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Apr 2nd 2012 12:51PM Although I understand why Light of Dawn is easier to use without the "direction" component I do feel something is lost. I have felt for awhile now that the "healing game" needs to get away from selecting targets in the raid frame and hitting a spell where an effect like Light of Dawn was perfect for this. Instead of concentrating on the raid frame you instead are looking into the "combat scene" and looking for the best angle to cover the most players. The paladin is making decisions on healing based on what they see in the game world instead of what they see on the raid frame overlay.
Other than that, I do think they will need to change the graphic for Light of Dawn if it just "points straight up".
Mar 8th 2012 2:58PM Hmm, they seem to have a bunch more land, a bunch more power, and much more higher profile in "the world" than before. That doesn't mean everything is "peachy keen" but to suggest they are suffering or lost out is kind of weird. For the average (player) Globin things appear to have never been better.
Mar 2nd 2012 11:27AM Would anyone be surprised if an incredibly powerful, super Arcane powered, talking purple unicorn quest giver called Dusky Brilliance showed up in "Mists" as a quest giver?
Feb 22nd 2012 10:16AM The only real issue was that the Plague Wing seemed more like "Clown Wing" instead of wing to the serious, world conquering, big bad of Wrath. I'm not saying they weren't fun or bad boss events but they didn't fit thematically and kind of stuck out compared to Blood and Dragon.
Feb 21st 2012 4:23PM Blizzard knows who the guild leaders are and can readily ask them what are the serious challenges and painful things in your day to day guild management. What do they notice is going on in raids? What trends do they see? What is fun and what isn't? Reaching out to this select group of players is a useful thing they should do regularly regardless if they actually have a summit.
Feb 15th 2012 5:36PM The problem seems to be that Inquisition feels like a "chore" instead of a "bonus". I'm not sure what would help change that where several ideas already exist that could make it feel more reactive and interesting.
Feb 13th 2012 9:36AM Simply put, Blizzard probably has to rely on channeled effects if they want to go with a reactive healing model. Instead of spamming heals onto tanks and other players taking damage, you'd have to commit a big, longer length cast instead. Instead of trying to stack up haste to beat the event in reacting faster than it can splash damage around the raid, the healers have to make specific choices on when to commit their big effects.
Replace the "big heal" on the four healers with a 5 second channeled effect (disc priests get a shield instead?). Commit the mana instantly but make the break down in cost efficient if you hold the cast to 3 seconds.
Feb 10th 2012 5:15PM This could a fun goofy novelty item. I'd pay a little for a set of the Dalaran fishing coins. A horde/alliance coin collection with each coin representing currency of the race before they factioned up. Taking iconic but ordinary items out of the game world to sell in the real world is fine by me.
Feb 10th 2012 10:04AM The problem I've had with the way a lot of both the new Legendary work is the huge time commitment to raid is not "hard" but just "really really really long". Seriously if you look at the raw math and the amount of stuff required to do is kind of staggering. It often means a raiding guild needs to attack and succeed beating all raid bosses for months straight to get the weapon in a timely manner. That isn't difficult where in many cases especially towards the end is instead boring.
Whether class or legendary quests, the good things they should keep are the individual or special. The stuff in the Nexus is a superb because its doing stuff that one usually doesn't do. Making players do something special during key boss fights maybe a good idea too as long as it doesn't interfere the raid. However making a player attack and kill 30+ bosses over months is not difficult.
Feb 2nd 2012 11:32AM Night and dark are one of those great ideas on paper but lousy for game play. Getting home from work and login and have difficulty seeing around because everything outside the cities and campfires is too dark would be annoying.