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Why Dragon Soul nerfs are good for everyone, especially hardcore guilds {WoW}

Feb 23rd 2012 2:10PM "Just turn the nerf off."

You are hilarious, where did you get such a good joke from?

Shifting Perspectives: Probing healer balance in Dragon Soul {WoW}

Jan 17th 2012 10:03PM "but in an ideal world (one where blood death knights do not exist in Arena and nobody rolls on my frigging gear), every healer at an equivalent skill level would do the same amount of healing on a given fight."

This part is absolutely false, not only a priest/ shaman can cover some very important buffs (like heroism), but also they provide a 10% physical damage reduction to tanks and other raid members, which can save tanks quite often. Disc priests can also help you beat enrage timers on fights like H Ultraxion with smite (and here I'm not mentioning some other very useful cooldowns). What do druids have that helps a lot but does not boost the meters? Nothing. Paladins have better spot heals and Hand of Sacrifice (which is not even close to a strong utility).

Last but not least, all the shamans I've played with have had a competitive healing outpu.

WoW subscriber numbers down to 10.3 million players {WoW}

Nov 8th 2011 11:08PM @Suzaku,
I agree with you, there are more important factors that determined the loss of WoW subscriptions than the old "cata is for the hardcore" argument.The ones I find most important are (besides WoW being old):
-The game is expensive for new players and not very new. 120 Dollars for a game is not cheap at all (vs the old 40 back in vanila, and 60 back in BC). And everyone knows buying Vanilla + BC can't be considered buying a true MMO, since the person will play with no one while he is leveling, same for when he hits 70 (or 80 with Wrath).
-Cata has very little end game content. Their new: release raids extremely slowly policy seems not to be very good, just like the 2 raids per tier didn't work so well. The questing experience from 80-85 felt very lacking and repetitive as well.
-Revamping old bosses. I did not play on Vanilla, but I seriously did not want to fight Nefarian or Ragnaros in Cata. I expected Blizzard could had done something better with raid lore than just: deathwing spits fire in lava, rag is back, yay! The only important and interesting plot to me so far for released raids is the Cho'gal's one. Firelands ignores everything you did in Hyjal unless you manage to get to the hard mode rag 4th phase (which is unlikely for the vast majority).

The Light and How to Swing It: Keybinding to streamline your tanking {WoW}

Oct 15th 2011 12:13AM If you use the left mouse button, then it will only change the angle, if you use the right, it may seem that only your head moved, but for combat purposes you are facing that direction. I suggest you double check your mouse bindings if it is not working as described above.

An end to mailing heirlooms? {WoW}

Oct 7th 2011 2:31PM @Greener Grass
Your statement does not correspond to reality, giving players more choices doesn't mean you're improving anyone's gaming experience. The level pace is very important for new players as most of them don't even know how things work at max level, so the game is about leveling to them. If you just make their game weird and sketchy (like moving on before finishing the storyline of a zone), there will be no real enjoyment.

ICC shows us that having more options doesn't mean a better experience for everyone, I bet the game would have been more interesting to some (not everyone) without the buff, yet, no one would ever do it, simply because there was no reward or new sensation other than frustration because of not being able to do something you have do before.

If it was optinal to have bad gear while raiding end game content and blizzard just gave everyone the best gear, the game wouldn't be tuned correctly (even though you could always choose to wear bad gear) and would be a lot less fun, same thing happens with new players and their leveling experience.

An end to mailing heirlooms? {WoW}

Oct 6th 2011 2:45PM The problem with heirlooms is that they can't be sent to characters on other realms, and while many like to level alts in the same sever, others ( like me) get tired of leveling by playing less than an hour on a level 80 toon. It becomes worse when they want to level in another server without any heirlooms.

One of my alts is sitting at 70 just waiting on the 33% decreased leveling time on 4.3. If i could make it 20% (that's as fast as it could with heirlooms get the last time I leveled a toon) faster, that alt would have an even better survivability chance.

On a side note, giving them to all game accounts would not be a good thing since new players would get a rather weird leveling pace with new and older content.

Breakfast Topic: Would you play WoW if it had no levels? {WoW}

Oct 4th 2011 10:33AM Blizzard offers that service in with recruit a friend, it certainly isn't the same thing (since you'll have to level 2 characters), but i believe it reduces the time needed for leveling significantly. I don't think that is an elegant solution though, nor it reaches the most interested people in fast leveling. (I just stick to my main and don't level alts because of the nuances involved in dual-boxing)

Breakfast Topic: Would you play WoW if it had no levels? {WoW}

Oct 4th 2011 9:59AM Leveling may help you understand how your character work, but most importantly, it teaches you how the game works, and you will learn that by leveling one or two characters. Leveling has become a burden to my wow experience, it implements a barrier between me and my friends (along with the character transfer high prices), a barrier to raid flexibility and some other issues.

So leveling a character for the first 2-3 was fun, leveling from 1-60 with the new content has been fun, but doing the same quests again from 60-80 (and 80-85 to some degree, due to the lack of quest diversity there) is not fun at all, doesn't help me play other classes and kill my alts.

I honestly preffered the attunement system with hard heroics back in TBC (though I prefer many aspects of the WoTLK/cata raiding experiences), when getting through them was already a test to your (and your friend's) skills.

People have to face the fact that wow is not a very intuitive game for the first time, it gets easier when you grasp the concepts of DPS, how fast things have to die, what the reasons for wiping are, etc.

So, some fixes to help new players would instead be:
Not favoring theorycrafting too much, some times, it's hard (and very boring) to choose between some talents that don't affect your healing/ dps/ tanking strategy in a significant way, PVP talents that are useless may be appealing to new players as well. A Pre-made builds (PVP and PVE) with some points to spare in optional talents that really affect the way people play could help players that don't really like to reasearch/ calculate those sort of things a lot.

More time spent in the new revamped content than in BC/wrath content proportianly. For those who have gone through the content already and just want to reach level cap, a increase in all the EXP earned, no matter in which realm you play as (the game needs real bind to *account* BOEs, not bind to characters in a realm).

Gold Capped: Preparing for and making money off of Patch 4.3 {WoW}

Sep 26th 2011 6:48PM Tha move was actually pretty smart and made my game a little bit more enjoyable. Sometimes I'm bored and I just want to do something, and the old heroics are more fun than running zulroics over and over, so getting some heavenly shard while chilling in an old heroic is combining business with pleasure.

Raid Rx: Firelands nerfs {WoW}

Sep 23rd 2011 10:00PM My guild had an easy time going from 7/7 to 2/7 h this week. We don't have a solid group, so we rushed 1 healer and 1 dps (who had never Steped into FL and in full pvp gear). We did some Attempts on alyzrazor as well but well geared/skilled tanks are still needed for that encounter, which we still don't have. H rhyolith was 3 healable and h shannox somewhat zergable even while rushing 2 people on 10m.

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