I've seen this happen in a lot of the zones with mining. I'll get a ping on the map at long range, and as soon as I land next to it, the node vanishes into the ether. It's really freaking annoying and shows off one of the bad signs of heavy phasing.
The only zone I haven't had any problem with it and mining has been Deepholm.
I get that as well, except it usually pops back in view after 2-3 seconds.
I haven't seen any pop back into view. Once I was in twilight highlands, fought a mob off a node then tried to mine it. I got the "is being used" message, then it vanished. There was no one else around.
It is kind of annoying. At least if I see another miner I can skip that node and save the remounting time.
Tomanta on
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Warlock82Never pet a burning dogRegistered Userregular
I believe each zone just has a set number of spawns, and when one is taken, another spawns elsewhere. I could be wrong.
I'm pretty sure this is the case for all gathering profession nodes (herbs,mines,fish pools). That's why it's often better if you are looking for a certain node and can't find it, to gather the other nodes, which will probably cause the one you're looking for to respawn. Very handy to know for fishing especially, since often there are specific pools you might be after but they are in short supply (ex: any of the elemental pools, or the highland mixed pools if you are going after Mr. Pinchy)
Anyways, ran Bastion again last night. We got Halfus and I got a nice new trinket for my Rogue (too bad it procs crit, but hey, not terrible). Couldn't get the two dragons but came close. It's nice to see a fight that's a pain in the ass for ranged and easy for melee for once. Really our only problem was when the purple dragon was on the ground (aka the gay one). Those void zones + other stuff just rip the ranged group apart, and then the rest tend to die to Deep Breath. Valiona (sp?) is a joke by comparison (except for one guy who seemed to think there was free epics in the purple fire because he died to it almost every time)
So I had this happen a couple of times the past few days, I would get into a Heroic HoO group as a healer and the tank and some dps would be from the same guild, with maybe another dps random like me. The tank and dps from the same guild would actually be pretty well geared and know what they are doing. We would kill the first Boss and then the guildees would all drop immediately without saying anything or explaining. Is there some piece of awesome gear that drops off the first boss that everyone needs in Heroic HoO? All the groups had done really well, etc. Was it just coincidence? I only ask because sometimes it screws me over by saving me to the instance preventing me from running it later with guildees and not finishing if the pug replacements suck.
Isn't there something about the LFD cooldown/deserter debuff where it doesn't apply if you've killed a boss in the instance? They may just hate that instance and can only tolerate it for the first two trash packs + first boss.
I know all my friends and I groan when it pops up. It isn't difficult, it's just that we get it so often we have grown to dislike it. And when we do get it we try to just do the 3 required bosses for the "Finished Dungeon" unless someone needs a piece of gear off the other 4 bosses.
I can understand other people also hating that instance and just leaving after the first boss to get a different instance. I'm seeing a trend with "Halls of _______" dungeons.
Buddies on
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Warlock82Never pet a burning dogRegistered Userregular
So I had this happen a couple of times the past few days, I would get into a Heroic HoO group as a healer and the tank and some dps would be from the same guild, with maybe another dps random like me. The tank and dps from the same guild would actually be pretty well geared and know what they are doing. We would kill the first Boss and then the guildees would all drop immediately without saying anything or explaining. Is there some piece of awesome gear that drops off the first boss that everyone needs in Heroic HoO? All the groups had done really well, etc. Was it just coincidence? I only ask because sometimes it screws me over by saving me to the instance preventing me from running it later with guildees and not finishing if the pug replacements suck.
Isn't there something about the LFD cooldown/deserter debuff where it doesn't apply if you've killed a boss in the instance? They may just hate that instance and can only tolerate it for the first two trash packs + first boss.
I know all my friends and I groan when it pops up. It isn't difficult, it's just that we get it so often we have grown to dislike it. And when we do get it we try to just do the 3 required bosses for the "Finished Dungeon" unless someone needs a piece of gear off the other 4 bosses.
I can understand other people also hating that instance and just leaving after the first boss to get a different instance. I'm seeing a trend with "Halls of _______" dungeons.
HoO is just really fucking long. The sad thing is it doesn't even have that much trash, just way too many bosses. They should really split it in two IMO.
What's sad though is that it drops two upgrades for me still. One I can get elsewhere (I need new bracers - wearing the PvP ones now for lack of any dropping), but it's the ONLY source of a ilvl 346 throwing weapon which is just crap.
I'm pretty sure this is the case for all gathering profession nodes (herbs,mines,fish pools). That's why it's often better if you are looking for a certain node and can't find it, to gather the other nodes, which will probably cause the one you're looking for to respawn. Very handy to know for fishing especially, since often there are specific pools you might be after but they are in short supply (ex: any of the elemental pools, or the highland mixed pools if you are going after Mr. Pinchy)
Anyways, ran Bastion again last night. We got Halfus and I got a nice new trinket for my Rogue (too bad it procs crit, but hey, not terrible). Couldn't get the two dragons but came close. It's nice to see a fight that's a pain in the ass for ranged and easy for melee for once. Really our only problem was when the purple dragon was on the ground (aka the gay one). Those void zones + other stuff just rip the ranged group apart, and then the rest tend to die to Deep Breath. Valiona (sp?) is a joke by comparison (except for one guy who seemed to think there was free epics in the purple fire because he died to it almost every time)
Unless they have changed how nodes spawn, there seem to be specific areas within a zone where a particular node will spawn with 3-4 potential locations within that area. Tap a node within an area and that node will respawn after a brief interval-- I became an expert at farming Thorium in WPL back in the day, and the respawn interval was 20 minutes-- at one of those locations, perhaps even the same one.
Anyways, ran Bastion again last night. We got Halfus and I got a nice new trinket for my Rogue (too bad it procs crit, but hey, not terrible). Couldn't get the two dragons but came close. It's nice to see a fight that's a pain in the ass for ranged and easy for melee for once. Really our only problem was when the purple dragon was on the ground (aka the gay one). Those void zones + other stuff just rip the ranged group apart, and then the rest tend to die to Deep Breath. Valiona (sp?) is a joke by comparison (except for one guy who seemed to think there was free epics in the purple fire because he died to it almost every time)
Have him in the middle with melee on the ass, and range further behind the melee, have the range movie clockwise(or counter, whatever works) and have the tank rotate the boss in accordance.
Its gets dicey when Valiona strafes the room though, but that doesnt last too long to wipe you.
So I had this happen a couple of times the past few days, I would get into a Heroic HoO group as a healer and the tank and some dps would be from the same guild, with maybe another dps random like me. The tank and dps from the same guild would actually be pretty well geared and know what they are doing. We would kill the first Boss and then the guildees would all drop immediately without saying anything or explaining. Is there some piece of awesome gear that drops off the first boss that everyone needs in Heroic HoO? All the groups had done really well, etc. Was it just coincidence? I only ask because sometimes it screws me over by saving me to the instance preventing me from running it later with guildees and not finishing if the pug replacements suck.
Isn't there something about the LFD cooldown/deserter debuff where it doesn't apply if you've killed a boss in the instance? They may just hate that instance and can only tolerate it for the first two trash packs + first boss.
I know all my friends and I groan when it pops up. It isn't difficult, it's just that we get it so often we have grown to dislike it. And when we do get it we try to just do the 3 required bosses for the "Finished Dungeon" unless someone needs a piece of gear off the other 4 bosses.
I can understand other people also hating that instance and just leaving after the first boss to get a different instance. I'm seeing a trend with "Halls of _______" dungeons.
Unrelated, but hah, thanks to your sig now I recognize you. I know I've seen you in Org (and I'm pretty sure in TB).
I say do CC in normals so you learn to use it, and teach your stupid dps to find their own buttons. I could see a group dropping after the first boss in HHoo if the tank is a druid as they could have been looking for the leather bracers. I dislike when people do that, because as a dps I just spent 40 minutes to get one boss and the hope for the rest.
Like I got tossed into an in progress brc group who was on the trash between the 2nd and third boss, cleared, the trash and the tank claimed the boss was bugging on him (he said he couldn't move away from him, thus couldn't pull him out of the fire), thank god one of the dps stayed so when the tank dropped we could get a none fail tank and finish the damn instance.
I did run a full clear of sfk with a guild group in under an hour with a sub 5 gold repair bill, that was amazing.
Preacher on
I would like some money because these are artisanal nuggets of wisdom philistine.
So my guild has dinged level 10 recently. And we've unlocked "Chug-a-Lug" which for all intents and purposes is useless to us because our alchemists haven't been making flask because they're all transmute masters. It turns out all of our alchemists are Uncle Scrooge. This is just one in a long laundry list of grievances I have with my guild.
Starting this Wednesday, our first raid group is setting foot into BWD. This is fine and dandy but as a raiding guild our RL didn't decide to work out any sort of roster until last week. This is after a month of zero direction or coordination with the guild pretty much on autopilot this entire time. I've tried to stress, numerous times, that we should have had rosters and gearing cycles worked out from the start of the expansion. My raid leader is of the mind of "Raiders will manifest themselves! And we will take them!" Also a lot of nepotism but that's to be expected.
Several in the guild that used to raid with this guy have brought these concerns and others to my attention. People afraid of being "left behind" gear wise because we have a lot of dps in the guild that genuinely don't have the time to sit alone for 45 minutes in a queue for a dungeon that may or may not go well. It's counter-productive to having a guild. Bringing these concerns to the raid leader netted me a flippant "I'm not hand-holding/carrying people". Which I attribute to him being a tank and having a tank-sized ego to match it. But the response was insulting enough for me to start gathering my own raid group.
The point is, I shouldn't have to assemble the Avengers in secret because my RL thinks that gearing his raid group is the equivalent of babysitting them, and my GM doesn't have the wherewithal or backbone to go against his decisions. Just this past weekend, me and a healer in the guild geared up 6 people from ilevel 323 to ilevel 340+ in just two days. It wasn't hard and it didn't take long rotating people in and out of the group. We have enough tanks and healers for a 10 man raid. That's two heroic groups with fast queues right there.
As it stands right now the current raid comp for this Wednesday is an absolute mess. Druids all over the place and filled with people that can't clear heroics let alone be assed to research their own goddamn class mechanics. I'd leave right now if it weren't for the fact that I'm already in a level 10 guild (lol fuck you blizzard) and there's genuinely a lot of untapped talent that I've been raising in the guild into a group of actually good players.
:blab:
Take the good players and form a new guild.
When your guild fails hilariously to clear any content because the RL is a fucktard and the GL is a wuss, the remaining good players will come to you.
Salvation122 on
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Warlock82Never pet a burning dogRegistered Userregular
edited January 2011
So yeah, proof that the devs were idiots when designeding Tol Barad: http://bit.ly/ga0LJp
Apparently it was intentionally designed to be terrible. *sigh*
I did all the quests in Uldum and if I go on a farming hunt I can get maybe 5 stacks of whiptail in roughly 30 minutes.
Same with twilight jasmine, that stuff seems to spawn quite regularly.
This is kinda odd. My server AH has both those herbs for around 200-300 a stack the past few weeks.
I'm sure as soon as I get gathering alt (herb/mining) up stuff will finally be at reasonable prices.
On my server, Whiptail usually goes for 250/stack - as soon as it drops under 175, which it does during undercutting wars, I buy it all up and churn out stacks of mana pots.
I currently own the market on Mythical Mana Potions as a result. It's funny - I'm potion-specced and I make far more cash than I could ever do transmute-specced, since Truegold sells for under 1k here.
"As we mentioned earlier, the attacking faction is having a pretty tough time winning control of Tol Barad -- and we're OK with that, at least in theory. Here's why: When we set out to create Wintergrasp, one of the issues we dealt with was that we were never able to ensure the sides were even -- in fact, they rarely were. Because the smaller team would almost always be assured defeat, we attempted to address team-size imbalance by favoring the attacker. "
"Since then we’ve devised mechanics that help ensure equal team sizes, and we've taken Wintergrasp's lessons to heart when we designed Tol Barad. Tol Barad is intentionally balanced so that it’s a challenge for the attackers, because we want to make sure that control of Tol Barad matters."
TLDR: Couldn't make it balanced, so attempted to deliberately engineer one side to have the advantage.
"As we mentioned earlier, the attacking faction is having a pretty tough time winning control of Tol Barad -- and we're OK with that, at least in theory. Here's why: When we set out to create Wintergrasp, one of the issues we dealt with was that we were never able to ensure the sides were even -- in fact, they rarely were. Because the smaller team would almost always be assured defeat, we attempted to address team-size imbalance by favoring the attacker. "
"Since then we’ve devised mechanics that help ensure equal team sizes, and we've taken Wintergrasp's lessons to heart when we designed Tol Barad. Tol Barad is intentionally balanced so that it’s a challenge for the attackers, because we want to make sure that control of Tol Barad matters."
TLDR: Couldn't make it balanced, so attempted to deliberately engineer one side to have the advantage.
Sounds a whole lot like not trying to me.
That first quote is about team size balance and tenacity rather than the capped size method used during cata? Thus the second quote makes sense in that context.
I anxiously await the day when I have sufficient Tol Barad commendations to buy the remaining two things I want from their quartermaster (the drake and tabard), so that I can go back to pretending that Tol Barad doesn't exist.
Huh, I'd actually prefer a pvp zone that was biased slightly towards the attackers than having it balanced, as most people apparently want it to be. Keeps the zone switching sides so both factions can experience it.
Admittedly I haven't played TB yet, but I'd love a zone that was essentially ye olde AV, where the dailies would be killing mobs and capturing towers to upgrade npcs or unlock resources etc in order to help you attack, while the defending side has to disupt the attackers as much as possible.
I mean, completed a daily that gave you access to an item or something in the next TB match would be interesting.
Blurbl on
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Warlock82Never pet a burning dogRegistered Userregular
Huh, I'd actually prefer a pvp zone that was biased slightly towards the attackers than having it balanced, as most people apparently want it to be. Keeps the zone switching sides so both factions can experience it.
Admittedly I haven't played TB yet, but I'd love a zone that was essentially ye olde AV, where the dailies would be killing mobs and capturing towers to upgrade npcs or unlock resources etc in order to help you attack, while the defending side has to disupt the attackers as much as possible.
That is too good of an idea for them to ever implement it.
Why can't they just go back to an AV style type of mass-battleground? Aside from the obnoxious and annoying differences in terrain giving an advantage to the Alliance, it was a near perfect experience.
Make the terrains on each side the same (or at least very close), and bam, you have yourself a winner.
I love that they tried to make the terrain different in AV (as opposed to a copy-paste, "I am in a battleground that is designed to be exactly the same for both teams"), but the balance is kind of important. That said, just give me a massive fight with NPCs and all that stuff (maybe NPCs that ignore healing when considering threat, please). Make it a War Effort. Maybe the dailies that people do trickle toward the benefits that their NPCs receive in the next fight (or couple of fights). Nothing game-breaking, but a slight advantage.
Then bring in the game breaking NPCs from stuff you do during the fight. Wolf Riders, please.
Its funny that people say AV is balanced more for the alliance, because when I played alliance it was complaints it was balanced more for the horde. God knows bugs have been more horde bonus then ally.
Preacher on
I would like some money because these are artisanal nuggets of wisdom philistine.
While we've already made minor adjustments to improve the gameplay and address select exploits, our job in Tol Barad is far from over. We ultimately want to make sure that any changes we make are all steps in the right direction, and we intend to make several updates in the next minor patch to address design and balance issues affecting attackers that we can't address with hotfixes. For example, we plan to alter the battle slightly so that a team with two bases captured can more quickly and easily capture the third, as opposed to a team with one or zero bases. This way, if the defenders turtle up, it'll be a little easier for the attackers to take their last base before the defense can take one of the attackers' other bases.
We've been reading your feedback, watching trends across our global realms, and fighting plenty of battles in Tol Barad ourselves to get a feel for what's working and what isn't, and we're committed to making Tol Barad a fun and engaging zone. We want owning the zone to be meaningful throughout the lifespan of the expansion -- and while the attackers may always face somewhat of an uphill battle, the defenders should feel much more pressure not to lose than they do currently. Just the same, the attacking faction should feel motivated to take Tol Barad back, but they shouldn't feel that the odds are insurmountable. So keep fighting the good fight, and we'll continue watching the battlefield and listening to your feedback.
Bizazedo on
XBL: Bizazedo
PSN: Bizazedo
CFN: Bizazedo (I don't think I suck, add me).
Ugh, man, fuck WoW PvP. I started running out of things to do on the PvE side other than raid log in Cata so I thought, hey, let's try out the PvP. So not only do I need to get stats, and thus gear, that is unique only to PvP (resil, spell pen) but I also need separate specs to be decent at arena's and bgs, while I already need two specs to raid on my class.
Just forget it, I could feel it sucking the fun straight out of WoW for me already. I'd rather just play a different game. /rant
Its funny that people say AV is balanced more for the alliance, because when I played alliance it was complaints it was balanced more for the horde. God knows bugs have been more horde bonus then ally.
I played Alliance for about three years before I switched to Horde to play with PA'ers.
Even while I was on Alliance, myself and many others were well aware of the huge advantage we had with that bridge. You get a good solid group who knows what they are doing, defending that bridge, Horde are fucked.
What was even better was when they had snowballs which would push people back. We would just knock incoming Horde off the bridge with snowballs. They fixed it, but it was hilarious while it lasted.
Ugh, man, fuck WoW PvP. I started running out of things to do on the PvE side other than raid log in Cata so I thought, hey, let's try out the PvP. So not only do I need to get stats, and thus gear, that is unique only to PvP (resil, spell pen) but I also need separate specs to be decent at arena's and bgs, while I already need two specs to raid on my class.
Just forget it, I could feel it sucking the fun straight out of WoW for me already. I'd rather just play a different game. /rant
I hate WoW pvp. Honestly it reminds me of, in Final Fantasy 7, when your character got confused.
What I mean by that is my only experience with either was for my healer to be bum rushed by a ridiculous looking blond human with a sword bigger than he is, and killed before he could respond.
That could very well be because I never had the gear or spec for it, but I prefer pvp that is more controlled, like GW, WAR, or even Aion.
I hate WoW pvp. Honestly it reminds me of, in Final Fantasy 7, when your character got confused.
What I mean by that is my only experience with either was for my healer to be bum rushed by a ridiculous looking blond human with a sword bigger than he is, and killed before he could respond.
That could very well be because I never had the gear or spec for it, but I prefer pvp that is more controlled, like GW, WAR, or even Aion.
Yeah, it's pretty bad. You show up under-geared to a battleground in WoW, expect instantaneous death. The other side sees you as a big juicy steak, and you become their first target.
I get the same feeling when I jump onto a game of multi-player COD with a friend or something. I never play first person shooters, like ever. So in the rare chance I do play, I find myself getting killed instantly, continuously, and more times than not, I have no idea where I was even shot from before I'm dead.
It got so bad we made a drinking game out of it. Every time I got killed, we drink.
PvP is only tolerable because I got nearly all of my honor gear on the back of the 1800 honor TB wins. Fuck the slow battleground grind. The good news is, over 2K on my 2's team, woo. Considering gold inflation, the cost to respec and change a couple glyphs hovers at or under 100g. If you raid mon-thu or whatever, just spec out for the weekend and do some PvP, then spec back. Considering the income you get from dailies it's not a big deal.
Its funny that people say AV is balanced more for the alliance, because when I played alliance it was complaints it was balanced more for the horde. God knows bugs have been more horde bonus then ally.
I played Alliance for about three years before I switched to Horde to play with PA'ers.
Even while I was on Alliance, myself and many others were well aware of the huge advantage we had with that bridge. You get a good solid group who knows what they are doing, defending that bridge, Horde are fucked.
What was even better was when they had snowballs which would push people back. We would just knock incoming Horde off the bridge with snowballs. They fixed it, but it was hilarious while it lasted.
Horde has a similar choke as the Alliance bridge (path up to the top level of the keep) but we don't seem to make as good use of it.
Horde has a similar choke as the Alliance bridge (path up to the top level of the keep) but we don't seem to make as good use of it.
That's because it's not really a choke. Not narrow enough/too short to really prevent the Allies by.
You could argue inside the keep could be one, but it's sightlines aren't nearly as good as the bridge....and again, too short, easy to bullrush through.
Also, Horde towers are much easier to take then bunkers.
There used to be a lot more bugs/issues that slewed it even more in Alliance favor (crazy number of ways to the relief area, capturing towers through walls i dunno if that was fixed).
Bizazedo on
XBL: Bizazedo
PSN: Bizazedo
CFN: Bizazedo (I don't think I suck, add me).
Its funny that people say AV is balanced more for the alliance, because when I played alliance it was complaints it was balanced more for the horde. God knows bugs have been more horde bonus then ally.
I played Alliance for about three years before I switched to Horde to play with PA'ers.
Even while I was on Alliance, myself and many others were well aware of the huge advantage we had with that bridge. You get a good solid group who knows what they are doing, defending that bridge, Horde are fucked.
What was even better was when they had snowballs which would push people back. We would just knock incoming Horde off the bridge with snowballs. They fixed it, but it was hilarious while it lasted.
Horde has a similar choke as the Alliance bridge (path up to the top level of the keep) but we don't seem to make as good use of it.
Horde has a similar choke as the Alliance bridge (path up to the top level of the keep) but we don't seem to make as good use of it.
That's because it's not really a choke. Not narrow enough/too short to really prevent the Allies by.
You could argue inside the keep could be one, but it's sightlines aren't nearly as good as the bridge....and again, too short, easy to bullrush through.
Also, Horde towers are much easier to take then bunkers.
There used to be a lot more bugs/issues that slewed it even more in Alliance favor (crazy number of ways to the relief area, capturing towers through walls i dunno if that was fixed).
The only place where I found that Horde could completely shut down the Alliance offensive in AV was to hold the IB choke (see also: Scorched Earth strategy). Done properly the Horde could turtle here while a token offensive force hit north.
There were a couple of problems though, It took a while to win with losing having a higher honor per hour return, and you had to rely on PUGs following instructions.
Horde has a similar choke as the Alliance bridge (path up to the top level of the keep) but we don't seem to make as good use of it.
That's because it's not really a choke. Not narrow enough/too short to really prevent the Allies by.
You could argue inside the keep could be one, but it's sightlines aren't nearly as good as the bridge....and again, too short, easy to bullrush through.
The path between the main part of the keep and the top tier is more narrow than the bridge, but it does have worse LOS, yeah. I've played a load of games where 10 Horde held off 30 Alliance for ages there because it's near impossible for your healers to be in any risk. :^:
It isn't a direct equivalent to the bridge because that isn't really possible with asymmetrical terrain but it can be used to similar enough affect where I'd say it's good enough for the map to be fair, I think it's just less obvious a point to defend and has traditionally gotten less use than the bridge as a result.
Posts
I haven't seen any pop back into view. Once I was in twilight highlands, fought a mob off a node then tried to mine it. I got the "is being used" message, then it vanished. There was no one else around.
It is kind of annoying. At least if I see another miner I can skip that node and save the remounting time.
I'm pretty sure this is the case for all gathering profession nodes (herbs,mines,fish pools). That's why it's often better if you are looking for a certain node and can't find it, to gather the other nodes, which will probably cause the one you're looking for to respawn. Very handy to know for fishing especially, since often there are specific pools you might be after but they are in short supply (ex: any of the elemental pools, or the highland mixed pools if you are going after Mr. Pinchy)
Anyways, ran Bastion again last night. We got Halfus and I got a nice new trinket for my Rogue (too bad it procs crit, but hey, not terrible). Couldn't get the two dragons but came close. It's nice to see a fight that's a pain in the ass for ranged and easy for melee for once.
Isn't there something about the LFD cooldown/deserter debuff where it doesn't apply if you've killed a boss in the instance? They may just hate that instance and can only tolerate it for the first two trash packs + first boss.
I know all my friends and I groan when it pops up. It isn't difficult, it's just that we get it so often we have grown to dislike it. And when we do get it we try to just do the 3 required bosses for the "Finished Dungeon" unless someone needs a piece of gear off the other 4 bosses.
I can understand other people also hating that instance and just leaving after the first boss to get a different instance. I'm seeing a trend with "Halls of _______" dungeons.
HoO is just really fucking long. The sad thing is it doesn't even have that much trash, just way too many bosses. They should really split it in two IMO.
What's sad though is that it drops two upgrades for me still. One I can get elsewhere (I need new bracers - wearing the PvP ones now for lack of any dropping), but it's the ONLY source of a ilvl 346 throwing weapon which is just crap.
Have him in the middle with melee on the ass, and range further behind the melee, have the range movie clockwise(or counter, whatever works) and have the tank rotate the boss in accordance.
Its gets dicey when Valiona strafes the room though, but that doesnt last too long to wipe you.
Unrelated, but hah, thanks to your sig now I recognize you. I know I've seen you in Org (and I'm pretty sure in TB).
Steam
Only the strong can help the weak.
Like I got tossed into an in progress brc group who was on the trash between the 2nd and third boss, cleared, the trash and the tank claimed the boss was bugging on him (he said he couldn't move away from him, thus couldn't pull him out of the fire), thank god one of the dps stayed so when the tank dropped we could get a none fail tank and finish the damn instance.
I did run a full clear of sfk with a guild group in under an hour with a sub 5 gold repair bill, that was amazing.
pleasepaypreacher.net
Take the good players and form a new guild.
When your guild fails hilariously to clear any content because the RL is a fucktard and the GL is a wuss, the remaining good players will come to you.
http://bit.ly/ga0LJp
Apparently it was intentionally designed to be terrible. *sigh*
This is kinda odd. My server AH has both those herbs for around 200-300 a stack the past few weeks.
I'm sure as soon as I get gathering alt (herb/mining) up stuff will finally be at reasonable prices.
On my server, Whiptail usually goes for 250/stack - as soon as it drops under 175, which it does during undercutting wars, I buy it all up and churn out stacks of mana pots.
I currently own the market on Mythical Mana Potions as a result. It's funny - I'm potion-specced and I make far more cash than I could ever do transmute-specced, since Truegold sells for under 1k here.
So what they learned from Wintergrasp is that they couldn't make attacking vs defending balanced.
So the solution is not to try.
Welcome to WoW's PvP design, friends.
No, that's not what they said.
Stop being a goose.
PSN: ShogunGunshow
Origin: ShogunGunshow
"Since then we’ve devised mechanics that help ensure equal team sizes, and we've taken Wintergrasp's lessons to heart when we designed Tol Barad. Tol Barad is intentionally balanced so that it’s a challenge for the attackers, because we want to make sure that control of Tol Barad matters."
TLDR: Couldn't make it balanced, so attempted to deliberately engineer one side to have the advantage.
Sounds a whole lot like not trying to me.
That first quote is about team size balance and tenacity rather than the capped size method used during cata? Thus the second quote makes sense in that context.
I find the impulse to use it creeping into other parts of my life. The Glorious Edict has been quite effective.
Which I think is bad.
So in what way, exactly, does that make me a goose? Because I think the design is a cop out?
Admittedly I haven't played TB yet, but I'd love a zone that was essentially ye olde AV, where the dailies would be killing mobs and capturing towers to upgrade npcs or unlock resources etc in order to help you attack, while the defending side has to disupt the attackers as much as possible.
I mean, completed a daily that gave you access to an item or something in the next TB match would be interesting.
That is too good of an idea for them to ever implement it.
Make the terrains on each side the same (or at least very close), and bam, you have yourself a winner.
Then bring in the game breaking NPCs from stuff you do during the fight. Wolf Riders, please.
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PSN: Bizazedo
CFN: Bizazedo (I don't think I suck, add me).
Just forget it, I could feel it sucking the fun straight out of WoW for me already. I'd rather just play a different game. /rant
I played Alliance for about three years before I switched to Horde to play with PA'ers.
Even while I was on Alliance, myself and many others were well aware of the huge advantage we had with that bridge. You get a good solid group who knows what they are doing, defending that bridge, Horde are fucked.
What was even better was when they had snowballs which would push people back. We would just knock incoming Horde off the bridge with snowballs. They fixed it, but it was hilarious while it lasted.
I hate WoW pvp. Honestly it reminds me of, in Final Fantasy 7, when your character got confused.
What I mean by that is my only experience with either was for my healer to be bum rushed by a ridiculous looking blond human with a sword bigger than he is, and killed before he could respond.
That could very well be because I never had the gear or spec for it, but I prefer pvp that is more controlled, like GW, WAR, or even Aion.
Yeah, it's pretty bad. You show up under-geared to a battleground in WoW, expect instantaneous death. The other side sees you as a big juicy steak, and you become their first target.
I get the same feeling when I jump onto a game of multi-player COD with a friend or something. I never play first person shooters, like ever. So in the rare chance I do play, I find myself getting killed instantly, continuously, and more times than not, I have no idea where I was even shot from before I'm dead.
It got so bad we made a drinking game out of it. Every time I got killed, we drink.
You could argue inside the keep could be one, but it's sightlines aren't nearly as good as the bridge....and again, too short, easy to bullrush through.
Also, Horde towers are much easier to take then bunkers.
There used to be a lot more bugs/issues that slewed it even more in Alliance favor (crazy number of ways to the relief area, capturing towers through walls i dunno if that was fixed).
PSN: Bizazedo
CFN: Bizazedo (I don't think I suck, add me).
It's not the same. It really just isn't.
The only place where I found that Horde could completely shut down the Alliance offensive in AV was to hold the IB choke (see also: Scorched Earth strategy). Done properly the Horde could turtle here while a token offensive force hit north.
There were a couple of problems though, It took a while to win with losing having a higher honor per hour return, and you had to rely on PUGs following instructions.
It isn't a direct equivalent to the bridge because that isn't really possible with asymmetrical terrain but it can be used to similar enough affect where I'd say it's good enough for the map to be fair, I think it's just less obvious a point to defend and has traditionally gotten less use than the bridge as a result.