Sep 30th 2011 10:47PM I have stepped down as guild leader from a guild I have worked my ass off for the last year and a half for because of this. I am the first to say a guild is a group effort, but its atmosphere, group makeup, and policies mainly come from the man at the top. Who I chose to be officers, and what I asked of them, made the guild what it was. In that sense, the guild was mine.
Knowing that if I go away to play SWTOR for a month means my guild could just vanish in a poof of smoke was the final nail. Being guild master is a stressful enough job as it is without having to worry about it suddenly getting transferred to some random officer because something else was going on. LIke I said, the guild is mine, as far as I am concerned, and that it can be given to someone else is almost an insult. I made it, I nurtured it, I got it up to L25/ 500 unique members.
This almost wouldn't matter, but I can see SWTOR coming out soon and I know I'll want to play it. Feeling trapped into giving up GMship at that point is just not nice - my only real recourse is to pass over the leadership to someone I actually choose right now. Since, as Blizzard has just reminded us all, the guild is not and never was mine. I have given the guildmembers notice that I will be reading through their votes this weekend for the new GM.
This is wrong. When you found a company, it is yours. Sure, you appoint managers to run things, but it's still yours. If you go to Hawaii for a few weeks, the quickest manager with the mouse doesn't become the new owner.
This is an ugly and sad consequence of blizzard making the guild system the be-all and end-all of the game.
Aug 25th 2011 11:02PM People seem to be missing that these specialised roles (tank and heals) are both pretty awful for playing 'out there' in the solo game. I've done my dailies and quests as a tank just so I could get the strongest feel for my abilities as I levelled, and I found it painful.
Basically, the way to be a tank is to have a complete specialised gear set, specialised spec, specialised glyphs, particular enchants and gems, and umpteen hours of practice with the role's abilities. Unfortunately, having all those won't make you any good when it comes to questing and dailies, which AFAIK most people still want to do.
Sure you dual spec, but before your dps spec comes online you need to have a whole 'nother fully specialised gear set, specialised glyphs, specialised gems and enchants etc. etc.
I've had a few toons I specced tank/ heals, also heals/ heals, and I have to say I have learned that is one way to turn yourself right off those toons, simply because you are pretty much throwing away your ability to solo play. This probably doesn't matter so much mid patch, but when the new-fangled daily hub comes out, you'll want to be able to jump in and grind out the new Marks of Awesomeness.
Soooo... after all that, my point is that I believe the tank/ healer shortage is from the fact that DPS classes are self contained. If you're going to play a particular spec, more people are going to choose classes that stand on their own two feet when it comes to being able to meet solo content.
Aug 25th 2011 10:43PM @MattKrotzer - Unless, of course, those pet classes could only tank by 'channeling' control of their pets. The tradeoff is losing their main abilities while they buff their pet into a more-abilities/better-stats tanking mode. That's not something that should kill PvP but would leave the tanking option open.
Jul 20th 2011 7:24PM @Bumblebee
Since Blizzard does essentially nothing to encourage or maintain server balance on PvP servers (and must be just about the only MMORPG that doesn't), it seems somewhat unfair of you to blame the player for being (vastly) outnumbered. Ultimately, because Blizzard takes not steps to keep balance in the game world, that responsiblity has to fall to the players. To ensure everyone has a chance to actually play (as opposed to experience WoW as nothing more than an ever increasing 'res timer') everybody has to exercise a bit of judgement as to whether chain ganking every red name is in fact the socially responsible thing to do.
Jul 20th 2011 6:11PM I play on a highly imbalanced PvP server (Thaurissan Alliance), and I find this article distressing. For every one Alliance questing there, there are something like 16 horde. The fact that this article is encouraging people to 'stop the other faction progressing' is verging on appalling - we're all human and we all just want to quest. You yourself have said Step 1 is to 'finish your own dailies', which shows you understand why people are there.
Perhaps it is less of a problem on a more balanced server, but to be honest if even a small fraction of the horde acted the way this article is endorsing, us Alliance couldn't step foot out of the sanctuary.
I would like to encourage people to think about whether the ganking is obnoxious and petty, or if there is a strategic point to it. You could argue that if you are a Horde making Alliance take 2 hours to complete their dailies instead of 45 minutes, then all you are doing is screwing up the BG queue times even more for horde because there are less Alliance around to queue.
May 17th 2011 11:48PM Saying we didn't have it so nothing lost is only half the story.
It's not what this added service doesn't add to us, its what it gives to the players in the game who do pay. In other words, a game that was (in principle) equal to all players suddenly becomes much cushier to those who want to pay more. The phsychological effect on those who cannot or will not pay the additional subscription could be a serious issue for WoW. Would you still enjoy the game as much knowing that you were running around in a world where a lot of other people were having an easier time because they forked out piles of extra RL cash? I know I wouldn't - it cheapens the entire 'role playing' experience knowing paying money changes your experience.
Apr 27th 2011 4:54AM All I have to say about Jin'do is WTFFFFF?
Our guild group cleared every boss, but fell apart on Jindo, who was an absolute nightmare. No matter WHAT we did there were always about ten too many spirits than we could handle. 'Kite them!' you say, but the one they always agroed on was me, the healer. I could move about half the time, tops, and keep everyone up - not fast enough to avoid spirits pouring in from two sides of the platform.
We tried having dedicated spirit bashers. We tried double-healing. We tried swappign heals. We tried swapping spirit basher. We tried tanking them. We tried ignoring them. We tried everything, and the heals (me) who is a perfectly capable player would get boxed/ clipped/ tackled in the end no matter what. I would be going down to 8 adds watever we did. It was a case of heal or move, but not both.
I feel that our problem was a lack of strong ranged dps, as the meleers would hit them then get smaked for 25k+ shadow damage per hit, which really, really hurts when you're attacking several at once. How on earth you are supposed to 'not let them distract you' when they are that dangerous I do not know.
Apr 7th 2011 10:10PM I can relieve you of your worries.
The new incentives will encourage expierienced, geared tanks to run a lot more, just as it will encourage new people to start tanking. I would say over all you'll get an increase in both so you might not notice any net difference in tank quality.
Dec 25th 2010 7:54PM pick me
Nov 6th 2010 4:37PM 'Duking it out over a titanium node', to me, is the real reason you would (should?) be on a PvP server. The excitement of going up against an enemy who is competing for the same resources you are is at the heart of world PvP.
The problem, of course, is that a *lot* of people kill the opposing faction when there is blatantly no competition for any resource whatsoever. They kill you when they get no honor, when they aren't competing for a quest spawn or a gathering resource. They kill you when you aren't even near anything of any value.
They either don't have a concept of you as being anything more than a red pixel that its fun to stomp, or worse, they do and they actually enjoy upsetting you.
Personally, I have no (well, little) problem being ganked for some kind of in-game reason, such as competition for resources or quest spawns. Being ganked when there are abundant quest spawns or no nearby game objectives is silly and dishonorable.