Mar 25th 2012 3:26PM "Green "fel" fire for warlocks, like they've been asking for since... forever?
It is our hope to introduce a quest which will allow warlocks to unlock the use of green fire. :)"
The win-density associated with this is so high I fear for the space-time continuum.
Mar 23rd 2012 11:10AM Dude, the Voidlord is fricking awesome, period. I've killed so many of those in Outland and long wondered how cool it would be to have one in place of the voidwalker. Looks like I'll know now :-D
Mar 22nd 2012 3:49PM "It's rather more that we're going to have the option to be our choice of western military metaphors who accidentally (or not) trample the native metaphor what was living in the new battleground."
Yeah, that's exactly what I was talking about. I hope it's not the trite story of western military metaphor bringing their "warmongering ways" onto the pure, isolated "native american metaphor" blah blah.
Mar 22nd 2012 12:55PM "It's beautiful! I'm afraid that they are going to send tanks to knock down the forests so they look like Verdun, and bomb the towns so they look like Dresden. Am I just a sentimental fool?"
Surely they aren't going to recycle the trite "do I fight for the western military metaphor or the native american metaphor?" a la Avatar, Pocahontas, Dances with Wolves, etc etc etc.
Mar 22nd 2012 12:51PM "Also, open world content is tuned for players in quest greens. Players in Heroic gear already faceroll it, and players in raid gear - even first tier raid gear - have absolutely no challenge in the open world."
This is why I *REALLY* liked the all-elite regions that old Vanilla had, that essentially functioned like an outdoor dungeon. Remember Tyr's Hand, or the insanely overpowered Fel Guards that roamed the southwest part of Blasted Lands?
More outdoor elite areas, maybe with crazy hard roaming outdoor world bosses, that involve quests which give awesome vanity rewards (so that participation isn't mandatory for raid-gearing, but it's just for fun and showing off).
Mar 20th 2012 12:18AM "Exploring new regions isn't often one of those things that you say you do. You say that you raid or you PvP or you level alts. But, the more that I reflect upon it, the sense of wonder and exhilaration that comes with stepping into this fantastic new land and having your breath taken away at the scope and the beauty and the possibilities is really what makes the game for me."
I really think that what makes good dungeons so memorable and exciting isn't even necessarily the mechanics or the dungeon in and of itself, but the atmosphere of the new continent and how the dungeon is built into that.
Hellfire Peninsula was menacing and stark, and particularly jarring (in a good way) as it was the inaugural zone for Outland. Whereas in 1-60 our greatest fears were maybe a rogue wandering elemental or band of murlocs, in Hellfire we had 200ft tall Fel Reavers belching fel smoke and grinding skulls into the dirt, and blood lusting fel orcs carving people to mince meat in berserker rages. In that context, the Hellfire Citadel dungeons/raids just felt *amazing*. You really felt like killing all those damn orcs mattered.
I could say the same thing about the dungeons in Zangarmarsh, the same about Howling Fjord with UK and UP. The three icecrown dungeons especially!
It's the engrossing mood and atmosphere coupled with the dungeon design that makes them so much fun. Playing through Scarlet Monastery in Zangarmarsh wouldn't be any fun, and Shattered Halls in Borean Tundra would just feel out of place.
Mar 19th 2012 11:59PM "When Wrath came out, I fell in love with Northrend, and not having a proper continent to discover in Cataclysm was really one of the downsides to the expansion in my opinion. I'm looking forward to adventuring around Pandaria."
I totally agree with this, 100%. Having a new continent to immerse yourself in is part or most of what makes WoW work. But I think there *was* a new continent in Cata, but it was 1-60 together with 80-85 that made the continent.
The great tragedy of Cata is that player expectations were not in line with what the expansion really was: the meat of the expansion was the revamped 1-60, which was enormous, sweeping in its changes, and really well done. For me to do literally every single quest, and love it, in zones like Feralas, Desolace, Darkshore, Westfall, etc, really testifies to the fact that they produced A LOT of solid content.
80-85 in contrast was smaller in its content, and probably not as consistently delivering (even postmortem interviews with devs revealed that the 1-60 was intensely focused on, resulting in less development time to spare for 80-85). But the player expectation was that 80-85 was THE expansion, and the were anticipating some monstrous new questing area like Northrend or Outland. Expect it wasn't. The monstrous new continent was vanilla Azeroth herself, and the 80-85 experience was constituted by a small sprinkling of zones.
Mar 16th 2012 10:22AM That panda haters stop hating.
Mar 15th 2012 9:44AM "I was holy, to improve the healing, and I didn't have the early damaging skills pallies get now."
Back in Vanilla Paladins were ludicrously, preposterously, full of fail. Seals that lasted less than a minute and were dispelled on judgment? That mechanic alone guaranteed that your options were
a) conserve mana and do dps barely above auto-attack
b) blitz your mana in less than a minute for sub-par to average dps
Probably no single class in the game has been improved so drastically as the paladin class. They are a testament to the fact that, despite all the wailing that wow is dying or lost its way, the game now is infinitely more playable and fun than it was in the past, and no one in their right mind would return to the way things were. The game in the long-run is always moving up.
Mar 13th 2012 11:57PM "We made it a banner for a couple of reasons.
We thought the demoralizing and mocking mechanics were more useful if the warrior could place them somewhere else. For example, imagine a warrior (and not just a tank) using the Mocking Banner to direct incoming adds over to where the tank is currently standing. Now Skull Banner doesn't strictly have to be a banner, since the warrior will probably want to benefit from it most of the time, but we left it as a banner for one pretty cool reason: since the banner is an ally, you can Intervene to it (!). That opens up some cool gameplay options."
I usually keep an open mind, but I'm totally confused about this. I remember a few months ago reading about how they wanted to get rid of so many shaman totems that were buffs. Now warriors are getting their group buffs turned into glorified shaman totems??