Apr 29th 2010 12:06PM Things that will keep people doing 25-mans:
People love braggin' rights.
- Guild Leveling and Progression
We don't yet know how they will change the "guild experience", as guilds will actually be gaining experience points, but it seems logical, that they're gonna tie Achievements to Guild Progression, and that will unlock certain abilities and bonuses for the guild.
- Faster gearing up.
The emblem changes will be a big change, and for the Top 25 Guilds that "need" to gear up as fast as possible, they will naturally choose the path with more emblems.
- No more practice runs.
This time when you set foot on a raid for the 1st time, it's really gonna be the 1st time. You're not just going into a scaled up version of something you already did, but you'll actually have to learn it from the start. This will make 25-man content more challenging, while not really affecting 10-man guilds in any way.
- 25-mans are fun.
From a design point though, if something feels epic because there's an army of people with you, and not because the encounters or the atmosphere of the instance is gripping, then that's a design flaw really. I'm also sure, that many of us have been in 25-man carrying a group or 2 of players, who don't know what they are doing and sometimes ain't willing to attempt to strafe a bit to get out of the fire. That kinda sucks the fun from it. Might as well just go with 9 other players that are motivated for it.
I agree with the shared loot tables and the fact, that more loot and gold drops with a bigger raid, but the shared Lock Out is the biggest issue here. It's a new way for gating content, I guess. Maybe this way people won't gear up so fast and lose interest when they do.
Tbh, I've yet to decide if I like this change or not. I however don't feel too emotional about it. As long as they still keep it fun I'll be raiding with one group or another.
Apr 29th 2010 11:01AM @Tin
- Redirect will be handy on fights that require target switching.
- Combat Readiness will add some survivability to us, making the healer's job a bit easier. Since the goal is to make healing less of "one hit and they die so I must do something now!" and more of "He can survive for a few seconds, while I top off that other guy that's in trouble" I can see a lot of potential for this. All depends on how they design the fights.
- Smoke Bomb can be used as a LOS-tool, or defensively for yourself or some other player that is getting in trouble and needs to escape.
- Recuperate will give us a self-heal in the form of a HoT, which can be a lifesaver in some situations, say, a healer gets killed and you need to survive just long enough to get the kill.
People seem to forget Recuperate when they are going through the list of abilities we get. It's a brand new finisher for us, and while it's meant to help leveling there's a lot of potential for it in end game too. Heal yourself while switching targets, for example.
Apr 29th 2010 10:51AM The way I understood how Smoke Bomb would work:
Enemies can't target anyone INSIDE the Smoke from the OUTSIDE. They can however move inside the Smoke and then target who ever is there.
It is implied, that friendlies will be able to target each other even inside the cloud from the outside, though. Apparently you and other friendlies will be able to target outside of the cloud from within it.
Now, will you just drop a bomb where you stand, or will this be a targeted ability, the same way Distract works now, I can't remember anything being said about that. I'm hoping for the latter really, since it would add a lot of utility to it.
Apr 26th 2010 8:27PM Been DPS in many raids with Warrior tanks. Most don't seem to have a problem holding threat in AoE situations. Sure, it might not be as easy to do with that class as it can be with a Paladin or DK, but to say Warriors don't have a good number of AoE tools shows a degree of not understanding the class.
It's the rage normalization that has me a bit worried though. I hope they get it right this time. It's a shame to see people not being able to tank older content because they outgear it. That's just not right.
Apr 23rd 2010 6:15PM That video was one of the most ingenious ganking I've ever seen. Now I'm seriously thinking of dual speccing for a Boomkin and leveling engineering.
And as for mounts, the Baron still has mine.
Apr 19th 2010 8:26PM They didn't hint on Toll Barad being WG meets Isle of Quel'Danas, which as a concept at least reaks of COOL. With the changes to PvP with new Battlegrounds, would be interesting to hear what kinda new ones they've been cooking up, and how do they intend the Rated BGs to work.
How does the Rating work? Do you need wins, or honor kills or what? If it's wins, then I fear it will cause some battlegroups to severely favor one faction over another, but if it's contribution, that would cause a blow to people trying to AFK to ratings. Will healers benefit as much from BG success as attackers, since they won't really be doing as many kills or killing blows themselves?
If you gain Arena Ratings from BGs, what incentive will you have to actually do Arenas, if not the simple fact that they can be fun? People tend to forget that's most important when loot is in question...
Oh, and most importantly, will Engineers crack the code to make Rocket Packs? Would make Warsong Gulch rather interesting, with Runners rocketing away, only to be Death Gripped back, only to be Life Gripped out of harms way...