Jun 1st 2011 4:13PM I was thinking the same thing. No one let bears main tank in vanilla.
Druids were for heals in Vanilla if you wanted to raid but the rest of the week was pure frustration. Want to PVP? Find someone who you could tag with to protect you since your dps was non existent. Same thing was true of farming mats. You could change your spec (eventually) but it was a 100g charge to another spec and back. Keep in mind this was in an era where grinding to get gold for an epic mount cost of 800g took people weeks and months. I still have nightmares going into Eastern Plaguelands from when I was farming larval acid and herbs. I swear those demonspawn dogs aggro'ed from a mile away and it took a minute to kill them every time it happened. Unless I aggro'ed more which it usually resulted in a corpse run.
Good times... not!
May 24th 2011 4:03PM As some others have mentioned, nerfing content once it is no longer the top tier is a long time practice of Blizzard. They did it in Vanilla WoW / Burning Crusade and that content at release was too much tougher than Cataclysm's raids. Nerfs eventually let more guilds experience the content but the truth was a majority of guilds never downed the last boss in either expansion.
In WotLK they went the opposite direction and released content that was quite a bit easier at launch. The problem was the content was made so easy that most guilds ignored the old content once new content was released which wasn't what the designers wanted either.
In Cataclysm they've returned to the old practice of difficult content but nerfing it once a new dungeon tier is released. I think its a great idea as it will keep the difficulty in current tier high but the size of the nerfs will allow players to eventually experience everything. In fact, I think the only mistake Blizzard made was not making 2 of the 5 raids easier at release (with lessened rewards). That would have given the non-elite 10/25 man guilds a place to go and now after 4.2, hopefully these guilds can start raiding again.
One last point -- anyone that feels this is a bad idea hasn't ever tried to recruit in a hardcore guild. Guilds that clear content quickly are totally dependent casual guilds to gear people and teach them the basics of how to raid. All guilds have attrition and in my experience, it isn't uncommon to lose 5-10% of your raiders every month to "real life" issues. Without casual guilds -- many hardcore guilds would quickly die due to lack of interest.
May 10th 2011 1:35AM Blizzard/Activision has a big problem on their hands and despite the rosy predictions you better believe they know it. The issue isn't the 5% drop but the fact that the playerbase is tired of the game. This happens to all MMOs eventually and companies have two options -- release a totally new game or try to make your game an everchanging world. Everquest did the former option which gave the market to Blizzard. Blizzard is doing the latter and spent a majority of their development time redesigning the old world but it appears this isn't working as most players aren't doing anything other than the content from level 81-85. This wouldn't be bad if they were attracting new players but it isn't happening and most low level areas are ghost towns.
Keep in mind that last year 87% of Blizzard's income came from WoW and that was in a year where they released Starcraft 2. They do have Diablo3 and the Starcraft2 Zerg expansion on the horizon but given past history it will be a while before these games are released. Combine that with the 5% drop in playerbase and Blizzard/Activision is facing a Cataclysm of a different sort. Raising revenue is probably not an option so the only way Blizzard can duplicate their 2010 profit numbers is to cut costs. Considering that most of their costs are fixed I doubt this is possible either. Perhaps Activision's other divisions can make up the difference but it will be interesting to watch Blizzard and Activision's interaction over the next year (don't expect to get anything free this year that we haven't gotten previously).
Feb 21st 2011 6:30PM Frostheim is assuming this:
"Aimed Shot's coefficient will be reduced as well -- otherwise the nerf just isn't significant, and while I think Aimed Shot will still be buffed over pre-4.0.6 levels (significantly so), I do think it needs more than just the slight tweak to base damage. More importantly, I think Blizzard thinks so, too."
If that doesn't happen then MM will have the same damage as they do now they just won't scale as well (due to AotH not scaling).
Feb 7th 2011 11:00AM @chronicman - You really condensed your lack of knowledge into one long run on sentence. Since King did a nice job explaining the other issues I will just address your comment on pulls since you missed the point. Rogues go first since they can stay out of combat. Hunters need to go next since they are the only class without a target-able CC. Mages should target their CC and when they see the hunter's arrow land they can then cast.
If you do it the other way around the hunters trap will most likely miss their target. Then hunter will need to cast a distracting shot and kite while they wait to be able to trap again. However since all the mobs are running at the mage the tank will need to intercept them and mostly likely will get more aggro on the hunter CC target. At that point the only way the hunter get regain aggro would be to put a DoT on the target which would make trying to trap useless. The hunter's choices are to use some other form of limited CC (silence/wyvern/scatter) or let the tank keep the aggro and try to dps as quick as possible. Neither option is ideal.
The safest way to CC is for the hunter to initiate combat. Sap/Trap-Pull/CC has been proven time and again over the last 6 years. Why else do you think they gave hunters the ability to feign death? It's so they can pull and lose aggro after pulling / kiting a mob.
Feb 7th 2011 10:28AM I agree with the "calling for heal"s part. Nothing is more annoying than someone shouting for a heal. Most healers know the exact health of the party and are constantly casting on the highest priority. If you haven't gotten a heal then you have to assume there is someone else with more priority and should focus on your job. If you have a mod that asks for heals -- uninstall it -- you don't want to be that guy. I've been known midcast cancel a heal on someone that has stopped doing their job to type out "Need heal!". Having said that, pets need heals too. Just not talking pets.
Feb 7th 2011 10:15AM As someone with a resto druid as a main I disagree that we should ignore pets. Pets have always been just ahead of rogues at the bottom of the healing priority (j/k rogues) and will continue to be there. That doesn't mean we never heal them. Hunter pets have pretty good avoidance so they rarely get large amounts of damage but it does happen occasionally. The key is knowing the situation. If grid tells me that they've pulled aggro then I probably won't heal them. If it's a pet on the assist target and they're below half health, I will send them a HoT after I've healed the rest of the party. Mend pet/cower can get hunter pets out of just about any non-aggro situation as long as they've got a healer to give them a bit of cushion. Once a healer has it stabilized (> 50% health), if a hunter doesn't send a Mend Pet to top it off then they killed it through their own inaction.
Dec 10th 2010 10:18PM @ Doomprophet - All guilds have personalities and all it takes is a few members that don't fit with the group to start drama. That's why most successful guilds require a trial period before allowing full membership. A trial membership isn't akin to being an employee it is more like a job interview. Most people do everything in their power to create a favorable opinion in a job interview and they should do the same thing as a trial member. That means showing up on time, having all the appropriate consumables, knowing the fights, and going out of their way to be deferential to existing members. Yes it is a bit demeaning but just like in the real world it is part of the price necessary to get into a good company/guild.
I've been a recruiting officer in a successful raiding guild since the start of Burning Crusade and I always give this advice to every applicant. I'm always saddened when they ignore the advice and do something like spamming general chat in the middle of a raid instead of at least appearing to be getting ready for the next boss. It's too bad as I'm sure many of them were good players. The thing is guilds don't have many ways to determine if someone is a good fit and if a player can't be on their best behavior during their trial, most won't take the chance.
Dec 2nd 2010 6:16PM This x1000.
I've been in the glyph market for a long time and all undercutting accomplishes is to reduce profits for everyone. It certainly doesn't give the undercutter more profit/hour as the AH campers won't go away completely. Undercutting might lessen an AH camper's frequency but any serious scribe has more than enough time/money to hold off this kind of threat. In fact, I'd make the argument that the deep undercutting strategy has disillusioned most the new scribes that try to profit from it such that they leave the profession altogether.
Nov 24th 2010 9:07PM The cost of the Dust of Disappearance is 10g at the inscription vendor. It takes a scribe two inks to make the 80+ Dust. As you can get 6 inks from a stack of herbs the price of a stack will need to drop below 30g (6 ink per stack / 2 ink per dust x 10g) before scribes could make money and beat the vendor price. That isn't going to happen any time soon.