Agreed, my friends don't understand why I don't want to make a dracthyr, even though I've loved dragons since I was a kid.
It's bad enough you gotta be a tiny twig as a dragon lady in ff14.
Agreed, my friends don't understand why I don't want to make a dracthyr, even though I've loved dragons since I was a kid.
Do the subscription mounts hold ties to the expansion usually?
How many alts are you running through that??Maybe I paid too much but I just nabbed a Mimron's Head of the BMAH for 1.2 mil. Always wanted one and figure I can farm another 1.2 mil faster than it would take me to farm the mount on its own. I currently pull in around 200k a week just from the mission tables and exalted rep quests so it sets me back about 6 weeks.
whats up with the armor customization on the dracs? how will that work with...actual armor?
In terms of community feedback, one of the hot topics recently has been the return of the controversial ability Power Infusion on the priest talent tree. Are there any changes being planned to address some of the issues the community has with the ability, such how it impacts class balance?
I understand it's controversial, but at the same time, some of this gets back to the earlier discussion of party and raid buffs and our philosophy there with adding new ones. It is a cooperative MMO, where in the design space of "I can make my comrades, my allies stronger!" it seems like a viable support type role that should exist in an RPG setting. Internally, it's interesting–the team has coined this problem. There are two games being played in a raid group. There is game 1, which is the game that we built, which is beat the raid boss, clear the dungeon in the time limit. Then there's game 2, which players have largely created for themselves, which is win dps meters, beat my performance from last week, get a purple purse, get a gold parse, whatever else. We don't create that game. But many people are playing it, and it is almost the primary motivation for them. A question is–how sensitive should we be to that? How much should we be designing around that?
Because yes certainly, if we were making a game and the point of the game was maximize your score, maximize this number, it would be problematic to introduce elements into the game that are very random or skew outcomes one way or another. But that's also not the game that we have made. We have created a cooperative game that presents these challenges to be overcome. And so something in that environment like Power Infusion is a really interesting decision in a range of raid settings. Maybe on farm you sell it to the person with the best burst window–but when you're learning an encounter for the first time, it's more "what are the moments in the fight that are most challenging for us? Do we need to burst down this wave of adds before this next thing happens and who should we PI? Should we PI a healer because we need a throughput burst to make it through this thing? DPS isn't an issue, we're just trying to survive but we don't want to add an healer?" It's those sorts of decisions that are interesting group dynamics that we would hate to take away.
And game 2, so to speak, is also one where the rules in other places are shaped by the community. Like everyone at this point thinks nothing of the fact that log sites completely ignore padding. You can maximize your number by just damaging a number of bunch of extraneous adds in a fight that don't really serve the interest of the group. And doing that will make you have the biggest number and win meters, and the community has collectively decided this is unhealthy, we're not going to count or reward that behavior, just because you're multi-dotting all these adds that will die on their own…we're not going to count this damage at all. And that shapes player behavior there. To some extent, we want to focus on designing for the so-called game 1, and making that the best experience possible, and leave to the community and log sites and others to figure out the rules for how they want to determine who the best hunter is, who the best mage is etc on this fight.
there would be less people mad if it were any other stat, but haste, haste is the one stat you cant attribute back to the person who gave it, so priests want to use it on themselves, so their logs look better.Whew, some folks gonna be mad at this:
But I agree.
At a certain point, Blizz can't balance for the game-within-the-game that some of the community is invested in. That just results in less interesting gameplay for everyone.
More fun abilities and interesting styles of play. Less worrying about players' Raid IO score.
there would be less people mad if it were any other stat, but haste, haste is the one stat you cant attribute back to the person who gave it, so priests want to use it on themselves, so their logs look better.
They're right thoWhew, some folks gonna be mad at this:
But I agree.
At a certain point, Blizz can't balance for the game-within-the-game that some of the community is invested in. That just results in less interesting gameplay for everyone.
More fun abilities and interesting styles of play. Less worrying about players' Raid IO score.
whats up with the armor customization on the dracs? how will that work with...actual armor?
lots of cool shit for evoker healer, all Ic are about
also neat:
View: https://twitter.com/BlizzardWatch/status/1547612584257261571?s=20
lots of cool shit for evoker healer, all Ic are about
also neat:
View: https://twitter.com/BlizzardWatch/status/1547612584257261571?s=20
Zones look way too familiar to me. We've been in these a hundred times it feels like. Boo
Zones look way too familiar to me. We've been in these a hundred times it feels like. Boo
The landmasses of Kuresh and Ind are there, but not traversable yet...
I still don't think that those factions will happen but this map makes it more likely.
Zones look way too familiar to me. We've been in these a hundred times it feels like. Boo
Yeah. Not getting that new expansion excitement. Maybe it's just a combination of the games age, the recycling of assets and shadowlands mediocrity starting to make things feel repetitive.
I mean, a lot of fans wanted that. They felt the Shadowlands zones were too alien and wanted something a bit more familiar.
It's really cool to see... I just wish a lot of the WoW community wasn't arguing over it.
have you been over to mmochampion forum, what a cesspool honestly. :D
shame because I used to love that site.
I really like the idea of a Reagent Bag but I wish we could just extend the amount of space in the reagent bank.
Magical forest 23 and Undeadzone 26 sure felt different /sI mean, a lot of fans wanted that. They felt the Shadowlands zones were too alien and wanted something a bit more familiar.
any chance of you having a link for a guide or something for the mission table? I thought it was pretty much useless in its SL incarnation.Maybe I paid too much but I just nabbed a Mimron's Head of the BMAH for 1.2 mil. Always wanted one and figure I can farm another 1.2 mil faster than it would take me to farm the mount on its own. I currently pull in around 200k a week just from the mission tables and exalted rep quests so it sets me back about 6 weeks.
i mean i love pandaria but pretending that half the continent wasn't "forest" or "mountain" or "evil forest" is kinda disingenuous. there was a ton of new architecture that helped it stand out sure, but that's there in dragonflight tooI felt like half of Pandaria felt distinct yet still warcraft. This is just ANOTHER "greatest hits" and not the first time we get that either. Bleh.
We're just playing the same expansion over and over. It's just missing a 7th world tree.
Now you're just needlessly insulting years of developers' work. Not a good look at all.Edit: Although I guess they had to release this one fast, and since art is always something that takes a while, I kinda get it
The inventory system, and UI, could use an overhaul. I doubt we're getting anything like that in dragonflight.
I should not have to state the obvious but here we go : "Forest" or "Mountain" is not inherently samey. Jade Forest had lots of verticality (for once) on top of the chinese inspiration, the Valley of the Four Winds was a great spin on a typical valley zone, even the Vale while empty was a cool setting. Dread Wastes and stuff were mehi mean i love pandaria but pretending that half the continent wasn't "forest" or "mountain" or "evil forest" is kinda disingenuous. there was a ton of new architecture that helped it stand out sure, but that's there in dragonflight too
it's easy to be real reductive about these zones because frankly, every expansion falls into this trap.
But that's exactly what we're getting though...The inventory system, and UI, could use an overhaul. I doubt we're getting anything like that in dragonflight.
I might be misreading your post... but a complete UI revamp is one of the major evergreen features of Dragonflight. :D
We"re finally getting a combined backpack option in 10.0. That's one less addon I have to download.I meant inventory system overhaul with a whole new inventory UI.
pandaria was incredibly samey though? like, you can just as easily take videos of it out of context where it does look like any typical grassland or forest or swamp or tundra. like, you want to talk about how jade forest made use of verticality but nothing in wow has ever really looked like THIS, where you actually have points of interest carved into the actual walls of the environment and above other set pieces:I should not have to state the obvious but here we go : "Forest" or "Mountain" is not inherently samey. Jade Forest had lots of verticality (for once) on top of the chinese inspiration, the Valley of the Four Winds was a great spin on a typical valley zone, even the Vale while empty was a cool setting. Dread Wastes and stuff were meh
Warlords had a few, Shadowmoon valley looked great and almost unique, Gorgrond as well and even Spires even if I hate it.
Suramar was a great take on the thousand times seen elves zone as well
So far I haven't seen that in DF and it's the most "best of" compilation but they often pull that in one or two zones almost every xpac. I'm sure that's the point btw, I just don't like wondering on stream if the guy is playing an old zone or a new one because at some points I legit wasn't sure immediately. =/
The worst thing to me is that once again they're playing the "island lost for thousands of years" angle and it just looks like life began two days before you got there. Pandaria was a big offender on that front sadly but here it looks a bit worse.