Nov 22nd 2011 5:01PM I think I have convinced myself that healers having a limited resource is not really the right way to go. The game already has a mechanic that limits fight length, it's called Enrage. Once the boss enrages, it doesn't matter how much mana the healers have, it's a wipe. If they totally removed healers having to worry about regen, very little would change. Even the fights with a "soft" enrage wouldn't change that much, since there will be a point at which the heal team just can't keep up with the incoming damage. With unlimited mana that would likely only extend those fights by 1-2min, so a fight that would end in a wipe after 5-6min now ends in 6-8min. It's possible that might be enough time for people to down the boss, but isn't that what Blizzard wants us to be able to do. Besides the gear you get from just squeaking-out a boss kill with only help in getting them down faster the next time. I guess people could get past such bosses by stacking 15 healers. But who cares if it takes some raid group an hour to down a boss? I'd think that they found it fun/funny once, maybe do it twice for kicks, but I'd think they'd just get really annoyed of having to do it that way, and find a new strategy. Blizzard can always go back and make the boss have a hard enrage, if people think that the only want to beat the boss is with 15 healers and it takes an hour. If it's an issue with healers being too hard to kill in PvP, I'd say people are doing it wrong if they are counting on mana drains to be able to kill healers. But then again, I rarely pvp anymore and never did as a healer, so maybe I'm just talking out my arss on that point.
Nov 18th 2011 6:00PM Mat's right about the 2 lessons to be learned here by both parties; the customers and Blizz. People should realize that it's a binding contract, and should think before they sign-up. But I think a greater lesson should be pointed out to Blizz. They were good at describing the concept of the contract, but were vague about the escape clauses, ie there was none. They should have know that some of the people who sign-up would at some point during a year decide that they can't live up to their side and have to take the consequences of breaking the contract. However there was little-to-no information on what happens if you don't live up to your side of the bargain, and now they're stuck with leaving a bad taste in the mouths of many of their customers who would have likely returned, if the penalties were described upfront. If Blizzard had thought ahead just a little they could have saved themselves and their customers a lot of frustration by simply having AND sharing the procedure for those that want out.
Nov 1st 2011 3:13PM Maybe this was already asked and answered; how are they going to handle duel-spec with the new talent system? Since they said that you can switch talents similarly to how you switch glyphs now. Is there going to be a duel-role choice? are they going to just remove the whole duel-spec thing? Actually, this brings up another thing that wasn't all that clear on, but are there going to be different talent "trees" for each spec/role choice we make at lvl10, or is there just 1 tree that doesn't matter which choice you make at lvl10 you still pick from that one set of 6x3 tree?
Oct 27th 2011 12:10PM Wow, really? 9 or 10 charges of water shield would be OP in PVP? I think he fed you a bunch of BS. Since when is mana the main issue in pvp, where the focus is all on how much health you have and keeping you from casting? It doesn't really matter how much mana you have if you have no health and/or can't get a heal off because you're constantly being interrupted. I could maybe believe that earth shield at 9 charges would be bad in PvP, and they did nerf it from 10 to 6 for a while, since it automatically gives people what they need in pvp, HEALTH. I hope you got that Dev's e-mail address, so that you can send him an e-mail saying you think that logic is pretty flawed given the nature of pvp combat. Probably a more likely explanation is that 9 charges of water shield is too OP in PvE, with boss fights that have those annoying mechanics that zap you of the shield would then turn into nice mana generating mechanics.
Oct 18th 2011 5:25PM I'd like to know why they decided it was a good idea to make FL rep caster mail have suboptimal stats for either spec that can use it. seriously, WTF is with the Stam, Int, Crit and haste belt? the total lack of Spirit on the gear make it nearly useless to resto, and crit is near useless to elemental. why even make the item? especially if it's from a rep vendor. I guess there's always reforging, but should we really have to reforge a item that is from a rep vendor that should to be good for at least 1 of 2 specs to use, but is in fact good for neither of them.
Be sure to ask them what they are planning to do to fix the water shield problem? having to refresh it every 10sec because of fight mechanics is not "engaging game play," it's annoying.
Sep 13th 2011 2:49PM T4 is also kinda watery looking, even though I guess it's suppose to be air, being called Cyclone and all. But it's blue and I always thought the shoulders looked like flowing water.
Sep 12th 2011 6:11PM Honestly 10man loot drama is usually pretty low due to you shouldn't have more than 3 people (Max.) wanting any 1 drop, and if you do then you have a raid composition problem, and that's including off-specs. with the simple rule of main spec over off spec you almost have no issues with the simple /roll. if you see 2 people always at odds with respect to drops and one is consistently winning, you should ask them to be nice and let the other one get the item for once. if they refuse, they just look like a dick and it gives you cause to replace them or not bring them the next week.
suicide kings is a good simple system, but it is non-effective if you constant change who is on the raid from week-to-week. but the OP letter seems to indicate that they are a regular group, so it could work fine.
any loot system that goes off of silent bids seems to me to be one that ripe for whining from people who cause loot drama. just due to the simple fact that they are already prone to whining about pixels, and any system round the distribution of those pixels that is done silently can just as easily cause them to feel like the loot-master and/or RL is in collusion with whomever gets the item.
Sep 9th 2011 3:35PM What GS did was pretty shady and dishonest, but I suppose the real legal question here is do retailers have the right to open the packaged NEW games before selling them to customers? One could argue that the retailer is really just reselling the games and they have the right to do whatever they wish to as the owners of the material. Or are retailers under an understood contract (expectation) that they are merely a distributor of products and have no right to do anything with the products but sell them to customers? My view is that it doesn't matter what materials a game publisher puts into the box, the retailer should Not be removing materials before selling the items as NEW. If they want to sell it under the Used games section that's fine, people are expecting to not get all of the inbox stuff from a used game. When buying a New game people have the expectation that the box has not been tampered with since it left the manufacture, and thus should have All of it's original materials included.
Sep 2nd 2011 5:12PM Baek,
I think that is a really great idea. Possibly the best one I've heard in a long time. Might I suggest you post it on an official forum so that it has a chance of happening in game.
I am 100% with you on that Holy power needs tweaking. The ramp-up time to 3 stacks is retardedly slow (in truth I find the whole holy power system to be literally retarded), that is barring the good favor of the RNG gods. 18sec to get to 3 holy power has got to be the slowest ramp-up to a special attack/ability of any class. My main idea for lowering the time was to make it so that more things have a chance to activate the Avg Shield proc, and the proc would allow you to gain holy power off of your next use, which would be far nicer than 'you must use it in the next 10sec or it's useless to you' that it is right now. Often I find it procs right at the worst time to try to use it, but maybe it's just my bad luck. The way it sits now they might as well scrap the Holy Power put WoG and SotR on a shared 18sec CD that has a proced refresh, it wouldn't really change much. In fact, I might find that to be more 'compelling game play' than the annoyance we have in the current system.
Aug 30th 2011 6:06PM things that I would like to see changed;
1. instant cast ghost wolf should be either baseline or at most cost a glyph. (yes, that druid did steal my lunch, and by the time I get finished casting ghost wolf he'd already run away in travel form and eaten it.) also is it just me or shouldn't it also be a stealth mode? I guess that could be another option for making it more interesting, it can keep the cast time, but it's now a stealthy travel form.
2. water shield should be a 9 stack, just like the other elemental shields and possibly with a glyph like the lightening one that keeps it from going below 3, and you regen more mana/stack. or if that worked out to be too OP, break it in to 3s; ie 1-3 you regen X mana, 4-6 is (X+5%), 7-9 is (X+15%) or whatever the most optimal numbers work out to be.
3. reduce the number of talents in the resto tree. either combining them or lowing the number required to get max value. the tree is far too bloated and also requires far too many talents in other trees to be viable. most notably moving spirit link totem to the top and rolling riptide in with another talent, it doesn't really matter which one as long as it is above 2nd tier.