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May 2nd 2011 9:22AM Off the top of my head, I thought Blizzard did a good job with Greymane demonstrating that he acted with good intentions but is still flawed, in some views deeply flawed.
As for why "humans are running the show" it can be attributed to the old fantasy presumption that Humans have an interesting mix of aggression and constraint which is demonstrated a lot in Wyrnn. The Night Elves appear like they have dangerous skeletons in their closet which preoccupy them. The Dwarves and Gnome have some serious internal strife to deal with. Although the Human appeared to be fractured, the reality the one remaining kingdom, Stormwind, is very strong and very united where the other Human kingdoms don't matter. It shouldn't be surprising that Stormwind calls the shots for the Alliance because Stormwind is the most focused and united of the bunch.
Apr 30th 2011 11:57AM I am a little torn. On the one hand, it still doesn't feel like the original set of Cata raids are tuned very well on 10 where there are still fights we wipe out due to random, no-counter battle events (like a healer getting targeted by a random effect 4 times in row as an example). On the other hand, if they figured how to do 10 raids better for 4.2 content then I would be happy and recognize it isn't worth their time to go back to 4.0 and fix it.
So I guess I'm ready for more raid content if it is better quality and I'm not if it is the same mechanics.
Apr 23rd 2011 10:45PM Thanks for answering my slightly rhetorical question Queue. Along the same topic line, it feels like something is different with Argaloth. Did I remember incorrectly that in the past those bosses split the loot table by always guaranteeing 1 PVP loot, 1 PVE loot and 1 of either? Or is this a case where the way loot works in Cata that we can now get by without the gear off of this boss since equivalent (or in some cases better) are all over other raids?
Apr 22nd 2011 1:13PM I want to know who at Blizzard thought it was a good idea to put *130 pieces of loot* on Argaloth? When raid bosses have something more on the order of 20 and people complain about shard too much, what were they thinking??
Apr 4th 2011 2:26PM It would be nice for Blizzard to implement more Hero Classes but as part of the classes we see today and as an "alternate progression path". When one is creating a new character in some classes they should be offered the standard (start at 1 in the newbie area) or the Hero option. Classes like Mage, Paladin, Shaman have groups and lore that are hard to explain in the game where using the mechanism that explain Death Knights would help explore the background behind them.
But then again when is Blizzard ever going to have the time to do this?
Mar 29th 2011 3:44PM I can't speak to PVP but as a matter of PVE if Blizzard wants events that feature "Recognize the spell, Interrupt it or DIE" then all Interrupts must never miss. Its only "fair" because having a chance to miss feels like the game cheats.
But beyond that I see a problem with Raid 10 design around "Recognize this spell, Interrupt it or DIE" where it is possible to have a well rounded raid that still doesn't have enough players who can hit interrupts and not miss them. Although all tanks specs have an interrupt they often don't have the Hit rating to make it absolutely effective. This forces Raid 10 groups to do inefficient things like putting a healer on one of the interrupt.