Mar 16th 2012 12:42PM The money sinks to control inflation are a hard thing.
If you make them cosmetic items you can't guarantee the money sink will actually be effective. It may also lead to frustration other players who don't have huge amounts of money who happen to be interested in what ever the item is (pet collectors, mount collectors, etc)
If you make it something that is mandatory you will likely end up affecting the players who don't have much money the most. Frustrating them because they can't afford to store things in their bank or repair their armor or what ever.
Mar 15th 2012 9:14PM To me the worst part about the molten front dailies was having to redo that first daily to pick your side. It always felt odd to have redo that part. Why do we loose our foothold every night? Do all our npcs go to sleep? The first time I did one of those I expected it to be a one shot quest not a daily I repeated every time.
Feb 18th 2012 1:27AM Safe option? Gathering to sell the mats even if you are LW/Skinner and you are selling your leather. I know it seems odd to be selling what you need to level up your chosen skill but give it a couple weeks and you can buy back that leather you should for half what you sold it for.
Aggressive? I'd say enchanting or jewel crafting because you'll be able to make the most stuff that everyone will want but mat prices will be high and the market will crash pretty quickly as more people get their skills up but the first couple people to max em out can make money selling stuff no one else can. I'd also look at the recipes once they are available and start figuring out which tradeskills are going to have the things in highest demand that aren't going to be part of the quick/cheap/best route to max skill. If your expecting to make a lot of money selling bags as a tailor you'll be sorely disappointed if everyone is making them to skill up and selling them at little to no profit.
Feb 18th 2012 1:10AM I do miss having some variety for slots but I think you completely missed out on one of the best reasons why they should have multiple items. Only having one option, outside of tier, affects class balance. Leather bracers aren't the best example for this. If the only option that happens to drop has bad secondary stats for your class/spec then you are just stuck using a piece that isn't as good for you as it is for another class/spec that might wear it. This is especially problematic when the other secondary stat is something you can cap like hit/exp.
Feb 11th 2012 3:17PM Tyler covered why it was horrible to require progression through the tiers pretty well. The problem was that it made a huge pyramid with literally 1 or 2 guilds at the top that actually get to complete the final bit of content (nax) on each server. Heck, I'm pretty sure some server never even had a single guild make it that far.
As he mentioned it was almost impossible for a guild to actually progress through the tiers as a guild. You'd end up with people leaving to jump to another guild that was already on the next tier so that their personal progression could continue because they'd finished with the tier your guild was on but the rest of the guild wasn't ready to progress yet. This would end up happening all the way up the chain to the top guild or two where there was no more up to go. Even when a new expansion came out it was hard because you'd become a "feeder guild" as soon as you started falling behind someone else and that first couple people left. It really was a cycle that once it got started was really hard to break.
For the people who did try to stick around with their guild because they felt some connection or responsibility you had lots of burn out from doing the same content over and over and over again. Think of how interested you were in ICC by the time Cata came out. Now imagine that rather than being the final raid that you've done to death that it was the first raid tier and this whole time you've been wanting to get to the next tier but never can because you can't keep enough people around long enough to gear the guild out to the point where that is possible.
Now granted this was in the era of 40 man raids so you had a lot larger roster to maintain and it definitely made these issues worse. A 10 man raid would have a better shot of actually progressing through tiers now but it also means that loosing 1 or 2 people is that much more damaging and it is harder to replace them or maintain a solid bench.
Having raided molten core with a guild in vanilla wow and started to progress into BWL with that guild (downed a boss or two as a guild altho I missed most of the BWL runs) I know the frustration described first hand and it sucked. I ended up quitting the guild when they put in a horrible DKP system and it ended up dying a month or two later after it's progression had not only stopped but regressed to the point of being unable to clear MC. Ultimately, I don't think it was the DKP system that killed the guild because they were still struggling with all the issues mentioned it just served as the straw that broke the camels back.
For blizzard this ends up being unacceptable for two reasons.
1) It really does make raiding a horrible experience for most people.
2) It means they spend a lot of effort on a lot of cool content that very few people get to see so has very poor returns.
Jan 21st 2012 1:43AM It is a Gold sink because that 175 gold is going to a vendor and leaving the economy. Just because you are making a profit selling the crystals doesn't change the fact that you are spending 175 gold at a vendor. It's the same as repairing or buying the parts for a mechanohog or a mammoth.
Jan 13th 2012 2:08PM I'd strongly recommend against buying game time in trade. What typically happens is that the seller is on hacked account using a stolen CC. They will let you enter the code for your game time first because they know it will work but a couple days or a week later when the victim realizes their cc has been stolen they will dispute the charge and Blizzard will remove your game time and you are SOL and won't get your gold back.
Jan 4th 2012 10:41AM I'd add as a DK than DK's have no AE Taunt ability. We have ae abilities that generate aggro like Blood Boil or Death and decay but no actual ae taunt. This makes things especially painful when you've got multiple people blowing up multiple different mobs right away.
Jan 3rd 2012 4:46PM I think everyone should have to level a tank at least once and should have to deal with "that group" at some point. If everyone did that dungeons would be so much better overall because people wouldn't do half the stuff that is annoying once they understand how truly annoying it is.
I'd add one
21) Yes we may out gear the hell out of the place and be blowing it up easily but there are still occasionally pulls that can greatly benefit from some CC. The last two pulls in end of time are a good example. 2 casters with nasty spells and 2 melee's that have an attack that ignores armor and hits pretty damm hard. A little cc makes the chance of a bad combo of hits much less likely.
Jan 3rd 2012 4:42PM I've done this fight a couple times where the only time we tank swapped was when the tank died which was a pain in the but as a healer. I think it stacks up quickly enough and lasts long enough that if you taunt at 3 the other tank won't be able to taunt back until 4 or 5 but for lfr any sort of attempt at tank swapping is good enough.