imagine anyone sticking out for a whole month with such a low cap in place.
Apr 12th 2011 6:08PM I'm all for differentiation, but I think WoW has gotten to the point where it's kind of silly: you have classes like holy paladins and fury warriors who are wearing plate armor, but it's more efficient to have three enemies beating on one guy than to risk either of the other guys getting near-instantly squished.
I'm looking more for a scenario where the plate dps and the tank can both engage an enemy head on, but the retadin will take damage while still beating the enemy before dying, and the tank will take longer to beat his enemy but will take less damage while doing so. Something like a rogue could keep his enemy stun-locked, while a hunter would have the pet tank his enemy. Mages might rely on slowing or freezing, etc.
Basically, I'm looking for an extension of the base system that everyone does while playing solo, instead of the current system where the tank can't deal useful damage and nobody else can take a hit because the health and damage on dungeon mobs are cranked up so high. It would really take the pressure off of one person, by spreading it around to everyone.
Apr 12th 2011 4:37PM They could "easily" solve the tank shortage by completely re-designing classes so that each character could engage one mob, instead of designating one character to engage all active enemies. It would then be a matter of balance between individual offense and defense, rather than putting one person in charge of holding the attention of everyone at once.
Apr 11th 2011 6:13PM The tone of this article keeps bouncing back and forth between sincere and sarcastic. It makes it difficult for me to understand what message you're trying to convey.
Mar 19th 2011 3:24AM I was a tank for a long time, and after that I was a healer. Melee DPS tend to take more damage than ranged DPS, and they're more likely to pull aggro. As a tank or as a healer, I prefer running with ranged DPS. Ask other tanks and healers, and many will agree. Granted, player ability matters more than class selection, but I'd much rather have a good hunter supporting me than a good retadin.
At some point, Blizzard decided to go out of their way to create reasons for melee DPS to be present in as many encounters as possible, but they're usually pretty obvious gimmicks.
I'll admit, I did run melee DPS back in the day, but that's because I was an "off-tank" on a hybrid Mortal Strike/ Prot build; I was happy dealing less damage than a mage or a hunter because my plate armor actually meant something back in the day before they started over-itemizing all the gear.
Mar 18th 2011 3:37PM My personal motto has always been: "If you rolled melee in order to DPS, then you're doing something wrong." That's just my personal bias, though.
Oct 28th 2010 3:43PM My issue was never that it was easy or cheap to get money from the AH. My issue is that you CANNOT make money from it. By definition, your money has to come from someone else.
Compare this to questing. No matter how many people go out questing, they all make money from it. The money is generated out of thin air. This is why typical economic models don't really apply.
I view the AH as kind of like PVP. It can be fun, and a certain level of activity is necessary for the enjoyment of all, but elite twinks ruin the game for everyone else.
Jul 14th 2010 8:08PM I'm really offended that they stick the pinnacle talent of Arms, the universally useful Bladestorm, with the so-worthless-that-it's-actually-harmful-to-take Juggernaut as a pre-requisite.
I'm a warrior because I want to CHARGE things. I don't care if I kill something five seconds faster if that means I have to spend 10 more seconds standing around before I get to charge something else.