Dec 23rd 2008 11:43AM Raids should be capped to 20 man. Raids should be 10 and 20 man. This would make it much easier for two 10 man teams to combine to form a single 20 man group. Let alone several 20 man teams in a moderate-large sized guild.
Getting those 5 extra people geared up is harder because they are subs or the odd man out in a 10 man. Plus, you only need so many tanks in a 25 man raid.
40 mans were a real pain, you needed a really large guild and usually a really bad attitude to get people to commit to it.
This is a casual game now more than ever, and I for one hope that blizzard does not go back on its word of not bringing back 40 man raids.
Dec 19th 2008 6:43AM We need a healer hero class. A class that has the potential to heal better and easier then the others.
Be this an Arch Druid, High Priest, or something altogether different.
The main reason people don't make healers is the long grind from 1-80. That and the reduced fun factor. I found healing 5 mans to be fun, but raid healing was more of a job.
Another way to spruce it up would be to add a healing hero class that uses combo points and energy instead of mana. Perhaps even a ying/yang system that requires them to heal and dps to be effective. Heal boting and worrying about mana can be a hastle.
Dec 16th 2008 1:35PM I play a hunter and a priest. I also have a druid now but is in mostly quest blues that I am probably only going to use for farming purposes.
Hunters will always be at a disadvantage in arena as long as there is line of sight. At least one octagon or football field arena map should be in the rotation. Until we get curved shots or they start putting STR on our gear with ridiculously high parry rates and a higher armor score and give our pets more stamina and resilience hunters will be a joke. Of course then we wouldn't really be a ranged class anymore would we? (aspect of the beast gives melee attack power, why???) Instead of trying to make the class do something it shouldn't they should just get rid of line of sight and improve pet survivability. Or at least have the hunter go into a incredible 3 minute enrage if his pet dies in combat that turns him into a huge man beast.....
My priest isn't discipline, or holy, he's shadow. Its my preferred play style. I have not played him since the major changes were done but as long as purge/dispell can remove all of our buffs in a matter of seconds and our armor buff has charges on it, we will be at a disadvantage. Between stuns and dispels and wearing cloth combined with mostly non-instant cast spells he's at a real disadvantage. I finally had found a use for shadow guard by using it vs melee but now that priest racials are gone, there goes that. Shadow form should be returned to its original shadow damage increase and melee damage decrease figures (20% like the mobs have).
As the game stands now, and how it was in bc, arena is ridiculous for my classes. I love regular pvp however. I would like nothing more for them to remove arena from the game and keep it on the arena tournament realms. PVP is about Horde vs Alliance. Its not about who's got the best arena comp. We need more battlegrounds to play and with better rewards. Arena and PVP rewards should be separate and equal. A player should be equally geared if they chose to do either. Should honor be harder to get? Well you probably should have to earn it and punish people that AFK. Warhammer had a pretty good way of doing that, and they had more battlegrounds to play as well. The old honor system is dead and let it stay dead. A PVP ranking based on PVP activity not on the number of hours you spent in PVP should be used to distribute rewards. It shouldn't take more than the amount of time you can get a piece of armor in a PVE dungeon or raid however. Say get 1 regular piece from 2 hours of work but get a really good piece from 3 days of work. Either that or bring reputation back to PVP with faction dailies.
Oct 14th 2008 11:50PM Paladins have 2 non-healing/damage specs.
Druids have 2 non-healing/damage specs.
Shamans have 2 non healing/damage specs.
Why shouldn't priest's 1 direct damage spec not be improved?
Oct 14th 2008 11:18PM Well, much of this is very good. The VE nerf doesn't make much sense, really, I almost never used it in a raid due to the excess threat. The only place I even use it is PVP/Solo.
I do like that they are buffing Vampiric Touch, but honestly, now that it doesn't return mana based on damage, only as a proc from mind blast, I'd much rather see them get rid of the spell altogether and work the mechanic into a proc that is triggered after casting mind blast.
It never did much damage, it has a horribly short duration, and I was spending most of my time raiding babysitting the debuff. It became so bad that I had to run an addon to specifically monitor the debuff timer. The spell wasn't instant cast, had a short duration, and you basically had to re-cast it every 13 seconds to keep the spell up 100% of the time. Frankly everyone but the shadow priest benefited from the mana battery because of the cost of casting the spell to begin with. Now with potion sickness I hope they really fixed passive mana regeneration considering that they nerfed the amount of mana returned from the ability too. Having shadow word pain's duration being refreshed is great, but they should either have this one refreshed too or roll it into the mind blast mechanic.
I didn't mind being the utility of the raid, but constantly watching debuff timers, sitting at 90% of tank threat most of the time, and then running out of mana even with all of the tricks and then sitting at the bottom of the damage meter despite having 300+ more spell damage than the top dps was a little sad.