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  • Dyermaker
  • Member Since Apr 23rd, 2007

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Officers' Quarters: Raiding "blind" {WoW}

Dec 8th 2008 2:11PM During my early time in WoW, I lead a small guild of friends and family types where we had a similar philosophy. Just like there are people who do not want to know the ending of a book until they are done reading it for themselves, there are still people who want to see this content first hand too. Those who read things ahead of time ended up either frustrated with the learning curve or pissing people off with their constant spoiling of surprises.

For the last two years I have been an officer in a progression guild, where the mindset suggests you need to gather every bit of information you can to push content as fast as possible. Those who did not take the time make others feel as if they are holding the progression back.

Neither is right, neither is wrong. They are two different ways to approach this game. However, they will not work together. You cannot have a few people who constantly run through content while you have others who want to take it in stride. There will be nothing but friction if you try. Remember, the key to a guild is having a common mindset, this is at the core of those ideas.

For all the problems with the easy content right now, Blizzard has given an opportunity for the people who have not pushed content to experience new things that might have been outside of their realm before. These raids are easy for anyone with any level of raiding experience. If you're not willing to take this time to stroll, then it is very clear you are of a completely different mindset. You need to think about your priorities very clearly, is epic mounts more important to you than the people you're guilded with. If so, its time for you to move on. If not, why not try things this way for a while? You'll never have another chance at "raiding blind" with so much success, I think Blizzard has seen the number of players who are already bored with the content from this expansion and I seriously doubt this status quo will remain very much longer. If you're not willing to enjoy it when its got the most rewarding shot at success, then you really need to move on because you have no business in this guild.

Breakfast Topic: Should raid progression even be tracked anymore? {WoW}

Dec 4th 2008 12:16PM Those "challenges" are bogus. Its really just nonsense.

Breakfast Topic: Should raid progression even be tracked anymore? {WoW}

Dec 4th 2008 10:40AM I do not understand how some players can appreciate casual content for themselves but be so completely oblivious to the need for challenge for other players.

Listen, I have a job and a family so I can never do a three day clear of content like Ensidia. However, I do take this hobby seriously and did make it through all of the content when it was harder. Removing the challenge lets more people see it, but, it was the reason some of us played the game. By having challenging content that is turned easier with time, it allows for both play styles to have what they want... why is it that so many are so willing to accept that?

Some people struggle with Sudoku puzzles and prefer connect-the-dots. Other people love the challenge of sudoku and are bored with connect-the-dots easily. Should we take away all sudoku and leave everyone with connect-the-dots because its easier and accessible to more people?

Its not about saying I am better because I can do sudoku and you're stuck connecting dots, its about having a challenge that I have come to expect and appreciate. You can have your challenge level when its tuned down in a couple months, why take away the challenge from those who want it?

As it stands now, what was a daily hobby for me will probably be down to two nights a week. There will simply be no challenge left to beat. What was a four night raid schedule will be beaten in two. What was a few hours outside of raids farming for consumables has been removed completely.

Breakfast Topic: The holiday raiding blues, Part I {WoW}

Dec 1st 2008 9:11AM How has this article been posted this long without someone warning "you'll poke an eye out"?

TwentyFifthNovember beats all Wrath PvE content {WoW}

Nov 16th 2008 4:01AM I think people are missing the point... Five months testing, who knows how much more of development, nothing new on the horizon, and the top end boss does not even require everyone to be 80? Think about that a moment... Do not bother leveling, the game can be beaten completely before then.

This is absurd.

I expected things to be faster than ever with the removal of attunements, gear check encounters, consumables, raid configurations, etc... but not even a raid full of 80s and this is the best the expansion offers?

Take the player, not the class {WoW}

Nov 5th 2008 4:25PM Sorry, but to deny that these considerations will not take place is a fallacy. Do you think that progression raids had 5-6 shaman on a raid because of what swell people those shaman had at the keyboard? Go look at first kills in sunwell and you'll see fights with zero druids and Retribution Paladins while you have multiple shaman. To say that redundancy at roles is necessary, I ask, how many backup tanks you see on any progression raid? Surely if someone as important as a shadowpriest needs a replacement for a raid then having a spare tank should be vital for every raid.

Sorry, but that's not how things are. You take what you absolutely must have in the way of tanks, healers and raid buffers and fill the rest of the raid with the most you can crank out. You take the fewest tanks you can, the best you can use so you can take the fewest number of healers.

Hell, if you look at the first kills of Twins you'll see that the progression minded people sat all their melee to allow for fewer healers. Here's a link to an article here on WowInsider:

Progression minded people will do whatever it takes to get whatever advantage they can get. When it meant farming mats for resist gears, they got it. When it meant dropping and picking up new tradeskills, they did it. When it meant sitting people and bringing others, they did it. And... they will continue to do it.

Those who settle for good enough come in second.

Take the player, not the class {WoW}

Nov 5th 2008 2:47PM This assumes that people will not be swapped in when necessary. For progression raiders, this is the norm, not the exception.

Take the player, not the class {WoW}

Nov 5th 2008 2:12PM For most raiders, this will be a great thing. You can take whomever you have to a raid and everything will be just hunkydory.

For progression raiders, who will evaluate every situation, this will really make some changes. Instead of needing 20/25 people to fill raid buffs, you can now complete the best possible raid makeup with 11. Yes, getting to the optimal raid sooner will make things easier for a raid leader. However, the remaining will be selected on the min/max, which is nothing more than who will give the best numbers. If one class gets as little as a 5% advantage over anyone else, you can replace that class 10 times over.

For example, if a Retribution Paladin is 5% behind a rogue on DPS for an undead boss, you can logically see a 10-15% fall on a non-undead. If you have all of the raid boosts that Paladin can offer already accounted for, your raid just gained the difference by sitting that Paladin.

Now, for the people this will be the worst... the guilds between casual and hardcore progression. Those who have a loyal core but not necessarily the best. Pre-3.0 there was a lot of flexibility, "raid boost" was always behind the scenes and mostly intangible. Now, if someone falls behind they will have to be replaced. This will tear up these mid-road guilds, they want to be loyal to their friends but at the same time they will have nothing but cold hard numbers making the decisions for them. Without that balance the people at the top of the pole leave sooner, the people at the bottom of the pole get yelled at more often, its a less pleasant raiding experience all around.

World of Warcraft 3.0.3 Patch notes {WoW}

Nov 3rd 2008 10:26PM [quote]Resilience: The damage reduction component of resilience has been increased from 2 times the critical strike chance reduction to 2.2 times the critical strike chance reduction. In addition, the maximum damage reduction to a critical strike from resilience has been increased from 30% to 33%.[/quote]

I feel vindicated. They have finally acknowledged that Resilience is broken!

Now everyone will see just how badly paladins have been nerfed. This will be crushing enough that we should see some hotfixes to boost our numbers!


Right... they don't hotfix to make things better. Only to knee jerk crush. I almost forgot.

The Light and How to Swing It: Uncle {WoW}

Nov 1st 2008 6:21PM Just before I logged out today, I looked at my time /played. Over 308 days on my Paladin. Its the only character I have really played, any alts I have tied fail to be worth it after a few days.

I am so disillusioned with the way this is going, I have cancelled my account. Over 308 days. Over 7401 hours. Over 444110 minutes.

I am done.