Jul 2nd 2011 2:05AM While you're quoting the dictionary, you might try looking up Dullard too. Let me break this down for you. Just because something isn't against the rules doesn't mean it's an ethical thing to do- i.e. it's still unethical (check your second definition). In this case, transferring gave this guild an unethical advantage over every guild that was not taking advantage of a loophole in the game's code (second definition again), and they were most certainly using this to their own ends (lulz second definition).
One could argue that they did all of their transfers knowing that it would give them an unfair advantage (check your first definition), but since they did not violate any rules currently in the EULA/TOS to my knowledge, they technically did not cheat. By your own definition, however, they absolutely exploited the game's mechanics, and based on the actions Blizzard has taken, they agree. Now seriously, go look up dullard.
Jun 5th 2011 4:49AM I do think there's a lot of currently untapped potential,and I would be very happy to see a furtherance of the storyline in AQ and Uldum. However, I have to respectfully disagree with several of the commenters here, particularly with those who say that the 80-85 content is lacking/stunted/empty. If you take the time to read your quests and understand what is actually happening in these zones, you'll realize that theys contain some of the best story-telling in the game. It doesn't get much more epic than uncovering a plan by Deathwing to commandeer a titan reorigination mechanism and then having to thwart that plan while simultaneously fighting on the front lines of a war between two sects of cat-taur people.
Confusing a zone "just stopping" with a zone leading into dungeon and raid stories is easy to do, and it looks like several of the people here have done it.
Jun 5th 2011 4:15AM Nice article as usual. I have to admit, I was honestly expecting a full article on the 4.2 proposed nerfs. You seem rather apathetic about/numb to the changes, but I honestly do not understand them.
I will admit that fury damage seems a bit high right now, but I think it is mostly due to the 40% (!) buff to white damage last patch. Why buff white damage if you are going to immediately nerf weapon damage? Does it come out as a wash, a net nerf, or a net buff when it is all said and done? I'd be interested in what the motives are here, given that the spec received what in my opinion was an over-the-top buff to begin with.
As far as arms goes, I'm confused about the change mostly because I don't see it as a chart-dominating spec in its current iteration, save tip-top end gear. When I dps as arms in raids I pull a [semi]respectable 13-16k dps as arms in about ilevel 349 gear (depending on the fight), so it may just be that my numbers are lower than they should be, but I think I'm decent enough to be able to tell if my spec needs to have the majority of its damage-dealing abilities nerfed by 8%.
tl;dr: I don't understand the need for or the motives behind the nerfs. What's the deal?
Jun 1st 2011 10:22AM Calling Rossi a prophet for foreseeing a warrior nerf in a patch is a bit much I think. Take a look back at it and there have been pretty significant nerfs to warriors in every major and most minor patches going a ways back, be it nerfing mastery values, changing charge and intercept mechanics, that goofy change to juggernaut in 4.0.6, figuring out what the heck they wanted to do to Titan's Grip way back in the day, making Bladestorm disarmable, etc. That's all I can think of off the top of my head, but I'm sure there's more.
It's not stretching too much to say that many of the buffs we've received have been because of how over the top the nerfs that came before them were. How much the reverse is true I think is an interesting concept. It's definitely amusing that this 5-8% nerf comes on the heels of the 40% buff to white damage in fury and the unnerfing of Colossus Smash for arms in PvE.
May 19th 2011 8:54PM Yup. That's the only thing that has really creeped me out in 5 years of WoW. Totally cool. But profoundly creepy.
May 14th 2011 5:14PM Being as the main point of the talent overhaul in WoW from the developers' end was to allow easier class balance, I'd be interested to know what balance is like in Rift. Customization means jack if balance goes out the window. From what I've read on the Rift forums, PvE is working pretty well outside of severe undertuning of encounters in the latest patch, but PvP is pretty well borked right now. One- and Two-shotting from certain classes/specs is not my idea of balance, and if that's the direct result of the flexibility of the Rift speccing system, then it's not amazing or even a positive for the game.
May 5th 2011 5:42PM To whoever said that the shoulders were going to be a molten face, they are. It's like a molten rock giant. I'm not a fan of the shape to be honest. Can't put my finger on it, but they just don't jive for me. Maybe too skinny and tall, but that may just be the race being used to model them. The contour of the face makes the shoulders look kinda concave/squarish as well. idk.
The oversized helmet is a very cool model though, so that makes up for the shoulders. :) And the color schemes are nice as usual.
May 3rd 2011 12:52PM @brainded
Excellent point. I hadn't noticed that.
I think kittens put it very well, but ultimately it boils down to this: Up until the fix/nerf/whatever, a minimum of 1.5 out of every 5 seconds (1 GCD) was being used to dispel the debuff. The other 3.5 seconds (~2 heals depending on your class) had to be used to heal up the 35k static disruption (heaven forbid it hits more than 1 person), the boss's melee damage, whatever 20k attacks the little bird adds did, and the 20-25k hits that kidnappers put on their targets. That's massive healing on multiple targets, regardless of if you have a hot on the tank or not. And for players of appropriate gear and skill level it was way over the top.
I'll be looking forward to actually queueing for the instance again.
May 1st 2011 8:01PM Similar experience here. I tried healing it as a disc priest day before yesterday (Bouclier on Black Dragonflight if you want to armory and tell me how bad I am). We had 2 melee dps all pulling over 10k dps, and I was pulling around 11k hps. Closest we got was ~25% with me OOM. Ended up having a guildie resto druid take my place and me switching to tank. Even then the druid had to pull 17.7k HPS, and we still almost had multiple people die. There's no reason a 5-man boss should ever require more HPS than raid bosses half a tier above them.
They need to do one of a few things to this fight:
1) Increase the hit box so melee can spread out better
2) Decrease frequency or damage of Static Disruption
3) Make Static Disruption target only ranged classes
4) Anything else that makes the incoming damage healable for groups with more than 1 melee.