Mar 15th 2012 9:50PM I would LOVE to see variable accessibility in repeatable quests! I'm reminded of a scene in the Mummy...
"Wait for it... We're about to be shown the way..."
Mar 14th 2012 12:37PM I would counter that the Thralls will be the start of a new-old Orc clan, independent of the Horde and returning to their shamanistic roots.
Mar 14th 2012 12:03PM @TimR and Puntable - Puntable's description doesn't sound like a negative - it sounds like a plus! After all, all the crafting professions have books LOADED with recipes. Is it really negative to think of a book with a few dozen "Mill / Prospect X" recipes?
Mar 13th 2012 6:12PM The Darkspear are almost delightfully stable in this world of philosophical quandaries and in-fighting. They know who they are, they know what they believe, and there is no higher purpose than the life, liberty, and freedom of their tribe.
I imagine if you were to walk up to one of the saviors of Azeroth, after watching the end of Illidan, Arthas, and Deathwing, and ask why they did it, they'd tell you that they dealt with a threat to the tribe.
Mar 12th 2012 10:00PM @Matthew - Now that you mention it, I've started seeing all kinds of signs that Priests are the breeding grounds for other class's healing spells. It's almost like we get the basic version, and then they evolve and turn into something else.
Which, as I think further, makes Monks' statue-centric healing sound a lot like the smart-healing version of Lightwell...
Mar 12th 2012 9:56PM "I myself wouldn't mind if Blizzard started moving away from stats in general. I'd love to see holy go more in the direction of discipline, where a nice balance of all the secondary stats is a perfectly acceptable way to gear, so that the emphasis on correctness becomes more about skill and in-combat decisions than who is up to date with the latest theorycrafting."
This would be absolutely lovely. Skill over stats? Mmmm...
Mar 12th 2012 9:51PM They really ought to add a UI where - instead of individually reforging each individual piece - you click up and down arrows on each stat. It's fine to work the way it does, but getting stat caps right takes a calculator (at least) and if you're trying to optimize two stats simultaneously it can be downright nasty.
Mar 12th 2012 6:45PM I've noticed something about professions - most of the time, the ones that are "successful" are the ones producing raid consumables, while the "failed" do not.
There's really four classes of profession:
1. Produces valued consumables. Constant stream of production.
2. Produces valued equipment or enhancements. Spiky, with big bursts of production in each tier, followed by a slow decline into mediocrity before the next tier.
3. Produces non-valued equipment or enhancements. Generally isn't worth the cost of the mats.
4. Produces learnable items (glyphs, pets, etc.) Big success when these are added, which is generally in the first weeks of an expansion, followed by absolutely nothing (until the next expansion.)
If they were to make it so each profession provided one of the raid consumables or raid enhancements, I think all professions could do well, but right now that list is: Alchemy, Enchanting, Jewelcrafting... and maybe Blacksmithing. Cooking doesn't count because the feasts were BoP; Fishing is too slow; and Tailoring is too focused. Engineering only lasted the first tier (because it didn't get any updates, whoops!), and First Aid is the same as always. Leatherworking... well, I'm sure somebody enjoyed it. The MFCs are the only thing that saved Inscription, which was otherwise fully in categories 3 and 4.
So that's my hope. Let every profession have one type of valuable consumable or enhancement to survive on. I even have some suggestions...
Alchemy: Flasks and Potions
Archaeology: Consumable debuffs (for use on enemies - same as the player-applied debuffs)
Blacksmithing: Buckles and Plate Enhancements (previously Enchants)
Cooking: BoE Feasts (PLEASE)
Enchanting: Enchants (but less of the slots - spread the other slots around to other professions)
Engineering: Consumable Buffs (temporary automatic cooldowns, like a damage-absorbing shield)
First Aid: Dispelling potions (like the old poison antidotes, but for poisons and diseases, and not on the one-per-fight cooldown)
Inscription: Consumable versions of the class buffs (preferrably persisting through death, but with the same or even a reduced duration - bring the player, not the buff)
Leatherworking: Leather/Mail Enhancements (previously Enchants)
Tailoring: Cloth Enhancements (previously Enchants)
That leaves us with the gathering professions, which I feel okay with in general - EXCEPT Fishing, for which I would accept any change which makes it less mind-numbing. (Click... wait... click... wait... click... wait... click... wait...)
Mar 12th 2012 5:58PM Yeah, I'm still puzzled why they didn't make coghweels into an Engineering-only addon for any helm. Or at least give us an additional slot (battery?) that could be upgraded with each tier.
Mar 12th 2012 5:57PM I don't feel like Engineering goggles need to be best-in-spec on every tier, or even any tier. I'm okay if they fall in the middle - not the worst in the tier, not the best in the tier. Seems like they're always either amazing or pathetic.
Perhaps the problem is that they haven't yet tried for that middle ground.