Though I tried my share of World PvP from time to time since I arrived to WoW, it never has attracted me enough to be serious about it. But I got guild invited to one of the new battlegrounds and it was really fun. I can't remember the name but it's the small one where you pick up balls. As we all were on the center most of the time, it was more of a deathmatch than anything else.
The gear isn't the issue, it is the attitude. People gifting me some moba champions might have some impact on my performance, but would have little impact on my lack of enjoyment of the environment.
If Blizzard wants more people to PvP, there needs to be a better way to give players a better way to find a compatible group. If a 'reads arena junkies daily" player plays with a "trys pvp once a month" player, then neither will have a fun experience and PvP will be a small niche in the game.
If they are going to continue with the current gear currency paradigm, where entering a new season requires rapid farming of fast wow gold honor for last season's gear as baseline, and the previous season's gear is also sufficient (or close enough) to catch an alt up for current tier LFR, they may as well combine honor and justice points into one "lesser" currency.
As things stand, if you aren't buying heirlooms, there is no strong reason for purchasing 458 JP items when you can convert to honor and purchase 476 gear (and soon, 496). While there is a penalty for converting JP to honor, it's just a small nuisance at this point; even with losing a 3rd the "value" of JP earned, it is still faster for a healer or someone willing to tank to grind "honor" through chaining heroics than running random BGs.
Also, next tier, the gear we can purchase through honor, barring a few trinkets, will be superior to anything we could purchase wow accounts for valor prior to 5.2 PVE vendor gear, and I think there's an expectation that we will do this, so why keep with the pretense of having to go to an obscure vendor in SW or Org to convert? It seems to me that if they want to encourage people to try different things, eliminating the difference in currencies for "baseline" gear would be smart.
Showing posts with label wow. Show all posts
Showing posts with label wow. Show all posts
Monday, June 24, 2013
Friday, June 21, 2013
Arena matches
"For Arena matches lasting longer than 15 minutes, one of the teams will receive a buff called "The Crowd Chose You" that increases damage, critical strike chance, stealth detection, and reduces damage taken. The buff is awarded based on the following criteria."
idk how I feel about this. Why not the debuff that is used in tournament play. Thought it was a stacking debuff to increase wow gold damage taken every minute after 15. I kinda rather have that because there have been plenty of times where as a healer ive been trained to 10% and escaped by the hair on my chin yet have come back and won (even in long matches)
increase to damage just seems a bit more fair. buff both teams damage, eventually the healers wont be able to keep up. This is more ideal for 3s I guess but you probably dont see many double dps games (vs double dps or vs healer/dps teams) lasting over 15. just my opinion. Also, scroll down really fast and look at names, all you see in purple and green.
Depending on what spec you play, KJC only affecting 1 spell is not an even trade off for no speed penalty. For raiding, the speed penalty has little to no effect if you have the forethought to not trigger it prior to being stuck in selling wow accounts the middle of fire: for PvP it is nice for kiting, but as soon as somebody puts a slow on you it is pointless (because multiple slow effects don't stack, current KJC will not have affected your speed if you get slowed by a player too). Your assertion that KJC only working on 1 spell is "more OP" is very situational. If you play a Lock you would know that (in PvE) moving while casting Soulstone for a Brez is very useful (don't want to stand in damaging mechanics and kill yourself trying to rez someone, do you?), you are REQUIRED to spam Drain Soul during execute phase as Affliction, as Demo you need to spam Soul Fire during execute phase also and if your pet dies you MUST resummon (though you are probably going to use insta-summon), and finally as Destro Chaos Bolt must be used often and always before max Embers.
idk how I feel about this. Why not the debuff that is used in tournament play. Thought it was a stacking debuff to increase wow gold damage taken every minute after 15. I kinda rather have that because there have been plenty of times where as a healer ive been trained to 10% and escaped by the hair on my chin yet have come back and won (even in long matches)
increase to damage just seems a bit more fair. buff both teams damage, eventually the healers wont be able to keep up. This is more ideal for 3s I guess but you probably dont see many double dps games (vs double dps or vs healer/dps teams) lasting over 15. just my opinion. Also, scroll down really fast and look at names, all you see in purple and green.
Depending on what spec you play, KJC only affecting 1 spell is not an even trade off for no speed penalty. For raiding, the speed penalty has little to no effect if you have the forethought to not trigger it prior to being stuck in selling wow accounts the middle of fire: for PvP it is nice for kiting, but as soon as somebody puts a slow on you it is pointless (because multiple slow effects don't stack, current KJC will not have affected your speed if you get slowed by a player too). Your assertion that KJC only working on 1 spell is "more OP" is very situational. If you play a Lock you would know that (in PvE) moving while casting Soulstone for a Brez is very useful (don't want to stand in damaging mechanics and kill yourself trying to rez someone, do you?), you are REQUIRED to spam Drain Soul during execute phase as Affliction, as Demo you need to spam Soul Fire during execute phase also and if your pet dies you MUST resummon (though you are probably going to use insta-summon), and finally as Destro Chaos Bolt must be used often and always before max Embers.
Wednesday, June 19, 2013
I understand some of the nostalgia about attunements
I understand some of the nostalgia about attunements, aside from the "forgetting how annoying they were" factor.
First, they were lore-rich questlines leading up to the raids. Many of the raids in the Wrath/Cata era suffered from "because it's there" syndrome with the raids. A new raid was released, and you just flew on in. It's a serious disconnect for people who enjoy the raiding and the lore of the game.
Second, they were incredible accomplishments, which felt rewarding. Those raids that get lead-ups these days come from either the zones or complementary dungeons (Twilight Highlands/Bastion of Twilight and Dragon Soul/Deathwing, respectively). Finishing the story of cheap wow gold a zone doesn't have quite the same impact as those quests which go above and beyond in making a story which encompasses the world. Likewise with finishing dungeons; we've finished dungeons. We always finish dungeons. And we know that after we finish that dungeon for the quest, we'll be back there tomorrow for more gear, and then the next day and the next for valor points, ad infinitum. The impact is lost.
Finally, I can understand the attitude of wanting to sell wow accounts and separate "serious raiders" from those who weren't willing to work for it. I've pugged far, far too many players who probably wouldn't have fussed with an attunement; having some mechanism keep those folks out of the pool of raiders sure looks attractive after they volunteer for your raid then drop out two bosses in.
(I'm not saying I agree with that last point, but I do understand. Ultimately, those people are a server-culture problem, not an attunement problem.)
First, they were lore-rich questlines leading up to the raids. Many of the raids in the Wrath/Cata era suffered from "because it's there" syndrome with the raids. A new raid was released, and you just flew on in. It's a serious disconnect for people who enjoy the raiding and the lore of the game.
Second, they were incredible accomplishments, which felt rewarding. Those raids that get lead-ups these days come from either the zones or complementary dungeons (Twilight Highlands/Bastion of Twilight and Dragon Soul/Deathwing, respectively). Finishing the story of cheap wow gold a zone doesn't have quite the same impact as those quests which go above and beyond in making a story which encompasses the world. Likewise with finishing dungeons; we've finished dungeons. We always finish dungeons. And we know that after we finish that dungeon for the quest, we'll be back there tomorrow for more gear, and then the next day and the next for valor points, ad infinitum. The impact is lost.
Finally, I can understand the attitude of wanting to sell wow accounts and separate "serious raiders" from those who weren't willing to work for it. I've pugged far, far too many players who probably wouldn't have fussed with an attunement; having some mechanism keep those folks out of the pool of raiders sure looks attractive after they volunteer for your raid then drop out two bosses in.
(I'm not saying I agree with that last point, but I do understand. Ultimately, those people are a server-culture problem, not an attunement problem.)
Monday, June 17, 2013
Ack, forced to use twitter with the annoying "1" after it, since my google account of the same name isn't returning my icon, merely the default image. Anyway on topic, I feel as if for many players we are robbed by so much of the lore taking place off screen. I wouldn't know the first place to go to start looking for a comic. I've read a few of the books and while they have certainly enhanced my appreciation of the game, without that missing link, I wouldn't care as much as I do about wow or what happens within it as I do now. I feel as if there should be a more active presence in game as to what's taking place off screen, otherwise the game itself loses something.
As a caveat of my own point I wanted to add that so much of the dragon aspect stuff felt lost on me this expansion that I just didn't care about Death-Wing as a major figure. Ironically it was me going back to sell world of warcraft accounts work on netherwing dailies to acquire my drakes that finally made any of the original bosses in Cata's launch make any sense to me. Lore doesn't have to be boring cut scenes in the middle of a boss fight or long drawn out quests. Just seeing NPC's approach each other and begin interacting is often enough to gather my attention.
"That said, I'm not sure how this could better be resolved in-game. I am thinking maybe with questlines...but not buying wow accounts everyone likes quests. Cut scenes might work...but not everyone likes them either." Well, they could do it in books, but not everyone likes them...oh wait!
I really think they just need to at least have little triggered cutscenes for us in-game, but more like the ones you get after your server downed the Lich King or Deathwing; stuff that you choose to watch or not. Plus they already have that guy who just stands there moping by Magni, he'd be perfect to have his cutscene, and he was even an eyewitness so it makes more sense than a statue or Chromie.
As a caveat of my own point I wanted to add that so much of the dragon aspect stuff felt lost on me this expansion that I just didn't care about Death-Wing as a major figure. Ironically it was me going back to sell world of warcraft accounts work on netherwing dailies to acquire my drakes that finally made any of the original bosses in Cata's launch make any sense to me. Lore doesn't have to be boring cut scenes in the middle of a boss fight or long drawn out quests. Just seeing NPC's approach each other and begin interacting is often enough to gather my attention.
"That said, I'm not sure how this could better be resolved in-game. I am thinking maybe with questlines...but not buying wow accounts everyone likes quests. Cut scenes might work...but not everyone likes them either." Well, they could do it in books, but not everyone likes them...oh wait!
I really think they just need to at least have little triggered cutscenes for us in-game, but more like the ones you get after your server downed the Lich King or Deathwing; stuff that you choose to watch or not. Plus they already have that guy who just stands there moping by Magni, he'd be perfect to have his cutscene, and he was even an eyewitness so it makes more sense than a statue or Chromie.
Thursday, June 13, 2013
Vol'Jin
Okay. I'll believe it when I see it. We'll both be on the look out for Dalaran it seems. You and I have different feelings on groveling it seems, and that's totally fine. Different strokes for different folks and all that. For example, I see a situation where the Horde are killing each other. This pleases me. I should be finding a good seat and popping some popcorn as the whiny little punks run Ogrimmar red.
Instead....I am collecting dinner for Vol'Jin while he mocks me. Maybe if I am a good boy I will get to wash his feet and braid his hair...because we all are just over the moon with Vol'jin....I mean, isn't that why we are helping his widdle rebellion instead of, i don't know...TAKING BACK ASHENVALE? Besides the fact that Stromgarde has far and away more meaning to buy wow gold the Alliance player and has been a long suggested desire for an Alliance story and push since before the Cataclysm revamp?
Doesn't that sort of exemplify the though process of Blizzards writers? "Get in the kitchen Alliance and make me some grub, the Horde have battles to plan!" I guess that's why the 10,000 year old Tyrande, leader of the Night Elfs, only knows how to bounce around for maximum tit shake. If you are not super machismo, testosterone Ogres...your story is not cheap wow accounts worth telling. Varian is getting his fistpump moment in Orgrimmar, the, you know, Horde capital. Let the Worgen join the Night Elves (to whom they kind of owe a lot) in their war in Kalimdor. Let the Horde have some pride (and not the Sha kind) in something, because we're losing everywhere else.
Instead....I am collecting dinner for Vol'Jin while he mocks me. Maybe if I am a good boy I will get to wash his feet and braid his hair...because we all are just over the moon with Vol'jin....I mean, isn't that why we are helping his widdle rebellion instead of, i don't know...TAKING BACK ASHENVALE? Besides the fact that Stromgarde has far and away more meaning to buy wow gold the Alliance player and has been a long suggested desire for an Alliance story and push since before the Cataclysm revamp?
Doesn't that sort of exemplify the though process of Blizzards writers? "Get in the kitchen Alliance and make me some grub, the Horde have battles to plan!" I guess that's why the 10,000 year old Tyrande, leader of the Night Elfs, only knows how to bounce around for maximum tit shake. If you are not super machismo, testosterone Ogres...your story is not cheap wow accounts worth telling. Varian is getting his fistpump moment in Orgrimmar, the, you know, Horde capital. Let the Worgen join the Night Elves (to whom they kind of owe a lot) in their war in Kalimdor. Let the Horde have some pride (and not the Sha kind) in something, because we're losing everywhere else.
Friday, June 7, 2013
Awesome wow news
this is so awesome and exactly the sort of thing that might bring me back to the game. i enjoyed pugging the comparatively intimate and easy 10 mans in wrath and cataclysm, but as pugging went down and joining a guild became more necessary, scheduling conflicts always got in the way.
i felt guilty if i missed a night, and if more than 1 or 2 of my fellow raiders couldn't make it i'd have to spend buying wow accounts a night i could have spent doing other things twiddling my thumbs.
they could try to improve the loot system somehow. i detest clearing a raid without seeing a single piece of gear- mousing over what dropped is part of my raiding ritual. maybe keep the individual gear system (there are many reasons why it is necessary) but maybe drop extra/useless stuff that the entire raid gets? i dunno.
in conclusion, LFR is neither engaging nor enjoyable for me, and this is something completely different. i only hope that i will be able to wow gold for sale hop directly into flexible raiding with full justice (read: quickly grindable) gear.
I came back a few weeks before 5.3 and hit 90 after 5.3 had hit. Gearing up to 480 is doable in two weeks (I did it in 3 but I had a "no dailies" policy, although I got super lucky in the 470 raids).
Between PvP gear (one or two pieces can help... Maybe a weapon?), crafted gear, 5.3 barrens gear (you can get 1 a week with juju), and the honor gear it is possible to be ready for ToT in no time.
i felt guilty if i missed a night, and if more than 1 or 2 of my fellow raiders couldn't make it i'd have to spend buying wow accounts a night i could have spent doing other things twiddling my thumbs.
they could try to improve the loot system somehow. i detest clearing a raid without seeing a single piece of gear- mousing over what dropped is part of my raiding ritual. maybe keep the individual gear system (there are many reasons why it is necessary) but maybe drop extra/useless stuff that the entire raid gets? i dunno.
in conclusion, LFR is neither engaging nor enjoyable for me, and this is something completely different. i only hope that i will be able to wow gold for sale hop directly into flexible raiding with full justice (read: quickly grindable) gear.
I came back a few weeks before 5.3 and hit 90 after 5.3 had hit. Gearing up to 480 is doable in two weeks (I did it in 3 but I had a "no dailies" policy, although I got super lucky in the 470 raids).
Between PvP gear (one or two pieces can help... Maybe a weapon?), crafted gear, 5.3 barrens gear (you can get 1 a week with juju), and the honor gear it is possible to be ready for ToT in no time.
Thursday, May 30, 2013
Herbalism
What does it do? Allows you to pick herbs, which are primarily used for alchemy and inscription. In addition to being able to harvest herbs from the ground, you'll encounter the occasional plant-based monster that you can gather herbs from.
Do I need any gear? Though nothing is required, carrying the Herbalist's Spade in your inventory gives +10 to your herbalism skill. There are also bags specifically to carry herbs if you find your inventory swamped with herbs.
Do I get any extras? Herbalists have access to buy cheap wow gold the spell Lifeblood, an instant-cast self-heal that temporarily boosts your haste rating. It's very useful at low levels and still provides a small boost at higher levels.
Why take herbalism? If you want to do Alchemy or Inscription, Herbalism is highly recommended so you can pick your own herbs instead of having to buy them on the auction house. But if you want to make wow money, Herbalism by itself is a good option, too -- just take your herbs to the auction house to sell.
Do I need any gear? Though nothing is required, carrying the Herbalist's Spade in your inventory gives +10 to your herbalism skill. There are also bags specifically to carry herbs if you find your inventory swamped with herbs.
Do I get any extras? Herbalists have access to buy cheap wow gold the spell Lifeblood, an instant-cast self-heal that temporarily boosts your haste rating. It's very useful at low levels and still provides a small boost at higher levels.
Why take herbalism? If you want to do Alchemy or Inscription, Herbalism is highly recommended so you can pick your own herbs instead of having to buy them on the auction house. But if you want to make wow money, Herbalism by itself is a good option, too -- just take your herbs to the auction house to sell.
Tuesday, May 28, 2013
Haste affects RPPM
RPPM proc chances aren't based on your weapon speed, they're
dynamically calculated during combat based on the time since the last
attack landed. Abilities like Slice and Dice don't change your proc
chance, since the increased number of attacks landing during SnD is
accounted for in the dynamic formula. Unleashing a flurry of attacks
with Killing Spree doesn't guarantee that you'll see a proc.
The only thing that affects the RPPM proc chance positively is pure haste. Haste rating on your gear, the 5% haste buff that's common in raids, and Bloodlust are the main three ways to obtain pure haste. If you have 20% haste on your gear and 5% from the raid buff, you'll see 25% more RPPM procs. A 2 RPPM proc like Windsong would then produce 2.5 RPPM procs. It's important to selling wow accounts realize that the increased proc chance comes not from the increased number of attacks, but rather from the haste itself factoring into the RPPM formula. Haste grants you extra attacks, and separately boosts your RPPM procs.
Haste vs mastery
Mastery has been assassination's go-to stat for most of Mists of Pandaria. In equal amounts, it typically beat crit, expertise, and haste. We've been stacking mastery via our gems and enchants, and reforging to it where possible. However, we are seeing more rogues start to get best wow gold prioritize haste over mastery, and that can be confusing to rogues that are used to mastery being the top stat.
Because haste positively affects the proc chance of RPPM procs, rogues with a lot of RPPM effects will see a lot of improvement when they add haste. If you're sporting the Capacitive Primal Diamond in your helm with the trinket pair of Renataki's Soul Charm and Talisman of Bloodlust with Dancing Steel on both of your weapons, haste will improve the proc chances of all of those effects. Now, instead of just increasing your number of attacks, haste is improving these RPPM procs.
When does haste outpace mastery? When does mastery outpace haste? Shadowcraft has the answer you're looking for. Shadowcraft does a pretty good buying wow accounts job of modeling the various RPPM effects and items, although the Rune of Re-Origination might be wonky (but is generally bad). The decision between stacking haste or mastery is deeply dependent on your specific gear. There's no reason to generalize (no RPPM trinkets = go mastery!) because Shadowcraft is going to give you the most accurate answer, and it's quick and easy to use.
The only thing that affects the RPPM proc chance positively is pure haste. Haste rating on your gear, the 5% haste buff that's common in raids, and Bloodlust are the main three ways to obtain pure haste. If you have 20% haste on your gear and 5% from the raid buff, you'll see 25% more RPPM procs. A 2 RPPM proc like Windsong would then produce 2.5 RPPM procs. It's important to selling wow accounts realize that the increased proc chance comes not from the increased number of attacks, but rather from the haste itself factoring into the RPPM formula. Haste grants you extra attacks, and separately boosts your RPPM procs.
Haste vs mastery
Mastery has been assassination's go-to stat for most of Mists of Pandaria. In equal amounts, it typically beat crit, expertise, and haste. We've been stacking mastery via our gems and enchants, and reforging to it where possible. However, we are seeing more rogues start to get best wow gold prioritize haste over mastery, and that can be confusing to rogues that are used to mastery being the top stat.
Because haste positively affects the proc chance of RPPM procs, rogues with a lot of RPPM effects will see a lot of improvement when they add haste. If you're sporting the Capacitive Primal Diamond in your helm with the trinket pair of Renataki's Soul Charm and Talisman of Bloodlust with Dancing Steel on both of your weapons, haste will improve the proc chances of all of those effects. Now, instead of just increasing your number of attacks, haste is improving these RPPM procs.
When does haste outpace mastery? When does mastery outpace haste? Shadowcraft has the answer you're looking for. Shadowcraft does a pretty good buying wow accounts job of modeling the various RPPM effects and items, although the Rune of Re-Origination might be wonky (but is generally bad). The decision between stacking haste or mastery is deeply dependent on your specific gear. There's no reason to generalize (no RPPM trinkets = go mastery!) because Shadowcraft is going to give you the most accurate answer, and it's quick and easy to use.
Monday, May 20, 2013
Azeroth as a deity
Last week, we looked at the possibility of the Curse of Flesh actually being some sort of planetary self-defense system; a way to incorporate foreign elements -- Titan creations -- with Azeroth, in a planetary attempt to restore the world to its correct state, one of chaos. If this were the case, then the Old Gods can be assumed to be part of Azeroth. An innate part of Azeroth, one that existed from the moment of Azeroth's creation. The Curse of wow gold for sale cheap Flesh came into play not as some sort of malevolent device, but as a defense attempt by the planet to absorb the foreign elements introduced by the Titans.
In last week's column, I suggested that perhaps the races of Azeroth are the strange byproduct of this bizarre mutation between natural and Titan creation. Here's where it gets a little weird, and requires another giant step back to buy wow accounts look at Azeroth objectively. If the planet is, in fact, some sort of entity, rather than just a planet -- if we are the antibodies trying to rectify this weird Titan-constructed thorn stuck in the finger of the world -- then what does that make the Ancients and the Celestials? For that matter, what does that make the Old Gods?
Yu'lon pointed out the cyclical nature of life as she explained her odd life cycle to us in the Jade Forest. "We live together, or we die together. All of Pandaria is connected." Time and time again, throughout this expansion, we've had the point of all existence being connected smashed into our heads. We've had it pointed out that life is about balance, through the existence of the sha. It's been noted over and over that Emperor Shaohao overcame his weaknesses by defeating the sha, and then sought to protect the land.
In last week's column, I suggested that perhaps the races of Azeroth are the strange byproduct of this bizarre mutation between natural and Titan creation. Here's where it gets a little weird, and requires another giant step back to buy wow accounts look at Azeroth objectively. If the planet is, in fact, some sort of entity, rather than just a planet -- if we are the antibodies trying to rectify this weird Titan-constructed thorn stuck in the finger of the world -- then what does that make the Ancients and the Celestials? For that matter, what does that make the Old Gods?
Yu'lon pointed out the cyclical nature of life as she explained her odd life cycle to us in the Jade Forest. "We live together, or we die together. All of Pandaria is connected." Time and time again, throughout this expansion, we've had the point of all existence being connected smashed into our heads. We've had it pointed out that life is about balance, through the existence of the sha. It's been noted over and over that Emperor Shaohao overcame his weaknesses by defeating the sha, and then sought to protect the land.
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