And Stampede is a talent...great job...*slow clap*
How does it make sense to remove positional requirements? I mean, sure that is a buff for me to a degree, but that was part of the challenge of playing rogue. Of all the changes, the severe nerf to warriors (my warrior was nerfed enough through the years, did it need this again?), overall damage reduction for DK's, ect, the removal of positional requirements for abilities is actually the most irritating. Please let this be the thing that definitely gets cut. Blizzard, you have made alot of drastic changes to the game, and I hope it doesn't disappoint, but I do not like the removal of positional requirements.
None of those changes will bother me a bit. True men prefer to go with the flow
My head hurts a bit after reading this. I'm curious to know with all of the class, profession, and spec changes, if this is something that will it be implemented over time pre-WOD release or just "dumped" upon players release day. In the midst of trying to figure out the new expansion, it appears players will have to get reacquainted with their toon after these changes occur (number squish, spell changes, spec changes).No mention of the much-needed "Toybox" option either :(
How is worgen with +1% crit balanced with dwarves with +2% crit and humans with +an amount in 2 stats.
How is worgen with +1% crit balanced with dwarves with +2% crit and humans with +an amount in 2 stats.the Dwarves get Crit Damage, Worgens get Crit Chance. I would think that the Worgen Passive would be better for classes that don't stack crit, and the damage would be better for those that do stack crit.
Several buffs/debuffs removed with raid composition in mind. But what about individuals losing access to those abilities in solo play?
Warning: The following impenetrable wall of text may cause blindness or disorientation.The opinions expressed below may or may not be indicative of the general sentiment of the playerbase.I am beginning to regret my pre-order. Much of the changes across the classes that I play look to me as if I'm losing everything interesting or fun and receiving little in return for the losses. As someone who spends much of my time in PvP and solo PvE I understood that there were going to be some serious, drastic, and probably "unpleasant" changes to my play-style. I wasn't expecting...this. I have many questions that still remain unanswered, although I am trying hard to be open minded I feel a gnawing disappointment. Rogues, I'm going to limit the QQ about the end of the golden age of endless CC. I get that it's not a lot of fun for the guy I'm fighting, even if it is fun for me. Many of my questions have PvE implications as well. I'm not exactly ecstatic about subterfuge no longer hiding me for 3 seconds. I really liked vanishing and summoning my mount while stealthed, thus running away from packs of mobs (think Timeless Isle), or being able to bandage in the back of a pull for a few seconds taking the heat off the healer. Along with the removal of paralytic, disarm, mind numbing poison and shadow blades I feel a growing emptiness in my utility. Why not remove gouge? Do I get an interesting new poison to compensate for having two remaining choices for a secondary poison; three if they remove the crippling poison application pvp set bonus? One of those secondaries, I may add, I will have to waste a talent point to use. Does the similarities between the new Subterfuge and the old Shadowdance mean that Cloak and Dagger will no longer be viable for the Shadowstep-like movement bonus? What will replace the paralytic Siv effect (a root)? What will I be putting on my offhand if I can't have two "Dancing steel"-type procs and weapon chains will be useless? What do I get in return for no longer being able to disarm a field of hunter traps on my way to any PvP objective? Is my "reward" being turned into a block of ice, every time I try to take a base?Onto my main, a frost DK, I feel like I will require a benevolent healer at all times unless I wish to play with conversion due to the changes to Death Pact and the changes to health potion / healthstone cooldowns. I was really hoping that I would be getting some kind of rudimentary damage mitigation for a level 100 talent. How will Conversion with Sindragosa's breath resolve with the 75 tier talent? Seemingly, there will only be two level 100 talent choices instead of three. They are boring replacements of pre-existing spells. Why can't I have a minion that does very little damage and lasts for 1 minute but has the added bonus of annoying hunter pets in arenas? What is this I see about Cinderglacier being the runeforge of choice for my spec instead of Fallen Crusader in the perks? Will it still be available to me? What does my warlock get instead of a disarm on my Void-minion? Why can't my shadow priest heal with its 90 level talent anymore, was it more overpowered than it seemed? What will replace the utility of Frostfire Bolt instead of opening with Slow every time on my Arcane mage? What do inscriptionists (scribes) do, now most of the glyphs are free? TL;DR : I understand that much of this may not come to pass, that the expac is still in Alpha. It could very well be that I'm just a baddie and need to re-learn to play, use google and stop crying. However, I have many more questions than answers for something that should be released by Christmas. The lack of compensation for some of the changes besides "Its simpler now, you'll like it, we have garrisons, a PvP zone, and a cool storyline" is rather unsettling. As it stands, the expansion looks so cool, provided I don't want to play it.
im just glad Ive left this madness! so no more background downloads or cra*py inet speed while doing smnt :)tho, its amazing and... damn long post. huge effort and info!
you really should invent Back to Top button... after all this data, info, scrollling back to top takes ages :D and ofc, warriors will always get f**k up. wonder when they will get to loladins mess up!
That was one of my problems, the other is the fact that they are removing abilities I use constantly. As a prot warrior I have 36 buttons between 3 bars, and use 30 of them each fight. Cleave, Recklessness, Rallying Cry, Demo Banner, and Skull Banner are among those that i use every fight (the only exception is cleave during 100% pure single target fights). I can see them taking away some redundant spells, such as the 3 different Mage AoE spells of which you can only actually use 2 at a time. I don't feel they need to remove any warrior abilities honestly. If people aren't using the score of abilities and CDs they have, that's their own fault.I get this argument.. but the question is, are you making any fun or interesting decisions before pushing those buttons. I think 30 is a big exaggeration (probably close to 15), but even still.. the majority of your non-main buttons you line up on a bar, or you macro together and you just push them in order without thinking.Basically it was thisSomething occurs ( either a boss ability, or else a major ability comes off cd)Push 5 buttons in a row or push 1 button that macros 5 abilities. Now it is ´something occurs, push 1 button for one ability´ . For the people who used macros, it changes nothing. For people who clicked, it saves 4 mindless clicks.There was nothing interesting about having 5 abilities lined up in a bar and pushing them in order every cd.When I said 30, I meant 32. I use a Razer Naga so each panel is 12 keys, I use a shift mod to swap to my CD panel. On my main panel, I have Devastate, Revenge, Shield Slam, Shield Barrier, Shield Block, Thunderclap, Heroic Strike/Cleave, Taunt, Demo Shout, Battle Shout, Shout Talent, AOE Talent. On my CD panel, I have Shield Wall, Enraged Regeneration, Enrage, Recklessness, Avatar/Skull Banner, Spell Reflect, Rook's Trinket, Health Stones, Health Pots, Last Stand, Vigilance, Rallying Cry. On my keys around my movement keys, I have Mocking Banner, Demo Banner, Pummel, Heroic Leap, and Shattering Throw. On my mouse I have Charge (wheel left), Intervene (wheel click), and my Rocket Boots (wheel right).There was no exaggeration when i said 30, i actually underestimated by 2. You can't blindly macro these things together and be efficient, especially with damage reduction CDs.