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  • Cambro
  • Member Since Oct 15th, 2008

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Recent Comments:

Blue Posts: A 'plethora of information' is coming {WoW}

Mar 12th 2012 10:07PM Si, El Guapo! A huge plethora!

The Queue: Soon {WoW}

Mar 12th 2012 9:30PM It looks like Blizzard heard my request to make the female panda model Queent Latifah!

How to fix professions for Mists of Pandaria: An open letter to Blizzard {WoW}

Mar 12th 2012 9:27PM Self-quote from Anne Stickney's "The curious case of Cataclysm potions", 2/6/2012.

"Blizzard, if you're reading this, please hire someone specifically to handle professions in Mists. You KNOW there will be 3-4 patches on top of the expansion itself. The new crafted profession items WILL be obsolete for main characters by the 2nd patch, and WILL be difficult to justify even for new alts by the 3rd patch.

Cataclysm was absolutely painful profession-wise (I'm speaking as someone who has a max level everything). The only upgrades we got to professions were a bunch of 365 patterns at the Molten Front, which required a painful daily grind for 4-5 weeks per crafter (yay, 365 gear I can craft to replace 378 gear dropping in Firelands...wait...); a few world drop jewelcrafting and enchanting patterns; a number of 378 patterns in Firelands whose drop rate was severely nerfed, making their availability nearly non-existent; and a few potions got slight boosts in their effect, which are still trivial to a character in 4.3-relevant gear. At least the entry-level crafted pvp gear got a bump up in stats and item level each patch, and thank you for not nerfing the drop rate on Dragon Soul patterns.

Professions are fun. Grinding them out is not, especially since people can so easily out-level what can be crafted, most of the gear a crafter can make is pointless and is only a stepping stone to something else that can be trained. You might as well give crafters 15 patterns, each trainable by turning in 750 cloth/skin/bars, since we only deal with a handful of max-level patterns anyway.

Gear, and perks such as jewelcrafting-only gems and engineer cogs, need to be upgraded each patch to keep them relevant. Consumables such as health/mana potions need to either be periodically upgraded to significant levels, or be percentage based relative to the character's stats, or just take them out of the game altogether. Let us use more than one potion per fight. And please switch around the colors on primary stat gems so they're not ALL red, and ALL expensive. I made a killing on red gems in 4.3, until my supply ran out. Now I'm selling orange gems like it's Christmas, but I can't sell red gems because I hardly ever see them for a good deal, and I have a digital ton of blue, yellow, and green gems that hardly move.

Epic gems are great, but they're too rare. They can't be prospected, can't be transmuted, and when I down a 10 man Dragon Soul boss, I'm often getting uncommon gems like Zephyrite. Really? What the crap. I can vendor it for 50 silver or cut it and vendor it for 75 silver, tyvm for that reward. At least make those boss kill items drop only rare or epic gems, not uncommon ones, as it's practically a slap in the face."

I've read a bunch of great ideas here in the other comments and in the article, and I think Blizzard should very seriously consider these suggestions. Those of us that like professions like them throughout the expansion, not just at the beginning when they get the most love. It's an aspect of the game that needs to be constantly balanced.

Breakfast Topic: What's the most killed boss in the game? {WoW}

Mar 11th 2012 3:01PM Slight correction, it was 3.1, 3.2, and 3.3. :)

Hi, remember me? I've been here since 2004 {WoW}

Mar 9th 2012 1:27PM I understand from a business perspective not giving stuff to a current customer. Giving a free month of playtime, free month of newspapers, from month of cell phone/cable/internet service, health/car insurance etc. would be nice but it would hurt the company's bottom line, because they'll have way more longtime customers than new ones. But from a consumer perspective, it has also always bothered me that loyalty is not rewarded, while being new is. This bothered me when I rented apartments, too. Every time my lease was up, they would want to renew my lease for as much as they would rent to a new person...sometimes for MORE (technically the new renter gets a discount to persuade them to rent), and they never liked when I pointed out that particular discrepancy.

Last year, we did get that fun little experience booster, but that was a very limited time and for everyone that was a current WoW subscriber. There are a lot of perks that Blizzard could choose to give us after so much subscription time. I can see some of them harder to implement than others. Void storage and bank space would be awesome, but probably a challenge to code. Free things like mounts and pet companions, maybe a fun trinket like you pointed out, those should be easy. Anyone that has paid for XX number of months on a single account gets some BoA item in the mail. It would be a very nice perk, some recognition for those of us who have helped put other people's kids through college while we play.

The Queue: Everything is better with a ukulele {WoW}

Mar 6th 2012 2:10PM Rest in peace, Mr. Kamakawiwo'ole.

Darkmoon Faire achievement progress reset yet again {WoW}

Mar 6th 2012 12:49AM Seriously though, this SHOULD be an embarrassment to Blizzard. They have a product that is used daily and updated regularly and incrementally. They added a feature to their product, with the understanding that the feature would work. It failed. They fixed it. It failed. They fixed it. It failed again. Oh, and each of these iterations, their customers lost data. Never mind that this is a game...it's a product that people pay real money to use, with the reasonable expectation that features will work, or when they break, they will be fixed and stay fixed.

I appreciate the "sincerely apologize" and "regrettably" and "unfortunately" in the statement. Even if it's lip service, Blizzard recognizes, apparently, that these failures are adversely affecting their customer base. I hope steps are being taken at Blizzard to improve their internal quality control.

The trials and tribulations of being a raiding roleplayer {WoW}

Mar 4th 2012 10:28PM In my mind it's difficult to RP during raid encounters, especially once you've cleared the place. For my main, it was a very big deal to have defeated the Lich King. On my screen, he was one of the band of heroes, part of a very elite group. Of course in reality it was thousands and thousands of players who defeated him (repeatedly), and in canon it was some unnamed group of heroes. Once you've killed all the bosses in Icecrown Citadel, how do you deal with them the next time you go through? Gone back in time? Another infestation with similar-looking bad guys? Ignore the bosses and pretend you're just cleaning up? In our guild meetings I say we're continuing to make progress in X, or we're leading a team in to X to clean out any remnants of the minions of X, but that's as far as I can go and not lose continuity, personally. The best I've been able to do beyond that in Cataclysm content is to stand in front of Ragnaros and complain loudly about dead things not staying dead, show him my level 60 legendary and yell at him asking if he remembers it. :)

Totem Talk: Loot to maximize your elemental shaman's mastery {WoW}

Mar 4th 2012 2:20PM I'm sorry, what is DTR?

The trials and tribulations of being a raiding roleplayer {WoW}

Mar 4th 2012 12:32PM I'm a raider and an RPer. :) I'm in 2 RP guilds on my RP-PVP server. The Alliance guild is casual, light RP, and raids 2 nights a week, currently 6/8 on normal. The Horde guild is much more stringent on its RP and actually RPs anything that is said on screen during raids. They've cleared normal mode. I only raid with the Alliance guild, for about the same reason as I don't raid more or RP more: there is only so much time in the day, and you have to choose carefully what/how much you're going to do, or else you'll never get any real-life things done.