Dec 22nd 2011 8:41AM Hawkeye et al is really useful in BGs.
Dec 16th 2011 9:34AM waaagh..
45 mins later....
well he did warn us! damn you TV Tropes!
Nov 2nd 2011 8:48PM Try pronouncing "Dotctor".
It sounds kinda cool.
Nov 2nd 2011 8:15AM There will always be enough rogues to ensure that they remain the douchebags of WoW.
One would be enough..
Oct 26th 2011 10:24PM I agree that you level too fast through the old zones. There is very little sense of threat or danger. Even only using the gear that you earn from quests (ie no heirlooms etc) it is very hard for your toon to die. I have even tried to pull packs of mobs to try and kill me and the usual effect is that by the time I manage to collect enough mobs to be a danger (about 6 or 7 mobs), the first two mobs that I have tagged have gotten bored and reset.
If the challenge becomes 'how do I keep 7 mobs tagged' rather than 'OMG I've pulled 2 mobs at once, HOW will I survive?' then that's a boredom inducing problem. I've levelled 3 or 4 toons to 30 or 40 in the new zones but have given up on them because it's wayy too easy.
I believe that a solution to make questing more challenging/difficult for experienced players is to raise the barrier to picking up new quests.
Right now you can't pick up a quest that is more than 5 levels higher than you (* I think it's 5). If they made this number 7 then players who wanted a challenge could grind through the more difficult mobs and quests. A player can make their own choices whether it's too hard or not and drop back a zone or two if they are getting stomped on too easily.
People who want to zoom through the levels can still do so, but those who want to stop and smell the roses are missing out.
They have done a great job making the storylines in these old zones epic and compelling, but the gameplay suffers if you are fighting easy grey mobs by the time you get to the end of it- even if you start the zone at the absolute minimum level.
Let us take quests at lower levels and bring back the sense of danger!
Oct 23rd 2011 8:06PM At a glance it does look as though PvP cat druids are going to be crazy powerful. Lots of self heals, insta-cyclones and closing distance on foes either through charge/leap or death-grip type moves.
Oct 12th 2011 9:10AM I do like your description of how the story of the fall of ICC went down. That's a good way to explain the way most raid instances are dealt with (ie, over weeks or months of trying) by most groups.
Oct 12th 2011 9:08AM I've always considered that in-game death is just 'getting the crap kicked out of you' and you are knocked unconscious or badly injured.
A toon dies way too many times to explain it as death followed by resurrection. Maybe if it's a big story event, like Tirion rezzing you at the end of the LK fight, you could call it an actual death.
But a run of the mill 'health reaches zero' event as in a BG or boss encounter, I just chalk it up to a KO rather than a 'death'
Oct 1st 2011 12:19AM "so I fully expect the average overall obnoxiousness in 25-man LFR's to exceed five times the average overall obnoxiousness in 5-man LFG's."
Sep 30th 2011 10:23AM I can just about tolerate the random collection of .. let's just say "fine specimens of anonymous internet humanity"... that you get grouped with for 5man dungeons or random BGs.
If the LFR is expected to be an even vaguely enjoyable experience with 24 random 'specimens' it makes me wonder about the level of difficulty from the raids itself. Something on the level of Baradin Hold bosses complexity?
I find it hard to imagine even a fight like post-nerf Shannox normal mode being able to be consistently downed by 25 completely random people with no VOIP communication. (NB: CONSISTENTLY).
Maybe I'm wrong.