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  • Jordan
  • Member Since Aug 16th, 2010

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Recent Comments:

Blizzard committed to keeping a sense of community {WoW}

Mar 13th 2012 11:46PM "I'm worried that blizzard might cave in to the vocal minority and remove our beloved LFG/LFR tools. These were the innovations that kept me playing WoW as my schedule got tighter and tighter and all my RL friends eventually left the game."

People need to learn that LFG/LFR can only "hurt" those who voluntarily use it. Everyone else can simply not use it and have their "community".

I'm one of those good players who tanks and heals but only gets to see content because of the dungeon finder.

Blizzard committed to keeping a sense of community {WoW}

Mar 13th 2012 11:37PM The "sense of community" before the dungeon/raid finder tool was spamming troll chat with "LFG".

I love the dungeon finder. Sure, you bump into some nasty people sometimes, but you just have to grow a thick skin and kick or drop group when necessary.

Breakfast Topic: What's the least loved class in WoW? {WoW}

Mar 13th 2012 11:49AM I'm doing the same thing with my nelf combat rogue. The class is incredibly dynamic to play! It's amazing how long I've stayed on this char without getting the slightest bit old with it.

Try turning off exp gains to let you finish all the quests in a region before you outlevel it. I'm doing the same thing to get loremaster.

Breakfast Topic: What's the least loved class in WoW? {WoW}

Mar 13th 2012 10:04AM It would be really neat to at least allow re-skins of your demons. Heck in Outland you see Felguards/Void Walkers/etc of all shapes, sizes, and colors!

Breakfast Topic: What's the least loved class in WoW? {WoW}

Mar 13th 2012 10:03AM And in low level dungeons (1-80) things die so fast that dots will do little or no damage, hence making a lot of your warlockiness feel underwhelming.

Breakfast Topic: What's the least loved class in WoW? {WoW}

Mar 13th 2012 10:01AM Mage: By level 6 you are already using 99% of the abilities you'll ever use. While this has changed a lot for Fire at least, at the end of the day the mage is just not as dynamic as other classes, especially other caster classes.

Shaman: it would be nice to have another ranged spell that is cooldown-less. It doesn't even have to be part of the dps rotation, but just something for fun to break up the monotony of only 1 cooldownless spell.

All the other classes though have consistently become more interesting and fun! Priests rawk, prot pallies are fun (though holy power is a little useless other than word of glory), blood donkey kong's are awesome, etc.

I've been playing non-stop since the launch of TBC, and I gotta say I'm impressed with how you guys keep the classes feeling so fresh, fun and dynamic without being too complicated or clunky.

At the end of the day my only complaint is still mage.

The Queue: Hat Trick {WoW}

Mar 9th 2012 12:18PM "I know it's just a change of units. That's exactly the point I was trying to get across."

Ok, I'm sorry for misunderstanding your point! (and sorry for being snarky, not having a good morning and I reached my enrage timer early.)


"I've been assuming a unit shift was all the squish would be. Did GC say somewhere that it would be otherwise?"

I think it's much more than a unit shift. GC explains it very well (and with lots of humor and clarity) here

http://us.battle.net/wow/en/blog/3885585/Dev_Watercooler_-_The_Great_Item_Squish_or_Not_of_Pandaria-11_4_2011

enjoy!

The Queue: Hat Trick {WoW}

Mar 9th 2012 11:56AM "1) Make every point of every stat ten times as effective.
2) Divide the amount of EVERY stat that EVERYTHING has (bosses, gear, you, your pet frog) by ten.

Ta-da! The relative power of everything stays identical, but we shaved a digit off all the numbers in the game."

Actually if you were as good at math as you claim you'd realize this is just a change of units. 85's would be walking around with 10,000 health and level 1 characters would have decimal health of 0.01 or something silly. Dividing everything by factors of ten just shuffles decimal points around.

The Queue: Hat Trick {WoW}

Mar 9th 2012 11:51AM "To expand on what Luotian said, remember that the only thing that's changing is what the numbers LOOK like. The squish will probably be implemented something like this:

1) Make every point of every stat ten times as effective.
2) Divide the amount of EVERY stat that EVERYTHING has (bosses, gear, you, your pet frog) by ten.

Ta-da! The relative power of everything stays identical, but we shaved a digit off all the numbers in the game.

Math: It's Not Just For Tax Forms.™"

Again, you are misunderstanding me here. Of course monsters/bosses equal to your level will receive an equal scaling in the squish. But that's not what I'm talking about. I'm talking about higher level characters doing lower level raids. Since the very definition and intent of this squish means that higher levels get squished more than lower levels (think of the ludicrous gear inflation from 80-85 compared to 1-60 or 60-70), then an 85 player and a 60 raid boss are not going to be squished equally.

Math: It's only meaningful if you understand to what the numbers are referring.

The Queue: Hat Trick {WoW}

Mar 9th 2012 11:45AM "You're missing the basic concept. Bosses will also be squished. They should remain in relatively the same position for us now as they are, but with smaller numbers. They HAVE to do this, or it would be impossible for BC geared and level characters post-squish to beat bosses."

And you're missing the point of what was discussed. The context was max level characters doing lower level old-content raids pre and post squish. Since the item squish more than likely will be highly nonlinear with level, there's no possible way soloing Molten Core or AQ can be the same post squish as pre squish.

Of course, at any given level the monsters and bosses of equal level are squished equally, but that's not what I was talking about. Read posts more carefully before you accuse people of missing the point!