Jun 17th 2009 8:23AM The Alchemist's Stone should receive a nice upgrade in my opinion. I hate having a blue item equipped, but it's just too nice for it's potion effectiveness buff..
Apr 28th 2009 10:05AM That's just brilliant :D Pay 5 gold for a massage, get rested exp that would usually have built up over the course of 6 hours of logged-out-in-an-inn time.
Optional "Happy Ending"? ;-) Spend 10 gold extra and your quests during your rested experience trip will give an additional 10% experience.
Apr 28th 2009 9:54AM Well, flying mounts should be available sooner. By the time we're 70 there's no use for them anymore, since you'll be leveling in Northrend, and you can't fly there until you get the Cold Weather Flying skill.
So I'd like to be able to buy and use a flying mount at level 65.
Then in Northrend it would be fun to simply soar with these flying mounts until you get the Cold Weather Flying skill. As in: Your flying mount would function as a normal walking mount, which can jump and always has a "feather" effect. Great for jumping distances.
Additionally, while "soaring", you should be able to jump twice, to prolong your "flight".
The speed while soaring would be the same of a flying mount in full flight.
It would make crossing distances easier, but would not allow you to actually fly.
Mar 30th 2009 4:00AM We're gonna (finally) do S3D tonight, but I'm not sure why. It's such a trivial encounter..
Feb 11th 2009 9:46AM Blizzard has messed up their priorities a tad if you ask me.
I know it sounds cliche, but they should get a grasp on how MMOG's classically work, especially established MMOG's in which PVP played a large role, for example: Dark Age of Camelot, one of the best PVP games even today.
My point is: If a class has great offense, he will lack defense. If a class has a lot of utility (including crowd-control) then he will also be limited elsewhere, be it offense or defense.
Blizzard gave some classes: A- Good offense; B- Good defense and C- Utility, whereas other classes - such as the Shaman - have been stripped of most of their unique utilities (buffs through totems), do mediocre damage at best and have no survival skills whatsoever.
Paladins and Death Knights should be resilient. But their damage should be LOW.
Shamans (Enhancement and Elemental) have little to no survivability, but some utility, most of which is shared by other classes. They should have a high damage output.
Mages have a ton of utility abilities, crowd control and such. They survive through those skills, but are fragile otherwise. Their damage output - especially burst damage - may be too high for PVP at the moment.
But I guess it makes sense that a very mobile class with near perfect immunity on a timer, self heals, instant heals, stuns and lots of utility also dishes out intense amount of damage...
Sep 2nd 2008 8:54AM If this includes the downranking nerf, I'm more than happy to wait another few years.
If not, then I still don't care. Not like Shamans can get Hex at level 70.
Aug 20th 2008 5:08AM Why do only idiots make this mistake?
Learn to read, dirt for brains. They will give something LIKE Earth Shock (Rank 1) to Shamans.
Earth Shock will still be affected by the downranking change.
Aug 20th 2008 4:59AM Then why doesn't Blizzard simply make low level spells less effective against higher level targets? Treat a level 5 spell being cast on a level 70 as being cast by a level 5 caster.
IE Rank 1 Blizzard from a Mage will constantly (100%) be resisted by the Rogue, and not unstealth him.
Rank 1 *whatever* against a level 70 totem will not be effective either.
There, problems solved.
Aug 20th 2008 4:56AM False.
We Resto Shamans have 5 buttons to choose between. Ranks 1 through 5. Rank 3 on Felmyst with 3 Resto Shamans is sufficient to handle the 1k damage you get every 2 seconds. But when someone is Encapsulated you need to use rank 5 or even a Lesser Healing Wave if Nature's Swiftness is on cooldown.
What this change WILL do for Shamans, is reducing those 5 options down to 1: simply spam Chain Heal until out of mana.
That is both unwanted and not very fun.
And to those who say: "Just increase mana pools and mana regeneration" don't really get it, either.
If someone takes 1000 damage I want to heal that person for 1000 health, not for 8000. And I do not wish to wait for that person to lose 8000 health before I heal him, either. That's just causing unnecessary risks.
Aug 20th 2008 4:40AM Healing meters from BT and SWP show that downranking your heals as a Restoration Shaman can improve your performance by a factor 2. Those who don't downrank would end up at around 10% raidhealing, those who do downrank around 20%.
It's a skill to anticipate and choose the correct spell to cast.
Removing said skill will dumb things down, equalizing every healer and DPS. If you ask me, that takes all the challenge and competition out of the game.