Mar 4th 2011 10:46AM I have to say that GearScore/Playerscore continues to cause impact for me playing. While in instances my machine becomes unusable (and I play at 1080p @ 60fps) while it's in place.
While I like the concept of Playerscore, and I think there is a place for it, it has continually had issues with causing lag for players. I know some guilds that have banned it from use because of the lag it creates from the scans and updates it sends out. Elitest Group used to be really popular on my server as well, but both ended up being nuisances over time.
Apr 27th 2010 8:31AM agreed the downranking was a pain, and this is an evolution of the system, but I really do not see it being as big of a change as some folks are posting about.
"The end of badges" - not really, they just changed the name. Just like they aren't badges of justice anymore, they aren't emblems of triumph anymore. Honestly, I think they started getting into an issue where the naming was becoming painful as they thought of new emblems to release.
The one thing I hope they move into the PVE realm that I think was done extremely well in PVP this time around was the gear look. I like that each tier of the pvp set looks similar, but improved upon, as you go up in seasons. If they just come up with one really awesome set of PVE gear per class in Cata for the tier set, and then scale it back for the previous tiers, it would be sweet. You can see your character grow in power without having to go through skulls, goats, whatever the heck the blades/bones are, and then boars on your shoulders.
Mar 30th 2010 1:20PM As Richard (from LFG) would say ...
FOR PONY! - http://www.lfgcomic.com/page/42
Mar 9th 2010 10:54AM I think chance hit it on the head there: The blues have said that the idea isn't to use existing mechanics to do these things, but rather to fix the existing mechanics to make it easier to figure out, and more adaptable.
I like that Blizzard isn't just stacking more and more complexity onto the system, but rather is willing to nuke it some and change it around to make the game more accessible. Mastery + the ability to modify stats on your armor will be very welcome in the expansion. It should make gear options more open. Feral (tank + dps) druids really are the case for this in WotLK.
Mar 5th 2010 3:02PM But if you have a Main Assist (I know it's a designator not used much anymore in the raid tab), and all the dps are on one target, you are effectively allowing the tank to CC the trash.
The first wave of ambushers are the exact prime example: you can't CC them, but you can single target them. By removing them one at a time, instead of as an ae, their death bomb doesn't wipe you and you can keep moving quickly. Folks just like to ae to have their recount numbers swoon, it seems.
Mar 5th 2010 2:36PM "But the top tier of raiding right now was not designed that way"
Just because there are 7 mobs in camp doesn't mean it's an AE group. Take the skele's in the front of ICC for example: Yeah, you can ae them, but almost guaranteed a handfull of dps (or healers) are going to die from it. Single target systems do still work, and are more effective for most tanks to have all the dps on one mob. You reduce the strain on the healer during the fight (because 1/x of the dmg absorbed is reduced each kill) and the threat of aggroing something else becomes less.
Just because rogues have fan of knives doesn't mean they should spam it throughout an ae fight, it's just not as effective of an attack. Fury warriors get a splash damage effect, and can cleave, but the dmg output from cleave usually is less than if they heroic strike spam (it just hits more monsters).
I'm a huge fan of actually using CC, and I relish the time when sheep, hex and shackle are required again. I actually disliked Morose after 3.0 when it became just an ae fest.
Mar 5th 2010 9:10AM @BubblePriest
I think what we may see is that the buff never gets to 30%, if the penetration into ICC reaches the level that the Dev's want. The buff is an easy way to get further in for folks that are struggling at some point in the fights.
The concept is to make sure that 80% of the people have access to 100% of the content. There are 20% that just won't care (they pvp or roleplay only, and doing the raid content doesn't excite them). This expansion has always been about the epic storyline, and Blizz has stated they want to make the whole story as accessible as possible to people who want to see it. That doesn't mean you can just faceroll it with greens, but if you want to work on it you should be able to see the whole story.
I'd assume that the dev's are parsing the data from failed event attempts and working on fixing some of the "random fail button" issues.
Mar 4th 2010 3:57PM As Deadly stated, Blizzard changes their minds as the game is tested. Remember that originally rested state worked completely differently, as did how death worked (the original beta had xp loss from death!)
I have a feeling that the mechanic will quickly change in beta to be each person in the raid from your guild contributes x%, where you get 100% of the benefit if 60% or more is from a your guild. The fact that you will end up with "mega guilds" just for the bonuses will be too much of a strain on the social structure rather quickly.