I said how the system is different than before. It's obvious how the system is different than before. I'm not repeating myself.
Great, ya'll like it. We'll see how long that view holds up. But I'm sticking with my view. It fixed absolutely nothing, and caused more problems.
I honestly won't be surprised if it gets rolled back at some point in MoP to the old system. You can dismiss the importance of the psychology behind actually seeing loot drop, particularly in a game and genre that revolve around that thing almost entirely; but you're flat wrong. You take away that carrot, or at least make it so no one can see it, and you lose players interest. LFR is supposed to be something for players to do, players who can't, or don't, do 'real' raids; but the core reason players run dungeons is the same whether it's LFD or LFR. Even if you win as often as before (you don't, and won't), the effect of simply never even seeing loot at all, whether you can even use it, is going to break people down and make them stop being interested in it. EDIT: What I mean is, you will sometimes get loot, obviously; but seeing what drops is a bigger deal than you probably think. If you win nothing, for all intents and purposes, absolutely nothing dropped. Even if other players got something, you never see it, and as far as your brain is concerned, the boss dropped nothing at all.
EDIT: There's a reason shit in casinos are so flashy and so varied; there is a reason games are deliberate and show you how you can win, and what you can win; you see the process, the numbers, the results, the potential wins. Only the extremist of extreme gambling addicts would still gamble if you took away the lights, the choice, the options. If you took a casino, made it so that no matter what the casino paid out what it currently does, however you remove all the tables, slots, and games; and just had players hand over money, and then were told whether they won or lost no one would do it. Even if the drive to the casino was the most amazing drive on earth; even if the interior of the casino was as pretty as pretty can get. Even if they were still winning and losing at the exact same rate as before. It's all about the perception of results; even if people are losing, there's an amazing importance to being able to see what you lost, and be given the hope of what you can win. When you see that fruit > 7 > 7 and you feel like you were so close that keeps you playing. When you see that Gloves token go to someone else and you were so close, you want to try again; even if you're angry at losing.
Take away the carrot; lose the player. Yes, loot in wow is gambling. Straight up. Instead of money (well, sub fees) you gamble time.
If they made two changes: 1) show who won what and 2)allow trades then I would feel fine about the system. But without those two things, nope. Bad. Bad bad bad bad bad. And counterproductive for Blizzard.
EDIT: my reasoning for those two changes is 1) well, pretty much everything I said above. Seeing is a huge deal. and 2) You can't get mad at someone for "needing" anymore; so if someone gets something you want, you can't (rationally) feel mad at them for it. If you're someone who would get mad at someone for 'winning' something through no act or fault of their own, you're gonna get mad either way, you're not worth designing around. However, should that player choose to do so, they should have the option of passing their loot to someone else. No one can game it since you can't control who gets what. So there is no advantage to a guild going, because they can't all roll on something to pass to their tank. But if someone wins something they don't want, or can't use, they should have the option to pass it to someone of their choice, so it isn't wasted. No one gets hurt, and potentially more people are satisfied. Sure, you'll have players who still feel entitled to the loot if they want it; but too damn bad. I would have loved to have given that shitty wand to someone else. It wasn't on a character I could DE it with, and it didn't even vendor for much. I didn't want it, and someone else could have used it. Not only was there people who won nothing, I felt shitty because I had something in my hands that someone else could use but I couldn't. This benefits no one.
Oh, another thing I think could help 'fix' the new loot system.
Make some consumable that allows a player to have a for sure 'win' on a given boss.
Say, 2k VP, get a token; if you use it at any point during a boss fight you will for sure win an item on that boss. You can't control what item it is, but you will win something (using the systems preset choice based on your class/spec).
It gives non-raiders a use for VP and gives the player some feeling of control over what they can get.
At 2k, at most, you can do it once every other week. On top of that you never know if you would have gotten something from that boss anyway so it's still a big gamble on the players part; but they're making that choice.
I swear at some point in their initial laying out what the new system would be that there was something similar to this they said they were considering. But then it was never mentioned again. Maybe it was just a 'reroll' token; that sounds more like what it was...where you buy a token that lets you reroll your chance at loot for a boss; it didn't guarantee you'd win if you id it, but it had a higher chance or something. That works too.
GrobianWhat's on sale?Pliers!Registered Userregular
I definitely see your point, dude, and I think it's valid. The carrot is important. But in the other hand, having people not get mad is important, too. And yes, people will get mad if someone wins something and they don't. Even if that person also had no input. People are silly geese, and Blizz has to design around that. Silly geese are the majority of WoW players.
Blizz made a decision here and I'd like them to stick by it at least for a while, to see where it goes. It's pretty easy to implement a new window that shows what other people won if they want to do that down the road.
I'm against trading, though, because that undermines their goals for LFR loot. You're not supposed to have better chances by queuing with a bunch of friends.
if nothing else, I believe people will whine as much about this system as they did about the previous one
What I do think will happen is that this will redirect folks' anger away from each other and onto blizzard. You might be frustrated that somebody else is randomly awarded the loot you want, but it takes a particular misanthrope to actually be mad at them about it. I suspect this is the real point of the whole system; the game is the game and people will still play it if the rewards are slightly less frequent, as long as the general experience is pleasant. One of the main things that makes the experience unpleasant is the kind of rampant dickery we have so far observed in LFR. But blizzard doesn't care if people are dicks toward them; read any of their various forums.
The loot system we need right now, so to speak.
hold your head high soldier, it ain't over yet
that's why we call it the struggle, you're supposed to sweat
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AssuranIs swinging on the SpiralRegistered Userregular
Hopped over to see how the official forums were handling the patch and looked around a bit.
Once upon a time, the beta forums were moderated with an iron fist. Now, there is a thread in the beta class subforum which starts as a hunter thread complaining about cd's and quickly devolved into racist drivel that has been around for 8 days now.
And, to top it off, it's like the fourth thread on page 2, so it's not like it's been buried. From comments, something like 33 of 61 of the posts had been reported and no action taken.
I'd forgotten just how much of a cesspool that place really is on an average daily basis. I just didn't think it had gone that bad.
Oh, another thing I think could help 'fix' the new loot system.
Make some consumable that allows a player to have a for sure 'win' on a given boss.
there is a thingy in MOP you get each week from doing the dailies that either increases your win chance or makes it a 100% win, not sure
and I like the new loot system, no more heroic geared folks rolling need on everything just because they are dicks, well they still can get loot, but it has no effect on me getting loot
1.7 million (rested) experience in 19 minutes at level 83 just by killing Elemental Colossus. The amount of damage out put + the Voidwalker tanking is nuts. Nice to be able to do that much leveling in such a short amount of time. Wish I had heirlooms on!
Also, as of right now, Fel Flame not only adds 6 seconds to your dots, but it refreshes them all adds the new time. Isn't documented so I don't know if this is supposed to happen but... it's an instance cast with no cool down for a free fresh on all your warlock dots. For now...
What was the rationale behind removing have group will travel?
Same as for rep based vendors and dailies. Getting people out of the capital cities.
Our raid got started on time, and the handful of people not at the portal were quickly summoned by a warlock. It's called discipline. 40 minutes wasted = /facepalm. If you takeboats and fly there it would still take less than 10. Nevermind all the portals and other shortcuts. Lazy geese.
A few things.
One) Casual guild. The raid isn't a set team, it's usually whoever can make it on a given week. Some people didn't know that we'd be losing the summon, and logged in right at raid time.
Two) We didn't have a warlock or mage (we usually do).
Three) We had people coming back because of the patch who didn't know where the instance was, and every damn person had their hearth in Org, not Dalaran (where the convenient portal is).
Every damn time we had someone who needed a summons, we had two people run out of the instance, all the way out of the Caverns of time to the stone. That right there, is terrible. Just wait until you cannot summon someone and see how great it is for you. I'm not saying there wasn't some laziness involved, but the entire thing didn't happen last week. There was no reason for us to wait last week, why? Because we could summon people if someone had to drop. Not every 10-man has a warlock, and I absolutely loved the changes in this patch until this came up.
A working version of healbot is available now which is good. Healing is very different now.
I was disc without AA/A before. Now disc is AA/A so I figured I'd better start practicing. I took From Darkness Comes Light and most of my healing comes from smite and free flash heals. Until something goes wrong. I'm having an easier time when things are going well but a much harder time when someone screws up. Before the patch I could save a group from a sentry pulling three groups in SC. Now it's a toss-up whether I can save us from one extra group.
By the same token if everything is going well my mana will last essentially forever. If things go bad I'm probably going to need to drink after the pull.
What was the rationale behind removing have group will travel?
Same as for rep based vendors and dailies. Getting people out of the capital cities.
Our raid got started on time, and the handful of people not at the portal were quickly summoned by a warlock. It's called discipline. 40 minutes wasted = /facepalm. If you takeboats and fly there it would still take less than 10. Nevermind all the portals and other shortcuts. Lazy geese.
A few things.
One) Casual guild. The raid isn't a set team, it's usually whoever can make it on a given week. Some people didn't know that we'd be losing the summon, and logged in right at raid time.
Two) We didn't have a warlock or mage (we usually do).
Three) We had people coming back because of the patch who didn't know where the instance was, and every damn person had their hearth in Org, not Dalaran (where the convenient portal is).
Every damn time we had someone who needed a summons, we had two people run out of the instance, all the way out of the Caverns of time to the stone. That right there, is terrible. Just wait until you cannot summon someone and see how great it is for you. I'm not saying there wasn't some laziness involved, but the entire thing didn't happen last week. There was no reason for us to wait last week, why? Because we could summon people if someone had to drop. Not every 10-man has a warlock, and I absolutely loved the changes in this patch until this came up.
I don't see the harm in putting up some portals that take you near the entrance of a raid instance. It gets around the times that you're in a 10 man and you don't have a lock easy enough.
I know Blizz got rid of alot of portals towards the end of WotLK in an attempt to get people out in the world, but it seemed to have the opposite effect in that people all just stayed in once city while the others became ghost towns.
My guild has gotten by for months without Have Group, Will Travel. If two people in the raid can't take the portal to Uldum and fly out to the stone to summon everyone in less than forty minutes everyone should probably pause for a moment and ask themselves if they really want to raid.
It was a total of forty minutes over the raid night. We had to replace people twice, and a couple people came late. Five minutes from Ultraxion out of the instance, up the spiral cave, out to the stone, and five minutes back adds up. My entire point is, the removal of the perk genuinely sucks for groups without warlocks.
I'd also accept a summon stone right by the raid entrance as a solution, or let one person cast a group summon from the stone. Fine with me.
Samphis on
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Magus`The fun has been DOUBLED!Registered Userregular
Should've left it in, but made you require to be exalted with the guild and have a higher CD. Better than removing it entirely.
Its definitely longer than before. Though I'm not the only one with this issue, apparently the solution is to get a addon? It's not game breaking at all, just a minor annoyance.
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Magus`The fun has been DOUBLED!Registered Userregular
Hrm, weird. I'd suggest getting a UI add-on anyhow cause the basic WoW one is painful.
Any suggestions? Preferably one that would let me resize the darn thing. Give you all my bits for a solution.
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Magus`The fun has been DOUBLED!Registered Userregular
edited August 2012
The one I use is Dominos. As you can see it's pretty bare bones, it just has the buttons without any of the 'frill'. You can move the bars anywhere, change how many buttons per bar and the scale of the bars. 100% customizable and easy to use.
What was the rationale behind removing have group will travel?
Same as for rep based vendors and dailies. Getting people out of the capital cities.
Our raid got started on time, and the handful of people not at the portal were quickly summoned by a warlock. It's called discipline. 40 minutes wasted = /facepalm. If you takeboats and fly there it would still take less than 10. Nevermind all the portals and other shortcuts. Lazy geese.
A few things.
One) Casual guild. The raid isn't a set team, it's usually whoever can make it on a given week. Some people didn't know that we'd be losing the summon, and logged in right at raid time.
Two) We didn't have a warlock or mage (we usually do).
Three) We had people coming back because of the patch who didn't know where the instance was, and every damn person had their hearth in Org, not Dalaran (where the convenient portal is).
Every damn time we had someone who needed a summons, we had two people run out of the instance, all the way out of the Caverns of time to the stone. That right there, is terrible. Just wait until you cannot summon someone and see how great it is for you. I'm not saying there wasn't some laziness involved, but the entire thing didn't happen last week. There was no reason for us to wait last week, why? Because we could summon people if someone had to drop. Not every 10-man has a warlock, and I absolutely loved the changes in this patch until this came up.
if they straight up flew from Orgrimar down to Tanaris it would have taken no more than 10 minutes. If at any point in Cata they had opened the portal to Ulduar, flying would take 2 minutes. Gnomish engineers 1 minute from Gadgetztan. 4k gold ring provides teleport to Dalaran at any time. Mages can take their pick of Dalan or Shattrah. In fact, a mage could have opened a group portal to either place for everyone. Even taking a flight path from Org to Gadget I don't expect would take more than 15 minutes. This is all assuming everyone was on at least at raid time. If people were jumping into the raid 30 minutes later, then thats a completely diferent issue.
Taking the portal from Ulduar and then flying is all you should expect from a person who is raiding. If someone is in a "casual" guild, then I'd not expect those people to spend 4k gold so that they can teleport to Dalaran and then take a portal to CoT.
If that is the intended alternative to a raid without a Warlock, then it's a pretty obnoxious design.
And if someone is on stand by with their character, then again I'd say it was pretty daft to expect someone to sit outside a raid instance where there's very little to do. If getting rid of HGWT is meant to get people out of their cities, then making them sit outside a raid instance for a few hours is not what I'd call an improvement.
I am aware of all of the options for getting there. But again, we had no warlock or mage online at the time, our engineers were goblin engineers, and I'm fairly certain I'm the only one in the raid with the Dalaran teleport ring.
It was the perfect storm of suck, and I wanted to vent about it. Our GMOTD now recommends everyone sets their hearth to Dalaran. I was totally okay with losing the summon until we tried to raid without it.
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Magus`The fun has been DOUBLED!Registered Userregular
The extended quest window was intentional I believe, due to how the new MoP quest mechanics work with offering items for your spec. Also new to MoP: if a quest giver has multiple quests then you don't need to right click on them again to get at the other quests, the window stays open until you've turned in and/or accepted every available quest.
And since the replacement to the mass summon is faster flight points, so I'm pretty sure they only really thought about MoP raids/dungeons when making the switch. You can get a personal summons to dungeons by getting a gold on challenge mode, but if I remember correctly that has a multi hour cooldown that is reset by completing a challenge mode dungeon, so it's not that useful for getting to places in general.
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Magus`The fun has been DOUBLED!Registered Userregular
I really don't like the game auto-filling my bars with new shit everytime I change specs.
Can anyone confirm if you drop gnomish engineering and pickup goblin you can just switch for a fee? Or do I have to do the goblin quest also. I tried starting it but it requires silver bars which are super rare. I found 1 after searching the ah several times and asking in trade, so i easily did the gnomish one.
Wowpedia says you need to go to tanaris and can switch for a fee but that no longer works, and searching around people just say you can switch in the main city. I'd rather not redo the gnomish one if I can't just switch.
For alchemy it used to just be a "do 1 and then pay 150g to switch at anytime".
I think the main issue I have with the loot system is it didnt "fix" anything. As people have stated they have recieved tokens as a "winner" that they didnt need and so you are still rolling against 24 other people no matter what. It is essentially no change at all, masked in a way that will make people think it is actually a better system. It is a shitty system brought forth by loot whores yelling and screaming about not winning loot.
I have 4 characters with at least 380+ gearing. If I wanted to do more I could have but I ran into the end of xpac slow down. It wasnt that hard if you just said, eh fuck it, when you lost a piece of loot. I have lost the tanky trinket from HoT instances a combined 8 times on my two tanks to dps and heals. I just kept trying because I won a bunch of DPS gear as tank as well.
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Magus`The fun has been DOUBLED!Registered Userregular
edited August 2012
Actually from what I've read, you AREN'T rolling against other people. Whether you or they win has no bearing on anyone else. Basically when you kill a boss you get a hidden roll. If you 'win' the roll, then it does another roll to pick an item from the boss that is good for your class.
Does that mean you can get shit you don't need? Yeah, sadly, but that doesn't change the above part. Being as MoP will be the first expansion with LFR from the very start (well, sort of, 3rd week or whatever) it remains to be seen how this works out. If there is enough outrage I'm sure they'll tweak something.
Server restarts coming... so long super guild rep.
What? Nooooo!
By the way, I made a level 1 Tauren last night and got him into my guild. Sure enough, those starter zone quests were giving me 60k guild XP a pop. I got over a million just finishing the starter zone before you get sent off to Whatsitshoof or whatever.
Yeah, you aren't technically rolling against other players, but the end result is still that some people win and some people lose.
There just isn't any justification to get mad at other players for loot they win anymore; which I'll readily admit is a noble intent for the sanity of LFR.
Also, according to a blue post this morning, they said that there is no minimum number of wins, so you can actually get a boss in LFR where no one wins anything; which is just fucking stupid. At no point should it ever reward less than the 4 items LFR usually dropped. They also said that there is no cap, so everyone could win.
Yeah, you aren't technically rolling against other players, but the end result is still that some people win and some people lose.
There just isn't any justification to get mad at other players for loot they win anymore; which I'll readily admit is a noble intent for the sanity of LFR.
Also, according to a blue post this morning, they said that there is no minimum number of wins, so you can actually get a boss in LFR where no one wins anything; which is just fucking stupid. At no point should it ever reward less than the 4 items LFR usually dropped. They also said that there is no cap, so everyone could win.
Wow. That is.... just stupid. Oh well. It wont effect me other than when I am alting it up.
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Magus`The fun has been DOUBLED!Registered Userregular
Yeah I agree some sort of minimum drops is a thing that should be. Maximum? Eeeeh. Blizz doesn't want people gearing up fast, which is ok, and as long as they continue to give us junk to do when not raiding (or PVPing or whatever you do for fun) it shouldn't be a huge deal.
As for the guild XP thing, people I've talked to are still getting the 60K or so GXP even after the restarts. Perhaps it wasn't a fluke?
It's been the way it is (guild xp) for awhile on beta; so I think it was their intent.
That isn't to say it won't get nerfed at some point; but I'm super tempted to actually finish out zones on my Horde characters to get my personal guild up.
I did some rough math last night and figured out that if they don't nerf it, solely on my own (have a few RL friends in the guild now too) I would be able to get the guild to level 15 or so just getting all my horde characters to 90 from 85.
That's pretty awesome.
It's actually made me reconsider putting my Panda Monk on Alliance; an entire 1-90 would be like...several guild levels.
Posts
Great, ya'll like it. We'll see how long that view holds up. But I'm sticking with my view. It fixed absolutely nothing, and caused more problems.
I honestly won't be surprised if it gets rolled back at some point in MoP to the old system. You can dismiss the importance of the psychology behind actually seeing loot drop, particularly in a game and genre that revolve around that thing almost entirely; but you're flat wrong. You take away that carrot, or at least make it so no one can see it, and you lose players interest. LFR is supposed to be something for players to do, players who can't, or don't, do 'real' raids; but the core reason players run dungeons is the same whether it's LFD or LFR. Even if you win as often as before (you don't, and won't), the effect of simply never even seeing loot at all, whether you can even use it, is going to break people down and make them stop being interested in it. EDIT: What I mean is, you will sometimes get loot, obviously; but seeing what drops is a bigger deal than you probably think. If you win nothing, for all intents and purposes, absolutely nothing dropped. Even if other players got something, you never see it, and as far as your brain is concerned, the boss dropped nothing at all.
EDIT: There's a reason shit in casinos are so flashy and so varied; there is a reason games are deliberate and show you how you can win, and what you can win; you see the process, the numbers, the results, the potential wins. Only the extremist of extreme gambling addicts would still gamble if you took away the lights, the choice, the options. If you took a casino, made it so that no matter what the casino paid out what it currently does, however you remove all the tables, slots, and games; and just had players hand over money, and then were told whether they won or lost no one would do it. Even if the drive to the casino was the most amazing drive on earth; even if the interior of the casino was as pretty as pretty can get. Even if they were still winning and losing at the exact same rate as before. It's all about the perception of results; even if people are losing, there's an amazing importance to being able to see what you lost, and be given the hope of what you can win. When you see that fruit > 7 > 7 and you feel like you were so close that keeps you playing. When you see that Gloves token go to someone else and you were so close, you want to try again; even if you're angry at losing.
Take away the carrot; lose the player. Yes, loot in wow is gambling. Straight up. Instead of money (well, sub fees) you gamble time.
If they made two changes: 1) show who won what and 2)allow trades then I would feel fine about the system. But without those two things, nope. Bad. Bad bad bad bad bad. And counterproductive for Blizzard.
EDIT: my reasoning for those two changes is 1) well, pretty much everything I said above. Seeing is a huge deal. and 2) You can't get mad at someone for "needing" anymore; so if someone gets something you want, you can't (rationally) feel mad at them for it. If you're someone who would get mad at someone for 'winning' something through no act or fault of their own, you're gonna get mad either way, you're not worth designing around. However, should that player choose to do so, they should have the option of passing their loot to someone else. No one can game it since you can't control who gets what. So there is no advantage to a guild going, because they can't all roll on something to pass to their tank. But if someone wins something they don't want, or can't use, they should have the option to pass it to someone of their choice, so it isn't wasted. No one gets hurt, and potentially more people are satisfied. Sure, you'll have players who still feel entitled to the loot if they want it; but too damn bad. I would have loved to have given that shitty wand to someone else. It wasn't on a character I could DE it with, and it didn't even vendor for much. I didn't want it, and someone else could have used it. Not only was there people who won nothing, I felt shitty because I had something in my hands that someone else could use but I couldn't. This benefits no one.
Origin: Galedrid - Nintendo: Galedrid/3222-6858-1045
Blizzard: Galedrid#1367 - FFXIV: Galedrid Kingshand
Power of the Aspects was changed to 35% reduction in health/damage for bosses in DS.
Also, for no apparent reason, heroic Rag got a pretty hefty health nerf in Hard mode.
Origin: Galedrid - Nintendo: Galedrid/3222-6858-1045
Blizzard: Galedrid#1367 - FFXIV: Galedrid Kingshand
Make some consumable that allows a player to have a for sure 'win' on a given boss.
Say, 2k VP, get a token; if you use it at any point during a boss fight you will for sure win an item on that boss. You can't control what item it is, but you will win something (using the systems preset choice based on your class/spec).
It gives non-raiders a use for VP and gives the player some feeling of control over what they can get.
At 2k, at most, you can do it once every other week. On top of that you never know if you would have gotten something from that boss anyway so it's still a big gamble on the players part; but they're making that choice.
I swear at some point in their initial laying out what the new system would be that there was something similar to this they said they were considering. But then it was never mentioned again. Maybe it was just a 'reroll' token; that sounds more like what it was...where you buy a token that lets you reroll your chance at loot for a boss; it didn't guarantee you'd win if you id it, but it had a higher chance or something. That works too.
Origin: Galedrid - Nintendo: Galedrid/3222-6858-1045
Blizzard: Galedrid#1367 - FFXIV: Galedrid Kingshand
Blizz made a decision here and I'd like them to stick by it at least for a while, to see where it goes. It's pretty easy to implement a new window that shows what other people won if they want to do that down the road.
I'm against trading, though, because that undermines their goals for LFR loot. You're not supposed to have better chances by queuing with a bunch of friends.
What I do think will happen is that this will redirect folks' anger away from each other and onto blizzard. You might be frustrated that somebody else is randomly awarded the loot you want, but it takes a particular misanthrope to actually be mad at them about it. I suspect this is the real point of the whole system; the game is the game and people will still play it if the rewards are slightly less frequent, as long as the general experience is pleasant. One of the main things that makes the experience unpleasant is the kind of rampant dickery we have so far observed in LFR. But blizzard doesn't care if people are dicks toward them; read any of their various forums.
The loot system we need right now, so to speak.
that's why we call it the struggle, you're supposed to sweat
Once upon a time, the beta forums were moderated with an iron fist. Now, there is a thread in the beta class subforum which starts as a hunter thread complaining about cd's and quickly devolved into racist drivel that has been around for 8 days now.
And, to top it off, it's like the fourth thread on page 2, so it's not like it's been buried. From comments, something like 33 of 61 of the posts had been reported and no action taken.
I'd forgotten just how much of a cesspool that place really is on an average daily basis. I just didn't think it had gone that bad.
and I like the new loot system, no more heroic geared folks rolling need on everything just because they are dicks, well they still can get loot, but it has no effect on me getting loot
1.7 million (rested) experience in 19 minutes at level 83 just by killing Elemental Colossus. The amount of damage out put + the Voidwalker tanking is nuts. Nice to be able to do that much leveling in such a short amount of time. Wish I had heirlooms on!
Also, as of right now, Fel Flame not only adds 6 seconds to your dots, but it refreshes them all adds the new time. Isn't documented so I don't know if this is supposed to happen but... it's an instance cast with no cool down for a free fresh on all your warlock dots. For now...
A few things.
One) Casual guild. The raid isn't a set team, it's usually whoever can make it on a given week. Some people didn't know that we'd be losing the summon, and logged in right at raid time.
Two) We didn't have a warlock or mage (we usually do).
Three) We had people coming back because of the patch who didn't know where the instance was, and every damn person had their hearth in Org, not Dalaran (where the convenient portal is).
Every damn time we had someone who needed a summons, we had two people run out of the instance, all the way out of the Caverns of time to the stone. That right there, is terrible. Just wait until you cannot summon someone and see how great it is for you. I'm not saying there wasn't some laziness involved, but the entire thing didn't happen last week. There was no reason for us to wait last week, why? Because we could summon people if someone had to drop. Not every 10-man has a warlock, and I absolutely loved the changes in this patch until this came up.
I was disc without AA/A before. Now disc is AA/A so I figured I'd better start practicing. I took From Darkness Comes Light and most of my healing comes from smite and free flash heals. Until something goes wrong. I'm having an easier time when things are going well but a much harder time when someone screws up. Before the patch I could save a group from a sentry pulling three groups in SC. Now it's a toss-up whether I can save us from one extra group.
By the same token if everything is going well my mana will last essentially forever. If things go bad I'm probably going to need to drink after the pull.
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I don't see the harm in putting up some portals that take you near the entrance of a raid instance. It gets around the times that you're in a 10 man and you don't have a lock easy enough.
I know Blizz got rid of alot of portals towards the end of WotLK in an attempt to get people out in the world, but it seemed to have the opposite effect in that people all just stayed in once city while the others became ghost towns.
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I'd also accept a summon stone right by the raid entrance as a solution, or let one person cast a group summon from the stone. Fine with me.
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Its definitely longer than before. Though I'm not the only one with this issue, apparently the solution is to get a addon? It's not game breaking at all, just a minor annoyance.
Steam Profile | Signature art by Alexandra 'Lexxy' Douglass
http://www.curse.com/addons/wow/dominos
Steam Profile | Signature art by Alexandra 'Lexxy' Douglass
They nerfed h Rag? Bye bye one of last two challenging fights in the game at current lvl and ilvl.
If that is the intended alternative to a raid without a Warlock, then it's a pretty obnoxious design.
And if someone is on stand by with their character, then again I'd say it was pretty daft to expect someone to sit outside a raid instance where there's very little to do. If getting rid of HGWT is meant to get people out of their cities, then making them sit outside a raid instance for a few hours is not what I'd call an improvement.
It was the perfect storm of suck, and I wanted to vent about it. Our GMOTD now recommends everyone sets their hearth to Dalaran. I was totally okay with losing the summon until we tried to raid without it.
Err, yeah, no. As you can see my quest window doesn't get in the way.
Steam Profile | Signature art by Alexandra 'Lexxy' Douglass
Steam Profile | Signature art by Alexandra 'Lexxy' Douglass
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And since the replacement to the mass summon is faster flight points, so I'm pretty sure they only really thought about MoP raids/dungeons when making the switch. You can get a personal summons to dungeons by getting a gold on challenge mode, but if I remember correctly that has a multi hour cooldown that is reset by completing a challenge mode dungeon, so it's not that useful for getting to places in general.
Steam Profile | Signature art by Alexandra 'Lexxy' Douglass
The gnomish army knife now gives +10 to mining/skining/herbalism. This is retroactive to items created before patch.
http://www.wowhead.com/spell=56462/gnomish-army-knife
Can anyone confirm if you drop gnomish engineering and pickup goblin you can just switch for a fee? Or do I have to do the goblin quest also. I tried starting it but it requires silver bars which are super rare. I found 1 after searching the ah several times and asking in trade, so i easily did the gnomish one.
Wowpedia says you need to go to tanaris and can switch for a fee but that no longer works, and searching around people just say you can switch in the main city. I'd rather not redo the gnomish one if I can't just switch.
For alchemy it used to just be a "do 1 and then pay 150g to switch at anytime".
Steam/PSN/XBL/Minecraft / LoL / - Benevicious | WoW - Duckwood - Rajhek
I have 4 characters with at least 380+ gearing. If I wanted to do more I could have but I ran into the end of xpac slow down. It wasnt that hard if you just said, eh fuck it, when you lost a piece of loot. I have lost the tanky trinket from HoT instances a combined 8 times on my two tanks to dps and heals. I just kept trying because I won a bunch of DPS gear as tank as well.
Does that mean you can get shit you don't need? Yeah, sadly, but that doesn't change the above part. Being as MoP will be the first expansion with LFR from the very start (well, sort of, 3rd week or whatever) it remains to be seen how this works out. If there is enough outrage I'm sure they'll tweak something.
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By the way, I made a level 1 Tauren last night and got him into my guild. Sure enough, those starter zone quests were giving me 60k guild XP a pop. I got over a million just finishing the starter zone before you get sent off to Whatsitshoof or whatever.
There just isn't any justification to get mad at other players for loot they win anymore; which I'll readily admit is a noble intent for the sanity of LFR.
Also, according to a blue post this morning, they said that there is no minimum number of wins, so you can actually get a boss in LFR where no one wins anything; which is just fucking stupid. At no point should it ever reward less than the 4 items LFR usually dropped. They also said that there is no cap, so everyone could win.
Origin: Galedrid - Nintendo: Galedrid/3222-6858-1045
Blizzard: Galedrid#1367 - FFXIV: Galedrid Kingshand
Wow. That is.... just stupid. Oh well. It wont effect me other than when I am alting it up.
As for the guild XP thing, people I've talked to are still getting the 60K or so GXP even after the restarts. Perhaps it wasn't a fluke?
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That isn't to say it won't get nerfed at some point; but I'm super tempted to actually finish out zones on my Horde characters to get my personal guild up.
I did some rough math last night and figured out that if they don't nerf it, solely on my own (have a few RL friends in the guild now too) I would be able to get the guild to level 15 or so just getting all my horde characters to 90 from 85.
That's pretty awesome.
It's actually made me reconsider putting my Panda Monk on Alliance; an entire 1-90 would be like...several guild levels.
Maybe I'll level 2.
Not likely.
Origin: Galedrid - Nintendo: Galedrid/3222-6858-1045
Blizzard: Galedrid#1367 - FFXIV: Galedrid Kingshand