Mar 31st 2012 5:02PM Didn't they give us the option to pick some maps we hated and never wanted to see in Starcraft II? Shows us they are aware that some players hate playing in some places. And yeah, I *haaaate* WSG and TP. Half an hour of begging your teammates to stop fighting in the middle, and maybe, I dunno, move towards a flag? And then we lose 1-0.
Blizz, if you are out there, this would be a huge improvement.
That, or put a 10 minute timer on CTF maps.
Mar 20th 2012 11:13AM Query: Do monks dual-wield? And do we know if different monk specs prefer different weapon types? Thanks!
Mar 20th 2012 12:02AM I'd really like to know this, as well, as I am gathering heirlooms now for a monk later.
Mar 19th 2012 8:01AM At the end of the Siege of Orgrimmar article, it said:
"However, there is a possibility that the Horde will get to deal a similar blow of their own ... Knowing the fate of Garrosh Hellscream, it's possible nobody is safe this expansion."
Is this something Blizz said at the press event, or just speculation on the part of the author?
Mar 12th 2012 11:01PM Various parts of SW Icecrown are great, but I've had the best results in the Halls of Lightning. Just past the first boss, as you enter the forge area, there is a room with endlessly-respawning elementals. You can more or less run in circles around the pillar there, constantly killing mobs.
Feb 29th 2012 7:40PM She probably is counting TB/WG, which while not technically correct, is pretty fair. You queue for them from the same window, after all, and most of the advice in the column applies to them, also.
I will say, TB is fundamentally different from other "cap and hold" BGs, in ways that I think a lot of players don't recognize. As such, I think that #2 (not defending), doesn't apply when you're attacking TB. After all, it doesn't matter how long you hold your bases in TB (unlike, say, AB, where you accumulate points for holding bases), and you don't lose your graveyard if you lose the base. All that matters in TB is maxing out your cumulative cap speed...and that means zipping around in a fast, boring, zerg.
Players left sitting around to defend aren't progressing a cap bar until the enemy arrives. At that point, yeah, they're helping some, by slowing down the enemy cap, but then one of two things occurs:
1. You didn't leave enough defenders! Your defenders die (and dead players don't help move cap bars), and the enemy caps the base anyway.
2. You left too many defenders! Your surplus of defenders aren't contributing to moving cap bars.
On the other hand, players who are zerging on offense are always moving a cap bar in the direction you want. You're maximizing your resource of warm bodies. As an added bonus, because you are moving in a large group, you are increasing your chances of winning every fight; whereas if you had split up and left some people on defense, each of your groups would be significantly weaker *per player*, due to the dilution of force multipliers (like raid buffs, CCs, interrupts, and healers). And the more fights you win, the more time the other team has to spend with its players staring at a res timer.
Feb 29th 2012 6:42PM That's an interesting discussion: is it worth it for a dpser to take himself out of the fight, if he can take an enemy healer out of the fight in exchange?
I know that if I'm a healer, running to support my team at an objective, and some dps tries to intercept me, I usually just try to make a run for it. And unless it is a DK or a frost mage, with their endless snares/slows, I usually make it. Which means I get to have a legitimate chuckle at the dpser who just wasted his time, standing around and hoping to catch someone.
Similarly, there have been times when 2-3 dpsers have collaborated to burn me down midfield, only to have me rez at the base I was running to defend anyhow. So, maybe they cost me a small amount of time, but they cost themselves much more time.
And of course, there is always the problem of "monkey see, monkey do". If you, a dpser, stop to try to intercept healers or whatever, you may encourage other, inexperienced players to think that that is the thing to do. Next thing you know, you have a clump of bad players standing around you, fighting on the road, instead of going for a game objective.
Of course, your plan could also work brilliantly, and you could trade 1 dps for 1 heal. Seems good.
One thing I've always wondered, but never tried: would it be a good play for a rogue spamming Fan of Knives with Crippling Poison, or a mage dropping AoE snares, to try to intercept a large respawn of enemy players? For example: the one graveyard in WSG, or the one graveyard for TB defenders? Obviously, there would be a tipping point where tricking x players into dismounting to fight you (at which point you Vanish/Ice Block) would pay off against your own inevitable death, but how far likely would it be to reach that tipping point?
Feb 24th 2012 5:20PM IIRC, the result, in WotLK, was massive player burnout, as they felt obliged to run every available lockout with their main, in order to gear up faster, stay competitive, etc.
Feb 24th 2012 5:18PM @Graylo:
You say that people aren't quitting 25s because they don't enjoy 25s, they are quitting 25s because 25s are inconvenient (either to organize, or to even locate).
Isn't that kind of the same thing? I mean, if you say to me that I have to do more work in order to play my game...that doesn't sound fun to me. I ran an ICC25 back in the day, and it was driving me nuts. I can't blame *anyone* who doesn't feel like taking that mantle up. And I have to assume that you agree with me, since you mention all the former 25-players you know who can't "find" a 25 to play in. If they all loved 25s that much, and there are so many of them, why don't they start up their own 25, from scratch? Post on their server forums, advertise it in /1, etc.? Pretty soon they'd have a new 25 going, and yay, happy-fun-time-25-raiding.
The answer: organizing a 25 isn't fun. It is work. Oftentimes demoralizing work, when you feel like 20-odd people are sitting around, bored, while you try to find a pugger to fill in, because *another* person just decided to not show up tonight.
So, by their very nature, 25s are less fun. Maybe you don't see that, if you are just one of the people who shows up every week, and never thinks about what the raid leader went through to get things rolling, or what healing captain is trying to juggle to make sure that people don't die, or whatever. But when I see people say that "wildly inconvenient" isn't the same thing as "not fun", it blows my brain.
Maybe someday, Blizz will make a system where you can happily run the 25 format you love, without having to worry about personalities, recruitment, healing assignments, tanking assignments, dps assignments, etc.
Orite, LFR. Go have fun killing stuff with 24 other people. And next time you run a non-LFR 25, be sure to thank your raid leader and his officers.