Nov 14th 2011 8:05AM Yeah, that's what I originally thought, too. Sort of like a "Cataclysm, Part Two", focusing on Azshara and some more of the 'forgotten' islands like Kul'Tiras, Tel'abim and Zul'Dare.
Of course, that's all still available for the future.
Nov 13th 2011 10:43AM I think they should try to be more diverse in their designs (and now, with transmog, they can probably do that, and risk making 'niche' sets. Or, even better, transmog-only fashion items that are ridiculously specific).
Mages, for example.. that latest Timelord garb is pretty much a technomage kind of thing, and very suitable for goblins and gnome mages. But not highborne or human. They can make those sorts of choices now, I hope.
I myself play a paladin. Paladin sets have generally been quite good, I feel. The Crystalforge was terrible, though possibly okay for a Draenei (the gold/silver recolor of that set is a lot nicer). Tier 11 (the 'candy rock') was pretty bizarre. What do paladins have to do with Deepholm/earth/stone?
For the future, I like paladins to have a very strong racial identity. Human paladins = archetypical knights in shining armor, maybe looking like an elite Stormwind soldier, or a Silver Hand knight. Dwarf paladins are probably similar, but Ironforge themed (reds and hammers). Draenei vindicators would be allowed to look a bit more magical, with floating crystals and translucent bits. Tauren paladins might look very druidic, lots of bright primary colors and big shiny shoulders. Here comes the sun! Blood knights are interesting. Lots of red armor, very dangerous looking, almost like gladiators. See Red Lawbringer.
In general, something like this (armor sets tailored to specific races) allows for a lot of variety for a long time to come, and with transmog, you can choose to ignore ones that really don't fit your character.
One class that needs some love are the Death Knights. They have to find some new ideas there, and not just skulls. What about the old orcish necromancers (basically evil shamans), or the various Scourge races as source of inspiration? Flesh-covered abomination armor, ghostly "death revenant" style armor, tribal vrykul armor. Or maybe just "undead" armor.. rusted, decomposing versions of paladin-style armor: literally a knight from the grave.
Sep 29th 2011 5:47PM No worries. It's very hard to explain what colorblindness actually looks like, because obviously, I can't know what non-colorblindness looks like.
I can tell you what it feels like though.. it doesn't feel like I'm really not seeing colors. It's more like, somewhere along the line, my brain can't decide if something is classified under "red" or "green". Now, I realise these are complimentary colors, and very different from eachother for other people...
Bright red and bright green aren't usually problematic. But any sort of in between color is confusing. Orange and green are practically the same to me, I wouldn't notice a greenish grey among neutral greys, and purple shades are very confusing too.
Nearly always, none of this is a problem. It only becomes a problem when the color specifically carries information (real world case: the three colors on sound cards, all vaguely yellowish/greenish/pink) that cannot be divined via other means such as position or shape. Or when someone asks "what color is this?". Or sometimes with painting/drawing/picking clothes.
Feb 24th 2011 5:12PM DoTimer, possibly. It's a bit large and somewhat confusing to set up.
But it is the best way I've found to answer any kind of "I need to see how long X lasts" problem. I use it to keep track of Holy Light cooldown, and a few specific self-buffs, most to see if certain stuff has procced.
Feb 24th 2011 5:10PM You can use any "buff bar" type mod to do this (as well as the default one, obviously).
I personally have SatrinaBuffFrame set up to show 4 short-duration debuffs right in the center of the screen as semi-transparent click-through icons. This makes it easy to spot PVE debufffs in hectic fights.
Feb 24th 2011 4:59AM Thanks, Ollie.
Feb 12th 2011 3:04AM See, now that they explain the issue a bit more, it makes sense. Well, not why they removed it without notice, but why they seemingly made it different from how Loremaster/Explorer worked.
Feb 10th 2011 8:44AM Their reasoning makes no sense. If the issue is really that they can't just come up with a new name, well.. then I don't get it. It doesn't matter WHAT the title really is, and it's piss easy to come up with vaguely relevant titles. "The Adored", "The Most Exalted", "The Infamous", etc. etc.
Or, if they really wanted to change it, maybe add "The Honored"/"The Revered" as intermediate titles.
And ABOVE ALL, they should have communicated this BEFORE the patch hit. Preferably even BEFORE Cataclysm hit.
Again, it seems that since 4.0.1, they've been somehow struggling to keep the Blizzard standard. Hotfixes have been messy, there have been (and still are) some pretty serious bugs (that whole haste bug in the client.. that should SO have been picked up by QA), and communication seems sloppy. There are also simple things, like the Stone Drakes and their dangling riders, that have been in the game for FAR too long, and would have been unheard of a year or so ago.
Maybe WoWinsider or someone should do a little independent research/survey in the archives, to see if this feeling of 'sloppiness' is a real phenomenon.
Feb 6th 2011 5:57PM Not to sound like a crybaby, but it does feel a bit like the usual standard of Blizzard has been slipping a bit in maybe the last year or so.
Maybe I'm looking through nostalgia tinted glasses, but really noticable bugs used to be pretty rare. The odd number in spells could be wrong and/or exploitable, but the game did not technically break very often.
Nowadays, we appear to have much more things (like the infamous phased out resource nodes), that seem to point to fundamental bugs in the game.
I'm pretty sure everything will get fixed rather quickly, but still.. I think I remember things being better (when I was your age, ALL THIS WAS STILL FIELDS).