Mar 27th 2012 9:33AM Druid is splitting into 4 specs. One of which is the guardian spec. That particular spec is a dedicated tank spec. Also, the new monk is a leather wearing class and it too has a dedicated tank spec.
Therefore, it is reasonable to assume that tanking leather could return.
Mar 24th 2012 7:29PM That is my thought as well. These are goldy for pvp.
Nov 9th 2011 9:48AM If everyone is given a "pvp suit" then rewards do not have to be pvp gear. They could be quest/PVE gear, mounts, pets, toys and etc. Once pvp gear is out of the equation, there is really no reason not to award JP to pvp victors. The JP + kills is about the same as what one would receive for powering through a small dungeon. Another option would be to bring back rank-titles baed on total HKs or even season titles for HKs that season. The standard "bribes" work as well.
"In season 37, all pvp'ers will be given a pvp suit upon entering the battlegrounds. At the end of the season, players with more than x-hundred wins for the season will receive the new pet Snurggle. Players with more than Y hundred wins for the season will receive the new whatever mount."
It has all the classic MMO properties. Long term, dedicated grind, for prestigious exclusive rewards and rewards based on player determination to succeed or flat out skill.
Nov 7th 2011 9:27AM If mangle goes the way of the guardian, then ferals may see a renewed use for the claw ability.
Oct 25th 2011 9:44AM When I first started, back in burning crusade, I remember my new horde toon thinking 'the game was really skewed towards the alliance.'
When I asked my friends about it, their reply was something to the effect of "it always has been. The developers prefer alliance and so does the majority of the player base. It was the way in vanilla. It still is for the most part."
Oct 2nd 2011 10:24AM All stuns, roots, snares etc... should be on diminishing returns. I'm also to curious to check out in star wars. It takes this to an even deeper level. They are all cumulatively diminishing returns. If you stun someone too much, they become completely immune to stuns.
Sep 29th 2011 2:24PM You could do something really radical. You could make the bosses of dungeons and raids not drop anything but points and/or tokens. Then, the only upgrades you could get would be points or tokens. Both, bought from vendors. Therefore, content remains relevant in that you need points. But, the content you can get is sliding forward from tier to tier. This is exactly how pvp rewards work. People need x man points to get a full set of stuff (something like 30k honor for a full set + weapon). But, the items that those points are a higher ilevel than the previous tier.
Using that and coupling colors with content levels should achieve something good for everyone. green = quest/solo, blue = randoms, purple = raid/arena. As long as the ilevels go up from tier to tier, people should be happy. they are receiving upgrades.
Sep 29th 2011 10:05AM I think Blizzard actually had the right idea in the beginning of cataclysm.
Starter dungeon and PVP gear was blue. Dungeon gear and honor rewards were both blue, but were higher ilevel. Arena gear and raid gear were purple.
When the next tier comes around, it is ok to up the next set of "starter" gear but don't change it's color. The ilevels can go up, but arena and raiding gear should remain the only purples. I think the crux of the problem is passing the purples down at tier 2. Most people don't really care what color it is (I think). It is more that it is an upgrade to what they had.
On a related note, when the raid nerfs roll around. I think they should affect normal mode only. Same for dungeons. Basically, I don't think heroic mode should be the accessible mode. They should be the challenge mode. The normal mode should be accessible and get you blues within half a tier of heroic dungeon blues. The problem is, Blizzard would have to go back towards their older gear drop model. Heroic raids would have to drop gear half a tier higher than normal raids.
In summary, honor and dungeon rewards should be blue. Raid and arena rewards should be purple. Don't nerf the heroics, only the normal modes. Heroic dungeons should be blues half a tier higher. heroic raids should be purples half a tier higher. The end result is raiders who have their half tier better than every one else, and their purples, and their heroic mode raids to challenge them. Normal people have decent blue gear and can still access normal raids or battle grounds. And, the people can still transition to the next higher step if they want.
Sep 25th 2011 7:07PM A class that does 80% damage but boosts the rest 40% is a decent class idea. However, it is flawed when scaled.
Frankly, there is no reason NOT to stack a class like that exclusively. If a given raid or pvp group puts out so much damage, then replacing every dps with these guys would result in a much higher total damage. In fact, to balance it out it would have to be a very small increase. Which is why things like the boomkin aura were only 5% and what not.
Again, I like the idea, but it won't scale well to WoW proportions. And, in small situations the 5% boost won't matter that much. If you gave up 20% of your dps, but only gave 5%, then you are down a net unless the other people were so powerful, compared to you, that you didn't matter that much to begin with.
If it was larger, say 80% for 40%, then stacking 3 of them results in a % much higher than 100%. (i.e. 80% x 40% = 32% x 2 additional is a net boost of 64%. 80% + 64% means the dps alone is putting out 144% each by stacking 3 of them. There is no reason to bring anything but this type of class exclusively.
Even if you did pick something in the middle. It wouldn't scale for 5 mans, 10 mans, 25 mans, and 40 mans, let alone free-for-alls like TB or Wintergrasp.
So, i remain where i was. I don't think the non-role hybrid works very well in an MMO engine.