Apr 3rd 2012 10:26AM I've had to learn the pain of playing a warlock in PvP. Once a rogue stun-locks and poisons me, it's best for my sanity to just take my hands off the keyboard, because there's really not much to be done except mash an insta-fear (assuming it's off CD) hoping for a tiny gap in the chain of stuns. Even then, I'm just prolonging the inevitable.
Apr 3rd 2012 10:15AM It truly is a wonder when a PUG can come together and work well, having never met before, and not necessarily having any expectation to meet again anytime soon.
Of course, some teams just don't work out, in which case I pare down my expectations, and rather than win, find a different way to have fun with it, whether just keeping one base the entire time, or finding an ally that seems to be playing smart and sticking with them. The key is to find good people that seem to be performing objectives and making smart plays, and disregard the whiners/complainers/funsuckers.
Apr 3rd 2012 10:11AM I wouldn't have expected to enjoy PvP as I do. I'm not great at it, but I'm decent, and I have fun.
I do random battlegrounds, and I enjoy the unpredictability. Even though the map is always the same, your opponents are always different and will not be acting in pre-programmed ways -- real people, some playing very smart, or maybe making dumb moves that can be leveraged for advantage. You can't rely on tip-toeing outside aggro radius. Every battle is unique.
PvP also helped me learn my class, and new classes that I've rolled, in a very dynamic way. I've had to learn not just rotations, but how to vary those rotations, and incorporate other CC and utility abilities. And I don't think I would have rolled a healer without having a place to learn in the more anonymous battleground setting, making it actually less stressful for me than having to learn by being the only healer in a 5-person dungeon.
It's interesting that a few commenters are turned off by the infighting from your own teammates as a reason to dislike PvP. However, dungeons aren't always happy fun places with players holding hands, singing, and passing out daisies. PvE isn't immune from people acting badly, in my experience.
Mar 28th 2012 1:42PM I, too, was hoping for the rescaling rather than mega damage solution. The issue for me is that I process information more efficiently in a visual way. For example, when 133516 is compared with 93224, while in the periphery of the screen, it's apparent that the latter is one digit shorter, visually. This makes it easier to make snap decisions about my health vs. an enemy player or NPC during a fight.
When these numbers scale up, and we hit the Mega Damage break point, comparing, say, 847540 health with 1.05MG (or however the suffix is expressed), quick visual assessment becomes harder since numerically the latter is larger, yet it can seem comparatively smaller at 3 digits. (I'm not sure how MD will be expressed, I'm just making a guess based on conventions used for hard drives or government budget figures.)
I use an addon for my unit frames, and specifically spell out health numbers long form, no abbreviations. I'm hopeful that even with MD, long form numbers (with commas, please) will be an option. Even so, these numbers might get too big for how I'd like to display them.
Mar 28th 2012 1:31PM I think experiencing the new world ingame for the first time will be fun, and based on early screenshots, it looks like some amazing work on the environment. But I'm a little less excited about how homogenous everything might seem over the long haul. Nothing against the asian theme, but I'm hoping it doesn't seem to be too much asian flavor for the entire continent.
Uldum was great, but imagine if the early egyptian theme was extended to every Cata zone. Races in other parts of Azeroth/Outland/Northrend may flavor a settlement, or a whole zone, but there's always been a nice variety of terrain and theme per expansion. I really hope my concern is proved wrong with the influence of the other native races (and as the beta reveals more details), but the entirety of this island happens to be named Panderia, after a single race, in a way no other land has been named.
Speaking as someone who enjoys exploring the world in WoW, I hope the lore justification for how the island needs to look overall still provides nice variety among the zones.
Mar 16th 2012 5:23PM Maybe the artists will borrow from the warring animals that you can find on the plateau overlooking Stonetalon and Mulgore -- axe-carrying bunnies, knife-wielding prairie dogs, and gun-toting rats. For anyone that hasn't seen this area yet, if you arrive before the animals transform (every few minutes), they will just be cute little critters. So throw down a picnic basket and wait for the animal-on-animal carnage.
Mar 9th 2012 1:55AM I was fortunate to begin my WoW career with two friends in the room with me for almost a week during a holiday. This was sometime during Burning Crusade. Having only played some casual online games, and never an MMO, it was absolutely crucial to have them around to clarify basic concepts that aren't necessarily obvious to new users. Chatting would have been a hindrance, since I also needed to learn how to toggle chat channels correctly. Regarding the UI, they helped me learn what to pay attention to, and what was safe to ignore as a beginner. Instead of dying ten times in a row because of something I didn't understand about the UI, getting frustrated, and quitting prematurely, they were there to help me over the rough spots.
They also wanted to "train" me in some better play habits before I got stuck in some bad ones, for example, understanding the difference between aggro and threat, which then explains why or why not to have certain buffs turned on/off, and why to generally let the tank hit a mob first. What's a tank? yeah, had to learn that, too.
And a couple of years later, I returned the favor for a friend starting up.
When you're a beginner, nothing is too basic. Nothing.
Mar 9th 2012 1:19AM Well done video on custom textures for Power Auras. I mean, apart from the content itself, it was put together very nicely, with a 60 second summary, bullet lists when needed, good chapter breaks, and clarity provided for potentially confusing concepts (such as when bit settings are used differently in two different places of Photoshop, or how alpha channels work in tandem with the addon). Also narrated well, with virtually no "ums" and "uhs". I mean, really, I've looked at professional online instructional videos for other software, and I want to shoot myself about 20 minutes into them.
I prefer HUDs (heads-up displays) for crucial time-limited buffs, and have been slowing creating more auras as I get comfortable with Power Auras. I've been selecting solely from the provided art, which is very workable (lighting effects for the paladin, toxic orange and purple satanic circles for the warlock), but it would be nice to try some custom art. It was also nice to learn that stacking effects for the same buff was possible -- never occurred to me. Thanks.
Mar 8th 2012 12:39AM I agree that the integration of the new zones throughout the existing world was nicely done. I'm not sure why the concept of "getting out in the world" seems to be defined as having to create a separate continent or world apart from the rest of current content.
I do think the portals are a nice convenience, and I wouldn't want to give them up. However, there were multiple travel options to some of the new zones (Hyjal, Twilight Highlands, & Uldum) because they were situated next to existing Vanilla zones. That helped these Cata zones feel like part of a larger world and story for me. Perhaps, as Caz suggested, more travel options. (I still occasionally take the Deeprun Tram between Stormwind and Ironforge if I'm in the Dwarven District, just because it's something different to do, especially a way to break up the dailies during Love is in the Air.
Unfortunately, Deepholm and Vashj'ir, as beautiful and unique as these zones are, are either only accessed via portal (the former), or just seemed perceptually too far away, even by flight (the latter). No ships? No mini-tears in other parts of the world caused by Deathwing breaking out of Deepholm? It made these experiences less desirable places to revisit after the first toon, reinforced by linear questing which prevents one from picking and choosing content. It's a big deterrent to revisit these zones on alts if you have to quest the entire zone.
Even Wintergrasp was more interesting, for me, than Tol Barad (game mechanics aside!), because it was part of the map, not a disconnected island zone only accessed by portal.
If Blizzard solves the linear questing issue with better balance between choice and linear stories, and thinks hard about where other endgame content is located (the Molten Front in Hyjal made Hyjal mandatory for character progression, rather than, say Vashj'ir), then the distributed geography of new zones might have been much less of an issue.
Mar 5th 2012 11:51PM Patch 4.1: April 2011
Patch 4.2: June 2011