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Vara

education available outside of trial and error

With all that said, I just want to thank everyone who's participated in this discussion. As I noted earlier, we agree that there's not a whole lot of in-game education available outside of trial and error, and that this can sometimes lead to players becoming frustrated and dropping group. This is something the game could perhaps do better, euwowgold so we definitely appreciate all the feedback we've received and continue to receive on the topic and on how we might continue to make your in-game experiences more epic.

made it all the way to last boss

I did a guild run of Vanilla's BWL with my guild, mostly 85s, a few 70 and 80s, so we had 10 people exactly, which was enough to count for a Guild Run in BWL since its 40-man, euwowgold.fr made it all the way to last boss, and our lvl 70 Hunter died (new to raiding), and released corpse...which of course put her OUTSIDE the raid, and as luck would have it, we killed Nefarion as she was running back, but there were only 9 of us actually inside the instance, so we didnt get credit for a Guild Run.

So yeah...it CAN be very annoying in some aspects.

the area attack could still miss

The post quoted below is pretty accurate. This change to Hammer of the Righteous was a bug fix. Before the change, if the main attack missed the area attack also missed. If the main attack hit, the area attack could still miss.

Now, if the main attack misses the area attack also misses, but if the main attack hits, the area attack also hits.www.euwowgold.fr This means there is only one hit/miss roll for the attack, as opposed to two before.

We like that the design of this ability is different from other AoE attacks which have individual attack rolls. Hammer of the Righteous is a single attack with splash damage and we don't see a reason to change its design at this time. We just wanted to fix the consistency issue.

Why not actually GIVE US A MORE DIVERSE ARSENAL!

This doesn't make enough sense though. You want us to have a more diverse arsenal. Fine! Good! great!

Why not actually GIVE US A MORE DIVERSE ARSENAL!

Don't simply nerf the few abilities we have, then expect the player base to fill in all the gaps that the Dev team clearly hasn't.

Why not compensate us in some way?

Why not make a smite wow po spec actually viable in more than one raid encounter if you want us to utilize it?

Why not have our tree focus on something besides shields if you don't want them being the point of the spec?

If you want the player base to go along with the direction of disc priests, then GIVE THEM A DIRECTION TO GO IN!

STOP CHANGING YOUR MIND AT EVERY GIVEN CHANCE THEN CLAIMING IT WAS ALL INTENDED!

That's called "undermining the intelligence of the people who effectively pay your salary."

which requires us to death strike

yes. and in order to mitigate that damage we rely on armor, of which ours is the lowest of the tanks, and Blood shield, which requires us to death strike, even if we're at 99% HP......

it's this eternal struggle wow gold fr of Survival Type A versus Survival Type B.....

no other tanks have to make this choice......

and you're cool with it....

what?

many changes throughout the years

Alterac Valley has seen many changes throughout the years, and while it is best that the battles don't last hours or days like they used to, the current condition it is in is rather shameful. Do you have any plans to further alter this battleground in order to make the unique objectives such as training aerial soldiers and summoning the mini-boss more attractive, po world of Warcraft as well as overall encouraging PVP combat to be more present and important instead of the pathetic PVE race that it currently is (i.e. downsizing the map, making traversing the map easier, giving more rewards for participating in PVP combat, etc.)?

introduced with what some might

And when we were introduced with what some might call 2 tiers of 'hardmode' (i.e. not puggable for months and even tiers after current), some people found it discouraging to find personal progress through raiding.

I also liked the idea of hardmodes being something you DO rather than a toggle, but that's an or world of Warcraft issue for another thread entirely.

Anyway, thank you for the post, Daxxarri. I think it is important for people to keep in mind that as time passes, these raids will become easier, partly due to personal experience, partly due to the better accessibility of tokens, and even hotfixes/nerfs.

focus on the same type of damage

Everyone, including blizzard needs to stop comparing shadow priests to warlocks before it's too late.

These specs are supposed to be unique to one each other but at the same time focus on the same type of damage (Damage over Time).

Not to mention the package that each class brings is incredibly different from one another.

Blizzard World of Warcraft Gold should re-consider Sin and Punishment DR'ing with another priest fear because right now it's not DoT-dispel protection, it is actually the other priest's team CC'ing itself.

2 Biggest issues for Spriests atm (imho):

1. Mana cost of DoTs
2. Sin and Punishment actually reducing the effectiveness of the priests CC and not a big enough deterrence from getting spam dispelled.

Maybe blizzard could bring back shadow affinity in a new form?

who will be using it a lot to type thank you

Ive been looking forward to this for a long time, and i will (or would) pay the $2 a month, but as of this second, its missing to big of a feature for it to be worth it...and thats allowing it to be turned on its side to type.. typing with it in the vertical form is just a pain, if you guys can add support for this, I ill be paying the fee in a heartbeat, world of Warcraft po thank you for you time

[if this is planned would you mind updating the post let us know this...as it is indeed a big deal for us who will be using it a lot to type thank you]




update: another feedback: Im not sure of iphone development abilities, not something I have had the ability to work with, however, when you whisper someone, it puts their name "tell name" in the chat bar.. if its an odd name (and lets face it, 99.9% of namesare) it will put the nice red lines under it for misspelling... I would recommend not putting that in the chat box, or finding a way for it not to be checked.

just to clear it because the raid is so huge

We think 7 is our current ideal for number of bosses in a raid. (We launched Cataclysm with two full raids of 4-6 bosses each.) We're also spending a lot of time making the Firelands bosses as awesome as possible - - creating unique models, animations, effects, sounds, etc. etc. Previously a lot of bosses were larger versions of existing models, or wow which was fine, but that tradeoff is made somewhere. We shift to making fewer but more epic boss fights and there's a tradeoff somewhere. We're concentrating our efforts into a smaller number of fights so that each fight is bigger and better, they're still obviously going to be extremely challenging, but once it is on farm you're not having to spend two, three, maybe four nights just to clear it because the raid is so huge.

Our ideal situation would, of course, be to launch as many raids as possible with this current ideal number of around 7 bosses, but that's not something we're ever going to promise. We'd love to be able to produce unlimited amounts of content anywhere, not just raids, for that matter. We think one raid per patch with around 7 bosses is a super solid experience, though, especially with how much effort is going into Firelands. We don't think anyone is going to be disappointed.

On a side note, the whole daily quest thing hasn't sparked much excitement yet, but with the preview going live here in a few hours (and BlizzCast 16) hopefully we can impress how awesome that's going to be, too.

Again, there's a pretty aggressive development cycle for 4.2, so it's not going to be very long before we're on the PTR, and not very long (comparatively) before release.

spawns and avoided the lava waves

I experienced the issue May 3rd after the patch was applied on my 82 Rogue.

During the fight Hammul and acheter wow gold Malfurion were casting the debuff on Rag, but nothing more. Cenarius just stood there during the fight not doing anything besides giving himself the healing buff. Buy the time I could DPS him to around 50% he had killed Cenarius and recieved a beserker buff and then killed me, Malfurion and Hammul.

Note: I did kill the spawns and avoided the lava waves.

would have to pay for that service

The idea of character customization is one that allow people to be more individuals.... if you allowed people to change the way that their character looked, then no one would have to pay for that service...

If we are referring solely to dyes, then yes, there are other games that have that feature implented, yet where are those games now? The people want to be able to edit, to individualize their toon from the rest of everyone else.

The barber shop... I visit the barber shop.... ALOT. I like it, as it is one if not the only way to change something about your character, after a certain look gets old. I might be wrong, but is seems wow po shop as though there are different hairstyles and colors than what you can pick initially.

So if the barber shop had an alternate method of customizing your character, would you? and if so how often? Would it be worth Blizzard's time to add a feature that may only be once by everyone and then left to collect dust? Everyone plays the game differently, and although that is a loaded statement with a multitude of tangents, the majority vote is what counts.

I don't think that dyes would make or break the game, but perhaps allowing tailors to alter certain gear wouldn't be a bad idea in an attempt to give that prof a boost in money making... and allowing others to get some of what they ask for, everyone wins!

cannot be flamed or attacked in any way

I'm stunned, a CM posted in the forum in a manner that literally cannot be flamed or attacked in any way.

Perhaps I speak too soon, and you will be criticized for taking the time to respond to this fellow but not "the demands of the community."
http://www.euwowgold.fr/
In any event, OP, I totally sympathize with your predicament. The positioning of the bubble isn't very convenient. Thank you for asking this question so I could find out that it can be changed, and thanks to the helpful reply-posters :)

armor capping on non block tanks

But in order to add in that additional % damage reduction through an increase is armor added to the already average % consistent between the tank classes, would this pose the risk of forcing armor wow po capping on non block tanks.

Don't get me wrong I love the idea of a static armor capped reduction, but on top of the passive (talents) damage reduction of bears already and the active (cooldown) reduction available to DK's would this model be ungoldy overpowered in a pvp setting? Or for that matter even in hard hitting melee PVE encounters.

Again forgive me if I'm totally off here on my thinking, theorycrafting is no where near my specialty.

it's worth mentioning it does exist

We actually do have a measurement of sorts in place like this. It might not be to your expectations if you want to successfully pug half of the bosses during the first week they're available, but it's worth mentioning it does exist.

Whenever designing a new raid dungeon, we have a basic 1-5 scale we use to rate each encounter in terms of complexity. While complexity may not be synonymous with difficulty in some cases, it is in most. So for an example of what we're looking at, every encounter in Molten euwowgold Core would be a 1 on our scale in terms of complexity, while bosses like Cho'gall and Sinestra are each considered a 5. (For an example of when a complex fight might not translate into difficulty once the mechanics are known by the raid, Flame Leviathan is also a 5 -- there are a LOT of mechanics in that fight.)

So, using those few examples, I'll say we try to create the raids of today with the average complexity of all boss encounters dialed in around 2.5. We have to balance out the really complex encounters with encounters which have more simplistic mechanics. Again though, that doesn't always mean they're less difficult.

To define complexity, we're talking about all of the spells, abilities, scripts, or mechanics triggered during each fight. So if you look at a boss like Lucifron (1) in Molten Core, there are fewer than 5 mechanics in the whole fight. Meanwhile, Beth'tilac (5) in the Firelands has well over 100 mechanics (not just spells and abilities, but triggers for webs, adds, etc.).

We definitely use incoming damage as a tuning mechanism

We definitely use incoming damage as a tuning mechanism, but we also use berserk timers to set a high bar for the DPS specs. There is a risk that if berserk timers are too tightly tuned that raids may attempt to replace healers with more DPS, which isn’t doing the healers any favors either. Note that limiting dispels to healers isn’t just a PvP balance issue. We wanted to know for sure that every 5-player group would be able to dispel magic. The alternatives were that there could never be important debuffs to dispel or some healers just wouldn’t be viable for some content.

Class Feedback, Thank You

We wanted to thank everyone for the enormous amounts of structured and helpful feedback we received from the threads we posted in each class forum. We’ve gone through every thread, every post, wow gold compiled your feedback, and it’s been under review by the developers for the past couple weeks. As we’ve moved into the second step in the process, reviewing the feedback and acting on it, we’re going to be unstickying the threads.

While we aren’t going to be providing any specific feedback on the threads just yet, we hope to see you at BlizzCon, as we’ll be talking about a number of impactful class changes during the various World of Warcraft panels.

something to look forward to on heroic instead of the difficulty just being higher

In terms of storytelling and content accessibility, there isn't a real difficulty. The way we handled Ragnaros was kind of unique, but he's not the final boss of this expansion.

Your idea is quite contrary to wow gold fr our motivation for implementing multiple difficulties. We want as many people as possible to be able to experience the story, while still preserving many of the more prestigious rewards and achievements for those who complete Heroic difficulty.

Another 250,000 Beta Invites Are Heading Out

A few moments ago, we initialized a new wave of 250,000 invitations to the Mists of Pandaria beta test.euwowgold These are all invitations for World of Warcraft Annual Pass subscribers, and it should be a few hours before the e-mail notifications for all recipients have been sent.

If you want to make absolutely sure that you got an invite, just check your games list in Battle.net Account Services.

As always, thank you very much for your enthusiasm in helping test Mists of Pandaria. We really appreciate your feedback.

a large number of discussions regarding cross-realm zones

I know there have been a large number of discussions regarding cross-realm zones, especially given that this is a brand new feature in World of Warcraft as of patch 5.0.4.

Your feedback is being compiled and reported back to the developers. We’re actively monitoring both positive euwowgold.fr and critical topics expressing issues or concerns players are having with cross-realm zones. We plan to clarify much of the causes for confusion in the near future. Until then, I just want to thank you for taking the time to compile and categorize the common reports for this. :)