Mar 2nd 2012 10:46AM My proposed solution...
Get rid of the need to store sets for mogging by not requiring you to have the physical item when visit the ethereals.
Instead, make the following changes:
* A new vendor that will take any item that can be a mog source. This vendor will take the item (and a bit of gold) and "destroy" the item.
* Items destroyed in this way are added to a mog list.
* To solve the quest reward issues, this list would be bind on account. So, if you destroyed a quest reward, an alt could earn this reward and then use it for mogging.
* The mogging interface would be changed to pick from a list of gear that a character has access to. This would be the gear on the player, (worn or in inventory) as well as gear from the mog list.
Feb 27th 2012 8:56AM Best three:
#3 - Dwarf
#2 - Worgen
#1 - Goblin
#3 - Night Elf
#2 - Blood Elf
#1 - Draenaei
Best not-yet-released zone:
Fastest zone to level through:
Feb 24th 2012 3:19PM Add a "superneed" that can be used once per week per character. This would add and additional +100 to the roll (so, +200 for need plus). It would not show up in the chat window until after rolls are resolved.
This would allow priority to people who are trying for that one particular item. Since anyone could superneed that could need, it wouldn't make rolls unfair. But, it would prioritize your likelihood of a good drop over need griefers.
Feb 21st 2012 9:28AM Hunter - Pandaren
Mage - Pandaren
Monk - Pandaren
Priest - Pandaren
Shaman - Pandaren
Rogue - Pandaren
Warrior - Pandaren
No other classes matter, since they can't be played by Pandarens.
Feb 17th 2012 12:15PM Druids in feral form.
Feb 17th 2012 12:12PM A guild perk to allow more bandages to be easily created might be good, but I'd be concerned about any "must have" buffs. For Guild Perks to be time savers (mass rez, have group will travel, hasty hearth), money savers (reinforce) or crafting boosts (bountiful bags) is OK.
But, if we start getting end-game buffs that cannot be offset by other mechanisms, then Guild Perks will KILL small guilds, as those buffs will be seen as essential and only level 25+ guilds will be viable for raiding.
Jan 26th 2012 5:57PM "And as far as exclusivity goes, these rogue quests are the worst. I love stories, and I feel like I'm missing out on a significant chunk of what's supposed to be on offer."
Roll a rogue. ;-)
Jan 26th 2012 9:30AM Minecraft = a better version of LEGOs than LEGO's own MMO. Pure, unrestrained creativity.
SWTOR = A "Choose Your Own Adventure" wrapped in expensive voice acting and tied to an old MMO tried-and-true levelling grind designed to suck money from your wallet.
Jan 17th 2012 11:30AM "The cost of producing two different raids that'd each only be used by 50% of the playerbase wouldn't be a wise business move, nor would it be good for lore, group cohesion, and gameplay systems."
A creative alternative would be mirroring the content in the raid based on Horde/Alliance makeup of the group. The raid could be on the opposing faction's base in a region. Use the same basic map, but put up the appropriate Horde or Alliance banners. The bosses and trash would all be themed to the opposing faction.
The key three items to be consistent need to be: boss mechanics, loot drops, and trash pulls.
The mechanics of the bosses would be identical, but would use different models. Gear drop would be statisically identical, but have different names and models. You could even have two legendaries - one for Horde and one for Alliance. Finally, whether you are fighting orcs or humans doesn't matter as long as there are the same number and they have the same statistics.
While there is a definate cost to mirroring a raid, that cost is only terms of art assets. All tuning is done on the generic raid. If you nerf Rogtok Hellscreams Hand by 25%, Lord Tyridan of Goldshire gets the same nerf.