Jan 15th 2011 12:41PM I'm growing very weary of the whole "I'm not special because other people have purple gear" diatribe.
The days of purple gear being a status symbol were over with Vanilla. Gear is not the end, it is a tool to help you achieve the end. The end is the boss kill.
"Stature" should be gauged by your accomplishments.
Yes, every tom, dick and harry will end up with purple gear. At some point. But how many can say they are Bane of the Fallen King or Light of Dawn or whatever the new titles are going to be?
So take a deep breath and relax. If you want to stand out in a crowd, be part of the team that gets those shiny titles.
Jan 8th 2011 11:16AM Fortunately, I downloaded the app ages ago, so :P to Rémi Denis-Courmont.
Nov 8th 2010 8:17AM "Even the Fellowship of the Ring was little more than a tricked out D&D group where the lucky halfling got to carry a legendary artifact. (And no doubt the whole crew was bitter that they lacked a sufficient healer.)"
This made me cry...I won't go into details, since this is not the forum for it, but *cry.*
But let's take this analogy as an example: You have the Mcguffin (the ring) in the hands of the reluctant hero (Hero with 1,000 Faces) and the psychopomp (Wizard) who initiates the reluctant hero on his Journey.
The reluctant Hero brings along companions and pretty much get to their First Inn (Goldshire, Dolanaar, etc) where the McGuffin (ring) provides impetus for additional members to join - all have their own reasons (to get laid, to return home, to find out what's going on with one's extended family, etc) but agree to journey together.
The new team's solidarity is built through common experiences (leveling) and are swept into a larger story as a result/or intention.
The McGuffin ("a plot element that catches the viewers' attention or drives the plot of a work of fiction" - Wikipedia) is a great tool to start an RP adventure since that's its purpose in a story. The McGuffin can even be one of the players...
Oct 11th 2010 9:45AM My main is a balance/resto Druid. As far as personality matching, I would say we share the ability to bring utility and to adapt to different needs.
Another aspect, which is more RP than class mechanics is the "workaholic" mindset. I always play my Druid as always being busy-that whole Gandalf vibe.
Religion doesn't even come in to play. I never saw the game's belief system as needing to mirror my own, rather it's what the toolkit each class/spec provides that gives me satisfaction.
Aug 26th 2010 7:15PM The antidote timer is still active, however, since you don't have to dodge anything anymore (mobs are yellow), the timer is pointless unless you have absolutely no sense of direction. It's removal makes sense in light of turning the entire 1-5 zone yellow. I can't complain though. I understand the UD 1-5 zone used to be red and was yellow-nerfed ages ago.
I simply do not understand the latest changes though. I leveled both under the original content and the current "nerfed" content. It's easy enough, unless you are severely directionally challenged or simply unwilling to learn how to play the game. I mean I am not a gamer. WoW is my first real video game, and I managed to suss the basic mechanics of a druid back when Oakenscowl was elite and Sathrah packed a whallup to the WASD-challenged.
I struggle to see why they put these additional ease changes in. They might as well play your toon for you through the start zone. All they really needed to do was fix the drop rates on some things (like those blasted shaman totems) and maybe add some new flavor quests surrounding the corruption of Teldressil. However, considering this seems *post* _Stormrage_, maybe the quests are more along the lines of helping "purify" the tree as opposed to simply learning its history.
I would have liked to have seen how they integrate the mage trainers - I mean are they lurking in the back like the warlock trainers do in Elwynn? Is there snarky banter between the mage trainers and the other trainers? Do any of the current NPCs show up as trainers? It would have been nice to have one at the character spawn point basically giving some lore background and saying that the decision was made to re-integrate into elf society instead of holing up in the bowels of Dire Maul.
However, I do like the idea of a "rented" NPC for people who solo. Not everyone is a social butterfly.
Jun 7th 2010 7:19AM The Draeni *do* have a vested interested in Northrend - just speak to their brothers and sisters who have been turned into Death Knights.
The Draeni still have Outlands to contend with. Granted the overall "storyarc" is complete, but you still have a broken world infested by demons. And Velen is still sending Draeni to Outlands.
I choose to interpret it as being there are very few Draeni in Azeroth - a ship's worth of folk are nowhere near the population levels of humans, dwarves and gnomes. This is also in keeping with their immortal natures - long-lived creatures simply do not reproduce well or frequently. As a result, the Draeni leadership are attempting to maintain a delicate balance between all their "concerns:" integration in this new world, personnel to keep the Burning Legion in check in Outlands, personnel to keep Quel'Thalas in check; and finally, sending the creme-de-la-creme of Draeni forces - the Draeni Heroes - to Northrend to assist with this new threat - especially one that has the power to rip their very own from their association with the Light.
There is also one quest in Howling Fjord which comes to mind, where the Draeni NPC pulls an adventurer tot he side to run a task that he feels important even as his human and dwarf companions may not. So the Draeni are there as a subtle force and influence.
May 5th 2010 8:41AM I prefer to believe that Trolls and Night Elves both derive from a common ancestor. It may be that Troll evolution, being more natural, fed into the assumption that there had always been Trolls. After all, one does not notice small evolutionary changes over vast amounts of time. It is also common for primitive cultures to create myths that maintain they have *always* been there and that what exists in the present has *always* been that way.
Night Elves, however, had a more, ironically, unnatural evolutionary influence (whether by deity of Well). It may also be that depending on the longevity of the two races and the speed of mutations, Night Elves remember they come from that common ancestor whereas that common ancestor is lost in the mists of Troll Lore.
But I am definitely inclined to believe that the two species co-evolved from a common ancestor moreso than one deriving from another.
Sep 23rd 2009 9:17AM I will also be flipping my Draeni Mage to a Night Elf Mage. I love the idea of being "outcast." It's why I loved being Moonkin for so long (at least until they changed to so the game is now festering with them).
I'm torn between a total re-roll or a change. On one hand, I'd love to explore Teldressil from the POV of e Night Elf *Mage* but on the other, I finally *finally* got a Draeni out of the bloody start zone...
Jun 28th 2009 6:00PM I just don't understand faction specific PvE gear and faction neutral PvP gear. It should be the other way around.