| Blog | Comments |
|---|---|
| WoW | 10 Comments |
Recent Comments:
Gold Capped: How much should you undercut? {WoW}
Apr 4th 2011 1:40PM This. A million times this - though glyphs seem to be a lot cheaper to make on my server than yours (at about 12g each) - people will undercut me no matter what price I post at. By massively undercutting, I'm just reducing my own profit.
Plus, even if I managed to sell all the glyphs I posted at 30g - that would require hours, and hours of milling. A task which I find even more tedious than occasionally reposting glyphs. It would also require a huge supply of herbs, driving up their cost.
I can get away with reposting three times a day and still make 4-9k. That's 45 mins of reposting (plus about an hour of milling/glyph making). I doubt I could make the same from fishing!
Blood Sport: The PvP perspective on 4.0.6, part 2 {WoW}
Jan 18th 2011 9:19PM "Disentanglement (new specialization): Causes shapeshifting to remove roots in addition to snares. This is a great example of a useful talent that everyone might not necessarily want to pick up. This is a talent done right."
...except it's not a talent. It's a specialization. A perk you get for picking the resto tree.
Cataclysm hotfixes for Dec. 8 {WoW}
Dec 9th 2010 3:12PM John - But that's where you're wrong. Player achievements DO have tangible rewards - 310 flying, pets, titles. They provide a reason to do them, beyond some meaningless achievement point value.
The way guild xp works now, any guild with any active players will reach lvl 25 at more or less the same time. The daily cap is reached almost as soon as it resets! Plus, none of the perks are game changing - they're nice to have but you aren't exactly gimped by not having them. Achievement xp gave a reason for guild members to work together and do some fun stuff.
At there very least, guild achievements should award additional titles, pets and other cool stuff, the same way that difficult individual achievements do.
Raid Rx: In the spirit of regeneration {WoW}
Nov 6th 2010 12:02AM "I'm wistfully toying with the idea of stacking a healing team filled with nothing but priests and shamans"
My concern exactly...
Blizzard clarifies combat resurrections for Cataclysm {WoW}
Nov 5th 2010 4:33PM I think a point many people are missing here is that rebirth is a druid's big cooldown. I always like to think of it as a guardian spirit ability - except more useful on raid members and less useful on tanks. With it being effectively removed with this change, what big cooldown do druids get to replace it? Or to stay competitive with other healing classes?
Furthermore, if they're going this far with the change, why not go the whole way and let ANY res work in combat, with the same restriction of one per attempt? That would seem to be more inline with the "all classes are the same" philosophy that Blizz has.
Blizzard clarifies combat resurrections for Cataclysm {WoW}
Nov 5th 2010 4:24PM I would be very happy with aggro-dropping abilities be completely removed from game or limited to "1 per attempt". Why should classes without these abilities be penalized!
Blizzard clarifies combat resurrections for Cataclysm {WoW}
Nov 5th 2010 4:20PM This. I know the goal is to limit druid stacking - but really all it does it provide an incentive to stack a more useful healing class.
Blizzard clarifies combat resurrections for Cataclysm {WoW}
Nov 5th 2010 4:15PM Maybe having just one class is a bit too simple. I think Blizzard would be happy with just 4 classes - one for each role.
As it stands now, druids are just nerfed priests.
Raid Rx: What the -- more beta healing changes? {WoW}
Oct 30th 2010 12:17AM Rapid Renewal? Really?
I know class homogenization is Blizzard's MO these days, but they sure seem intent on making druids the poor man's priest.
Status update on current patch 4.0.1 issues {WoW}
Oct 13th 2010 1:59PM I don't understand why people are downvoting these comments about clothies and leather wearers losing out. Durability loss is almost always by percent. Therefore, going from 100% (60/60) to 60% (60/100) represents a loss. Not only do clothies/leather wearers have to (unfairly?) pay more to repair their gear, they have to pay some sort of penalty now just to get their gear back to 100%.
These items only "last longer" in cases where you're getting hit, but that shouldn't happen in most pve content. They last EXACTLY as long as they did before in Dungeon/Raid content, they just cost a hell of a lot more.
