May 14th 2010 5:57PM Also, for any shadow priests wondering...
This mount does in fact turn the "partner" of yours shadow-like! I was surprised when I first saw it.
But I think the *best* part about this mount, especially for a priest, is you can tell your friends to try the ride out for fun, ride them around a bit, but then dismount and kill them! ... While you levitate away safe and sound!
May 14th 2010 5:51PM Glad to see my "Will it Blend" reference wasn't missed!
Apr 9th 2010 7:10AM Just something to think about Blizz...
How are Shadow Priests supposed to counter a smoke bombed team? Their only worthwhile AOE is a single target eye of the storm mechanic.
Here's how I would change it...
Smoke Bomb: Increases evasion to 100% (unhittable) against single target ranged attacks and spells. AOE spells will damage the individuals in the smoke bomb, as will moving into the smoke. Does not work against Mind Sear.
I find that their goal to "mess with targeting" is a bit weird and hard to implement. Why not just use an existing mechanic known as evasion?
Just saying, those 10 seconds while in the bomb as a 3s team or something completely shuts out a shadow priest with nothing to do but bubble and possibly pop out of Shadowform for Hymn and/or Hope.
Mar 9th 2010 5:07AM Just bought it this midnight and played it 5 hours in. I do not really agree with the review IMO. The ramp-up time feels just like that of games like Final Fantasy X or VII, where you were given a little bit of freedom, but none like that of endgame. In fact, I feel they offer you enough customization after the 2nd hour in to really start planning how you want to plan your character set.
I think my favorite thing about this game, and why I (so far) hold it in such high regard is how it manages to *feel* like a Final Fantasy game, while giving us something new and fresh. There are your archetypal characters... but they are executed so well in a different manner that it does feel like a new game but worthy of the franchise name.
Just to give you an idea of whether you may like this game or not, I held FF3 (6), 7, and 10 in the highest regard. It plays very much like FFX more than any of them, and for me, that is a good thing. It also has archetypal roles for your characters in the beginning, but the system is flexible enough to give you some freedom in how you really want to create your character set.
Also, just an FYI, the character set is among the best I've seen since FFVII. I am finding myself very hard pressed about what characters I like the most, personally. So far... I'm finding it to be one of my favorite Final Fantasies, and depending how the rest shapes out, it may become my new favorite to replace FFX.
Jan 15th 2010 2:39PM I would say yes, but for a different reason that the majority say...
Realm population is getting to be a problem. Maybe its always been like this, but a lot of servers are getting a reputation as being "most popular" or "best progression". With this in mind... why would I or anyone else, given the proper education when they reroll, go to a low population realm?
Someone mentioned phasing. Well I'm actually for having the boss go down and coming back on a 2-3 day respawn timer. No phasing needed. Maybe this will force some to actually leave places like Blackrock, Kel'thuzad, or Illidan in favor of better chances to claim big world bosses...
I wonder just how many players really do take the free transfers away from overpopulated realms compared to those who pay to go to overpopulated realms... There needs to be something in it for you to leave a place where it is easier to pug and has a bunch of duelers outside the city gates.
Jan 9th 2010 2:58PM Why don't they just make the PvP and PvE trees and abilities already? Guild Wars handles the balance between PvE and PvP that way, in that certain abilities are tweaked for PvP usage as to not be unfair and balanced. Neither side has to suffer. You would essentially have 3 specs, your dual spec PvE, and your PvP spec used ONLY in arenas that is an entirely differant tree than the PvE tree balanced FOR pvP. Viola, all done, neither side suffers from the other, and while they have to balance the two trees, when a change is made needed for PvE it won't go nuts in PvP.
Jan 9th 2010 1:38PM Riddle me this Blizzard:
OTP via SMS
Jan 6th 2010 3:20PM Exactly, my post just above yours asks that same question. When do we draw the line on Innervate, Rebirth, Misdirect, etc. We don't. Simple. It's what is left of our classes that remains unique aside from appearance. Mechanics-wise, we simply can't take away certain abilities.
Jan 6th 2010 3:13PM I have a major problem with the new design philosophy in that when making nearly all buffs available to some lesser extent in scrolls and provided by other classes, class homogenization really begins to show.
Other games have had some success with refining the unique playstyle and buffs to every class concept. Final Fantasy XI, while balanced entirely too late in its life cycle, has made *almost* all classes worth bringing to a raid, and due to the nature of how class selection works in that game seems to be the best thing about it. In that game though, one toon can swap classes, so long as they leveled that class, in the "Inn" of sorts. So did the Bard not show up tonight? Well, thankfully you got a DPSer with few important buffs other than his damage he provides who also put forth more effort in the game to be flexible, and has his Bard maxed out. Now you're out a DPSer, but at least the flexibility was there to bring a skilled player and not make the class insignificant. Subjobs in that game also served as a possible way to make up for lost buffs/utility. Thieves were the only ones with aggro control, but people could sub Thief for nearly the same aggro control abilities it had.
Granted, FFXI had many other problems with their game. For one they didn't take the time out very often to balance the classes around their philosophy, but once they did it really shown and everyone felt like they had a specific duty in all content, a sense of importance rather than 3 roles. It also made hybrids a bit more viable, their utility made up for their lack in pureness.
Of course that game is long gone community-wise with WoW taking many of its subscribers, but much of that was probably more due to FFXIV being announced and just a lack of attention to a *few* classes, even after a long time.
In all though, I don't play a Shaman anymore, but I would venture to say that making craftables to make up for the absence of any class is silly, because then we get into the problem of "Well what about 'x' class? We still need them for certain fights". We don't see Misdirection being discussed as an ability to scroll, it's not NEEDED, but it might as well be for certain positioning strategies that your guild likes to use. Rogues have tricks, but that's not as useful positioning-wise. Think of all the abilities that make classes unique, now think about scrolling them too. Kinda makes playing a certain class lose its flavor IMO.