Jan 3rd 2011 4:34PM Please also do a write up on Being kind to your DPS. I play both a tank and a DPS (on separate characters) and I can attest that animosity, arrogance, ignorance, ineptitude, or just plain old being a jerk can mess up the fun of a dungeon run for anyone concerned regardless of who it is directed at.
Although the it may seem that the majority of stress is being put on the healers and tanks, there is certainly stresses on the DPS as well. I fear that because this article is devoted solely to the first two that it will only feed the ego issues I tend to see.
From my own personal experience: I normally run dungeons with my guild. We do well together, have fun chatting over vent and occasionally messing with each other (though not crossing "the line"). The one time I decided I was going to try the Dungeon Finder, it took me 45 minutes to get in. The tank and healer both left with a
Good job, was fun" after a very successful, quick, and easy first boss kill. I guess they didn't get the loot they wanted. Not. Cool.
Sep 9th 2010 11:45AM ...that all of the other characters in your party/raid have real people behind them that deserve your respect.
...to read what you type before you hit 'enter' to ensure that what is written is what you mean to say.
Aug 9th 2010 11:48AM As much of an accomplishment as some of these achievements are, it is not the fact that someone got it done that impresses me, so much as whether they are able to maintain a down to earth attitude, even humility, after having done so.
I doubt that I am the only one who has experienced the gloating, or other means by which players flaunt their accomplishment(s). There are a lot of skilled and dedicated players in the game. Not all of them have the same opportunities, especially with regards to time, and their companion's willingness to assist.
In my eyes, it is not an achievement that holds my respect, but the ability to maintain a mature, positive, and modest personality. It's okay to take pride in what you have accomplished, whether it is accompanied by a title, an achievement, or any tangible or intangible evidence; but when it leads to narcissism, you've lost what respect you might have earned.
Jul 27th 2010 12:02PM 6 prizes, but 7 chances to win? Consider me confused...but whatever!
Jul 7th 2010 1:27PM For the most part, I really like the concept they put forth and am excited to see what they are able to create based on this design. They've proven to have learned a lot over the years, and are now pretty good at talent shuffling. The only down side I see to this change is the feeling during the leveling process. It was an exciting part of the leveling process to receive a talent point each level. In my opinion, this change does take away a small portion of the leveling experience in that regard. All in all, though, I feel this is a minor loss for substantial gain.
Jun 28th 2010 4:06PM RE: Leveling via Dungeons. I believe I read something about having to attune yourself to the dungeons by actually visiting them first, before they will show up on the Dungeon system, so you'll want to keep that in mind if you're trying that approach.
May 10th 2010 5:48PM One thing to keep in mind when upgrading from the ilvl 251 T10 to the ilvl 264 T10 pieces is that you lose any gems and enchants you had on the item you trade in. This also applies to the trade in from ilvl 264 to ilvl 277; they will start out with empty gem slots and devoid of an enchant.
Mar 2nd 2010 12:31PM Apparent self contradiction is fun... let me try that again... Complication in concept(paragraph 2) vs calculation. (Paragraph 3)
Mar 2nd 2010 12:28PM The mention of having bigger mana pools is quite possibly misleading. Scaling will likely apply differently for each class, so whereas warlocks will likely have an increased mana pool due to obtaining better gear, I am expectant that it will maintain current ratios with other classes. Warlocks are likely to get a lesser increase in max mana from INT than other mana using classes, due to the mechanics of the class.
As for Mastery, I suspect it will not be as intricate as you may imagine it to be. I believe they have stated that it *should* allow Blizzard to remove many of the boring percent-damage-increasing talents and replace them with more fun and varied ones. Instead, the damage increase will come automatically from this Mastery system. So, while it will prompt a major re-analysis of the talents in each tree, this was going to happen anyway with the additional 5 talent points that will be available, and any other changes that would be occurring in the trees. So, instead of asking "what does X talent do for me?", it would be "what does X talent do for me, including that Y% damage increase". That seems only slightly more complicated.
I do agree that it does give a slightly new dimension to min/maxing, but I am unconvinced that it will complicate things any more than they already are.
Feb 17th 2010 11:56AM This is even funnier since I know her and her boyfriend in real life...