Jun 3rd 2010 3:22AM Well i personally think this is fair for everyone with no need to complain. Blizzard patch days are about as smooth as sand paper and the battle.net ID system will probably experience a few problems, as well as servers being laggy and what not. So if you take that into consideration, delaying the actual raid will probably work out for the better in the long run.
May 19th 2010 2:05AM So... More reasons not to buy DLC. You pay for something you can't actually play. Well until the day they make you required to have the DLC for the playlists, then people who just bought the game can't play.
The endless cycle of why charging for maps suck.
Apr 4th 2010 7:30AM Damage control much? I'm sure thats a made up figure personally.
Feb 7th 2010 11:15PM Unhappy. Much like yourself, i'm playing a healer alt right now trying to gear up in PvP. My survivability is rock bottom even with a few pieces of pvp gear and these changes are designed for those seemingly invincible healers decked out with full resilience pieces in every single slot.
I have to admit, if resilience is going to lower damage, then in some way or form, healing has got to be lowered and giving everyone mortal strike isn't the answer but nerfing everyone wasn't the answer either. I doubt in all honestly, 10% will hurt fully decked PvP healers. They might notice it a bit, but not much.
I still believe they could have tied this 10% healing debuff/shield effectiveness into resilience on healers gear. The more resilence you have - the closer you are to the 10%. If you have say 200 resilience, it'll only be something like 2% and gradually go up, just like damage reduction goes up with more resil. Again this seems more like a poor band aid, instead of actually solving the issue at hand. Not all healers are equally geared in PvP, so not all of them should have to suffer the reduction.
Jan 20th 2010 3:36AM As for Mayahh's question, on the flip side, siege engines, guns, helicopters, robots, motorcycles all need maintaining, they need fuel and have the potential to explode. The technology in WoW isn't exactly reliable.
Jan 13th 2010 3:09AM I have two characters, which funnily are healer and tank. So waiting for the dps to confirm their role takes longer than getting the popup (which is near enough instant). Gota love those perks^^.
Jan 6th 2010 8:04PM It needs to change. Its ridiculous that the "bring the player, not the class" philosophy doesn't apply to shamans currently. Its not such a big deal in 25mans where you can probably have at least 1 shaman but in 10 mans to fit every class in.
Now, maybe drums aren't the right way to deal with this (although thats still a good solution imo), but there should be another class able to provide the buff.
Jan 5th 2010 4:14PM Really interesting stuff. Its a shame you didn't include some of the more obvious stuff though. Like all the portals for the various dragonflights under Wyrmrest Temple. I think most players have constantly wondered throughout wrath if they'd ever add anything there.
Crystalsong forest was disappointing as i would have loved to see that zone fleshed out with proper quests, although the zone is too small in my opinion for PvP content.
Jan 3rd 2010 6:49AM @Rhabella Not to mention, there isn't really much blue tanking gear while doing classic dungeons. That and only alts have access to herloom items, so you can't expect someone new to the game or new to that server to have that kind of stuff.
Most classes have a way to dump aggro, they should all play their part in a group, if you don't then you can hardly blame the people around you for your own failing (which happens far far to much in pugs).
Dec 30th 2009 1:45PM Its funny how patches come and go by and you totally forget some of the changes that happened to your class or like most people now playing ret pallys, take for granted. One thing over the course of wrath that always sticks in my mind is when they nerfed Judgement of the Wise, making it return only 15% base mana instead of just based off damage dealt. The new 15% base mana return, just wasn't enough and was thankfully later fixed to a reasonable 25%, as well as a lowered mana cost for Crusader strike.