|Download Squad||1 Comment|
Feb 4th 2012 4:12PM I don't even PVP, but I'm pretty sure I understand why any PVP player would have a (very legitimate) gripe if Frost were to suddenly have both its existing control abilities + an increased damage capability to keep up with Fire and Arcane.
I've enjoyed raiding as both Fire and Arcane this expansion. I feel like the game already gives me two solid choices with differing strengths and differing play feel. Not sure why I'd need a third.
Bottom line, I'd rather the class continue to have 2 great PVE specs and one great PVP spec, vs. 3 PVE great specs and no particularly great PVP spec.
Jan 19th 2012 4:55PM I'm sure gear has been a factor for many raid groups, but doesn't the game already help everyone progress each week by pumping out 1,000 more valor points, a chance at loot from the LFR bosses, and the drops from whatever DS normal bosses you've already gotten on farm? If gear was really the main stumbling block I assume Blizz could do nothing and time would fix it anyway.
I'd love to hear more about what is truly holding people back, and see if there are more targeted fixes for it.
Its been a long time since I've been in a guild having this kind of issue, but my hunch is that it comes down not any lack of esoteric expertise on reforging strategy, but to the basics: getting a consistent group of people to show up and work together each week; being willing to wipe a few dozen times while learning a boss; knowing enough about your class so you can achieve reasonably close to its potential; and avoiding obvious, major screwups like leaving out lots of gems and enchants and wearing a lot of PVP gear.
Are there really groups that are OK on those basic 4 and then get truly defeated by a boss they have a gear for?
I'd like to see Blizz invest some time into a real guild finder tool that could make it easy for many more players to find a group with similar play times and progression level that they could start raiding with; to take the prep burden off informal leaders by just having instances bounce out people with the wrong or ungemmed unenchanted gear (let the game be the "bad guy", not a human); have much harder solo content prior to raid eligibility that would let players better discover on their own whether they were or weren't doing it right and have a fun positive motivation for fixing issues vs getting yelled at by other raid members, etc.
Hopefully with stuff like that many more players could enjoy and win at a full raiding experience, vs. just slowly nerfing it over time to the point where you may eventually be "winning" but you're not really raiding.
Dec 24th 2011 8:05PM That's the beauty (and terror) of math... in the areas where it applies, it is always right, and it does render irrelevant personal opinion.
My take, its better and more fair for all players to have access to what the math says. Otherwise the devs are essentially putting traps in the game that say "if you get this math problem wrong you will always be X% less effective than someone who doesn't"
Of course players who do not need to reach peak performance for the way they play are free to optimize for anything else, whether it be RP, looks, fun, etc. But at least they're doing so with the benefit of informed choice, vs. being faked out because one choice has a cooler sounding name than another or the like.
Aug 22nd 2011 1:40PM They should just remove VP from dungeons period. Then no one would have to run them past the point where they were useful for gearing up. This would prevent the burn out and remove the "must do this task each week" nature of them.
Jul 16th 2011 2:54PM I raid regularly in both my arcane and fire specs (I choose per fight), and have raided with many other classes and specs over the years. There's just no getting around that executing near-optimal Arcane player is far simpler than doing so for most other classes.
This can be a great plus when I'm learning a new encounter and want something braindead simple so I can just focus on the new encounter mechanics, and can also be pretty boring once I feel fluent in an encounter and wish there were more ways available in which I could optimize my results.
Its true that Arcane has all the utility functions and cooldowns you mention. Thing is fire and most every other dps spec have them or their equivalents too. Take away these common denominators and you're left with the simpler core mechanics of Arcane vs say those for fire (keeping up 12-second dots on 2-3 targets, having to line up the perfect storm of Ignites/LB/PB!/Impact for Combustion/Impact combos, needing to fully optimize fire's ability to cast on the run vs. arcane just being tuned to do more damage standing still to make up for the lack of movement capability, etc.)
Then you get to when you're running heroics for VP in your overpowered raid gear. Here Arcane can actually become a 1-button spec, because you can start in burn and stay there until the boss is dead. Pop cooldowns (all macro'd to one key), Arcane Blast x15 and boss is dead for the win.
All that said, while I will accept the wonderment from other players as to why Blizz created it this way, I will not accept scorn. Blizz creates the available specs and abilities. A raider who chooses the optimal one for a given situation is doing what they are supposed to do. If another class thinks its easier / more fun / overpowered / whatever, they are free to be a mage too.
May 18th 2011 4:22PM Always a great cause to help make the game as inclusive as possible. For those of us who don't know a lot about these issues, could you explain a little more about the type of disabilities this solution can help overcome? i.e., why is 5 the magic number? Does that need to include the movement/strafing keys? If the player is able to hit, for example, 1-5, what is preventing them from hitting q-w-e-r-t? (I'm assuming they're probably not using a full keyboard but some other device with 5 keys and just curious how this all works.)
Anyway thanks for bringing attention to a good cause.
Apr 11th 2011 1:09PM I'm suspicious about this comment thread. While no one comment has been a big surprise that someone would feel that way, the ratio of "Cataclysm was bad for me" vs "OK for me" or "Good for me" seems way off what I see anywhere else. I'm particularly suspicious of many comments that had nothing more useful to say than "cataclysm sucks so I quit" getting so many high ratings.
Perhaps there are paid social media influencers involved?
Not to disagree with anyone's genuinely held personal opinion, I would like to add some counterpoint: my guild has about the same small level of turnover that its had for the past few years. It is having no problem completing all the current content on normal mode and is working on the hard modes now. My realm feels about as full as it always has. If lots of people are in fact leaving, then there must be lots of new people coming in too. I do not see or hear any more complaining in gchat or gforums than from previous expansions.
I do think that "beginning of an xpac" is a very different time from "end of an xpac". By the end of an xpac, many encounters have been vastly detuned, and players are generally highly overgeared for most raids and way overgeared for all heroics. Players who only knew/liked the easy mode of end-of-xpac were bound to be disappointed by the return to regular mode.
Apr 10th 2011 12:06PM For folks who gave up on random dungeons some time ago, it may be worth giving them another try. Yes, at Cata's launch, when everyone was in 333's or worse, and few people understood the mechanics, getting a LFD group through a heroic smoothly was a rarity.
Now, though, the average gear level and average knowledge level have both improved, to the point where my daily LFD almost always succeeds relatively quickly and usually without much drama. And this is with me queuing as solo dps, which is the worst situation.
I find time of day makes a big difference as well: "kiddie" time tends to be early afternoons and weekend mornings, and it shows both in the lameness of world chat and in less skilled LFD groups. I'm less likely to play at these times because of it.
Jun 23rd 2010 1:59PM How (if at all) does this game/company relate to Torchlight? Perhaps I misunderstood but I thought that's where the Mythos dev had gone into, first for the single player game and then eventually for a MMO.
Jun 14th 2010 2:31PM Please tell us more about your server / 100mb connectivity rental. I hadn't heard of someone doing that before. What's it cost? Did you have other motivations / benefits for doing it? How did you select your provider?