Feb 11th 2009 3:53PM HeLlO?
ArE YoU StIlL ThErE?
GlaDOS is a girl. She is very nice, if you do not cross her and incinerate parts of her.
Dec 2nd 2008 7:55PM I play a Dk and I have to be honest, there have been a few times that I've looked at my rune strike and thought WTF? Just the other day, as a green lvl 70, I one shotted a Rogue who was at half health. If they can beef up the way dodge figures into that, not so much as killing the power it does, and maybe make the effect less against players; then I don't see it as a nerf.
Nov 30th 2008 6:05PM I just wish someone, ANYONE, would please grind it into the thick skulls of some of the death knights, that you do not death grip if you're not the tank.
Nov 30th 2008 5:57PM Player Death Knights are undead.
It's hard to explain, but I'll try to keep it simple. (don't wish to confuse anyone.)
Basically, the Player Death Knights, and DK's in general, are a kind of Lich. Meaning that they're immortal. Unlike most Liches, however, Death Knights don't have individual philacerys, (places to keep their souls.) Rather their souls were taken by Frostmourne. To kill a Lich, you must simply destroy its philacery, and since it's highly unlikely Frostmourne will ever be destroyed, Death Knights can't die.
If you think about it, Arthas was pretty slick (yeah I know blizz did it) in coming up with this idea.
Nov 28th 2008 12:41AM Speaking from a designer's point of view, I could see how something like this could be too hard to code. Now the "Heroic Leap" itself isn't what was likely so hard to code, as much as defining what was immune to it, what the range was, how it recognized illegal territory, line of site, and so on.
With Death grip, as has been stated, you're bringing the mob to you. This isn't too hard when you remember that Mobs have always had the annoying ability to clip (walk) through walls and obstacles. So it's no big deal to grab something and yank it to the player.
However when you take the PC (Player Character) into question, it brings up a whole HOST of problems. Chief among them being the question as to what to do to prevent a player from getting some where they shouldn't. You could plunk down an invisible wall, but that would require a ton of coding and could make things harder than it need be. Especially if at some point you actually wanted the player to be able to get there. Using the gully example above as a case point. The invisible wall would need to extend a set height, location, and then you'd have to figure out how to code it so if the player is at X location they can pass through it. While also figuring out how to prevent someone at X location from using the spell to get where they ought not be.
When you really get into it, it's far more work than is really needed for one simple spell. In the end it doesn't shock me that the devs had to let it go. Would you rather Wrath have been pushed back several weeks or months, just to get this one spell working in game?
I'd expect not.
Nov 24th 2008 6:17PM I advocated something a few years ago that others seem to have suggested here. However since currently when you "tag" a mob it stays that way until you flee the area or die, it wouldn't exactly work for the game mechanics of other nodes.
Rather, I suggested a kind of timer. So that if, let's say player X means to mine a node of ore, then they target that ore and tag it. Then they have a preset amount of time to activate the node, with a cool down like a spell.
Nov 24th 2008 2:39PM Yes.
Even though like the forsaken they show up as "humanoid" on the map (at least I think they do), they're still undead. The easiest way to explain it, is to keep in mind that they "sold their soul" for power, or had it taken from them. Remember how Arthas was in WC3 after he laid hand on Frostmourne? Though he looked to be living, the blade had claimed his soul, rendering him Undead. Death Knights work the same way.
Nov 22nd 2008 3:40PM There's a little more to them than just the small pirate type chain. If you move along the coastline of the "old kingdom" you'll find a ton of these such shipwrecks. While not perfect, these are for the most part the "battleships" used during WC2. It stands to reason then, after all the fighting that went on during WC2, that tons of such ships would be found scattered about. If you want to really get technical, you can look at the battles of WC2, and then co-releate where naval battles happened and with WoW. For the most part, the ship wrecks match up rather well.
Nov 22nd 2008 3:12PM I went blood and found that once I got into the higher parts of the talent build, I didn't do as well against multiple targets. After playing around with it some, I found a rather nice build with most everything in blood, and the rest in Unholy to allow me to get the ghoul pet. This way my damage mitigation is better, allowing me to use my anti-magic zone to stop casters in their tracks, while also allowing me to rely on my blood abilities to keep me above half way on my health. While not something I'd suggest for a tank, this build is perfect for dealing with solo levelling and PVP to some degree.
Nov 12th 2008 7:39AM Eh, figure I might try this. I was supposed to have gotten to the con but couldn't :(