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Nov 22nd 2011 1:04PM Wiping on trash pulls? Your party must not know what CC is? The only people I found wiping on trash pulls consistently were the players who ignored the mechanics and just wanted to hit swipe/bloodboil/thunderclap/blizzard/multi-shot/rainoffire/earthquake incessantly. The return to harder heroics made the heroics seem actually heroic rather than a simple badge grind. Harder heroics significantly reduced the number of players in heroics who didn't know how to play their class and actually brought some feeling of accomplishment. Pugs now are swarmed with players that look like they bought their toons on ebay, and "good"(well geared) players trying to ignore mechanics and causing heroic runs to be even more a pain than ever before. If you do actually have a decent group their straight up boring as none of the fights are challenging.
Nov 22nd 2011 12:49PM I completely and totally agree on the heroic's and the raids, right after Cata dropped heroics were actually hard, they were fun and you actually felt like you achieved something when you downed a boss, especially when you knew players that couldn't for some reason or another. The gear felt very much earned and while it turned off many of the super casual players it made pugging significantly better as people were suddenly more willing to attempt a boss even after a few wipes, as well as you had less bad players ruining pugs. Obviously it was easier to ruin a pug but you would be booted much quicker by the good players and people were quite a bit more willing to test things out and follow the fight mechanics.
Pugging is currently unbearable as the mass abundance of bad players trying to get free gear without learning to play make the instances run longer then they often would even if it was hard. Plus when you actually get well geared players who know how to play they try to run through the instance super fast and ignore every game mechanic. Which quickly either becomes boring or gets you killed from a mechanic that is designed for you to not ignore.
Nov 8th 2011 12:37PM One of the reasons for the balance of dps/tanks/heals is because of the dps only classes. There is only 4 classes that can tank, and 4 classes that can heal, while every single class has a dps spec. The end result is that you will have many more players rolling dps classes than tanking classes simply due to the mathematics of the class roles. Each and every druid/pally has 3 choices dps/tank/heals, while each hunter/lock/mage/rogue can only dps, so there will always be more dps than tank's or heals, thus the need for more spots for dps in order that more players get involved in raids and dungeons.
If every class could at least do either tank or heal as well as dps, then you could say that there should be more tanking and healing spots. As it is if you increase tanking requirements some will roll tanks but you will only increase wait times trying to find enough people to tank, and make the class number lopsided to those that can tank/heal. If you want more tanks make tanking easier and smoother, yes it may not make the hardcore gamer's happy, but it will generate more tanks.
If you give every class a tank or heal spec, you will also see more tanks and heals, although you may run into the desire then to have more tank or heal roles in raids, which then puts you back into the same situation of trying to make tanking challenging but easy enough to draw more players to choose that role.
Nov 8th 2011 10:27AM Natsumi that ideology is a fallacy of many PVE players, there are several PVP pieces that give several different classes upgrades that they would otherwise be starved to find. Look at Resto Druid, its almost impossible to find leather bracers with good stat's, so you could run around forever with your 333 crap or you could run 3-4 random daily BG's and pick up a 371 pvp bracer that is way better than the 333 crap you've been carrying around.
My druid tank has on 365 pvp pants which give him significantly more stam, agil, and dodge than the 346 pants I had before, being that those are the only real stats you care about as a bear unless your sacrificing 200 points of mastery for a 10 point increase to agil(which I'm not) the pvp pants are better.
Another important thing that people that only focus on PVE sometimes don't realize about PVP gear is that often you sacrifice a somewhat useless stat for your class in order to pick up significantly more of a very important stat such as Hit rating where with the PVE you might have found it almost impossible to pick up another 200 hit rating to reach hit cap, getting that one PVP piece with 190 hit on it puts you where you need to be.
Nov 4th 2011 10:01PM No the requirements would not be stringent as you think, they would simply be subtle challenges, is it really that hard or time consuming to run all of the Cata 5-mans once? It is not about farming a whole set, you wouldn't need a whole set, however it would limit you so that you don't jump entire tiers simply because the gear was obsolete and you could do the current challenges without it.
The current reward for killing heroic bosses is 70 jp's, cata has 11 top level 5 mans, and lets say they average 5 bosses a dungeon, I think its more like 4 but we'll call it 5, if you include a reward of 140 jps for a random dungeon and you run everone of them once how many jp's do you get? 5390, thats a maximum of 4 peices of jp gear if you only bought the 1250 ones but you don't have that many 1250 ones that I recall so its more like 3, is it really all that hard to expect players to run them all once? You already pretty much have to in order to get geared to run any raid.
The idea behind the Feats of strength is not to punish players into farming an entire 346 set then a 359 set then a 365 set so on and so on, but to merely provide a small limiting factor that restricts them from jumping straight to FL upon dinging yet restrict's the numbers from getting out of hand to quickly. It enables there to be a significant difference between 40 strength and 50 strength.
Nov 4th 2011 4:37PM I have an idea: First I'll focus on how it will effect characters leveling up then the change for characters at top level.
So for characters leveling up, what if you put a level cap on their gear, such that say maybe you can only have one point of any stat for every two levels your currently are at. So a level 10 would only be able to use 5 strength off of a piece of gear regardless of how much strength is actually on the gear. So that trying to skip up and get gear that is a higher ilvl would be mostly useless, but that you would simply be trying to reach the maximum stats you could on each piece of gear. There are modifications to this which I will discuss in the next paragraph as they would be most important to top level toons.
So for top level toons who are looking at differing tier's of gear, you would have Feats of Strength, such that say you just reached 85 and are gearing up running the last of the normal cata dungeons, if you complete all the cata dungeons say once then you receive an achievement that couples as a "Feat of Strength" which would say that for all 85 lvl gear your stats now are say 1% more effective and you are now able to have 1.3 points of a given stat per 2 levels. This would increase your overall dps/healing/ability to take damage, so that you would then be able run say heroics and get gear that would actually increase your stats where as if you have not completed your Feat of Strength for that Tier the next Tiers gear would not increase your stats. However you wouldn't be trying to jump content and tier's as you would not have finished your Feat of Strength an thus would not be able to effectively use the new gear. Then completing all of the Heroics once and at least 20 total would enable you to have 1.5 points per 2 levels and increase the effectiveness of your stats by 2%.
With raids it could be handled such that if you complete at least 5 different bosses as well as at least 12 total boss kills of the first tier then you get 1.7 points per every 2 lvls and 2.5% more effectiveness of stats, however if you kill all the bosses of the first tier of raiding you could then get 3% more effectiveness of stats.
The purpose of this adjustment is so that players will not want to get carried through to the next tier by their guild unless they have first completed that tiers feat of strength. The feat of strength insuring that players will should at least get some gear from that tier however are not limited to that tier after they have run it enough, plus driving players to not dodge content that they are not experienced at but to try to do it all at least once if they want the better gear. Also rewarding those who do complete all of the dungeons and raids.
Now back to the low lvls this would apply to them at those certain levels, such that running the lvl 70 raids would allow you to use more stats and have more effectiveness from their stats. Thus players who take the time to raid at lvl 70 would get more out of their raid gear and out of all level 70 gear.
Nov 1st 2011 11:35AM Yeah my DK is currently sporting bright red an blue offsetting plate-mail...I look more like Captain America than an Unholy Knight of Doom.
Nov 1st 2011 11:32AM I want a PIRANHAMOOSE MOUNT!!!!
Nov 1st 2011 12:21AM Actually it will still work, its the same system we have now it simply removes some of the fluff talents and gives you more flexibility in changing talents. There still will be optimal talents because your basic spells are number's based thus mathematically one talent will generically be better over 90% of fight's while the other two will be situationally better.
Some ElitistJerk will figure out that for all frost mages have X talent blown on CD at Y time will giver you Z more dps, while talent A only gives you B more dps thus talent X is superior with only exceptions on fights C and D where A talent is stronger. This is exactly what we already have now, its a numbers based game and the talents and spells are all numbers based and valued differently, the equation has changed but there will always be a talent that provides the best variable to maximize dps or heals or whatever in 90% of situations.
Oct 31st 2011 4:22PM actually they aren't....My guild Parallel on the server Kael'thas is level 25, and we have very few members. We have one full 10 man lead raid group and about 5-6 players who can sub, in reality we have around 30 players who actually play regularly.