Apr 3rd 2012 9:16AM I love PvP in *theory*. It's the execution where it falls down for me. I think I've said this elsewhere, but trying to learn to PvP is like a hazing ritual. You necessarily start out in subpar gear, die constantly, and get verbally abused by your "teammates". Repeat tens if not hundreds of times until you get reasonably geared. For something I do in my free time, for fun, that isn't a very attractive prospect.
Fixing the community may be impossible, but removing the gear curve would go a long way towards making it tolerable. Some blues have commented "But if you didn't get gear rewards, why would you play?!" What are we, little league soccer players? Everyone needs a medal or else they'll get sad? I would PvP just because it's fun and to test my skills against other players. Transmog gear, mounts, and pets would be great, but I don't need a reward to do something that's inherently fun.
When a battleground goes well -- not necessarily in the sense of my team winning, but in the sense of everyone working together, trying their best, and remember that it's just a game -- it's a hell of a lot of fun. But given the ridiculous gear curve and caustic community, I just can't be bothered.
Apr 1st 2012 9:14AM If I thought I could avoid story spoilers I might try, but it just doesn't seem feasible when I'm also interested in hearing about mechanics changes and general WoW news. I would have to completely cut myself off from the WoW community to have not heard things like "Theramore is getting destroyed!" or "The final raid is Garrosh!"
In general, WoW spoilers don't bug me too much. Though I'll admit the Garrosh thing got me a bit. I'd *much* rather have watched that story grow over time and maybe have figured it out in advance, rather than just be told flat out months before release. I think they could have postponed that reveal at least until they announced the associated patch and made it a much more potent story beat in the process.
Mar 22nd 2012 12:31PM I was looking through the data-mined info and noticed that "Ancient Tome: Teleport Dalaran" --- which I assume teaches "Ancient Teleport: Dalaran", teleporting you to Dalaran crater* --- has two classes listed as able to use it: mage ... and monk!
Any word on what the deal is with this? Think they've decided that portals are too valuable to keep to one class and are spreading the ability around?
Ancient Tome of Teleport: Dalaran: http://www.wowdb.com/items/82469-ancient-tome-of-teleport-dalaran
* This was discussed in one of the press event interviews.
Mar 14th 2012 3:23PM For Blizz's sake, I REALLY hope they're doing new character models. Given that the community seems to have decided they're coming AND they're teasing us with fancy-lookin' tauren-ish models, they're going to be in for a world of backlash if the NDA lifts and we're all wrong.
I'll play optimist for a moment, though. For people saying they're NPCs: well, duh! All the NPC tauren use the tauren models. Being NPCs doesn't mean they aren't also the new model.
For people saying they're yak-people, look at the other guard to the left, in the background. He has completely different, less yakkish horns. Also, you can get those yak-like horns on tauren models in the game right now. They just look so ridiculous on players that I think people tend to avoid them.
Fingers crossed...for everyone's sake....
Mar 9th 2012 12:34PM Hm, I think you're right. It's been awhile since I looked at that article, but the sample chart does suggest a significant change to the shape of the curve that will probably affect our ability to solo low-level content.
I also apologize for getting snarky. In hindsight, the tax-form joke comes across as more abrasive than it was intended.
Ultimately, I suppose I'm just not too concerned about low-level content getting harder. To me it's always been sad that all this great content gets trivialized over time. Sure it's funny to run in and zerg former Big Bads, but I think it'd be more fun to be able to re-visit the mechanics as they were originally designed.
Mar 9th 2012 12:07PM I know it's just a change of units. That's exactly the point I was trying to get across.
I've been assuming a unit shift was all the squish would be. Did GC say somewhere that it would be otherwise?
Mar 9th 2012 12:05PM Oh, ffs. ANOTHER misfired reply on my part? Sometimes I think I should stop trying to comment on this site until this barbaric commenting system gets replaced.
[Grumble, grumble, grumble]
Mar 9th 2012 12:04PM Did GC say somewhere that lower levels would get squished more than higher levels? My assumption has always been that the squish would be constant across all numbers in the game as a simple relabeling effort. Hence my multiply-by-ten-divide-by-ten example. (If I'd meant that example to be on a per-level basis, I'd have said so.)
Also, we should all cool off here. I recognize my tax-forms joke was a bit glib, but the innumeracy I've seen regarding this issue has started to get annoying. But if you're correct about the scaling not being uniform across all levels, then you're not innumerate; I'm just wrong. =)
Mar 9th 2012 11:45AM To expand on what Luotian said, remember that the only thing that's changing is what the numbers LOOK like. The squish will probably be implemented something like this:
1) Make every point of every stat ten times as effective.
2) Divide the amount of EVERY stat that EVERYTHING has (bosses, gear, you, your pet frog) by ten.
Ta-da! The relative power of everything stays identical, but we shaved a digit off all the numbers in the game.
Math: It's Not Just For Tax Forms.™
Mar 5th 2012 10:26AM Sorry. Reply-to-comment fail.