Mar 9th 2012 10:32AM Maybe this is a good Q for the Q but if Blizzard is trying to prevent class and buff stacking why don't hey make some buff's automatic and based on class variety in a group instead of class based? What harm is there in rewarding a group that is made up of 5 distinct classes versus a group that is not? 5 man pally/druid run for example.
For 5 mans:
3 classes - health buff
4 classes - spell/melee damage buff
5 classes - haste buff
6 classes - hit buff
7 classes - mastery buff
8 classes - cakes and pie buff
Of course this can be based purely on raids instead as that is where the majority of class stacking occurs but I wanted to include 5 mans in the example.
The idea can also incorporate where different specs bring different bonuses as well for the I can tank/heal/dps classes that are filling different roles. It can even be as simple as this.
Did you bring a:
Warrior/Rogue/DK/Hunter - hit buff
Shaman/Mage/Warlock - spell buff
Paladin/Priest/Druid - health buff
I know it ain't perfect but then again what is?
Feb 24th 2012 4:27PM I have a simple fix that most everyone will hate:
Every Raid "Dungeon" is 10 man
Every Raid "World/Monster/Mega Boss" is 25 man or more
Let me break it down. MC, AQ, Naxx, Ulduar, ICC etc - 10 mans
Ony, Obsidian Sanct, Maly, Kil'Jaiden, etc - 25 man
I know, I know. Crappy idea cause "I like getting 24 friends and doing a dungeon" is why you hate it. But at the end of the day most of the arguments above are valid. You cannot properly balance 10 and 20/25 man fights of the same MOB even adding new mechanics so why bother? Give the two vastly different content where 25 man is purely a measurement of Skill, tenacity, focus, and determination. Huge bosses with huge health pools with multiple mechanics and a strategy to beat. These can even be stronger version of other smaller boss fights. At the end of the day the pug's will wipe, the hardcore will succeed.
Let the 25 man bosses drop higher ilevel 'weapon slot only gear' so that it gives incentive without putting players into a whole new "level" of health and dps stats. You're 25 man groups will get something shiny and epic to show off, get a DPS punch, and can brag that they did it while every other guild can still tackle the dungeons.
Feb 23rd 2012 11:54AM *pouts* I can still hope ya know. :-p
Feb 23rd 2012 10:48AM Maybe by Glaive they mean the Warglaive design that Illidan used? (*shiver of hope*)
Feb 20th 2012 3:26PM I like the reward every year, set list so that if you started in 2012 then in 2013 you get what everyone else is rewarded from 2007 to 2008.
Feb 16th 2012 9:24PM Though I like the use of Transmog to date from examples here and elsewhere online am I the only one who still wishes we could do more?
Arthas in the Culling of Strat 5 man had, IMO, the best looking plate set ever. I would beg, plead and steal to have armor sets that actually look like old school armor.
Feb 16th 2012 1:59PM As a player who often couldn't get a group because the game version was Vanilla and i was playing as Ret when "All paladins are healers" was the common mentality. I didn't succumb to pressure and unless I grouped with real life friends I didn't get dungeon runs.
At 7 years old Blizzard and WoW need to come up with more flavors to keep players interested and adding more to existing classes is one possible option. I agree in part with this article and believe some good thoughts were brought up.
Feb 8th 2012 12:23PM Hopefully simply having it will give the bonus.
As far as equipping for looks, the last I read, and granted it might be old, was that by eliminating the melee weapons they could refocus on having quivers, or even the ranged weapons themselves on the backs of hunters instead of two-handers, staves and such.
Personally I wouldn't mind seeing the Bow and quiver or Rifle and bandoleer or some such instead.
Feb 8th 2012 11:27AM Q for the Q: I have a nostalgia question for you.
It was announced at Blizzcon that Blizzards is planning, in MoP, to remove a hunter's ability to wield and use melee weapons from the game while also removing the thrown/ranged slot from everyone else. The decision was to get rid of "stat sticks" etc and focus on what the classes are using.
With that in mind what do you think will happen to the good ole "Finkle's Skinner"
This item still needs to be equipped to be used and grants +10 skinning instead of the +5 from the glove enchant. Think this will be re-tooled to work like other skinning knives, from the bag, and grants a +10 while it is on you or what?
I have to admit, there are times when I am running dungeons and we stumble across the one or two bosses you can skin that require 530 skinning to skin and it always makes me smile when someone says "You actually have gloves with the enchant on it?" and I link the dagger in party chat as my answer.
Twice I have been one of two skinner's in the group and the other skinner doesn't even attempt to skin a boss. Again, a silly question but it popped into my head playing the other day.