Nov 4th 2011 2:47PM How about this for a solution:
We continue to deal the high numbers in Cataclysm zones even after Mists of Pandaria is released, but when we get to level 86 Pandaria zones the mobs suddenly have higher defences but lower health pools, so we deal the lower amounts of damage suggested in the article above.
If we pick up a few pieces of Pandaria gear but go back to a Cataclysm zone to help a guildie or whatever, we deal the large amounts of damage again (in fact even larger than pre-MoP).
Dec 16th 2010 2:58PM I think the scalable instance idea is cool, but I do see drawbacks. How many tanks will you need? Often the number of tanks is dictated by the mechanics of the bossfights, meaning Blizzard will have to work out at what number-of-players the bosses will require a third tank, and make sure that the players know.
Also, imagine you have a guild with 12 top-notch well-geared players, 7 or 8 fairly good or slightly undergeared players, and a few more that are willing but at the bottom of the acceptable gear bracket. Potentially, only the 12 top-notch will get to go and the rest will be stuck forever with poor gear, trying to improve through pugs. Every time a new player tries to join, the elitists in the guild will figure that it would actually reduce their chances, because every below average player will make the fights comparatively harder. At present, if you only have 24 top-notch players and literally cannot find another, then someone undergeared will get their break because an undergeared player is better than nothing. Scaling the raids will reduce that incentive.
Sep 25th 2010 4:12AM Faking death on WoW cheapens the situation so much that I've seen possibly-genuine deaths not taken at all seriously.
"I wasn't at the raid because my friend died"
"Did he drop good loot?"
It doesn't create a pleasant environment.
May 31st 2010 3:35PM I agree with Warform, both parties went into the deal knowing what it was, they both chose to click the 'Trade' button. Why the guy who received the Hilt isn't sticking up for the seller I've no idea, but maybe Baba is right in suggesting he planned to guilt the 4K gold back all along. If it were me, I would state my case in open guildchat, pointing out that it was the buyer's suggestion. If the bad feelings on the part of the guild remain, simply gquit, it's not worth the trouble especially since you had offered a very deep discount.
Apr 19th 2010 5:00PM By your logic, if a player really wants an item they should get it. What if two players really want an item? What if two players really want an item, but only one of them has been really loud about it? That is the situation described above, but any time two people want one item one of them is going to be disappointed, but if the previously agreed rules have been followed there should certainly be no gquitting about it. Especially since they could just as easily roll on it again next week.
Apr 19th 2010 9:55AM In reply to "But am I the only one who read "He had been really unlucky with drops on the last months"?" We've all been through periods of having bad luck with drops, but often when you inspect players who claim to have had bad luck in fact their gear isn't so bad after all. Some guilds put DKP systems in place for this exact reason, but if you are using a roll system instead of a DKP system you can't change the rules once the loot has dropped. The letter makes no mention of anyone being unhappy with the roll system before this drama happened.
Apr 19th 2010 9:19AM I agree with the reply. You can't change the loot rules after an item has dropped, the "winning" player was also there for loot, and the player who knows the loot table inside out does not get the item automatically. When I'm in a group where a player tries to call dibs on an item, I normally say "If you need an item for mainspec of course you can roll on it, but out of fairness please let the other players do the same."
Jan 29th 2010 2:49PM I'd always thought that Arthas did the wrong thing in Stratholme, but when this article posed the question I found myself realising that in fact things would have been worse for Lordaeron if he hadn't, in the short term at least. The things which "damned his soul" was that doing the purging didn't make him feel bad - which is what any decent person would feel - and he allowed it to divide him from Uther and Jaina. If instead of throwing his weight about he had said "Very well Uther, I value your advice. What would you have us do to contain the plague?" Uther, after initially saying something like "Certainly not killing innocent people" would have been forced to face the reality that not purging Stratholme would have caused even more deaths since the Scourge would have a ready-made army in the middle of Lordaeron.
Then again, in the longer term the purging of Stratholme led to Arthas turning into the Lich King so in the end it wasn't the right thing to do. He became the person he was fighting.
Oct 25th 2009 3:06AM Shamans are no longer a counterpart to Paladins, and haven't been since vanilla. When each faction had only one of those two classes, Blizzard had to give anything one of them had to the other for faction balance purposes. It was because they realised this was limiting the possibilities for both classes, and risking them homogenizing, that they made them both available to Horde and Alliance. In vanilla, both classes were Heal, DPS or Off-tank, but since then Shaman has become (like Priests) Heal/DPS and Paladin has become (like Druids) Heal/DPS/Tank.
Sep 28th 2009 3:41PM Long before Blizzard did the joke Minstrel class for April Fools Day, I'd been wondering about how one could fit into the game. I came up with the idea of a cloth-wearing class that graduates to leather at level 40, with a healing and buffing tree (singing?) and a melee dps tree.. and I hadn;t worked out the third tree yet. I liked the idea of a HoT that works the opposite of Curse of Agony, so it starts of with high health per tick then starts to level off, giving the Minstrel the choice between renewing the heal early and losing out slightly on mana or renewing at the end so that the target is getting slightly less healing towards the end. I also had the idea of an AoE rez (song of life?) that rezzes all party and raid members in your vicinity at the same time; this would speed up the game after wipes. The melee dps tree idea included the ability to bring out critters (a la Pied Piper of Hamelin) that would swarm around and damage mobs, this sort of thing eventually happened with Army of the Dead for DKs. I liked the idea of a musical instrument slot (like the Relic and Totem slot in pallies and shammies), with some professions perhaps being able to make instruments (bagpipes for Leatherworkers, pianos for engineers, triangles by blacksmiths)