Sep 9th 2009 6:40PM Ever have one of those posts where you know, just sitting down to write it, that you're gonna get trolled?
Anyway, RE: Koralon easier than Emalon. Here's my theory. He's not easier per say, but the gear check aspect is placed more heavily back on the tanks and the healers. In my personal experience, it is much rarer to run into poorly geared tanks and healers than it is dps because they are much harder to carry through content. Emalon was very challenging for PUG groups because of the sheer number of terrible dps players, because for once, them sucking mattered a great deal and no amount of great tanking or healing could stop a wipe.
Also, the surge in availablilty of conquest gear seems to have managed to bump most dps'ers up to a reasonable level, making things easier again. I wouldn't want to try Koralon with a full group of folks in full Heroism level badge gear.
Apr 14th 2009 10:54AM Would it help if I made up a story about being crippled and supporting starving children?
Mar 13th 2009 6:14PM Something I'm banking on is that we'll see an huge surge in demand for Relics of Ulduar as people start buying those Storm Peaks Only flasks. Am I out to lunch?
Feb 5th 2009 1:18PM My concern with Savage Defense is if they put an internal cooldown on it, to offset the benefit we'd get from a multi-target swipe pull like the one you're suggesting (Similar to what we already have for LOTP). While I like the idea of extra magic mitigation (which I have to admit, I hadn't considered) and a use for all that AP on my gear, this is adding additional spikey-ness to our incoming damage, where as the armour was providing a predictable reduction.
I'm still seeing this as a good thing, for now, but I'll wait to see the numbers before I get too excited.
Oct 26th 2008 10:06PM Anyone else think those tubes in Putress' camp look a lot like the vats that Teris is working on in Karazhan?
Sep 3rd 2008 4:20PM I guess I don't really see the problem here. Personally, I'd make Naxx-25 doable in 80 dungeon blues, while giving significantly nicer rewards than the 10 man version. It would ruin the idea of a 10 *or* 25 man progression path if a character had to do the 10 man version first. It could create problems for players down the line that want to move from 10 up to 25, as the content they'd been working on would be too difficult at the higher balancing level, but this is Blizzard we are talking about -they are going to balance the entry level raid's gear requirements for the casuals.
Aug 26th 2008 10:59AM It was at this moment that Ned reflected on the wisdom of neglecting to pencil in a fire exit in the standard Alliance Inn™ floor plan.