Mar 23rd 2012 5:03PM I think people are getting way too worked up about the beta invite.
1) As Matt said, if you still thought when they announced that 1 million people had signed up for the AP, that each and every one of those folks would be getting full and immediate access, then you weren't doing much critical thinking. Even if they assigned us servers, that'd be 1/4 million per server with no stress testing at all. It would have been an absolutely horrible experience, and I would rather wait my turn than deal with that.
2) I get that the wording was confusing, and it's frustrating, but it's hard to blame Blizzard for not knowing how extremely popular the deal would be. I suppose we'll just have to survive with our free mount, and 100% free copy of Diablo III. How terrible!
3) I have to say, that if you go into the game thinking to yourself: "Hey! I get a head start on playing the new expansion! Yay!"...then don't download the client. I seriously feel that has the potential to completely ruin the experience of the expansion for you. Because of the raw amount of repetition that you'll be undergoing, and because of the unpolished nature of the beta, I guarantee you'll be let down and worn down if you think of this as early access. Add in the fact that you could be doing this without the benefit of having friends to help entertain you, and that can just make the experience worse.
Yes, getting access to the beta is exciting, and we want to all see the new and interesting things that come with it...but that's not the purpose of the Beta, and people need to remember that. The more smoothly that the beta goes early, the faster we can possibly get to release. Which means the more not only can the AP folks enjoy MoP, but so can the 9-10 million that didn't sign up for annual pass.
Mar 22nd 2012 4:06AM That's great for leveling, but what do you do when you hit level cap, and the changes start to be gear related.
Because as you move past tiers tanks and dps gear for different things. You've got your tanks grabbing every piece of survivability gear and your DPS grabbing gear to up their numbers. That's the whole point of vengeance. Because DPSers numbers grow thanks to their ever increasing main stats, while Tanks numbers only grow because their Str/Agi slowly increases as they get higher iLVL gear. That's why my tank's dps has only about doubled from 346 blues (from about 6k to 12k) while my DPS numbers have quadrupled or quintupled (from 8-10k to 40k).
So you can't just make it a flat percentage rate, because if you do, either tanks will start a tier outpacing dps, or they'll end a tier far behind.
Mar 19th 2012 8:42PM I'd like it immensely if the debuff would be spread, to a lesser effect, to other members of your team periodically. For example, when the FC got 5 stacks of the damage debuff, everybody else on his team got one stack. That way, at least if the other team DID out-gear you, you would be able to take them down eventually due to the amount of damage they were taking from the debuff.
And other ways to limit some of the more annoying things about PvP would be nice. For example, if the other team started to fight by your graveyard (implying that they're starting to simply GY farm, while simultaneously slowing down the win) they got the points slower, but the debuff faster.
The other thing that this play-type makes me curious about, is if they're going to be able to get specific role-types into some of these game-modes.
Can you imagine the Temple of Power if your team had no healer whatsoever?
Mar 19th 2012 8:10PM From the wording of the FAQ question about pet battles...I'm doubting that your baby moonkin will be able to cast anything at all.
It sounds as though the PBS will be "limited" to 100 pets that you have to go out and catch using various tactics.
It came across as though not all vanity pets would be included in the system, which I can understand.
Mar 16th 2012 8:20PM "Yes, I think it deserves an achievement for the amount of total guild effort it took to win the race to 25. There were many guilds neck and neck during that time and it was quite fun and exciting."
Really, because I don't think that it necessarily takes a ton of guild effort to get to 25 quickly.
It just takes a ton of people.
How about the guilds that only have 25-30 different accounts as opposed to 200 accounts? Think they don't put in just as much effort, even if it takes longer?
Mar 16th 2012 8:15PM There's no chance in hell that they're going to institute an achievement for making gold like that.
Not just because of any potential gold selling issues, which is a concern, but also because it would frankly completely ruin the economy. I understand that getting that amount of money is a concern, but they don't WANT tons people getting gold capped. Think about how much money would suddenly be introduced into the game. Beyond that, how much would that ruin the auction house? People wouldn't spend in order to retain their gold, hoping to work on the achievement. The auction house would be absolutely flooded with mats/items/etc. by people working on the achievement.
Way too many negative impacts to make them want to motivate people to get gold capped.
Mar 10th 2012 10:12PM Need+ is LFR only, and isn't a usuable loot system in player-made raids.
Mar 9th 2012 7:34PM "You're kinda of overstating the stats- block and mastery are the same thing and, from the way Shield Block is looking, it doesn't matter how much hit/exp you have, you still get the defensive buff. So its just the three that you have to balance now."
I'm not sure what your point is about Shield Block. Yes, when we've got enough rage, we'll get shield block...but now we've actually got to hit the boss to even GET that rage. Because it's not going to be building as we're getting hit, so unless shield bash et. al. actually GIVE us the rage regardless of whether or not it hits...
Then it's very likely that hit/expertise could become reasonably important stats to ensure that we've got enough rage to use ON our defensive CDs.
It's just...too much. Now, not ONLY do I have to completely relearn how to use my tanking tools, moving from using my CDs reactively to actively. But NOW you're telling me that I can't even rely on my passive mitigation to help me out all that much? On a single CT roll, If I've got 30% avoidance and 50% block, that's 20% full on damage that I'll see. Those two numbers on a seperate roll table make the fully unmitigated damage I'm taking jump to 35%. So now I've got to actively mitigate more...using my incredibly expensive defensive cool downs. But wait! Should those hits actually have to land to give me the rage that I no longer generate through being, y'know...a tank...I've got to try to make sure that my rage generating moves land, thus sacrificing my defensive secondary stats that are now devalued in order to be able to more actively mitigate incoming damage to prevent it from being too spikey.
Oh, and let's not forget that Shield Block, which (again) is very expensive, only freaking WORKS on the next melee hit, with a 6 second CD, and doesn't even guarantee that the move will be blocked.
Sorry, but if they're trying to make tanking more interesting, I don't see this being the right way to accomplish themselves. If I really wanted to be a blood DK, I would roll it. But now, basically that's what I am. For the sake of homogenization and change.
Mar 9th 2012 3:47AM I'm not sure what you're arguing.
She's not contesting ownership of the murloc, she's suggesting that Blizzard is unfairly benefiting from her voice and intellectual property in the form of the baby murloc's noises without fairly compensating her.
I don't know that I would call a murloc the SOLE Mascot of WoW, but as others have said...it gets enough use in connection to the promotion of the game, that I could see a reasonable argument being made that it is A (as in one of) mascot for the game.
Mar 3rd 2012 9:32PM My couple of thoughts:
I really don't like how the new combustion is going to work. Basically, we're going to have flame strike with a cast time, and pyroblast with a cast time that we can combust from. One castable required for combust is enough, I think getting all the DOTs up for it in the span of a four second window, while still ensuring that you have the appropriate impact even UP makes combust more annoying.
I would much rather see all of the "bomb" talents returned to the trees, and combust go back to it's current state.
I think, while their goal of making each spec more unique is definitely one they should strive for...they're not there yet. Looking through the class wide spell list...there are too many fire/frost/arcane spells for my taste.
Also...I hate the effing change to static mana. With a burning passion.