Jun 20th 2011 4:58PM mild chuckle for Buzzard Asses, but I don't really understand why this is supposed to be funny.
Apr 20th 2011 1:03PM indeed. I need to start grabbing people from trade to queue with me, even if it's not a full group. I just forget to do this. :)
Apr 20th 2011 1:02PM I really think my bad groups have been in the minority. I've had some groups where we wiped a few times, but the newer players learned and we succeeded. I've had only a few groups that plain failed. I've had almost no asshats.
I wonder if people are skewed by their initial experiences, but I believe that DPS has caught on to the fact that if they die, it's probably their fault. Maybe I'm just a good healer and a friendly, patient person, which leads to good groups? Or if I screw up, people believe I'll do it better the next time? I say this to offer a suggestion, not flaunt an ego.
Apr 20th 2011 12:51PM A few thoughts:
1) When 4.1 hits, remember that it will take a few months for the effects of this change to stabilize. I believe we'll have faster queues at first, but a higher proportion of groups will fail due to bad tanking. Newb tanks will learn and get better. Noob tanks that can't handle anything remotely complex will continue to fail and eventually go back to queueing DPS. So I think there's hope for the long run.
2) It sucks that tanks can't queue with friends. They should tweak it so that you can queue with one person of each role. That makes it more likely for the "professionals" to queue, since they can at least have a trusted healer and good DPS, while still leaving two slots open for PuG DPS.
3) One potential benefit for DPS is that you now have the option of kicking a bad tank. As of now, I'm reluctant to kick even an exceptionally bad tank (ie bad and demonstrates no learning capacity). If this change DOES decrease the wait time for a tank, it will ameliorate this issue. I'd rather have 15 minute wait with higher probability of an inexperienced tank, than a 30 minute wait with slightly smaller chance.
Apr 20th 2011 12:30PM Still I don't feel a need to be connected to the world 24/7. I have no need/desire for Twitter/Facebook/whatever. Tired of companies shilling out to these sites.
Apr 15th 2011 2:41PM Today, the MMO has transformed into a new beast, where the close-knit communities of MUDs and the relatively forgiving user base of EverQuest and Ultima Online.
Where the communities what?
Somebody alert the editor and also your favorite English teacher!
Mar 11th 2011 2:09PM I had a vague generic idea and then when expansion came out there were added features!
Mar 11th 2011 2:08PM Search feature sucks, but if you're creative, you can search something like: "k - Agi"
Personally, I use that AuctionLite. When you search for "Agility" each unique item only appears once with the lowest buyout. You can then click on an item if you want to search for that unique itemID.
Mar 10th 2011 10:19AM Mathematically, you can consider Avoidance a subset of Mitigation.
Mitigation = Reduce incoming damage by x%
Avoidance means x=100 :)
Feb 28th 2011 4:40PM Soul Shards could be a "proc battery"
EG. A mage gets a Hot Streak proc, and has 10 seconds to use Pyroblast. For a lock, instead of proccing an instant SF, it creates a soul shard. Later on in the fight, the lock can spend that shard (read: proc) and fire off an instant SF.
Basically, it's like an RNG --> skill conversion. :) It let's *you* decide when your procs take effect. As a counter to this, the procs should be somewhat (but not too much weaker).
There's an interesting decision here: If I'm shard-capped, do I spend one now to less effect, or do I save it for later and possibly waste one. (IE I could get another proc, but not have a soul shard to capture it.)
I would imagine that shards would deplete gradually, but at a much slower rate than traditional procs. Or possibly you retain them until you leave combat for X seconds.