Feb 7th 2010 5:20PM I'm up for a chance to beta test some game.
May 4th 2007 12:29PM If anything, almost every content patch after 2.1 that will be released will be one aimed at the Casuals or the PvP player. With 2.1 they will be releasing the last of the 25 man raid instances for The Burning Crusade. Eventually after that they will release Zul'Aman which is supposed to be a 10 man (could be justified as casual content depending on the person), and beyond that it's all new solo/5-man content or new PvP zones.
May 3rd 2007 3:08PM Bandyn said what I was going to say minutes before I read this. It's not an exploit. The decision to limit those who could go through the portal to those at level 58 was a smart one, when you consider that at the time of release, HFP and Zangarmarsh were already flooded with people levels 58 and up. If you added to that the real lowbies, like people 1-55 who would have gone just to explore, the servers would have crashed faster than Ben Affleck’s career post-Gigli.
Apr 27th 2007 5:54PM I think Ryan's point is it doesn't really fit into the "beat the game" mentality. Heroics are there for three reasons:
Reason one: To make keying up more of a challenge for those who want it.
Reason two: To give those who don't want to or don't have enough people to raid better gear.
Reason three: To give people who don't want to raid, something harder than just doing the same old 5-mans over and over. May not be radically different, but at least it's something.
Apr 24th 2007 7:38PM Why don't they fix spell crit gear? The answer should be blindingly obvious... because Paladins can equip any material of gear. So lets say you remove a lot the spell crit from plate... Paladins still want their spell crit fix so instead they start looking at non-class specific cloth, leather, and mail, since those material types aren't being balanced through the removal of spell crit. So instead of getting tons of spell crit on plate for themselves, they start getting tons of spell crit on other materials, not fixing the problem and simultaniously depriving other caster classes of the gear they need. So looking at it from that perspective, there are two ways of fixing the problem:
1) Remove spell crit from all gear, penalizing all classes for something that's wrong with only one class.
2) Lower the effect of the Illumination talent, thus only penalizing the class that the problem exists with.
Honestly, I think that adequately describes why they couldn't fix it just by removing spell crit from paladin gear.
Apr 23rd 2007 11:51AM Going to concur with many players in saying that Enchanting is the worst. While there is the logic of "...but at least you can get the mats free by disenchanting your old gear" there's an eventual limit to the amount of quests/new gear your going to get, and eventually you're going to run out of frequent upgrades to shard. While it's all good if you had the expansion before you hit 300, but if you were one of those players who started out with Enchanting or got it way before the expansion you lost a lot of potential materials that could have helped you level from 300 to 325.
Tailoring, while calls for a lot of materials, really isn't that bad unless you decide you _must_ have it at 375, so go out and buy mats. If you go out and farm humanoids, undead, or demons in SMV or Netherstorm you'll be able to get a decent amount of Netherweave. The only really expensive part is supplying the Arcane Dust to make Imbued Netherweave (since you need so much Imbued Netherweave at the higher levels of Tailoring).
Also as most have said, pretty much the easiest are the three collecting skills: Mining, Skinning, and Herbalism. Since you don't need any recipes to skill these up, it makes it easy like candy.
The last skill I've gotten up over 100 is Blacksmithing (specifically Armorsmithing). I've realized (far too late) that this one is really hit or miss depending on your class and/or spec. Obviously for certain classes it will have no value... mages, warlocks, and priests will get little value from being able to make metal weapons that increase their ability to hit hard, and the occasional +spell damage or +healing weapon isn't worth bothering to level it all the way up. If you're a hybrid (Paladin, Shaman, or Druid) and you focus on healing, then there is very little of value from this craft. For Hunters, Enhancment Shamans, Prot and Ret Pallys there are some good armors here and there, and the occasional good weapon for a Rogue. Where blacksmithing really shines is in the hands of a Warrior of any spec. Great weapons, great armor, and all of it able to be made fairly quickly.
Apr 23rd 2007 11:44AM Personally, I don't think anything can be done to "fix" it, without completely retooling the way healing is done. There are some interesting ideas being thrown around in other games coming out as to how healing can be done, but in WoW it's your pretty standard "stare at life bars all day long" setup.
Also... tanking is seen as a feminine role? O.o Maybe I'm being sexist here but the idea of a job that's goal is to make sure you get punched in the face isn't exactly your lady-like job, IMO.
As for me, I'm a guy, and while my main (currently) is a 70 Mage, the only reason I still consider him my main is because he was my first to 70, and my guild had a sever lack of mages. I'm leveling up my Paladin again, (not to mention that I'm dipping my toe into the Shaman field) and I'm sorely tempted to spec Protection for my Paladin and make him my main. Tanking's fun!
Apr 20th 2007 2:59PM IMO, whether something is an alt or a main is not dictated by level, but by intent. Someone can have a level 1 new main, and have their old main at level 70 become an alt, if they decided they would rather play the new character than the old.
Apr 17th 2007 2:18PM I'd like to add that while it may be very high "level" content, they are releasing it sufficently before the next expansion that there should be plenty of time for people to get there. There was only about a 7 month block of time between the release of Naxx and the expansion (and remember the expansion came later than expected so Blizzard planned for Naxx to be the latest instance even less time). And considering that best case scenario puts the next expansion in January, that's more time. Also, I'd like to add that it took Blizzard well over a year to make tBC. They had a pre-Alpha version available at BlizzCon in 2005, and it still wasn't ready until January of 2007 (so an average turnaround time of 1.5 years per expansion). Now, unless they have already started the next expansion, but been super hush-hush about it (yeah, I remember the post about the files listed for "expansion_2" but that's hardly concrete info nor does it give us a timeframe), or they've massively sped up expansion production time, I doubt we'll see the next expansion for a year or more. I would expect a few more major content patches, with additional quest hubs in some zones, plus the addition of the Zuul'Aman 10-man raid instance will keep people not too bored.