Mar 31st 2012 1:47PM @Rhuarc: Indeed, but that was also when we had less tanks overall, which meant a consolidated amount of specs to gear for in total. With the increase in the number of tanks and, additionally, viable roles overall and thus a larger and larger sample size of gear that has to be made available for even more roles, it stands to reason that we would need more tanks in that same item mesh in order to validate gear. The more roles we add to the system, the even more we need to validate a brand new gear build.
To clarify: With two supported tank roles, 100% of which were plate in vanilla, it was easy to justify tank gear for two tank specs. Now, however, we will have five in Mists. Only 2/5 of which will wear leather.
Mar 31st 2012 12:55PM Because up until now, Guardians were the only leather tanks. And even then, for a long time they weren't even viable--you couldn't tank as a druid even if you wanted to. This is why gear was never made for them or specialized for them, and going forward it didn't make sense to make gear for them, as they were additionally only two classes who could even USE leather, let alone plate leather. Imagine the Holy Paladin gear issue we have now, but larger. That said, even in Mists we're only going to have two leather tanks (Brewmaster and Guardian), while we still have more plate tanks (Protection, Protadin, and Blood).
Unless rogues start tanking anytime soon, I wouldn't foresee it to be worth it to start itemizing gear to work for leather tanks.
Mar 30th 2012 8:57AM I have my own form of class name altering I don't care for, although it certainly isn't as bad as what hunters tend to get.
Death Knight is a uniquely long class name. It's no secret people tend to call them DKs - it's just the natural lingo. However, I've always thought this form of shortening was, to be blunt, well, stupid, and think being denounced to a simple two letters isn't good in the long run. Even and perhaps especially for a class that doesn't get as much respect as it probably should. Long-time players of the class have suffered ridicule from their inception, and it seems baffling that so few members have hung on to their original knights. I consider such dedication to a class extremely admirable. As a result, when I see a knight with recognizable Wrath titles, they earn a huge boon of respect from me as an individual. I certainly didn't hold to my original knight because of all the flack I initially got for playing one, and so I find such people who did manage to do so something of an idol in terms of dedication, tenacity, and even loyalty (and if you've known me for a while, you'll know how much I value that particular characteristic).
On that note, knight is the variant I've chosen to call them, as there seems to be no other real acceptable term to label them as without revering back to the original name that, I will also admit, seems too long for casual use. I've put it forward with one or two of the groups I run regularly with, and while a few seem accepting of the new lingo (and do in-fact call the ones in our groups knights), the greater majority seems content to just simplify them back down to the two-letter abbreviation.
By extension I don't like the abbreviation WoW when describing World of Warcraft, but that's an entirely different rant I won't bother getting into.
Mar 29th 2012 8:46PM Keep in mind that things are still in Beta, and things are likely to be upgraded significantly as time goes on. The system will likely see upgrades (like being able to pick an Agility Leather armor set over an Intel or Spirit Leather set if you so choose without having to switch specializations). I would encourage patience, but in the meantime, this is actually a significant quality of life change for players overall, even for those who do have to switch specs for the odd quest. Besides, changing specs gives you time to actually read quest text.
Mar 29th 2012 8:43PM I agree on the full armor rewards all at once when you complete a quest front. It would certainly be more appealing aesthetically if you got all of your next set of quest armor all at once so nothing would ever have a chance at clashing (negating for a need to balance 'looks' with each other). What's-more, it would promote people to actually finish quest-lines in order to get that next quest-set of items.
Complete a quest line, get a couple sets of gear when you finish for those who have different armor set requirements, such as a hybrid class or simply those who play an enchanter who needs enchanting materials (the rewards in question probably stored in containers you can open so those with near-full inventories at the end of a quest-line don't suffer).
Mar 29th 2012 8:27PM In reply to: "-- Several of the zones have vendors with decent gear that isn't quite at the quest item level. These help provide coverage if you miss a reward, say gloves or shoulders, since questing is less linear now."
This is absolutely fantastic. It always made me excited when I leveled, say, a Gnome mage and got to that one point near the Loch in Loch Modan near that excavation where they had this cloth vendor. The vendor doesn't see many buyers, and so on the last page or so of supplies he'd always be selling the odd piece of green armor, and it was always really exciting to buy a piece or two, especially because at those early levels, you didn't get stats on gear until a bit later. This also serves as a nice gold sink, and I'm glad vendor gear is actually going to be useful now -- having grey and white armor for sale just doesn't really make sense past a certain level when you can get stats. This change can only be good going forward.
Mar 29th 2012 11:53AM No offense, but where did you hear these contradicting statements? There certainly hasn't been any blatant news covering such an impending change, and I'm sure any such mention anywhere would put up all sorts of news flags and would be mentioned immediately. If a Blue has said anything to the contrary against what we already know about Mists, I certainly haven't seen anything. In any case, from what current information I have available, the latest news regarding ranged slots, they are indeed being removed for all classes besides hunters. Wands and such are being made into main hand weapons (and although I remember hearing that they wanted to do something with relics/librams and the like, I haven't personally heard anything new on the subject, meaning if there is anything it's likely further down the road. I would expect such relic items to be gone, much like Spell Pen gear), and I believe hunters were mentioned at keeping main/offhand melee slots in additon to their ranged slots for cosmetic item holding purposes (and this may be true of other classes, and I believe it may have been mentioned to keep it purely cosmetic so people like warriors and rogues who got their hands on a Thori'dal or a hunter who got a melee legendary could still carry it around).
Mar 29th 2012 11:43AM @Aravan: I know full well the solution isn't new. I am still remiss that they haven't gone through this line of thinking in response to trying to alleviate the problem of getting players "out into the world" rather than "flying over all of it". If you want players in the world, give them a compelling reason to do so and look around. ie: Make ground mounts faster to give them a reason to use them, and thus a reason to look around to avoid getting stuck all the time. If they don't want to be stuck, they can suffer a slower speed in the air or time a flight path. The "Cold Weather Flying" solution works, it does, but it just feels like they're going about trying to fix the problem in the wrong way, is how I see it.
Mar 29th 2012 11:37AM That doesn't make sense, at all, and on a number of levels. As a bit of an example, I'm in several very large guilds, with people who are for the most part parents with jobs and a family of their own. A lot of them grew up on games like Pokemon and are ecstatic to see a lot of it making a comeback into their favorite hobby. I know I for one am excited for Pet Battles--for, if anything the turn-based strategy aspect of it.
And from a more black-and-white perspective regarding money: WoW currently holds subscriber numbers heads and tails over any of the closest competitors. They would be shooting themselves in the foot majorly to make the biggest selling subscription-based MMO on the market into a f2p market on merely a hope on the popularity on a game that no one really knows anything about at this point. I'd be closer to thinking they would make Titan an f2p game rather than WoW any time soon.
Mar 29th 2012 11:30AM 1. Up until now, access into the Pandaria zones was cut off, isolating testing to the Wandering Isle. I expect we'll see more info on this in the near future. If I were to hazard a guess, I would guess end-level gear won't be replaced until you start running into lv90 blues, like we had happen in Cataclysm.
2. Like expansions before it -entering the Dark Portal at 58, and Northrend at 68- I think it's safe to assume you will be able to enter Pandaria as early as 83.
3. I would have initially guessed rogues (my reasoning would be to tie in more actual Ninja themes into the class with armor and weapons and such in the new expansion). However, we've seen a very small amount of rogue activity during the end of Cataclysm, so it's unlikely this will actually happen. I'd suspect they will follow traditional class trends--expect a lot of hunters, expect a number of mages, expect the odd warrior, but to a lesser degree shaman, and then rogues and priests certainly don't seem like they'll be as common.