Jan 8th 2012 7:13AM Totally agree. It seems like two depts in Blizzard were giving the same memo: "block tanks are going to be easily capped this tier, deal with it.". The class design team decided to buff DK and Feral passive abilities to match. The encounter design team decided to include a bunch of mechanics which bypass block. Neither change on their own is unbalancing but both together are.
Sep 16th 2011 8:39AM Totally agree. Tidy Plates + Threat Plates gives just the right amount of information now. I really hope that Blizzard build this functionality into the base game in the next expansion.
Sep 5th 2011 4:36AM oops, that wasn't meant to be a reply to this post which I agree with.
Sep 5th 2011 4:35AM The Obsidian Armor buff that Rhyolith has will prevent you from making any meaningful comparison of cross-role DPS. Just because a cat does less overall damage in the encounter because he's attacking a target that starts out taking 80% less damage, doesn't mean his raid contribution isn't just as important as someone who is doing AOE on adds without that buff. The best you can hope for would be to look only at the melee DPS classes and compare within those. Trying to make any type of argument that includes Rhyolith undermines the remainder of your case.
Aug 21st 2011 11:09AM I think there is almost no chance of arms tanking, at least not before they have some kind of active mitigation implementation working and stable for protection.
I half expect Impending Victory to be reworked, perhaps made available regardless of target health but with a high rage cost - that would effectively give you the choice between a heroic strike or victory rush - damage or heal.
I fully expect shield block to get reworked. They would probably have had to rework prot warrior block mechanics in 4.3 anyway as prot warriors were all going to be unhittable without trying, which in itself makes the shield block ability behave a bit oddly. Perhaps the passive blocking of mastery will be nerfed but have a more active component to keeping it up - this is more or less what GC was describing in the blog. I hope we don't go back to the original "press this button every 10 seconds to not die" mechanic - but it's difficult to see how they can make 'block more often' feel like it's having a big impact on whether you live or die.
Aug 15th 2011 9:18AM Good DPS need to be aware of their performance. There is no in game feedback mechanism to let players know how well they are performing without using meters. To deny yourself the data is falling at the first hurdle... but once you have the data, what you do with it is the next hurdle. If you 'top the meters' at the expense of doing a utility that would have increased total raid dps, or by skipping on a job that cost someone else even more dps, or by pumping loads of extra damage into something which was inconsequential, then you are playing the meters not the boss. If you spend too much time worrying about all the utility bits and let your rotation go to muck every time you need to move out of fire, then you might well be getting by, but there's a good chance you could improve your contribution through skill/practice/training/addons/etc
Jun 2nd 2011 8:22AM The Ulduar method was cool. But the reason that Blizzard gave for not continuing it is pretty legitimate. Their point was that it's hard enough to make each new boss 'new and different' anyway, that to also have to come up with 'new and different' ways to trigger a hard mode was unsustainable. Think about how many bosses they've released since Ulduar... 5 in TOC, 12 in ICC, 12 in Cata, 7 in Firelands. That's a total of 37 gimmicks they'd have had to come up with to trigger a hard mode. If we actually had to 'kill the heart' or 'press the button' in each of those 37 encounters, we'd no doubt be whining about how samey the content was these days.
Now one logical consequence of this is that you only have hard modes for certain encounters. But that in turn brings up a whole difficult question of difficulty progression. The current model seems to be 'normal is fairly challenging, heroic is difficult, previous tier is easy'. If you start reducing the number of bosses which even have a hard mode, you start reducing content for those guilds that want truely difficult encounters.
Jun 2nd 2011 8:15AM I think it was the 3 bugs in AQ40 actually. The order you killed them made the fight harder/easier and doing the harder options rewarded better loot.
Jun 1st 2011 12:29PM This has always been the problem. I look at every one of the problems highlighted in Aldriana's linked blog and think "working as designed to keep rogues in check in pvp". Rogues so easily get turned into the boogieman in pvp QQ wars, their combination of survival, control and burst dps has at times been incredible - so all the measures blizzard have taken to require them to ramp up damage on targets, avoid rapid target switching etc are entirely borne out of designs to balance them in pvp.
I wonder whether you could do something good by making kidney shot and redirect share a cooldown. If you just shorten the cd on redirect, you'd make target switching easier but you'd find PVPers doing focus redirect->KS all the time. Shared cd would nerf pvp a little (with a benefit of allowing true dps switches a lot more) and buff pve versatility.... perhaps even allow for focus rupture multidotting.
Jun 1st 2011 12:22PM No, but as a guild looking at recruiting ready for 4.2 I'm not thinking "we better get more rogues", I'm thinking a DPS Warrior/DK looks like a good option - they can do better dps, have good survivability and offspec to tank if called to.