Mar 23rd 2012 11:50PM Sorry, Blizz. You screwed up on this one. You told year-subscribers they'd get access to the beta when it went live. It's live. Most do not have access.
What did you think would happen?
You and I have a long history, Blizz. I'm going to stick with you through this- yet another bump in the road. But you aren't making things easy. Full time tree form glyph helps.
Mar 23rd 2012 8:05AM It's a very impressive list.
As long as you don't play an enhancement shaman. =P
Mar 18th 2012 10:53AM Langis, I'm cont certain you understand the terms 'strawman' and 'fallacy'. You've now casually thrown them out, without illustrating your point.
The level playing field has been in place for years now; the arena tournament Blizzard hosts. Do you participate?
Mar 17th 2012 1:10PM I strongly suspect that neither Jyotai, nor Langis have been above 2300 rating in arenas.
If permitted that assumption, it's safe to conclude that their opinions on PvP are those of the novice or beginner. Beginners will frequently be thrown into battle against highly skilled players (who have gear because they took the time to earn it) and often mistakenly conclude the gear is the only difference.
This is the one true fallacy of the beginner. PvP is entirely different from PvE. As en example, Cataclysm's final tier of raiding brings 8 bosses. That is eight different fights to master. Each one takes analysis, an assessment of individual/group ability, and much practice.
Consider that WoW PvP brings 30 different class specializations to the game- capable of arranging themselves in many different teams. Furthermore, the synergy between teams greatly varies with their composition. Thus the number of possible combinations is vastly larger than all the boss encounters of an entire expansion. That is a lot of scenarios to master- it takes time!
That is why I am looking forward to MoP. The addition of another class adds more than just three specializations of complexity. Additionally, the introduction of base resilience will help to reduce the frustration that new PvPers mistakenly attribute to gear issues alone. Instead, it will help to refocus people on the real issue: practice and skill.
Let me also offer these words of encouragement. When people in arenas start accusing you, or your team of being bad, ignore them. Validating their comments with a response only feeds the communication. The person who says this is really just frustrated that the team lost. There's nothing wrong with being frustrated. Losing is not as fun as winning, generally. You are not bad. You are merely learning. Stick with it, ignore the jerks, and seek out people that actually help you improve.
Then one day, you might see them again on the battlefield- and when you beat them, you can show them how to win with class.
Mar 17th 2012 10:54AM Barring a few minor issues- a legendary here, an OP trinket there- PvP in WoW has never really been about gear.
It's true that gear makes a difference at low levels. A player in the latest season's top rewards will have a significant advantage over everyone else stepping into the arena without resilience. But that is for toe-to-toe, knock down, drag out, slug fest fighting. The gear does not do very much for changing the dynamic of team coordination, layering crowd control, target swapping, and game knowledge.
To that end, I've seen players step into the arena in vastly inferior gear, and beat teams with significantly more resilience and matchmaking rating (1200 versus 2400) and still win. They were able to do this because they understood all the tools of their class. They knew what abilities their opponents brought to the table. And they developed the reaction time and team coordination required to compete at high levels.
Nobody is fantastic when they first start to PvP. It took me 4 years before I was able to achieve some of the goals I set. Gear helped. That's why in one aspect, Cataclysm was great for PvP: gear is very accessible. We just need to amass the honor to get it.
But for all the gear I had, the largest part of reaching my goals was learning. I had to get in there, get bloody, and lose many, many matches and duels before I learned how to play my class. There is no substitute for practice. And if you aren't making the progress you think you should be, then seek out good players who are willing to observe, listen, and assist. They exist- really. But just like in real life, you need to go through a LOT of jerks before you find a decent person.
I know it can be frustrating to take a game so seriously, just for the sake of being competitive in PvP. But that is what the top players do. If you want to play with them, then you have to do it too. Gear won't make make you enjoy the game any more; only skill can do that. So get out there and develop it!
Mar 14th 2012 10:56PM You had me at 3.14
Mar 13th 2012 6:29AM So if fishing rewarded copper, it would be less fun (than now that fish prices are much higher)? At what amount of currency does fishing become less fun, or no longer fun? Is that amount relative to inflation with each expansion? Since the discussion was framed around the question of 'how to fix professions for MoP' is it then your positions that fishing is in no need of fixing?
I am willing to admit that Cataclysm took a large step to improve fishing by making the pools accessible to all anglers. Accessibility increases fun, as Blizzard has discovered with heroics and raids. However I still do not believe the developers have gone far enough. I would rather see fishing become an interesting mini-game, or at least require a bit more (user) skill.
In fitting with Blizzard's philosophy, fishing should be 'easy to learn, difficult to master,' at least to some degree. In addition, I would also propose Blizzard add 'fun to do' to its design statement.
Mar 12th 2012 9:46PM There's nothing intrinsically interesting about making gold. If that were the case, I'd simply repost auctions on the auction house and make several thousands of gold per hour, rather than the thousand or so gold I can make in an hour of fishing.
I would like fishing to be interesting.
Mar 12th 2012 9:45PM There's nothing intrinsically interesting about making gold. If that were the case, I'd simply repost auctions on the auction house and make several thousands of gold per hour, rather than the thousand or so gold I can make in an hour of fishing.
I would like fishing to be interesting.