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I've been kinda-sorta leveling a brand new blood DK, and it's the first time I've seriously played a DK since Cata. Would I be a total dullard to choose Runic Corruption in that row? I like passive mechanics, and it seems like there are enough additional mechanics to track over Blood Tap.
1 day, 15 hours ago on Plaguebearer: Killing Machine, you’re killing me
Nah. Kairoz never had any heft to him. He had Plot Device written all over him, Dragon ex Machina to get us into Metzen's comic book daydream.
2 days, 2 hours ago on Know Your Lore: Why the Iron Horde?
Oh hell. Is Khadgar actually Wrathion? :(
"Keeping Gul’dan around means he can do more horribly evil stuff. I’m notpromising you more Gul’dan, but I wouldn’t be surprised, either."I wonder when we'll get to hear Wrathion's explanation for all of this.
2 days, 20 hours ago on The Queue: Plate Armor
Here's a question for hardcore D3 and WoW players: how would you characterize the difference between the play experiences of these games, such that "unlimited lives" in WoW are okay, but you only want one shot in D3 or else it's just boring?
I never bought RoS. In my case, I played through the first two difficulties in D3 when it was first released and then stopped when I realized I didn't find the story or gameplay interesting enough to keep going, and I wasn't just going to play a game to grind. Now, maybe highest difficulty Diablo would have been super hard and a worthy goal, and I shouldn't discount it. But I just wasn't feeling there was a point.
With WoW, however, I happily push my limits to gear up and conquer as much of a raid tier as I can while it's fresh (currently have weird time and schedule constraints, so limited to attempting to pug through heroic difficulty only, but it's its own sort of challenge, though rerolling on Stormrage to find the odd mythic pug in the future). Is it the teamwork aspect? Is it the greater focus on boss encounters versus mob grinding? The necessarily limited quantity and opportunities for loot drops? Not sure.
3 days, 2 hours ago on Do you play Hardcore in Diablo 3?
@Taus I totally agree re: getting to the reaper's level. That fight though had a fair amount of RNG involved in how he would move and where his scythes would appear. Even with emulation and flash saves, it's a real challenge. Close to impossible if played "normally". You would end up with so few lives left that learning the last level was a whole other ordeal.
I can count on two hands the number of times I got past the third stage on the original G&G NES cartridge. Red devils were the worst.
3 days, 13 hours ago on Do you play Hardcore in Diablo 3?
Were I to play D3, I would only play hardcore. It doesn't seem to me like there's much of a point, otherwise.
Up up down down left right left right b a start says I have 30 lives for Contra, Chrth.
That said, I got to the point where I could beat it without dying, multiple times through, with any weapon. Ah, childhood!
Real masochists played the first Castlevania, or Ghosts and Goblins.
@Rhidach @Drewbob @beelgers Wow, I'm sorry for your lack of tier. :(
5 days ago on Lightsworn: The happy viability of level 100 Protection Paladin talents
@Rhidach @beelgers How's the rest of your gear? Wondering whether I could pull that off in more or less full heroic stuffs.
5 days, 9 hours ago on Lightsworn: The happy viability of level 100 Protection Paladin talents
I've stuck with Holy Shield the whole way. While it does mean less damage overall, it's better survivability, and it frees up DP for much more situational use.
I almost exclusively pug, since I can't make my guild's regular raids, and there are no better options on my realm. I've led pugs and joined pugs, depending on the amount of time I have to commit. My experience overall has been positive, and I've played with an array of people who are now b.tag friends, and slowly becoming an unofficial guild of sorts.
You should seriously consider using the group finder to fill a slot or two in your group if you are short, provided that your loot system would be fair to those people. It is actually a really good way to recruit - a $30 transfer is a small price for a player to pay for a good fit. Just be very explicit in you ad about what your guild is doing and its expectations.
6 days, 17 hours ago on Patch 6.2: A new bonus roll currency is coming
That's probably the best use case for crafted. I was extremely reluctant to build anything high end, owing to the cost in time and materials involved - I really didn't want all the mats to go to waste if something suddenly dropped that was better or even just comparable.
My main is 689 (prot paladin) and barring mythic BRF caches, her gearing is done for the tier.
Re: tier, I've just had absurdly good luck, and had 4 pc heroic within four weeks, coin rolling gloves and shoulders and winning helm and chest. I think if you're on a Vanquisher token, you're in a rough spot - I see a lot more competition for those tokens than any other.
My only piece of crafted is my pants, but that's fine, since tier for prot is the offset piece anyway, and that's on Blast Furnace, so... Lol.
I wish my realm on my faction supported any sort of a mythic pug scene. I should probably just transfer to Stormrage and be done with it.
6 days, 18 hours ago on Patch 6.2: A new bonus roll currency is coming
Valor was down-converted to justice in Cata and Mists, and (at least in Cata) previous valor gear became justice gear. In addition, you could bank JP for the "new" items you could acquire.
Will be interested to see if they discount any of the Apexis gear. Prices as they are now are pretty ludicrous, and I'm not certain any of the itemization is good for anyone.
The only thing obnoxious about crafted gear at that level is the sheer amount of materials they require. In terms of absolute cost, it is much more difficult/tiresome to craft a 685 item than it is just to join a raid, even if you're a lowly 668 hunter trying to find a heroic BRF that will take you.
Having given it further thought, doing this allows them to make Seals more plentiful for catch up purposes, though they could also do this by eliminating the weekly lockout, or maybe making prior tier raid cache missions more frequent.
Gearing this expansion has been a little too RNG-dependent, IMO, and when you've been on the wrong end of the luck spectrum for a few weeks in a row, it really can kill the fun.
Fortunately, I got to the point that I was only ever burning garrison resources for them.
6 days, 19 hours ago on Patch 6.2: A new bonus roll currency is coming
Big, big yes to casting lightning bolt while moving on the shaman. Would play ele again in a heartbeat if they did this.
6 days, 20 hours ago on Breakfast Topic: What do you wish was changing in 6.2?
geography mattering for purposes of zone encounter navigation and exploration gameplay, and a lot of the sense of risk or challenge (though to be fair, it has been a long, long time since I've worried about pulling more than one or two mobs at a time).
Good lord, is the beginning of FFxiv boring though. I tried it out during a free week, and just couldn't bring myself to log back in after playing a few hours.
6 days, 21 hours ago on Breakfast Topic: What do you wish was changing in 6.2?
True. GW2 jumping puzzles are truly epic though - my favorite part of that gameby far.
I thought the dragon racing was cool. Would have been even cooler if it was competitive! But it was a very rare exception.
Oh man. How to fix archaeology is a whole other ball of wax. I think making it less random would be a start. Maybe being able to start more than one project per race at a time, and eliminate repeats? That would make for a finite number of fragments to find, and you could "exhaust" dig sites as you move along, completing them like zones. Maybe create quests that involve unlocking new dig sites, or lead to a new tier of rarer artifacts.
I think there is something to that, though most of the time, I think people just want a group that's good *enough*. PuGs, outside of the first few weeks of a tier, are terrible places to learn and progress.
6 days, 22 hours ago on Breakfast Topic: What do you wish was changing in 6.2?
That describes a very small portion of my experience with the group finder, and the low tolerance for failure and the annoying consequences of it in pugs is an argument in favor of guilds, which in my opinion is pretty strong.
I think it depends on the guild. Ever check out the CTR mega guild on Aerie Peak? It feels a lot like realms used to feel.
I understand where you are coming from. I would argue though that the random group finder was far and away worse than the new group finder. There are still actual social consequences for bad behavior in group finder groups, which cannot be said for LFD.
My solution: make guilds cross-realm.
What gameplay does it enable? I would never say that there isn't enormous potential, but I would contend that Blizzard to date hasn't really delivered on this potential.
I think that has more to do with failure on the part of archaeology's design than an issue with flight. Flight merely glosses over what's bad about arch.
I'm not saying I don't have my own biases, but I am curious, because I've found that I like the game better without it.
I can appreciate that flying in and of itself is fun, that it makes activities like archaeology tolerable (though I would argue this has more to do with poor design and implementation of archaeology's gameplay than anything to do with flight).
But I think it also anesthetizes a lot of what makes the game at all challenging while experiencing the world. All of the questing zones in Cata were less immersive except Vashj'ir, which was essentially designed for gameplay based on flight - we could actually "act" while in the "air," and be attacked by other things.
Maybe if they designed the game so that flight feels less like god mode. The world almost never acts as if flight is a real and common part of it, which is ludicrous. Allow things on the ground to actually react to and attack flyers. Put creatures in the air that will also attack. Make it so that there's a real risk of getting knocked off your mount and falling to your death. Being able to zip around and hover a few feet off the ground without aggroing nearby melee units, or plopping myself down right in the middle of an enemy fort without a problem and killing the named target is extraordinarily immersion breaking and kills so much potential challenge.
A cooperative environment of friendly players who have fun playing and progressing together, and can count on gear awarded staying wishing the same group so that everyone benefits from it, even if they themselves aren't wearing it. You don't get close to the same sense of teamwork from pugs - they are extraordinarily mercenary experiences.
I agree 100%. Even though I completed this tier in heroic through pugging, when I am able, I raid with my guild even though they are still 5/10 heroic BRF because the ENVIRONMENT of players who are friends, cooperating, and tolerant of one another when people mess up - it happens! - is so very much more fun and pleasant to me. Pugging can't replace that - in pugs, the expectation is success, not progression - and at the end of the day, any loot going to another pugger is loot you can't count on helping you down the road.
At the same time, guilds do need to clean up their acts if they want to retain better players. This is as much a consequence of flex scaling as it is the group finder. Every player added over 10 scales the content higher by the same amount, regardless of the player's ability. Gone are the days when an overwhelmingly good player could make up for the one or two people being carried. I think the problem guilds are seeing is actually caused by the flex system, though they are exacerbated by the "flight options" of the group finder.
I don't think it's a silly question. Doesn't seem silly to you, considering the tone of your response. As for Watcher, he's a raid encounter designer. The game involves very many more chefs than him, though he is the most recent public face of Blizzard.
6 days, 23 hours ago on Breakfast Topic: What do you wish was changing in 6.2?
I'm not afraid of flying. I don't think it would ruin my experience if other people had it. I was asking a question. Why are you responding in such an emotionally charged way?
Can you appreciate that restrictions very often are what make games more interesting?
I am curious, because it has been my experience in Draenor that the lack makes the game more interesting, in a gameplay sense. I get that flying makes everything easier, but it cuts out a lot of gameplay in the process.
A thousand times no. As a person with an extremely variable schedule, the group finder is how I am able to raid at all. I achieved Ahead of the Curve in BRF, and it was 100% through pugging. If you cannot get your guild to cohere, the burden is on you to improve your situation - maybe apply actual performance standards and use the group finder to recruit? Don't limit MY options just because you need an arbitrary restriction to prop up your guild progression.
You know what doesn't feel good? Carrying players who are consistently bad, with nothing ever done about it. I think you and your guild need to have a come-to-Jesus moment about your expectations.
People who want flying in Draenor: can you complete the following statement for me?
"I think flying in WoW is compelling gameplay because ________."
I'm still fine with not flying. I think flight, as implemented in WoW, is supremely uninteresting gameplay.
A crafted and Apexis item upgrade system that does not require increasing amounts of materials for small power gains.
The current system significantly disincentivizes using these methods because of the tremendous cost in time and resources involved that can be made immediately irrelevant as soon as a better or equivalent item drops in LFR (currently as good as an item upgraded once) or higher difficulty content. The cost of a fully upgraded item similarly is disproportionately high compared with BoEs from raids, follower mission caches, and world drops/salvage crates.
A better system would have been to make the items require a significant amount of materials to build, and then, say, roughly half as many resources for each upgrade. Alternately, just create recipes for higher level items again that require more mats. The current system stinks.
3 new dungeons.
The other thing that sucks is that the drops from this difficulty will become dated almost as fast as drops from heroic dungeons did. Without an incentive like VP, there is really no point.
1 week ago on Mythic dungeons and alternative progression
Would be awesome if they gave them a particular order of difficulty, so that, say, Slag Mines was tuned for 640, and then they get progressively harder. Doubt Blizz would go to the effort though.
I think it was Zarhym who made a comment recently to the effect that they don't like investing in dungeons because they are a lot of art assets for content that gets "used up" very quickly.
The thing is, it's entirely on Blizzard to change the rate at which this content gets consumed. If they want, they can make some dungeons harder than others, keep dungeons off of LFD, incentivize them any which-way. Weekly lockouts? Sure! Even hard and fast daily lockouts would be fine. Remember when you couldn't run the same heroic more than once a day? Kind of limited the rate of consumption too.
I think they'll be like heroic scenarios. Sounds like they're basically tuned for just under 680 gear, so anyone heroic BRF geared should be fine.
Mythic dungeons are heroic scenarios-adjace, an attempt to make the dungeons relevant again since they forwent using them for currency generation this time around. I anticipate them being a cakewalk for anyone in heroic BRF gear+, which is a shame.
What I would love: a brand new, off-the-LFD, Kara or BRD-style dungeon tuned to about where the Zulroics were when they were introduced in terms of difficulty.
Alternately: a MEGA dungeon with a TIME LIMIT that gets progressively harder (and more rewarding) as you make it further down. Tune it to last the entire expansion, such that players in later tiers will be able to roll down further as they gear, but particularly able players could reap benefits sooner.
Khadgar is in fact Illidan.
Garona as a character is about two steps shy of Medan level of Bieberosity. It's better that she be made a follower rather than a central character. WoW doesn't work well with mega-personalities.
1 week, 2 days ago on Know Your Lore: The unsettling puzzle of Garona Halforcen
STP were only ever Pearl Jam-adjace.
1 week, 2 days ago on The Queue: Woo-Hoo
What do you think the odds are when the next expansion hits that they will shut down all follower missions that reward gold? I'm betting it will be pretty close to a 100% chance.
It evolved from punk.
You'd think they'd be up to speed now though, instead of giving us a zone that should have come with launch, one new raid, a stupid currency barrier to accessing said zone, and no new dungeons.
1 week, 3 days ago on The Queue: Of shipyards and submarines