Apr 18th 2011 5:58PM So, your 'solution' for HoG "reduces the "skill" portion".
You don't like the fact that Immo Aura relies on positioning and needs a certain amount of choice whether to use or not.
You acknowledge that the potential mismatched between Meta and DS are "not a terrible thing, really; it creates smart gameplay" but want it done away with.
Just how much do you want demo dumbed down? The challenge and complexity of the spec has already been demolished by doing away with ImpSF haste and the tight HoG/Immo refresh window. What was once a notoriously tricky spec to master is now the easiest to play of the 3 warlock specs, and as a longtime demo player who's struggling to maintain interest I have to question whether making the spec require even less thought is really a good idea.
Mar 22nd 2011 6:51PM It's no coincidence that the classes without CC can tank. Being able to shift into blood presence, bear form or defensive stance is a form of CC in itself that classes with more typical CC abilities lack, and that's a form of "balance" in itself (more balanced than keeping the stuff that makes you special AND demanding a cut of everyone else's special stuff too).
That said, I personally like the idea of a Glyph of Death Grip, that holds victims in a Vader-like choke-hold (meh, reskin the cyclone animation to be cheap) as a DK CC option. DK tanks couldn't take it without sufferring massively, and DPS DKs could choose a bit of just-like-everyone-else homogeneity but only at the cost of losing part of their unique tanky specialness.
Aug 10th 2010 7:48AM Re: Haste and Bane of Doom, I recall this from the class preview...
- All warlock damage-over-time (DoT) spells will benefit from crit and haste innately. Haste will no longer act to reduce the DoT's duration, but rather to add additional ticks. When reapplying a DoT, you can no longer "clip" the final tick. Instead, this will just add duration to the spell, similar to how Everlasting Affliction currently works.
That suggests to me that with the Impending Doom 15 second damage CD reduction, giving baseline ticks 15 seconds apart, with 0 haste, one BoD cast would give 4 ticks. 20% haste would give 5 ticks, 12 seconds apart, etc. And it can crit!
Aug 5th 2010 7:30PM For priests, Holy generally would want Spirit, not MP5 because of the Spiritual Guidance talent, while MP5 works out marginally better for Disc (very littledifference in that though, and a lot of disc prefer spirit because of the utility for their Holy or Shadow off-specs).
No other cloth wearers would want MP5 gear, and spirit comes third behind haste and crit for all cloth dps except Demo warlocks with Demonic Pact, who get over 60% of spirit converted to SpellPower, which helps DP become such a hugely OP raid buff.
Demo 'locks also love haste, so that belt is has the perfect stats for them. It's not ideally specced for any other dps - at best its going to just be a gap filler until they find a haste/crit alternative.
Jul 6th 2010 11:11AM If you were any other spec, I'd say go look for a better guild if high-end raiding is the reason you play WoW.
But like a lot of folks have pointed out, you're currently benefiting from some massive gear inflation. As a bit of a joke example, but it kind of proves the point, the top dps on Rotface25HM is currently Fury, doing 25,121dps while the top Destro 'lock on the same fight is doing 13,683dps (not quite 54% of the warrior's damage - guess that's the hybrid tax... uh). That destrolock isn't a slacker. There's every chance that come Cataclysm that player will be beating the Warrior on most fights.
If you're convinced that you're being held back in terms of progress by sticking with a guild of poor players, and progress is what you're after, then change guild now.
If you think there's a chance that you're rocketing ahead because that's what all fury warriors are doing right now, then maybe wait until Cata comes out and see where you're placing then. You may find that after a reset you're not a better player than your friends after all.
Apr 29th 2010 12:54PM @Dawn Moore
Sorry - missed your explanation - thanks for clarifying.
Still don't think you're right though :) It did rain chocolate sprinkles before.
When the "incentive" to not run arenas for gear was removed arenas were going to die, but they didn't. A lot of people who never really enjoyed arenas left, and a lot of people who really liked arenas stayed. That's going to happen again.
The people who don't like 25s will leave, which is good - or rather they won't say they'll come along, do some farming on the easy bosses and THEN leave. The people still doing 25s will be the ones that like doing 25s.
I like 25s. I like the larger community, the epic feel, the competition, the collaboration - it all feels so much more involved, demanding and rewarding (personally and socially). I'm not surprised when you say something similar. I tend to assume that other people who like what I like like it for the same reasons. No way am I unique in my enjoyment, with everyone else only getting their enjoyment from satisfying more selfish, baser urges.
So yes, there will be fewer 25 man raids, like there were fewer arena matches. But if you are one of the people who enjoys that side of the game, things are likely to be all the better for it.
Apr 29th 2010 10:02AM Is the sky still falling? 5 years and it's not hit us yet.
Dawn Moore, for example, spends a paragraph explaining why 25 mans are NOT about epeen and better loot, then the next saying 25 mans will die without epeen and better loot. Did the same person really write both paragraphs?
Others talk about the problem of lockouts preventing training runs. I agree it's a shame for both of the 25 man progression raiders who don't have alts. Shouldn't be a big deal for the rest of us though. Besides, if only Blizzard would make more, shorter raids so you'd get multiple lockouts in a week, rather than one big... oh they said they'd do that huh? right in the same document? At the moment the only reason 25man guilds run ICC10 for training is because a lot more than the trainees need gear or emblems from them. If we couldnt run ICC10 because of lockout issues, we'd use previous tier hardmodes or even Maly, and still be able to put recruits through their paces
I think the changes are great. It will be fantastic to do 3 nights of 25man progression on my main, and have other nights for PvP, or playing an alt, or just enjoying a new expansion, without feeling pressured to raid "voluntary" 10s on off-nights to not let the side down in 25s. Jeez, that might even make the game less like work and more like fun.
Apr 8th 2010 7:14AM Curse and Bane changes. What on earth is the point? As far as I can see this is purely to stop the first lock in a group without a moonkin or unholy DK gimping their potential dps by casting CoE and not a direct damage curse. So why not just make the CoE debuff common to all curses in addition to their current effects? Warlocks are already notorious "slow starters" on fights, and adding another dull but essential GCD to the start of the fight will make this worse. It reminds me of the Shaman totem issue for which a good fix eventually appeared - while everyone else is getting stuck in and actually killing the boss, the buff class is still busy with preparation. If there was an actual, meaningful choice here (i.e. if bosses weren't immune to other useful curses - and I'd love to get stuck in with Tongues!) I'd be ok with the change, but as it stands it's the wrong solution - I agree the problem needs fixing, but don't like any fix that makes another problem worse.
I also have grave reservations about the Hellfire change. It's the last nifty exploit 'locks had left and it seems unfair to take this away from us just as Priests get the best griefing tool the game has ever seen. As for Hellfire becoming the AoE of choice for Demonology, that will require some serious adjustments to Demo threat. I find something odd about all this encouragement for the only tree with no passive aggro reduction to be running into melee range to AoE. At least when it's done with Meta/Immo-aura there's a bit of extra mitigation when the inevitable happens. At the moment Hellfire is only used by 'locks to commit suicide. This change simply adds the requirement to be in combat.
Mar 19th 2010 5:27AM I thought the point of a nerf to AoE tanking was to allow for the possibility of challenging trash pulls again - ones where folks might want to consider some CC, or where a kill order was a useful tactic again.
Not for every trash pull, sure, but for some - just to keep things interesting.
Because things are moronically dull for dps at the moment. Tank AoE pulls, DPS AoE spam, and the only challenge is staying awake through the monotony.
I've stopped playing my bear (my main through BC) because there's no point logging on just to repeatedly press one button. So yeah, I'd love AoE tanking (including swipe) to be nerfed, because I'm getting too "interest starved". Maybe prot pallies don't feel this - never played a pally so don't know if generating AoE threat is a rewarding and interesting challenge for them.
Maybe it just comes down to some folks being the type who love cheat-code like imbaness, and other folks enjoying exercising their skill. Nerfing AoE tanking would certainly upset the first crowd, while finally giving the second something to be happy about.
Mar 17th 2010 10:40AM I won't play Alliance, and I won't play a Blood Elf, so I don't have a Paladin.
Got nothing against Paladins, and will probably roll a Tauren one after Cataclysm.
But I really hate Blood Elfs, they screwed up the Horde. Back in vanilla there was a definite sense of identity to the Horde. A bunch of butt-ugly outsiders and underdogs fighting for survival. It was a given that all the vapid, superficial, unimaginative players would roll Alliance, so just being in the Horde at all meant you kind of belonged there.
But Blizzard looked at the vapid, superficial, unimaginative player ratios and decided that it was something that needed "fixing" and lumbered the once proud Horde with a race of hairdressers. The influx of vapid, superficial, unimaginative players that followed went on to erase all sense of faction difference, leaving us as nothing more than red team vs. blue team. I miss the sense of faction identity that used to mean so much. I still try and cling to it for old times sake, but Alliance v Horde is so bland and identikit now, it barely feels worthwhile.