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f13.net General Forums => World of Warcraft => Topic started by: Simond on December 22, 2012, 04:22:15 AM



Title: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Simond on December 22, 2012, 04:22:15 AM
http://us.battle.net/wow/en/blog/8226552/Patch_52_PTR_Patch_Note_Preview-12_21_2012
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World of Warcraft PTR Patch 5.2

   General
   
      New Daily Quest Hub: The Isle of the Thunder King.
      
         Here players can join the assault to conquer Emperor Lei Shen's island stronghold, unlock new questlines and daily quest hubs, participate in special events, earn the right to visit the fabled Treasure Room, lay claim an arsenal of powerful Mogu artifacts for their faction, and more.
         Each faction's finest are spearheading the assault: the Kirin-Tor Offensive led by Jaina Proudmoore and the Sunreaver Onslaught led by Lor'themar Theron. Earning reputation with these new factions offers heroes the opportunity to receive new quests and reputation rewards, including powerful items and an intimidating new mount.
         After both the Alliance and the Horde have eked out a foothold on the isle, players can choose to perform quests that are PvE or PvP focused. PvP quests will direct players against opposing faction NPCs, but slaying opposing players will grant credit as well.
         As the heroes conquer the Isle, they will unlock the powerful Lightning Forge, which will allow Blacksmiths to forge mighty raid-worthy items, as well as classic weapons from the past.
         Players on the PTR can teleport to the Isle of the Thunder King at their faction shrines in the Vale of Eternal Blossoms. While the Isle of the Thunder King will be unlocked progressively by each realm based on participation in the war effort, initially only some of the Isle’s features will be unlocked. Future updates will include the Shipyard and the Main Courtyard. Some features, including the Treasure Room, will not yet be available.
      
      
      New Raid: Throne of Thunder
      
         Emperor Lei Shen, the Thunder King, has returned to wreak his vengeance on Pandaria. It falls to the heroes of the Alliance and the Horde to stop the newly resurrected tyrant and his Zandalari allies in the massive new raid: Throne of Thunder.
         Throne of Thunder is a sprawling citadel housing 12 new raid encounters, and players that defeat Emperor Lei Shen in Heroic mode can earn the opportunity to face an additional 13th foe.
         The Raid Finder version of the Throne of Thunder will be divided into 4 different wings.
         Join the Shado-Pan Assault in their singular drive to see Lei Shen, The Thunder King defeated once and for all, and gain access to impressive Valor reward items. Reputation with this faction can be earned only within the Throne of Thunder raid dungeon.
         Please note: During the 5.2 PTR, this raid dungeon will only be available during a limited testing window. Keep an eye on our PTR Discussion Forum for details.
      
      
      The Legendary Quest Continues:
      
         Wrathion must know the origin and source of Mogu power, and Azeroth's mightiest heroes will aid the Black Prince in finding out what it is. The search for information will take players into the depths of the Thunder King's Palace, and pit them against trials of perseverence and skill. Along the way, they'll unlock the secrets to a new headgear enchantment, the Crown of the Heavens.
         Please note: Initially this quest is not available on the PTR, but will be coming soon.
      
      
      New World Bosses: Nalak, the Storm Lord and Oondasta
      
         Nalak, the Storm Lord
         
            After the Isle of the Thunder King has been conquered, the gate guardian of the Thunder King's citadel will appear: Nalak, the Storm Lord. Players will frequently have the opportunity to test their mettle against him.
         
         
         Oondasta
         
            Found in a place that has been lost in time, the great devilsaur lord Oondasta has been outfitted for battle with weaponry and armor by the Zandalari, and awaits players brave enough (or foolhardy enough) to seek him out on the mysterious Isle of Giants found in the seas north of Kun-Lai Summit.
         
         
      
      
      Buy The Farm
      
         Players that have grown attached to working the land at Sunsong Ranch can now purchase the land from Farmer Yoon. Once the farm is owned by a player, it becomes a rest point like an Inn, where the player can bind and instantly log out. Work orders will pour in to the farm from factions across Pandaria, and completing a work orders will earn a reputation boost with the issuing faction.
         Please note: The new Sunsong Ranch features are not available on the PTR, but will be coming soon.
      
      
      New World Boss System
      
         All world bosses are now Tap to Faction. This new system offers every eligible player of the same faction that engages a boss the chance to earn loot. Under the new system, players will only be able to earn loot from each world boss once per week, but bonus rolls apply. Bosses will now respawn more frequently as well.

         
      
      
   
   
   Classes
   
      Death Knight
      
         Death Siphon now heals for 150% of the damage dealt (was 100%).
         Conversion now costs 5 Runic Power plus 5 per second thereafter (was 10 Runic Power plus 10 per second).
         The Bloodworms summoned by Blood Parasite now have 200% more health.
         Unholy
         
            Reaping now also applies to Icy Touch.
            Summon Gargoyle no longer costs Runic Power.
            Gargoyle Strike now deals Shadow and Nature damage (was Nature only).
            Ebon Plaguebringer now causes Plague Strike to inflict Frost Fever, in addition to its other effects.
         
         
      
      
      Druid
      
         Cyclone now has a 30 second cooldown for Feral Druids. In addition, it will now share diminishing returns with Banish, Seduction, Bind Elemental, Hex, Freezing Trap, Wyvern Sting, Gouge, Sap, Hibernate, Paralysis, Polymorph, Ring of Frost, Repentance, and Quaking Palm.
         Symbiosis
         
            Shattering Blow now has a 1.5 second cast time to align correctly with the Warrior version of this ability.
         
         
         Displacer Beast has been redesigned. It now triggers Cat Form and grants 50% increased movement speed for 4 seconds after teleporting, and no longer activates Prowl.
         Cenarion Ward now grants 100% increased healing.
         Frenzied Regeneration now scales 10% more efficiently with attack power.
         Tooth and Claw now scales 10% more efficiently with attack power.
         Mastery: Nature's Guardian now provides 20% more armor per Mastery rating.
         Rejuvenation now costs approximately 9% less mana.
         Revive and Mark of the Wild now cost 55% less mana.
         Faerie Swarm can now snare more than one target at a time.
         Mass Entanglement now has a 30 second cooldown (was 2 minutes).
         Typhoon now has a 30 second cooldown (was 20 seconds).
         The Treants summoned by Force of Nature now deal more damage and healing, and the Force of Nature tooltip will report the capabilities of these summoned pets.
         Soul of the Forest
         
            Balance: Now generates 40 Lunar or Solar energy upon leaving Eclipse.
            Feral: Unchanged.
            Guardian: Generates 3 additional Rage per Mangle.
            Restoration: Now grants 70% Haste on the next spell cast after the Druid casts Swiftmend.
         
         
         Nature's Vigil now has a 90 second cooldown (was 3 minutes), and now increases damage and healing done by 10% (was 20%).
      
      
      Hunter
      
         Bestial Wrath may now be activated when there is no line of sight to the Hunter's pet.
         Silencing Shot now has a 24 second cooldown (was 20).
         Binding Shot no longer has a Focus cost.
         Wyvern Sting no longer has a Focus cost, and its cooldown is now 45 seconds (was 60 seconds).
         Glyph of Marked for Death has been removed, and its effects are now baseline.
         New Glyph: Glyph of Liberation. This glyph now causes Disengage to heal the Hunter for 5% of maximum health when used.
      
      
      Mage
      
         Invocation now removes Evocation's cooldown and reduces its channeling time and duration by 50%. A completed Evocation now grants 15% increased damage (was 25%) for 1 minute (was 40 seconds) after an Evocation is completed. Passive mana regeneration is reduced by 50% only while Invoker's Energy is active.
         Greater invisibility now has a 90 second cooldown (was 2.5 minutes).
         Frostbolt cast by Mirror Images now deals 50% more damage.
         Improved Counterspell has been removed.
         Glyph of Fire Blast has been replaced with Glyph of Inferno Blast. Glyph of Inferno Blast causes damage over time effects spread by Inferno Blast to spread to 1 additional target.
         Blazing Speed can now be triggered at will.
         Cold Snap now heals the Mage for 15% of maximum health when used (was 30%).
         Ice Floes now has a 45 second cooldown (was 1 minute).
         Scorch now costs 3.5% of base mana (was 0.1%).
         Arcane
         
            Arcane Blast's mana cost has been increased to 1.66667% of base mana (was 1.5%).
         
         
         Frost
         
            Frostbolt now deals 24% more damage, but its debuff no longer increases subsequent Frostbolt damage.
            Water Elemental
            
               Freeze no longer does damage, and only provides Fingers of Frost on a successful freeze.
            
            
         
         
      
      
      Monk
      
         New Level 60 Talent: Ring of Peace
         
            Ring of Peace forms a 8 yard sanctuary around the target for 8 seconds, causing all enemies in the area of effect to be silenced and disarmed.
         
         
         New Windwalker and Brewmaster ability added at level 30: Nimble Brew. Nimble Brew removes all stun, fear, and root effects, and reduces the duration of those effects if they are re-applied by 60% for 6 seconds. It has a 2 minute cooldown.
         Chi Wave now does 100% more damage and healing, and no longer costs Chi, but now has a 15 second cooldown.
         Zen Sphere now has a limit of 2 (was 1), now detonates when either the recipient reaches 35% health or the Zen Sphere is dispelled, and no longer costs Chi.
         Chi Burst now does 100% more damage and healing, no longer costs Chi, and now has a 30 second cooldown.
         Path of Blossoms has been removed.
         Deadly Reach has been removed.
         Paralysis is now a physical, non-magical effect, and can no longer be dispelled, grounded or reflected, and its base range has been increased to 20 yards.
         Tiger's Lust and Touch of Karma no longer have a Chi cost.
         Tiger's Lust can no longer be used on targets that have other temporary speed increases active.
         Charging Ox Wave now has a 30 second cooldown (was 60 seconds).
         Dampen Harm can now be used while stunned, and its cooldown will now begin when used, not when the effect ends.
         Healing Elixirs now heals the Monk for 15% of maximum health (was 10%).
         Chi Torpedo now deals 15% more damage.
         Healing Spheres now have a duration of 1 minute. Healing Spheres generated by Mastery: Gift of the Serpent now have a duration of 30 seconds.
         Mistweaver
         
            Life Cocoon can no longer be dispelled.
            Zen Focus, the 4-piece Mistweave set bonus, is now more responsive.
            It is no longer possible to use Thunder Focus Tea while silenced.
            Healing Spheres will now heal for 50% of their original value if they expire without being picked up. This healing will factor in relevant Mastery.
            Xuen will now fixate on the Monk's original target.
         
         
         Windwalker
         
            New Level 75 Ability: Storm, Earth and Fire
            
               The Windwalker can summon up to two elemental duplicates that mirror damaging abilities that the Monk uses while they are active. For each spirit summoned, the Monk's damage is reduced: 1 spirit causes the Monk and the spirit to deal 60% of the Monk's normal damage, while 2 spirits will cause the Monk and both active spirits to deal 40% of the Monk's normal damage. Each spirit lasts until the ability is canceled, or that spirit's target dies or otherwise becomes unavailable.
            
            
            Combo Breaker is now a passive ability granted at level 15 that grants a 12% chance to make the Monk's next Blackout Kick or Tiger Palm cost no Chi.
            New Mastery: Bottled Fury -- Increases the damage bonus provided by Tigereye Brew by .2% per Mastery per stack.
            Tigereye Brew now increases damage by 1% per stack (was 2%), but is now improved by Bottled Fury.
            Tigereye Brew now gains 1 charge after spending 2 Chi (was 4 Chi).
            Tigereye Brew will now stack to 20, but only 10 charges can be consumed per activation.
            A user interface alert now displays upon reaching 10 stacks of Tigereye Brew.
         
         
         Brewmaster
         
            Mastery: Elusive Brawler now provides 25% more Stagger per Mastery rating.
         
         
      
      
      Paladin
      
         Hand of Purity now reduces all incoming damage by 10% in addition to its other effects.
         Eternal Flame's periodic heal now provides 100% more healing when self-cast.
         Judgment now costs 5% of base mana.
         Protection
         
            The base damage of Consecration has been increased by 789%, and it now scales less efficiently with attack power by approximately 11%.
         
         
      
      
      Priest
      
         Power Word: Solace has been redesigned.
         
            Power Word: Solace replaces Holy Fire. It deals the same damage and interacts with other spells and abilities in the same manner, but is instant, costs no mana, and restores 1% of maximum mana on each cast.
         
         
         Dominate Mind now has a 1.8 second cast time (was 2.5 seconds).
         Angelic Feather now has a 6 second duration (was 4 seconds).
         Body and Soul now has a 3 second duration (was 4 seconds).
         Glyph of Holy Fire has been redesigned. It now increases the range of Holy Fire, Smite, and Power Word: Solace by 10 yards.
         Discipline
         
            Focused Will now reduces damage taken by 15% per stack, with a limit of 2 stacks.
            Spirit Shell no longer benefits from Mastery, and now properly includes the benefits of Divine Aegis and critical effect chance.
            Rapture now provides mana equal to 250% (was 200%) of the Priest's Spirit, but no longer benefits from Spirit provided by short duration bonuses.
         
         
      
      
      Rogue
      
         Preparation is now a baseline ability learned at level 68.
         Versatility has been removed.
         New Level 90 Talent: Marked for Death
         
            Marks a target and instantly generates 5 combo points. When that target dies, Marked for Death's cooldown is reset. This talent has a 1 minute cooldown.
         
         
         New Level 60 Talent: Cloak and Dagger
         
            Ambush, Garrote, and Cheap Shot now have a 30 yard range, and will cause the Rogue to teleport behind the target.
         
         
         Burst of Speed now costs 30 Energy (was 50 Energy), can be used in Stealth, and always grants increased movement speed in addition to breaking snare effects, but no longer breaks root effects.
         Shuriken Toss now causes the Rogue to throw shuriken instead of autoattacking for 10 seconds after Shuriken Toss is used.
         Deadly Throw can now interrupt spellcasting when used at 3, 4, and 5 combo points, and upon interrupt prevents any spell in that school from being cast for 4, 5 and 6 seconds respectively (was 5 combo points and 6 seconds).
         Nerve Strike now reduces the effectiveness of healing provided by the target by 25%.
         Shadow Focus now reduces ability energy costs by 75% while stealthed (was 100%).
         PvP set bonuses have been changed:
         
            Vigor is now the 4 piece set bonus and increases maximum energy by 50 (was 10).
            Deadly Brew is now the 2 piece set bonus, and its effects remain unchanged.
         
         
         Combat
         
            Vitality now increases attack power by 30% (was 25%).
            Blade Flurry now deals 75% less damage.
         
         
         Subtlety
         
            Sanguinary Vein now increases the damage the target takes by 20% (was 16%).
         
         
      
      
      Warlock
      
         The Felhunter ability Spell Lock is now an interrupt, and no longer applies a 3 second blanket silence.
         Blood Fear has been redesigned. This ability is now cast on the Warlock, and causes melee attacks that strike within the next 60 seconds to fear the attacker. When cast, the ability has 1 charge, costs 20% health to activate, and has a 30 second cooldown.
         Soul Leech now provides an absorption shield instead of healing.
         Sacrificial Pact now requires the pet to sacrifice 25% of its health to activate (was 50%).
         Kil'jaeden's Cunning is now a passive talent, and its activated ability has been removed.
         The passive damage from Archimonde's Vengeance no longer has a visual effect.
         Grimoire of Sacrifice now increases the damage of abilities by 20% (was 25%) for Destruction, and 45% (was 50%) for Affliction.
         Grimoire of Sacrifice now provides the spell Whiplash instead of Seduction when a Succubus is sacrificed.
         Glyph of Burning Embers has been removed, and its effects are now baseline for Destruction Warlocks.
         Glyph of Soul Shards has been removed, and its effects are now baseline for Affliction Warlocks.
         New Glyph: Glyph of Ember Tap. This glyph increases the healing gained from Ember Tap by 50%.
         New Glyph: Glyph of Drain Life. This glyph increases the healing gained from Drain Life by 30%.
      
      
      Warrior
      
         Shockwave now has a 40 second cooldown (was 20 seconds), striking 3 or more targets will reduce its cooldown by 20 seconds.
         Second Wind now causes a Warrior that has been reduced to 35% health or lower to regenerate 2% of their health per second (was 3%), and now generates 15 Rage over 10 seconds (was 20 Rage).
         Warbringer now reduces the target's movement by 50% for 15 seconds (8 seconds in PvP) in addition to its other effects.
         Shield Barrier now scales approximately 10% less efficiently with attack power.
         Storm Bolt now deals 125% weapon damage (was 100%).
         Enraged Regeneration now costs 30 Rage (was 60).
         Glyph of Death from Above no longer increases the damage dealt by Heroic Leap.
         Arms
         
            Taste for Blood has been redesigned. It now causes the Warrior to gain 2 stacks of Overpower (maximum of 5 stacks) when Mortal Strike deals damage or the target dodges, and no longer interacts with Heroic Strike. It now requires level 20 (was level 50).
            Slam now deals 220% weapon damage (was 190%).
         
         
         Protection
         
            The base damage of Shield Slam and Revenge has been increased by 150%, but these abilities now scale approximately 10% less efficiently with attack power.
         
         
      
      
      Shaman
      
         Elemental Mastery now has a 1 minute cooldown (was 2 minutes).
         Shamanistic Rage is now available to Elemental Shamans as well as Enhancement Shamans.
         Conductivity no longer requires that the target be within the area of effect of Healing Rain.
         Ancestral Swiftness now increases spell haste by 5% and melee haste by 10% (was 5%/5%).
         Glyph of Purge now adds a 6 second cooldown to Purge.
         Stone Bulwark Totem now absorbs 25% more damage.
         Unleashed Fury Flametongue now increases Lightning Bolt damage by 20% (was 30%), and Lava Burst damage by 10% (was 0%).
         Primal Earth Elemental and Primal Fire Elemental now deal 20% more damage.
         Elemental Blast now has a chance to increase the caster's Agility for Enhancement Shamans.
         Glyph of Flame has been redesigned. This glyph now causes the Shaman to heal for 50% of the damage dealt by Flame Shock.
         Flame Shock's duration has been increased by 25%.

         
      
      
   
   
   Quests
   
      Warlocks can now undertake a solo adventure that culminates with the ability to change the color of their Fire spells to appear Fel green. The quest begins for those Warlocks determined or fortunate enough to have laid their hands on teh fabled Codex of Xerrath.

      
   
   
   Creatures
   
      Zandalari forces have begun scouting the shores of Pandaria, searching for the perfect invasion point.  The Zandalari can be found in Krasarang Wilds, Dread Wastes, Townlong Steppes, Jade Forest, and Kun-Lai Summit.  Zandalari Scouts can be handled by 1 or 2 players, while elite Zandalari Warbringers will likely require a full party of 5 heroes. Defeat Warbringers to gain special drops, including crafting materials, reputation gains, an achievement, and even the chance to get one of three new rare mounts!
      Galleon now respawns much more frequently, but players can only receive loot from him once per week.
      Dire Horns have been added as a tameable species for Hunters that have learned the required skill. Aspiring Dire Horn owners should seek out clues regarding these auspicious beasts.

      
   
   
   Pet Battles
   
      Supercharge now provides a 125% damage bonus (was 150%), and its cooldown is now 4 rounds (was 3).
      Sprite Darter Hatchling – Evanescence and Arcane Blast have swapped ability positions.
      Nether Roach is now a real roach and can now survive the apocalypse.
      Battle Pet Bandages now stack to 25 and are Bind to Account.
      Battle-Stones now have a chance to be awarded from PVP Pet Battles.
      Pets whose color schemes change each time they are summoned have returned. Older pets with this behavior now have it back, as well as some newcomers.
      Pet levels will now only display on the map when pets are tracked.
      Taming the World now lists its reward correctly in the Achievements pane.
      Level capped players will now have a chance to each Lesser Charms of Good Fortune after winning a pet battle versus a Pet within 5 levels of the highest level pet on their team. Higher level pets will offer a better chance to earn a Charm.
      Winning a pet battle versus a team within 5 levels of the player's highest level pet will now award player experience.
      Fleeing a pet battle will no longer despawn the pet that was being battled, but doing so will now inflict some damage on the fleeing pet battle team.
      Disconnecting from a pet battle will once again respawn the pets you were fighting.
      Any pet that has been killed in a pet battle will now never respawn.
      A number of new pets can be found on the Isle of Lightning, including Rare spawn drops, wild pets, and raid boss drops.
      Elite Battle Pets have been added to the game world. These rare pets will spawn alone against an entire team. A new quest has been added to track progress as these new pets are hunted down, and defeating that quest will award the new Red Panda pet.
      Please note: Many of these changes have not yet come to the PTR, but will be available soon.

      
   
   
   PvP
   
      PvP trinkets that clear loss of control effects will now also clear these effects from the player's pet as well.

      
   
   
   Items
   
      Skyshards are now Bind on Account.

      
   
   
   Sunsong Ranch
   
      Seed bags have been added, that allow planting of crops 4 plots at a time.
      Yoon's Mailbox has been renamed to Sunsong Ranch Mailbox.
      The yield from special crops has been improved to make farming them competitive with gathering these items out in the world.
      Running the Master Plow across underground Virmen will cause them to pop out of the ground at 30% health and stunned.
      Wild Crops will now occur less often.

So get ready to buy the farm!  :grin:

E: Oh God damn it, SA has the same thread title. :facepalm:


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Rokal on December 22, 2012, 10:37:10 AM
More trolls  :heartbreak:

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Players that have grown attached to working the land at Sunsong Ranch can now purchase the land from Farmer Yoon. Once the farm is owned by a player, it becomes a rest point like an Inn, where the player can bind and instantly log out. Work orders will pour in to the farm from factions across Pandaria, and completing a work orders will earn a reputation boost with the issuing faction.

Quote
Seed bags have been added, that allow planting of crops 4 plots at a time.
The yield from special crops has been improved to make farming them competitive with gathering these items out in the world.
Running the Master Plow across underground Virmen will cause them to pop out of the ground at 30% health and stunned.
Wild Crops will now occur less often.

Best patch ever.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Ironwood on December 22, 2012, 10:55:15 AM
That's an interesting way to put in a faction grind.

I like it.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Setanta on December 22, 2012, 12:56:24 PM
Nothing on faction grinds? I stopped logging in because I CBF'd with the existing faction grind system. I'd kill for the old tabard system to come back.

I have very little time left until my annual sub runs out (curse you Diable 3) and GW2/TSW is now my MMO hit because they are designed with fun in mind. I really wish Blizzard would quit it with the faction grind to progress shit*

The balances look good, DK didn't git hit too bad and I'm not a frost fan so the Garg change rocks.

One thing I'd love to see is prot pally hit like a blood DK does, but I can live with it how it is.



*My guild died so I don't raid anymore, not even LFR. I've found all I'm logging for now is old content (ICC/Ulduar have to be the most fun raids in the game) and the occasional dungeon run.



Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Paelos on December 22, 2012, 01:17:14 PM
Nope they still haven't put it in. I'm hoping since it's early in the PTR they address that. People aren't going to wait for 5.3 to get them back in the game over the daily fumbles.

It's concerning that the headliners for patches have been NEW DAILY HUB. Also, didn't they say a while back that they were done doing raids with 12-15 bosses? I can't recall.

Oh and a side point, I'm not sure how I feel about them bringing back the "inaccessible" 13th boss for heroic mode only.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Merusk on December 22, 2012, 01:18:40 PM
Someone posted a thing about a non-tabard system in one of the threads recently. So you can't totally grind but you can or something like that.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Simond on December 22, 2012, 02:20:01 PM
Nope they still haven't put it in. I'm hoping since it's early in the PTR they address that. People aren't going to wait for 5.3 to get them back in the game over the daily fumbles.

It's concerning that the headliners for patches have been NEW DAILY HUB. Also, didn't they say a while back that they were done doing raids with 12-15 bosses? I can't recall.
To be fair, the 5.1 daily hub/faction is leaps and bounds ahead of Golden Lotus et. al. So if it's another one of those, rather than the 5.0 factions (or, more specifically, GL/Shado Pan/August Celestials because most of the other factions are fine as is) it will probably work out fine.

Quote
Oh and a side point, I'm not sure how I feel about them bringing back the "inaccessible" 13th boss for heroic mode only.
OTOH, Ulduar is pretty much considered The Greatest Raid EVER! by most of the playerbase so deciding to ape it is hardly unexpected.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Paelos on December 22, 2012, 02:23:07 PM
Yeah I hear that a lot about Ulduar. The problem is I don't think many people actually experienced it in it's original non-nerfed "glory."

Personally, I liked Naxx a lot more, but it's certainly up for debate. I'm just not sure how I feel about 4 more LFR groups, all in the same location. Will it usurp other LFR groups? Will people want to do the previous tier or ignore it? Will the previous tier give JP instead of VP?

EDIT: As an example, I hated the length of a place like Black Temple, and it's linear associations. This seems like heading back to that mentality. Granted that was before raid extensions, but it still forces the farm v. progression mentality if you want to raid it week-to-week. Unless it's not linear, and more winged, in which case I'm fine with that.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: SurfD on December 22, 2012, 02:29:15 PM
I dont know, the "faction grinds" are only bad the first time you do them on a fresh character.  And I use the term "bad" losely since the Revered-Exalted grind is now half as long even WITH a new character since you can buy the +rep item for that faction as soon as you hit revered.

Those +rep items REALLY knock the a lot of the "grind" out of the grind for the vast majority of the factions.  The only one that is still bad is the Golden Lotus, since they dont really have a lot of quests to take advantage of.  The rest of them pretty much fly by.  Hell, it took me somthing like 4 days to hit exalted with Order of the Cloud Serpent on my Paladin, and I didnt even bother doing the Archaeology or Fishing profession daily on him.  I was revered with Klaxxi on my second day of dailys, and I had only unlocked about half of the paragons.  I am not yet revered with shadowpan (because I ran out of quests in Townlong, and havent unlocked the SP dailys yet due to golden lotus), but once I get the shadowpan dailys open, I should be revered with them the next day.

With them adding rep quests to the Farm, as well as bonus rep to dungeons / scenarios through some as yet undetermined method, getting a fresh character to exalted with the faction of your choice is going to be so easy I fully expect to see people start bitching about lack of things to do as we come full circle once again.

I mean, hell, I just hit Exalted with the new Krasarang warfront faction on my main, and I havent even been doing the dailys every day.

You honestly have to stretch to call it a grind now, no matter how you look at it.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Setanta on December 22, 2012, 03:34:38 PM
I consider having to do them at all... ever... more than once... a grind

Let me earn the rep while I'm doing things I enjoy rather than what Blizzard has delegated as "fun" and I'll be a happy player.



Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Paelos on December 22, 2012, 07:13:32 PM
Exactly, you should get rep by doing things you enjoy. That was the point of the tabards. I would like it if they brought the tabards back for all dailies, scenarios, and dungeons.

I would like it if you could wear a tabard that assigned your daily rep to another faction if you were exalted.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: SurfD on December 22, 2012, 11:21:51 PM
Exactly, you should get rep by doing things you enjoy. That was the point of the tabards. I would like it if they brought the tabards back for all dailies, scenarios, and dungeons.

I would like it if you could wear a tabard that assigned your daily rep to another faction if you were exalted.
Right, but that only really works if there are no "good" rewards on the reputations, other then larely cosmetic stuff.   I completely see where they are coming from in that when you have quality rewards on the factions, allowing you to rep up with the factions essentially as a side effect of doing other things diminishes the sense that you are actually earning those rewards.  That was the logic behind seperating the faction rewards from dungeon rewards in MoP.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Setanta on December 23, 2012, 01:34:58 AM
Again - "logic" maybe (I have my doubts) but "fun"? No.

WotLK was good, hell Cata was good for giving options. Then as usual, they "fixed" fun.

The game is not real life. So why make people do things they don't want to? Give them options instead.

Then again, Blizzard fixates like Sheldon on crack.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Paelos on December 23, 2012, 07:57:49 AM
Yep, they can't seem to find a middle ground. It's a constant tug-of-war between what's fun and what might keep people subbed indefinitely. I don't think they realize that those ideas aren't mutually exclusive.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: 01101010 on December 23, 2012, 08:03:38 AM
Christ, I don't even recognize this game anymore.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Pennilenko on December 23, 2012, 08:28:45 AM
allowing you to rep up with the factions essentially as a side effect of doing other things diminishes the sense that you are actually earning those rewards. 

That concept can die in a fire. I am tired of assholes who use digital pixels to validate their self worth fucking over my fun.  I already achieved in real life and I worked for the money to subscribe. Nothing in game should have to be "worked" for. The fun, in this case rewards, should be spoon fed to me if that's what I want.  If they want to turn it into a job then the game damn well needs to be free.  The challenge of anything in game should come from the content. It should be just rigorous enough to be fun and there should be different levels of rigor for the different type of people and it should all reward fantastically well. They need to quit giving a shit what the tiny vocal minority says about having people earn shit.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Rendakor on December 23, 2012, 08:47:35 AM
Exactly, you should get rep by doing things you enjoy. That was the point of the tabards. I would like it if they brought the tabards back for all dailies, scenarios, and dungeons.

I would like it if you could wear a tabard that assigned your daily rep to another faction if you were exalted.
Right, but that only really works if there are no "good" rewards on the reputations, other then larely cosmetic stuff.   I completely see where they are coming from in that when you have quality rewards on the factions, allowing you to rep up with the factions essentially as a side effect of doing other things diminishes the sense that you are actually earning those rewards.  That was the logic behind seperating the faction rewards from dungeon rewards in MoP.
Wut? In Cata the epic faction rewards were better than anything you could get in Heroics; in WotLK they were on par with the epics which dropped from the final bosses of Heroics. I'm not sure how the rewards are better in MoP, other than there being more of them because they stupidly tied the badge rewards to rep.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Merusk on December 23, 2012, 09:57:04 AM
The revered/ exalted rewards are better than heroic loot.  They went back to the BC-Era "Heroics only drop blues" nonsense.

allowing you to rep up with the factions essentially as a side effect of doing other things diminishes the sense that you are actually earning those rewards.

That concept can die in a fire. I am tired of assholes who use digital pixels to validate their self worth fucking over my fun.  I already achieved in real life and I worked for the money to subscribe. Nothing in game should have to be "worked" for. The fun, in this case rewards, should be spoon fed to me if that's what I want.  If they want to turn it into a job then the game damn well needs to be free.  The challenge of anything in game should come from the content. It should be just rigorous enough to be fun and there should be different levels of rigor for the different type of people and it should all reward fantastically well. They need to quit giving a shit what the tiny vocal minority says about having people earn shit.

When you're a hardcore gamer yourself, it's hard to see any other way.  They live & breathe this stuff, it shouldn't be a surprise they can't distance themselves from it enough to question, "is it of value to make players spend 8-10 hours a week just grinding quests?"


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Setanta on December 23, 2012, 12:28:11 PM
And here was me thinking I was the only voice in the wilderness.

It's the usual story. The hardcore always forget that when subs drop to a certain point, Blizzard are going to stop developing the game. It might not happen soon, but the writing is on the wall.

If you don't give options then you lose your casual base. As the xpack ages, your casuals haemorrhage because they aren't prepared to follow your vision of "fun".

There is no diversity in this game. Hell, MoP destroyed it even more by bringing every class closer to their counterpart. I can't be assed levelling my Warrior/Druid because the fucking things are now as generic in gameplay as my Pally/DK tanks. They should left DKs to active mitigate and given a reason for people to want to play alts.

MoP was a massive step up from Cata but still two steps backward because they equate grind and "balance" to "fun". As is typical of Blizzard in the last 4 years, they have no fucking idea what fun is.

epeens can DIAF


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: SurfD on December 23, 2012, 02:33:42 PM
Exactly, you should get rep by doing things you enjoy. That was the point of the tabards. I would like it if they brought the tabards back for all dailies, scenarios, and dungeons.

I would like it if you could wear a tabard that assigned your daily rep to another faction if you were exalted.
Right, but that only really works if there are no "good" rewards on the reputations, other then larely cosmetic stuff.   I completely see where they are coming from in that when you have quality rewards on the factions, allowing you to rep up with the factions essentially as a side effect of doing other things diminishes the sense that you are actually earning those rewards.  That was the logic behind seperating the faction rewards from dungeon rewards in MoP.
Wut? In Cata the epic faction rewards were better than anything you could get in Heroics; in WotLK they were on par with the epics which dropped from the final bosses of Heroics. I'm not sure how the rewards are better in MoP, other than there being more of them because they stupidly tied the badge rewards to rep.
Right, and that is the problem that they are trying to balance.  I can seee both sides of the issue.  They feel that getting essentially free access to stuff that is better then heroics simply as a side effect of doing said heroics (which already reward you with stuff) is a bit overkill.  The problem is that they have not managed to strike a good balance where the risk / reward value works out well.  They want you to have to "work" (at least a little bit) for any decent reward that improves your character.  The question is just getting the amount of "work" at a nice level where the community does not really view it as a grind or a job, but still values the time or effort commitment involved.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Paelos on December 23, 2012, 03:55:10 PM
The community will refer to anything that isn't fun as a job. Accessible dungeons, accessible raids, doing stuff with your friends without penalty, bosses out in the world, the original ideas of the token system over RNG. These things were consistently fun.

Adding restrictions on those types of things have caused nothing but problems. Oh and I don't believe LFR is a solution, either. I think in many ways it's taken things backwards because people don't even want to bother with groups. Accessible raiding with LFR difficulty in the "normal" raids would have been fine.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Rendakor on December 23, 2012, 08:28:03 PM
Right, and that is the problem that they are trying to balance.  I can seee both sides of the issue.  They feel that getting essentially free access to stuff that is better then heroics simply as a side effect of doing said heroics (which already reward you with stuff) is a bit overkill.  The problem is that they have not managed to strike a good balance where the risk / reward value works out well.  They want you to have to "work" (at least a little bit) for any decent reward that improves your character.  The question is just getting the amount of "work" at a nice level where the community does not really view it as a grind or a job, but still values the time or effort commitment involved.
But making the rep rewards the only VP items available is where they fucked the dog. Don't make me grind dungeons/raids to earn Valor Points, then grind dailies to be able to spend them. I earned currency having fun, then had to "work" to be able to spend it. This is bad fucking design.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Ashamanchill on December 23, 2012, 09:31:10 PM
Quote
Don't make me grind dungeons/raids to earn Valor Points, then grind dailies to be able to spend them. I earned currency having fun, then had to "work" to be able to spend it. This is bad fucking design.

Yuuuuup. This, and the fucking active defense bullshit they crammed down tanks throats is why I'm getting near done with the game.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Pennilenko on December 23, 2012, 10:34:56 PM
balance where the risk / reward value works out well.

Neck-beard game developers need to throw that concept right out the window. That's the shit that ruins everybody's fun right there. Its a god damn video game. There is no risk. Its just pixels. Reward me and my friends for subscribing to your shitty video game. That is all.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Paelos on December 24, 2012, 06:39:21 AM
The only risk in WoW is dealing with other people. To design it otherwise is folly.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Draegan on December 26, 2012, 08:17:24 AM
If you were starting the game from scratch, what class would you pick? I have some time off this week and after playing the 10 day trial I want to give the game a whirl again since I haven't played since WOTLK. Here are the answers to the dumb questions that usually come up with a post like this one (I'm also admitting this post is dumb as well).

Q: What role do you like to play?
A: I don't care, doesn't matter to me. Probably won't play long enough for it to matter.

Q: Just play what you think is fun! (not a question)
A: I don't know what is fun these days even though it's purely opinion based. I'm just looking for various points of view to the original question.

So if you were starting from scratch again, what class would you pick? (Your motivation could be speed leveling, ease of farming, easiest way to find a group or guild; whatever.)


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Paelos on December 26, 2012, 08:27:29 AM
I'd still be playing a fury warrior, because I think it's pretty simple to learn and level. I did enjoy leveling an enchance shaman from scratch recently though. Lots of fun utility stuff, if you don't remember that totems used to be different (or got used to them already).


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Merusk on December 26, 2012, 11:01:14 AM
Druid, Pally or Monk.  They have access to all three roles and among them you're bound to find one you'll enjoy.  Play one or two to level 10 or so and that'll tell you which ones mechanics you like the best.  After that it's an easy swap if you don't like that particular role.

Of the three I'd go with Druid first.  Monk is new so you'll get tired of the buff/ nerf cycle while they fine-tune them.  Pallies suffer from more short-term buff juggling than druids and don't have nearly the utility of druids, imo.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: El Gallo on December 26, 2012, 06:38:23 PM
Deathknight; maybe pally.  Have played a warrior since vanilla and enjoy melee dps and occasionally tanking.  I very much love farming old shit, and nobody can touch a DK for that overall. 

Especially if those motherfuckers go ahead and nerf second wind, thereby fucking over my old-raid farming to make shitheel pvpers happy.  They better at least unnerf the bloodthirst glyph.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Rokal on December 26, 2012, 08:25:58 PM
I'd probably play a monk since they are new and have some interesting new mechanics for their specs. They also get some nice leveling perks. Panda monk would give you the most "new" stuff even if you didn't stick with the game long.

Outside of that, maybe warlock? The changes to the specs and the new talents are pretty neat, and if you happen to make it to 90 there are some warlock-specific quests that would probably be interesting.

As always, really depends on what play-style you like.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: SurfD on December 27, 2012, 05:22:19 AM
Only problem i really had with monks is that they are VERY scarce on abilities at the early levels.  I think you end up with a grand total of 5 abilities worth using on your hotbar as a Windwalker monk by level 20, which really makes the early levels seem monotonous.   Unless you go Mistweaver at level 10, then you get like 6 new abilities all thrown at you at once to play with.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Setanta on December 27, 2012, 01:01:39 PM
I'd go DK. The storyline level 55-60 is the best in the game for character progression (plus you don't need to level 1-55). Once you get your tanking tools at about 65 its pretty easygoing to tank your way to 85. Got a quest that is hard to survive on? Blood spec. Unholy is fun for levelling as is Frost.

My monk is only 50 so not much to say there except that it was average fun and the kit is pretty slow to develop especially as brewmaster. Ret pally is fun but prot feels like watching paint dry compared to blood when levelling.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Azazel on December 28, 2012, 04:08:15 AM
More dailies? I guess I'm done here. Sub expires in a few days (Diablo was a waste of time - Torchlight II FTW) and I just can't be arsed with the mandatory grind. I have other shit to do in my life.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Setanta on January 03, 2013, 05:24:11 PM
Defence of the Alehouse?

http://www.bluesnews.com/s/137852/world-of-warcraft-patch-on-ptr-to-include-moba

Ok, this is either going to be fun or shit.

What I'd really like them to do is to return AV to its 24 hour/3 day game format - put everything back in including Kozzak


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Simond on January 10, 2013, 06:32:33 AM
Hey guys, remember the green proto-drake egg lottery?

http://ptr.wowdb.com/items/94295-primal-egg

 :awesome_for_real:

(Also, Org/SW rebuilds continue, a whole bunch of new mounts & pets, a female troll (NPC) model that doesn't look like it's from 1999, +1K MoP faction rep consumables, and more: http://www.mmo-champion.com/content/3080-Patch-5-2-PTR-Build-16446 )


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Lantyssa on January 10, 2013, 10:41:22 AM
I do like that troll.  Rawr mon.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Simond on January 12, 2013, 04:47:12 AM
Looks like the saner side of the dev team* is beginning to win out in 5.2 development: LFR raid ilvl is going from 486 to 480, gear upgrading is going away and new VP gear is being added to replace it. Who'da thunk going back to the WotLK design era would make so much sense?  :grin:

*Hint and reminder for the slower of thinking: There is an entire dev team back there, Ghostcrawler is just the mouthpiece. Ranting about how Ghostcrawler has specifically and personally ruined the game just for you makes you look like a crazy person.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Paelos on January 12, 2013, 07:45:43 AM
He's not personally responsible. He's one very large bad apple that's constantly attempting (either through his own personal views of the game, or just complete misunderstanding of the game itself) to ruin the bunch.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Simond on January 12, 2013, 09:48:30 AM
Okay then, what has Ghostcrawler personally done?


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Fabricated on January 12, 2013, 10:11:14 AM
He's the mouth piece of the bunch and unless he's just bad at the whole PR thing (likely) when it comes to the changes that have been bad he has been the most vocal and personally defensive dev/blue when it comes to that.

During Cata whenever another Dev would answer questions about the issues Cata had, they never tried so hard to defend them. They'd explain the thought that went into the original idea, then explain what could be done and what could have been done better.

Ghostcrawler would come out the next week with a blog/forum post basically saying "Suck it up nerds, you'll like it...eventually."

I've fucking despised him ever since the whole, "Ugh, you bads need to just get better. Everything's perfect." blog. It's the kind of bald contempt for your audience you'd expect from some shitty indie open-pvp MMO beta.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Paelos on January 12, 2013, 10:52:11 AM
Okay then, what has Ghostcrawler personally done?

He's a poisonous attitude on the development team. Do they listen to him constantly? No, I don't believe they do, but he's in the room spouting his beliefs about the way the game SHOULD be, and he's yet to be removed. How long do you let a person on your team be continually wrong? Not subjectively wrong, either, but just completely missing the point of the playerbase time and again? So much so that those changes he purports as good and game appropriate have to go through continual rollbacks? Then, how long do you let him actively engage that playerbase?

I believe he's personally responsible for the talent overhauls. I believe he's personally responsible for the shift away (again) from "bring the player, not the class" design. I believe he's very much on board and actively pimping the tiered raiding decisions in the design room, even if he doesn't have final call on it.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Fabricated on January 12, 2013, 11:22:02 AM
The talent changes I don't really care about outside of some classes having some kinda boring choices and others having talent levels where one is obviously better than the others (Avatar).


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Simond on January 12, 2013, 11:41:00 AM
he's just bad at the whole PR thing
There we go. He's a dev who (originally) enjoyed talking to the playerbase. As such, he shouldn't have been made spokesman (they needed to hire an actual CS rep rather than promoting a Dev or forum mod) but that horse has long since bolted. If I were running Blizzard, hiring a professional PR & CS team would have been done immediately following the "Oh shit we need enough hardware for another eighty servers" vanilla panic post-launch swiftly followed by closing the official forums and gagging all developers but then again that me just not wanting to buy a dog and bark myself.

I believe he's personally responsible for the talent overhauls. I believe he's personally responsible for the shift away (again) from "bring the player, not the class" design. I believe he's very much on board and actively pimping the tiered raiding decisions in the design room, even if he doesn't have final call on it.
So, again, what had Ghostcrawler personally done. Not what you believe he's done, not what he's been told to post by the dev team, what has Ghostcrawler actually done?


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Paelos on January 12, 2013, 11:54:27 AM
So you're asking me to answer a question about a man's work day? I'm not his supervisor. God knows if I was he'd be collecting change in a paper cup.

Or are you saying that what a man purports about his game on his own twitter feed don't actively end up in his own work? He's not being forced to converse with people in that medium. The idea that people are putting words in his mouth is frankly ludicrous.

Basically I know what you're getting at, and it's a dumb point. The "you're not on the team so you can't know" bullshit only works when the outcome isn't dependent on customer satisfaction. Whether or not he's you believe he's personally responsible for anything but walking the office dog at Blizzard is sort of co-opted by the fact he's a PR rep, and he's been actively credited with one of the highest developer titles on every expansion.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Simond on January 12, 2013, 01:33:25 PM
So because he's the spokesman and public face of the dev team, every decision made by the dev team is actually made by him and (following logically on) the dev team is a polite fiction used to cover up Ghostcrawler's not-so-secret desire to destroy WoW?

Did you used to rant about how Abashi was personally ruining Everquest, out of interest?

I mean, what's the end-game here? When Ghostcrawler quits/is fired/has a public nervous breakdown and is replaced and then the dev team still makes the inevitable bad decisions and the new PR pleb keeps trotting out the same old lines you'll do what? Accuse them of lying about GC leaving and he's still secretly behind it all? :tinfoil:


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Ironwood on January 12, 2013, 01:49:06 PM
Sounds reasonable.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Simond on January 12, 2013, 01:51:34 PM
You're Scottish, I expect you to hold a grudge long past sanity.  :grin:
In all seriousness I have exactly zero problems with people ranting away at the dev team; I just think going at the public face with tar and feathers is generally counter-productive at best, unless you've got something where you can absolutely and positively point at them and go "Yes, this thing was your idea, you owned it, you championed it, and it was a steaming turd served up on a silver platter. It's your fault".


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Fabricated on January 12, 2013, 02:18:50 PM
They won't ever say who had what specific idea.

Also since you can apparently see into the future give me the lottery numbers.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Simond on January 12, 2013, 02:26:04 PM
1 3 7 13 23 42


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Fabricated on January 12, 2013, 03:09:02 PM
If they aren't right I'm going to write a lengthy forum complaint about you!!


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Paelos on January 12, 2013, 06:54:39 PM
So because he's the spokesman and public face of the dev team, every decision made by the dev team is actually made by him and (following logically on) the dev team is a polite fiction used to cover up Ghostcrawler's not-so-secret desire to destroy WoW?

None of that is what I said. Just because one man isn't completely to blame doesn't mean he's not to blame. The "end game" is to remove his input from the process. He's been a constant source of consternation since TBC, and he's absolutely NOT the one pulling the game in the right direction with his attitude.

And yes, people will continue to want heads to roll if they continue to make poor decisions that ignore their customers. As of now, they have benn cramming dailies down their throats, hiding things behind factions, reintroducing unpopular decisions like tiered raiding, and creating an environment that is completely anti-alt in the process. At some point, they have to stop letting these poisonous personalities bring their "vision" back into the game under the guise of retention. It creates the exact opposite results time and again.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Simond on January 17, 2013, 10:51:42 AM
http://www.mmo-champion.com/content/3087-Patch-5-2-PTR-Official-Notes-Update
Quote
    The new legendary item is a meta gem, not head enchant.
    Heroic Pandaria dungeons now award 100 Justice points per boss and gold drops scale based on number of players.
    Mists of Pandaria Season 2 Malevolent Gladiator’s PvP gear can now be purchased with Honor Points instead of Conquest Points, including weapons, but newly purchased Season 2 Malevolent Gladiator’s armor, offhands, and shields will have an item level of 476 (was 483). Existing Malevolent items are unaffected.
    Balance, Feral, Windwalker, Retribution, Shadow, Enhancement and Elemental now gain 25% of the bonus healing provided by PvP Power (was 0%).
    Players in low level battlegrounds will have their effective level raised to the maximum level allowed in that battleground bracket.
    Rated Battlegrounds now award conquest to the losing team based on their final score. The losing team can earn up to 200 Conquest Points from a very close match.
    Staves and polearms can be transmogrified to each other.
    Patch 5.0 Valor gear costs 50% less, and Patch 5.1 Valor Gear now costs 25% less.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Hutch on January 17, 2013, 11:02:20 AM
    Staves and polearms can be transmogrified to each other.

 :heart:  :heart:  :heart:

Plus, from further down in that article:
Quote
Transmogrification rules have been broadened for several weapon types.

    Two-handed axes, maces, and swords can be Transmogrified to each other.
    One-handed axes, maces, and swords can be Transmogrified to each other.
    Staves and polearms can be transmogrified to each other.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Merusk on January 17, 2013, 12:17:45 PM
Very nice.  So long as you're in a weapon class (1h/ 2h/ polearms/ ranged/ daggers/ wands/ shields/ offhands) I never saw a reason to not allow it to be that way.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Lantyssa on January 17, 2013, 01:28:30 PM
Cool.  Shame I could never get that scythe to drop.  (y'know, if I ever played again)


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Simond on January 19, 2013, 02:40:24 AM
Putting this in the more constructive thread: http://blue.mmo-champion.com/topic/251023-i-honestly-hope-blizzard-never-brings-back-rep-tabards/
Quote
For 5.2 you will be able to champion a faction and earn rep with them on your first heroic and scenario of the day
Quote
Also, before I forget, remember that in 5.2, you'll be able to receive Work Orders in Sunsong Ranch from all accross Pandaria, and completing a work order will earn a reputation boost with the issuing faction. So it should help reduce the burden of doing dailies for those of you that don't enjoy them that much :)

Also, from Bashiok:
Quote
Aside from that, we call the Elder Charm 28.50 bag the fail bag because it fails as a consolation prize in generating excitement, or even feeling like a consolation. If you don't win a piece of gear, fine it happens, but at the very least spending a charm should give you something to look forward to. Getting a bag, anticipating what might be inside, and having the possibility of being excited about what it contains is the goal. That change will be in 5.2.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Azazel on January 20, 2013, 02:38:13 AM
so... they're putting the rare-as-fuck loot drops in the bag as well as the 28.5g? They may as well remove the bag entirely.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: koro on January 20, 2013, 03:05:35 AM
As someone who hasn't played MoP but still sort of keeps up with the news about WoW, what's the deal with that charm/bag whatever? I'm not familiar with that mechanic.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: SurfD on January 20, 2013, 03:43:16 AM
As someone who hasn't played MoP but still sort of keeps up with the news about WoW, what's the deal with that charm/bag whatever? I'm not familiar with that mechanic.
You earn "lesser" charms for doing dailys.  Once a week, you can exchange 90 lesser charms for 3 "greater" charms.  A greater charm can then be used when you kill a raid boss for a "Bonus" extra loot roll.  If you do NOT win loot on the bonus roll, you instead just get a flat amount of gold as the booby-prize.   They want to change it so the coin rolls and boss loot bags (which you get if you dont get loot on your Normal roll) function more like the reward bag you get as a tank / heals when you queue for those in a dungeon that needs them.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: SurfD on January 20, 2013, 03:47:39 AM
Also, I just discovered something I was not aware of about a week ago, and thought I would share it:

Appearently, you can now queue for a Random 5 man Dungeon, LFR Raid, and a Scenario ALL AT THE SAME TIME.  Since I started doing this, I have noticed that quite often, I will get into the Scenario instantly, and as soon as I finish the scenario, my Dungeon queue pops.  Then usually as soon as my dungeon is over, my Raid queue will pop either almost instantly, or within about 5 minutes.   Makes it a lot less annoying to queue for raids if you also need to do a Scenario / Dungeon for the day as well.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Margalis on January 20, 2013, 06:59:18 AM
If your game includes "Work Orders" and is not some sort of sim or assassination-based game it's probably best to just close up shop. I mean FFS at least come up with name that doesn't immediately expose it as completely mundane.

Quote
Also, before I forget, remember that in 5.2, you'll be able to receive Work Orders in Sunsong Ranch from all accross Pandaria, and completing a work order will earn a reputation boost with the issuing faction.

Sounds awesome! Can't wait for 5.3, where you can punch a timecard to grind your way up from assistant mail room clerk level 2 to assistant mail room clerk level 3. Level as quickly as possible to get the end-game so you can do pointless trivial tasks comparable to real-life chores. Gaming evolved!


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Simond on January 20, 2013, 11:14:19 AM
If your game includes "Work Orders" and is not some sort of sim or assassination-based game it's probably best to just close up shop. I mean FFS at least come up with name that doesn't immediately expose it as completely mundane.
You're growing crops for someone. What would you suggest they call it?


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Paelos on January 20, 2013, 01:23:29 PM
You're growing crops for someone. What would you suggest they call it?

Target Produce Sales

Then we could have TPS reports in WoW.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Margalis on January 20, 2013, 06:18:56 PM
You're growing crops for someone. What would you suggest they call it?

I would suggest that growing crops for someone is incredibly lame and mundane, which I thought my post made pretty clear.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Simond on January 21, 2013, 02:02:48 PM
So you don't like the Harvest Moon series of games?


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Margalis on January 21, 2013, 06:21:30 PM
So you don't like the Harvest Moon series of games?

Not particularly, but Harvest Moon is at least a game about running a farm, not an epic adventure where you play a mighty warrior and collect Brussel Sprouts.

MMOs are full of mundane activities but at least put a tiny bit of effort into maintaining the illusion.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Simond on January 22, 2013, 12:11:21 PM
What's your opinion on the pet battles?


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Ironwood on January 22, 2013, 12:36:00 PM
I liked them, but they were ultimately pointless, since there wasn't really anything built around fighting other players.

Tell me I'm wrong.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Ingmar on January 22, 2013, 12:37:44 PM
I liked them, but they were ultimately pointless, since there wasn't really anything built around fighting other players.

Tell me I'm wrong.

Well clearly you were wrong to like them, because an MMO should never offer ancillary systems that don't have anything to do with playing your mighty warrior directly.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Ironwood on January 22, 2013, 12:41:32 PM
Hey, fuck you, I got a wee minfernal and LOVED IT.

 :why_so_serious:


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Simond on January 22, 2013, 12:53:39 PM
I liked them, but they were ultimately pointless, since there wasn't really anything built around fighting other players.

Tell me I'm wrong.
There were duels, but yeah even just a simple league table/ladder would have been good.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Margalis on January 23, 2013, 02:19:34 AM
What's your opinion on the pet battles?

I just assumed people stopped doing them after the first 48 hours or so. Was I wrong?


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Rokal on January 23, 2013, 01:17:05 PM
Quote from: some CM on the forums
Coming to the PTR in the near future will be a new designation of item type in Normal and Heroic raids for non-tier pieces. Each 5.2 raid boss will have a chance of dropping this new designation of a particular item that's 6 item levels higher than their counterparts. These higher quality versions will be called "Thunderforged". This means that there will be five variations of some items. You'll now see a 5.2 raid item of LFR quality at item level 502, the same item in Normal quality at item level 522, the item in Normal Thunderforged quality at item level 528, the Heroic version of the item at level 535, and the Heroic Thunderforged version of the item at level 541.

This new item designation is being added for a couple reasons, but first and foremost to make loot drops more interesting overall, especially after you have earlier bosses in Throne of Thunder on farm. As you're working on progression, those first few bosses can now continue to provide a chance at upgrades, making repeated kills potentially more exciting and rewarding. Those additional upgrades can then help to slowly raise power, and boost you over whatever progression roadblock you may hit.

We've also received a lot of feedback regarding 25-player raids, and have been looking for ways to address some concerns. Ever since we changed 10-player raids to drop the same item level as 25's, we've seen a steady decline in 25-player raiding. This isn't surprising. A 25-player raid takes an extra level of logistical commitment for the officers of those groups. It's unfortunately easy for a 25-player guild to collapse down into a 10-player guild, but very unlikely for the opposite to happen. However, we like 25-player raiding and don't want to see it go away. Like many players, we love the epic feeling that comes with banding together more massive groups to battle powerful foes, we love that there's opportunity for those groups to try out new players or unusual comps without causing a huge burden, and we want to support the larger raiding guilds. That said, we're also concerned that over-rewarding the 25-player guilds-if, for example, we went back to a higher item level across the board for 25's, as was the case for Icecrown Citadel-would feel like a slap in the face to the many 10-player raiders out there, who are the majority of our Normal and Heroic raiders.

To attempt to navigate this minefield, we're going to try having Thunderforged items drop more frequently in 25-player raids. They'll be somewhat rare in both cases compared to the standard versions that'll drop, but they'll be even rarer in 10's. Overall, a 25-player group will be more likely to end up with a slightly higher item level after several weeks of raiding.

It's important to keep in mind that this only affects 10- and 25-player Normal and Heroic raids, and tier-15 armor pieces won't be available in Thunderforged quality at all. We're curious to hear your thoughts about these changes, and what you think once you begin seeing them on the PTR..

Guys, now you can feel worse about winning loot since it's usually going to be the "bad" version of that loot, and you can farm raids even longer in an attempt to get full BIS. You'll also be rewarded less for doing 10-man raids which are where most of the raid guilds play. Isn't that great?


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Merusk on January 23, 2013, 01:20:21 PM
That has to be the single dumbest change I've ever seen them add to the game.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Paelos on January 23, 2013, 01:58:42 PM
Oh sweet lord. I can't even.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Fabricated on January 23, 2013, 02:28:54 PM
At this point it's just hilarious.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Ingmar on January 23, 2013, 02:32:51 PM
Minor tinkering with loot drop knobs is the worst change they've ever made?

I mean I'm pretty sure I could come up with 5 changes to totems alone that are worse than this.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Merusk on January 23, 2013, 02:39:07 PM
It's no minor change to loot drop knobs.

You're introducing an entire new tier of gear as a minor-chance-drop in the current tier.   This is the stuff that destroys raid guilds, never mind introducing the angst factor of "well this is shit because there's X+n something better." depending on what raid tier you're at.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Paelos on January 23, 2013, 02:39:50 PM
The hilarity will be when everyone passes loot because it's not Thunderforged and is therefore completely useless to all.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Lt.Dan on January 23, 2013, 03:54:53 PM
Why would Blizzard care that fewer people are running 25 man raids?

- Good for community?
- if it gets any worse they'll cut 25 man raids from the game so this is a warning before the tl;dr "25 mans unpopular and we tried to fix it but there's no demand" GC post
- Devs raid 25 man at lunch?



Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Ingmar on January 23, 2013, 04:36:23 PM
Why would Blizzard care that fewer people are running 25 man raids?

- Good for community?
- if it gets any worse they'll cut 25 man raids from the game so this is a warning before the tl;dr "25 mans unpopular and we tried to fix it but there's no demand" GC post
- Devs raid 25 man at lunch?



Presumably something like:

- Fewer people than used to raid 25s, so it is getting expensive in dev time to support
- Enough people still raid 25s that just flat out cutting them would risk losing more subscribers than they want to risk.

Solution:

- See if you can make an easy change to stave that off.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Lantyssa on January 24, 2013, 08:53:20 AM
Those two problems seem mutually exclusive.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Simond on January 24, 2013, 10:02:27 AM
The hilarity will be when everyone passes loot because it's not Thunderforged and is therefore completely useless to all.
You must be in a p. bad guild if people regularly pass on actual upgrades because a slightly better upgrade might possibly drop at some point in the future. Let me guess - it still uses DKP or something equally ridiculous?


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Paelos on January 24, 2013, 10:06:56 AM
I've tried several different loot systems. As long as you have a system, people would pass on early shit in favor of that awesome weapon on the guy we haven't killed yet, because it's early.

But no, I quit raiding over a year ago, I was pointing out a quote from the forums on the topic.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Merusk on January 24, 2013, 10:22:49 AM
I've tried several different loot systems. As long as you have a systemlimited loot, people would pass on early shit in favor of that awesome weapon on the guy we haven't killed yet, because it's early.

Any system where only one or two people are going to be rewarded will wind-up like this. The problem is it's another level of random on top of the already shitty drop rates for some items.

I won't take that dagger off this boss, because I'll be excluded from the shoulders on the next one.
I'm not going to blow my lucky coin here, because I'll be out for the week and not be able to roll it on the boss that drops a Thunderforged.
I'm not going to pick-up that piece of loot that's an upgrade NOW because there's a chance of a better one down the road.

Humans are naturally stupid about risk and chance.  This is covered in so many social and economic studies that it should be common knowledge. We will always make the bad choice, but then blame the fact the choice was there, not our evolutionary-derived stupidity about making choices.

So it's only going to create more angst and frustration, and that's why I called it the dumbest decision I've ever seen them make.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Pennilenko on January 24, 2013, 10:26:27 AM
I've tried several different loot systems. As long as you have a systemlimited loot, people would pass on early shit in favor of that awesome weapon on the guy we haven't killed yet, because it's early.

Any system where only one or two people are going to be rewarded will wind-up like this. The problem is it's another level of random on top of the already shitty drop rates for some items.

I won't take that dagger off this boss, because I'll be excluded from the shoulders on the next one.
I'm not going to blow my lucky coin here, because I'll be out for the week and not be able to roll it on the boss that drops a Thunderforged.
I'm not going to pick-up that piece of loot that's an upgrade NOW because there's a chance of a better one down the road.

Humans are naturally stupid about risk and chance.  This is covered in so many social and economic studies that it should be common knowledge. We will always make the bad choice, but then blame the fact the choice was there, not our evolutionary-derived stupidity about making choices.

So it's only going to create more angst and frustration, and that's why I called it the dumbest decision I've ever seen them make.

The part of that I can't wrap my head around is that people make those shitty decisions literally over a tiny fraction of one percent worth of improvement.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Merusk on January 24, 2013, 10:37:19 AM

Humans are naturally stupid about risk and chance.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Ingmar on January 24, 2013, 11:25:22 AM
Those two problems seem mutually exclusive.

Only if they're not proactive about noticing the first one. Eventually yes it reaches a tipping point, but if you notice a trend early you can take steps to head it off.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Lantyssa on January 25, 2013, 08:15:11 AM
So a year ago?  If it was ever worth focusing dev time on 25-man content, which I'm dubious about.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Simond on January 26, 2013, 03:47:05 AM
Someone in the Blizzard dev team is fixated on a nonsensical solution to a problem that doesn't exist? Say it ain't so.

Anyway, chain lightning is bugged on the PTR at the moment: http://www.youtube.com/watch?v=-BYKzDy_1D4
This needs to be a minor glyph.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: SurfD on January 26, 2013, 06:34:08 AM
Someone in the Blizzard dev team is fixated on a nonsensical solution to a problem that doesn't exist? Say it ain't so.

Anyway, chain lightning is bugged on the PTR at the moment: http://www.youtube.com/watch?v=-BYKzDy_1D4
This needs to be a minor glyph.
The number of Shaman with "darth" in their name would reach instant critical mass if that went live.  Also, been a while since I played an Ele Shaman, but doesn't chain lightning have a Cooldown?


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Ironwood on January 28, 2013, 05:48:37 AM
I believe he mentioned that it may be bugged.

 :awesome_for_real:


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: SurfD on January 28, 2013, 05:39:00 PM
I believe he mentioned that it may be bugged.

 :awesome_for_real:
Well, I was operating on the theory that the bug was the distinct lack of "chaining" and not a lack of cooldown as well.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Merusk on January 28, 2013, 06:21:01 PM
Chain Lighting hasn't had a CD for Ele shaman since at least when I returned in Cata.   It's your Go-To AOE spell for the spec so it's spammable.  You guys had me second-guessing myself so I just logged in to the shaman and verified.  Resto had a 3s CD, Ele had 0 CD and a 1.22 sec cast time.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Draegan on January 29, 2013, 01:39:41 PM
That gear change is fucking retarded.  Wow.
WOW is slowly evolving or devolving (depending on your neckbeard level) into lobby game full of PVE and PVP instances where you collect gear and tokens with a pre-determined amount of people.  It started off with 40 mans and will slowly go to 10 man, 5 man, 2 man, and solo.  Who needs an open world anymore honestly?  WOW's next expansion should just be adding 30 dungeons of different sizes and scopes that can be repeated from a central hub of land.  That would be more entertaining actually imo for what the game is today.

That or they should go the complete opposite direction and just create a world full of open-world dungeons and get rid of instances.  Except the open world dungeons are phased so that only a certain number of people can play in them.  Put in some open/public/dynamic grouping system and put in a LFD tool that teleports you to the spot outside the dungeon in the open world.

I would do option B if I was in charge.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Ashamanchill on January 29, 2013, 09:24:14 PM
Isn't that just Rift basically? They just need to keep doing what they have always done, but do so less boneheadedly.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Paelos on January 31, 2013, 07:26:06 AM
Looks like LFR is getting a stacking 5% HP/Dam/Heal "fail buff" every time you wipe on a boss up to 10 stacks, until you kill that boss.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Lakov_Sanite on January 31, 2013, 07:33:11 AM
 :facepalm:


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Zetor on January 31, 2013, 07:38:00 AM
Meh. I can't remember the last time I actually saw a LFR group blow up (and I don't do non-LFR raids due to schedule issues). Some bosses can cause a wipe or two, but it's fairly straightforward as long as the tanks know their stuff. Are there really so many groups crashing and burning?


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Fabricated on January 31, 2013, 07:45:14 AM
Looks like LFR is getting a stacking 5% HP/Dam/Heal "fail buff" every time you wipe on a boss up to 10 stacks, until you kill that boss.
Ahahahah. I wonder how long it'll take before they do naked LFR runs where you just zerg a boss with no equipment on and intentionally wipe 5-10 times in a row as fast as possible, then just switch your gear on and own the fuck out of it.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Merusk on January 31, 2013, 08:36:04 AM
Meh. I can't remember the last time I actually saw a LFR group blow up (and I don't do non-LFR raids due to schedule issues). Some bosses can cause a wipe or two, but it's fairly straightforward as long as the tanks know their stuff. Are there really so many groups crashing and burning?

When they made the changes to Garalon a few weeks ago, my Rogue came-in to a group that had already failed 3 times, then proceeded to wipe another two.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Ingmar on January 31, 2013, 11:14:53 AM
Looks like LFR is getting a stacking 5% HP/Dam/Heal "fail buff" every time you wipe on a boss up to 10 stacks, until you kill that boss.
Ahahahah. I wonder how long it'll take before they do naked LFR runs where you just zerg a boss with no equipment on and intentionally wipe 5-10 times in a row as fast as possible, then just switch your gear on and own the fuck out of it.

That seems unlikely to be efficient, unless boss fights are a lot longer than they used to be.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Azazel on February 02, 2013, 06:19:36 PM
LFR boss fights are a 10-minute excersise in trying not to fall asleep.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Simond on February 03, 2013, 03:03:53 AM
Except Elegon, which is three lots of 3 minutes of trying not to fall asleep with two intervals of :facepalm:ing at idiots.
(This week it was "Who died this time? ....oh, the main tank" )


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Simond on February 05, 2013, 01:04:32 PM
Quote
    On Normal and Heroic mode, zone-wide auras have been activated in Mogu’shan Vaults, Heart of Fear, and Terrace of Endless Spring, reducing the health and damage of all enemies therein by 10%. A NPC near the entrance within each zone explains this, and offers to deactivate the buff for the benefit of brave/foolhardy adventurers.

Quote
    Level 90 players that use Dungeon Finder to look for a random Dungeon or Scenario will receive additional bonus Valor Points upon completing specific Dungeons or Scenarios.
    Dungeons
    Siege of Niuzao Temple: 5 bonus Valor Points
    Scholomance: 10 bonus Valor Points
    Shadow-Pan Monastery: 15 bonus Valor Points
    Completing the Scenarios: Brewmoon Festival, Greenstone Village, A Little Patience, and Theramore’s Fall will award 5 additional Valor Points.

Someone's lost an argument at Blizzard.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Merusk on February 05, 2013, 01:21:46 PM
Doesn't matter, too late.  I was the last stalwart casual here and I just realized I haven't logged on in a month. Game drove us off, I'm done again.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Paelos on February 05, 2013, 02:13:27 PM
Doesn't matter, too late.  I was the last stalwart casual here and I just realized I haven't logged on in a month. Game drove us off, I'm done again.

That's why they lost that argument. They realized our subs all ran out and panicked (again) at the numbers. This happened roughly the same time in Cataclysm when 7 months in they nerfed most of the old raids to the ground, along with the release of Firelands and daaaaaaaaaaaaailies.

Also the D3 annual passes are starting to fall off the books. I believe they run until April at the latest, then they are gone completely.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Rokal on February 05, 2013, 02:35:24 PM
When the next raid tier comes out they are nerfing the previous one. How is this news, or evidence of anything besides business as usual?

This thread is truly hopeless.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Ingmar on February 05, 2013, 02:37:31 PM
Yeah the tinfoil has gotten too strong. They've been nerfing raids when the new ones come out forever now.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Simond on February 05, 2013, 04:48:44 PM
Ghostcrawler said they weren't going to, this time. They wanted people to earn their gear, etc. etc. Whether it was his idea or if he was just doing his job as dev team mouthpiece I have no idea, but it was definitely the plan of someone with a lot of clout.

And yeah, suddenly reverting back to the WotLK/Cata rolling raid buffs days after saying "Nope, not doing it" means someone else with more clout has turned up with a spreadsheet full of sub numbers. Next up: Something along the lines of doubling up of rep gain on dailies and/or account-wide rep.

E: Seriously. account-wide rep is a bloody brilliant idea. Gissa job, Blizz. I can do that.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Rokal on February 05, 2013, 04:55:12 PM
I don't recall seeing anything to the effect of "we are not going to nerf this tier when the next tier arrives", just that they wanted people to do this tier (via LFR) before starting the next (via LFR or normal). Hell, they've already nerfed individual fights in T14.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Paelos on February 05, 2013, 04:57:37 PM
Also I don't recall them saying they wanted to go back to the "give prior bosses an across the board debuff" thing they did in Wrath. Perhaps they did in Cata, but I wasn't around to see it. That seems like a different approach to me to go back to that model of raiding.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Rokal on February 05, 2013, 05:14:42 PM
The Wrath debuff was actually a buff that gave + %damage/health/healing to players. The last tier of Cata raiding had a stacking debuff that gave - %health/damage to bosses/trash instead. The same mechanic already exists in MoP for the 5.0 raid zones and was datamined over a year ago in beta.

This was always the plan.

On topic: Dinoriders mount

(http://wow.zamimg.com/uploads/screenshots/resized/350120.jpg)

From a rep grind or rare world spawns  :awesome_for_real:

My immediate reaction is disgust at the thought of doing yet another MoP rep grind, but if they have lots of story breaks like the 5.1 Alliance vs. Horde factions I may be able to stomach it.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Paelos on February 05, 2013, 08:54:05 PM
That's a good point. The Wrath thing was a player buff. This is a boss nerf.

It was the idea of buffing the players again that the devs have said they were reluctant to do, because it made them feel weaker when they walked outside of raids.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Merusk on February 06, 2013, 05:43:51 AM
Yeah the tinfoil has gotten too strong. They've been nerfing raids when the new ones come out forever now.

Yeah my comment wasn't meant to be tinfoily, just that it's too late.  I'm done with the game.  Uninspiring content, raids that have blown and an equipment grind that sucks for those with bad luck with the RNG.   

The usual "boss nerf!" doesn't fix any of that. It only means you take less time finding out you didn't win anything again this week.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Azazel on February 06, 2013, 01:04:51 PM
Except Elegon, which is three lots of 3 minutes of trying not to fall asleep with two intervals of :facepalm:ing at idiots.
(This week it was "Who died this time? ....oh, the main tank" )

Elegon also features "do I 'accidentally' fall down and get myself a coffee for 5 8 minutes?"

 :oh_i_see:


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Zetor on February 06, 2013, 01:15:01 PM
To be fair, playing as a healer tends to be at least moderately engaging in LFR. Mostly because you end up having to make up for everyone else's fuckups.

This one goes out to all tanks who doublepull the trash packs that cast "flesh to stone" and stun the raid for 15sec :awesome_for_real: Thank Cthulhu for windwalk totem removing that shit! Also, the first 5-6 pulls in Heart of Fear, aka Healer Cooldowns 2: Cooldown Harder.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Lt.Dan on February 06, 2013, 02:36:12 PM
No amount of cooldowns will save you if you have twno LFR tanks who face cleaving mobs into the raid  :uhrr:


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Simond on February 06, 2013, 04:48:59 PM
On topic: Hatte
(http://i.minus.com/ibzcMk6rghtyd6.jpg)

(http://ptr.wowhead.com/item=93730)


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Rokal on February 11, 2013, 11:01:00 AM
Patch has been announced for the last week of February, fyi.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Azazel on February 11, 2013, 06:54:35 PM
2 more weeks to suck up valour to level our pants!  :oh_i_see:


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Simond on February 12, 2013, 05:47:12 AM
I'm hoping you mean two more weeks before the patch to do that.  :oh_i_see:


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Zetor on February 12, 2013, 06:14:23 AM
What's happening to pants-levelling-via-valor/justice anyway -- are they just taking the entire system out behind the shed and already-upgraded items just remain as it is? I'm also guessing it's pointless to level pants with vp/jp, instead one should max out their vp/jp to get the phat loots after 5.2 hits, is that right?


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Simond on February 12, 2013, 08:08:29 AM
Item upgrading is going away, but it might come back in 5.3 (Hint: It won't). Any upgraded gear will stay upgraded. However, VP are also getting downconverted to JP with the patch as well so spend away now.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Paelos on February 12, 2013, 08:34:35 AM
Yeah the player response to leveling your pants was about the same as it was in DAOC when they released ToA.



Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Fabricated on February 12, 2013, 08:38:03 AM
I'm kinda wondering if they're just using WoW to test out potential models and features for Titan now and seeing what sticks.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Lakov_Sanite on February 12, 2013, 08:43:12 AM
I'm kinda wondering if they're just using WoW to test out potential models and features for Titan now and seeing what sticks.

Exactly this.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Soulflame on February 12, 2013, 09:20:37 AM
Wait, the pants leveling bullshit was real?  I thought you guys were kidding.

Pants leveling was a complete and utter crock in DAoC.  Do MMO developers simply pay no attention to history?

Of course, Cataclysm and Mists clearly point out that WoW devs can't be bothered to learn from their own history.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Lakov_Sanite on February 12, 2013, 09:29:26 AM
Remember when adding a new feature or removing a bad one was a rare occasion?


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Merusk on February 12, 2013, 09:37:24 AM
I'm kinda wondering if they're just using WoW to test out potential models and features for Titan now and seeing what sticks.

Brilliant way to drive your market share and brand name in to the ground.  Titan's taken so long to materialize as ANYTHING I'm more willing to bet it'll be scrapped than actually released.*  We're not going to hear anything for at least the next year since there was no Blizzcon 2012 and that's pretty damning.

* Well.. if it were the old Blizzard at least.  Nu-Blizzard will have to release it because they've dumped so much cash in to it.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Paelos on February 12, 2013, 10:20:46 AM
It's not that they have to release it because of the cash. They have to release it because they have nothing else in the pipeline except D3 expansions.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Rokal on February 12, 2013, 10:31:51 AM
I wish they'd at least keep pants leveling for blue items. It was the one useful way to spend JP.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Fabricated on February 12, 2013, 10:57:12 AM
Or they could just you know roll old valor gear down to JP?


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Fordel on February 12, 2013, 11:59:40 AM
It's not a true ToA experience unless you have to level your pants in the rain.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Ingmar on February 12, 2013, 12:01:03 PM
Doesn't spending points to upgrade an item instead of replacing it preserve the gems? That seems like a pretty big upside to me.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Merusk on February 12, 2013, 12:07:31 PM
Doesn't spending points to upgrade an item instead of replacing it preserve the gems? That seems like a pretty big upside to me.

You can't "level Up" an item to ever be equal to the next-highest drop.   So LFR gear leveled-up is still 5 ilevels below Normal Mode gear and the same for Normal -> Heroic.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Rendakor on February 12, 2013, 07:13:18 PM
It's not that they have to release it because of the cash. They have to release it because they have nothing else in the pipeline except D3 expansions.
They've got a Protoss SC2 expansion too.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Hutch on February 13, 2013, 09:41:38 AM
Valor and Justice points not to be converted after all (http://us.battle.net/wow/en/forum/topic/7909111142#1)
(warning: link to official WoW forums)

I guess they got some negative feedback  :awesome_for_real:


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Paelos on February 13, 2013, 10:11:59 AM
It's a good move. The traditional means of converting was to prevent hording, but now they have actually 2 artificial caps to stop that, which is sort of  :oh_i_see: in and of itself.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Paelos on February 16, 2013, 11:59:58 AM
Looks like the new bonus boss in the heroic tier is going to have limited attempts. Given that devs outright said that limited attempts didn't work well in Wrath, I'm a bit  :roll: to see them show up again. Not that it really matters because almost nobody will ever fight this boss until the next expansion, but it's still pretty funny.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: SurfD on February 16, 2013, 03:59:40 PM
Looks like the new bonus boss in the heroic tier is going to have limited attempts. Given that devs outright said that limited attempts didn't work well in Wrath, I'm a bit  :roll: to see them show up again. Not that it really matters because almost nobody will ever fight this boss until the next expansion, but it's still pretty funny.
Ahem: From the Blues:

Quote
A few comments on our thinking. First off, I've seen some people quoting a 2010 WoW Dev Twitter chat where we said "Limited Attempts didn't really work out" as one of the WotLK retrospective points. That was true as they were generally utilized in that expansion. In the very same dev chat, we also said "If we do limited attempts again it would probably be limited to optional bosses like Algalon."

Its an Optional boss, available to heroic mode raiders only, and on a limited attempts system similar to the End Wing ICC bosses (number of attempts, rather then algalon style time window).  I really see no problem with it.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Paelos on February 16, 2013, 08:34:12 PM
I only have a problem with them thinking this will work any differently than the other times. It's not going to magically become a good idea. The players will just work around it so-as not to waste tries, and the associated cooldowns.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: SurfD on February 16, 2013, 11:27:01 PM
I only have a problem with them thinking this will work any differently than the other times. It's not going to magically become a good idea. The players will just work around it so-as not to waste tries, and the associated cooldowns.
Huh?  I think you have been out of the loop for a while.  All cooldowns longer then 5 minutes reset immediately uppon a raid wipe or boss death.  Assuming they wipe, 90% of their cooldowns will be back up by time they can run back in and re-buff / eat their stat food (barring things like someone popping a 4 minute cooldown seconds before the wipe).

Also, the entire point of using the "number of tries" model instead of the "you get 2 hours a week on this boss" model is so that they dont have to stress out about "rush back, buff up, pull asap, times a waisting" shit and can actually do as much strategy planning between attempts as they want while they figure the encounter out.   Not exactly sure how anyone is going to "work around" it so as not to waste tries.  Short of doing someting insane like full heroic clears on alts just to "test" the encounter to consume tries in a different raid id before makeing "real" attempts on their mains, I dont see how you are going to game the system.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Sheepherder on February 17, 2013, 12:54:56 AM
Doesn't spending points to upgrade an item instead of replacing it preserve the gems? That seems like a pretty big upside to me.
You can't "level Up" an item to ever be equal to the next-highest drop.   So LFR gear leveled-up is still 5 ilevels below Normal Mode gear and the same for Normal -> Heroic.

There's a pretty obvious way to fix that problem.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Merusk on February 17, 2013, 05:32:46 AM
Doesn't spending points to upgrade an item instead of replacing it preserve the gems? That seems like a pretty big upside to me.
You can't "level Up" an item to ever be equal to the next-highest drop.   So LFR gear leveled-up is still 5 ilevels below Normal Mode gear and the same for Normal -> Heroic.

There's a pretty obvious way to fix that problem.

Well of course, in any sane system.. But that "invalidates" the "work" those Normal and Heroic players put in to getting the gear!   Arguments about how it would take 4-5 runs just to upgrade one piece of gear one level - meaning an LFR heroic piece would have more hours of /play than a regular drop - are invalid!


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Fabricated on February 17, 2013, 07:59:42 AM
This never works well since for pretty much every major tier that the hardcore crew has cared about, there's been pretty blatant cheating/exploiting. The limited attempts thing will just reward whoever can figure out an exploit first.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Paelos on February 17, 2013, 11:23:54 AM
Huh?  I think you have been out of the loop for a while.  All cooldowns longer then 5 minutes reset immediately uppon a raid wipe or boss death.

No I'm aware of that, but not 100% of cooldowns react that way yet. And a bleeding edge guild won't want 90% of anything. They would wait 30m for one cooldown if it mattered. Not that I care, but I'm pointing that one aspect out that I heard on the forum conversations regarding the topic. There is a much larger concern though.

This never works well since for pretty much every major tier that the hardcore crew has cared about, there's been pretty blatant cheating/exploiting. The limited attempts thing will just reward whoever can figure out an exploit first.

It's this.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: SurfD on February 17, 2013, 05:28:40 PM
I dont know.  From the latest blue stuff regarding the attempts limit, Blizzard seems like they will be watching this one like a hawk.  Latest blue post indicates that Shaman Reincarnation (one of the few cooldowns not reset per wipe) will have a special exemption for Ra-Den attempts, and they are tuning the attempt limit in such a way that accidental pulls or very short fights (30 second wipes or the like) wont count as an attempt.

While I wont put it past the nutjobs heavily invested in the world first race to try to game the system, chances are, Blizzard will be literally breathing down their necks while they put in attempts on Ra-Den, and any obvious exploiting would likely result in immediate reprocussions.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Paelos on February 17, 2013, 05:40:52 PM
I'm trying to remember the last time they banned a world first guild for something on an actual endboss. I'm coming up blank. I know they've been given slaps on the wrist for exploiting loot farming stuff, but not the boss itself.

So my guess is no, there won't be repercussions for anything on the limited thing.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Rendakor on February 17, 2013, 10:47:29 PM
I'm trying to remember the last time they banned a world first guild for something on an actual endboss. I'm coming up blank. I know they've been given slaps on the wrist for exploiting loot farming stuff, but not the boss itself.

So my guess is no, there won't be repercussions for anything on the limited thing.
HM Lich King; Ensidia was banned for 72 hours for the Saronite Bombs exploit and had their loot/achievement/world first credit taken away. And that's just the first one that comes to mind.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: SurfD on February 18, 2013, 02:11:55 AM
I'm trying to remember the last time they banned a world first guild for something on an actual endboss. I'm coming up blank. I know they've been given slaps on the wrist for exploiting loot farming stuff, but not the boss itself.

So my guess is no, there won't be repercussions for anything on the limited thing.
I suppose that depends on what you would consider ban worthy vs what they do.  The Heroic Lich King example listed above was definately an exploit, and was treated as such.  Dont recall Heroic Rag having any controversy.  I remember talk about Heroic Neff and Druid Stacking, but I believe Blizz ruled on that one as "creative use of game mechanics" and not exploit, and as such, just hotfixd the fight so Druid Stacking wouldnt outright trivialize the dps requirement, instead of banning anyone who druid stacked.

Vaguely remember hearing something about a pathing / aggro exploit with Paladin Healers on Yogg 0 Lights, but cant remember if that was on a EU / US server or an Asian one, so Blizz might not have had to make the call there.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Merusk on February 18, 2013, 04:38:35 AM
Not that there aren't people exploiting but it's never reached EQ-levels.  Largely because the devs hand the strategies to the top guilds on a platter.

Honestly I have more respect for the folks in the mushy-middle who struggle through encounters with their % players who refuse to read stats than I do for the top tier where they're discussing or raiding with the guy who designed the thing.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Maledict on February 20, 2013, 01:08:18 AM
The guild that first killed Yogg 0 exploited by having paladins and warlocks generating aggro in the brain room, which meant all the adds just spawned and ignored the players dps'ing Yogg. They had the kill removed and were banned as well.

Generally blizzard is very good at dealing with high end guilds who exploit.

Heck, it was Blizzards banning of Conquest in vanilla that changed the entire way raiding works. Up until that point guilds didnt share strategies and how to kill bosses was a closely guarded secret. Data on how to kill bosses on appeared months after it was relevant - that was how everyone played in EQ and that's how everyone started in WoW. But when Blizzard banned conquest for doing something that they thought was completely fair and would have been okay in EQ (pulling Golemag back to Garrs room to split his dogs off) they reacted by publishing all their strats to date in revenge.

It didnt have the intended effect however - it made raiding accessible to anyone and changed how guilds approached raiding forever. If they hadn't done it raiding would never have been as popular as it became. Funny how that worked out.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Fabricated on February 20, 2013, 08:29:21 AM
Ensidia exploited the flower power buff from the Freya encounter to beat heroic Hodir before anyone else, then Blizzard hotfixed the trick out and didn't do anything to Ensidia.

Granted Ensidia got beaten to 0-light Yogg by a Chinese guild that stacked warlocks (higher DPS during the final phase where you have to look away to avoid being instantly driven insane), but still. I think there was some exploiting in heroic trial of the crusader but I don't really remember that embarrassingly bad tier.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Paelos on February 20, 2013, 10:55:33 AM
Did anybody get perma-banned though? I'm not talking about a 72 hour slap on the wrist.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Fabricated on February 20, 2013, 02:59:28 PM
The only guild I know of in WoW that really got shitcanned was whatever guild literally used hacks to do model swaps in AQ to bypass the trash.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Paelos on February 20, 2013, 03:22:45 PM
The only guild I know of in WoW that really got shitcanned was whatever guild literally used hacks to do model swaps in AQ to bypass the trash.

That one is the only example I remember as well, and it was for blatantly hacking the game. I've never heard of anyone getting more than their knuckles rapped for "exploiting" in the top 1%.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Rokal on February 20, 2013, 03:30:14 PM
The only guild I know of in WoW that really got shitcanned was whatever guild literally used hacks to do model swaps in AQ to bypass the trash.

I had completely forgotten about this. What an amazing way to get banned.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: koro on February 20, 2013, 05:33:29 PM
To be fair, it was some really shitty trash.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: SurfD on February 20, 2013, 06:46:47 PM
Did anybody get perma-banned though? I'm not talking about a 72 hour slap on the wrist.
Far as I know, Blizzard will almost never outright ban you for "exploiting" in raids, mainly because 90% of the exploits exist because of unexpected interactions with their code during normal gameplay (Re: Saronite Bombs on Lich King patforms, etc).  The Game lets the players do it, so Blizzard cant really permaban them, even if abusing the exploit is in bad taste / poor sportsmanship, etc.   With the exception of the above mentioned Flat out Hack exploit in AQ 40, i dont believe anyone has ever been permabanned for "exploiting".  That being said, a 72 hour ban for a "world first" raid race guild on progression content is usually a deathstroke for any attempt they might have to get first kill.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Lakov_Sanite on February 20, 2013, 07:11:11 PM
Blizzard CAN permaban anyone for looking at them funny, it's sort of their game.  That idea that they say "Our bad, we coded that poorly" is very, very optimistic.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Ingmar on February 20, 2013, 08:24:27 PM
That sort of banning probably is a negative PR hit for them overall, though, there always seems to be a fairly stunning amount of non-involved people who get mad when those bans happen. They have a fairly narrow edge to walk with that sort of thing.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Hutch on February 27, 2013, 09:27:08 AM
The official trailer is up. (http://www.youtube.com/watch?v=Q51B6M70QBs)


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Fordel on February 27, 2013, 01:10:19 PM
More Trolls?


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Zetor on February 27, 2013, 01:13:00 PM
Come on, don't tell me you haven't been expecting the standard troll dungeon of the expansion. Though it looks like the new raid is mostly mogu and random spirit things?


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Rokal on February 27, 2013, 02:10:22 PM
There must always be a troll dungeon.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Paelos on February 28, 2013, 06:36:11 AM
It's trolls and DINOSAURS


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Hutch on February 28, 2013, 09:02:39 AM
To be fair, it's not like they just dropped in a troll dungeon with no tie-ins. Some of the leveling quest lines in Kun Lai Summit are about the Zandalars invading Pandaria, locating the King's corpse, and then reanimating it. They're trying to loot the Mogu'shan vaults, too.

Da trolls, dey ev'rywhere mon.



Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Lakov_Sanite on February 28, 2013, 09:25:01 AM
Remember when the zandalari were good guys and blizzard just decided to say "fuck it we need an excuse for more troll dungeons, make em evil" ?


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Simond on February 28, 2013, 12:13:46 PM
Having your home island go Atlantis on you might make people a little more...forthright and determined, mind you.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: luckton on February 28, 2013, 12:27:37 PM
*sigh* Maybe the next expansion will be troll-free.  Bring on a freaking evil Gnome dungeon.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Lakov_Sanite on February 28, 2013, 12:31:19 PM
Having your home island go Atlantis on you might make people a little more...forthright and determined, mind you.

That's the point though, blizzard didn't have to make their island be destroyed in the cataclysm, it's not like we ever saw it.  They just needed a reason to bring ZG and ZA back and decided just swapping out the troll names would work fine.  Troll dungeons were a joke back in lich king and now, it's just sad.

I think the first time I saw trolls in pandaria was one of those "well, looks like it's downhill from here" moments.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Fordel on February 28, 2013, 01:01:57 PM
Troll dungeons have always, always been the filler dungeons. It's blizzards "shit we need more content, I know! TROLLS!".

This could be the greatest dungeon experience crafted yet, it would still have to overcome that stigma.

/shrug




Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Rokal on February 28, 2013, 01:27:34 PM
Sad part is that the trolls do not add anything to this story. The Kun-Lai quest chain could have played out almost the exact same way with Mogu instead of trolls. Now there is this gigantic impressive raid zone that is supposed to evoke Ulduar, and all anyone sees is another boring troll dungeon/raid.

Fucking trolls.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Nevermore on February 28, 2013, 01:43:43 PM
Blizzard is just trolling you all.  :why_so_serious:


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Paelos on February 28, 2013, 02:05:17 PM
I wonder why they didn't use Mogu? Why would the trolls care? He's a mogu emperor.

I mean other than using more troll art assets.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Miasma on February 28, 2013, 06:23:03 PM
The weak ass lore they introduced through a quest is that they are doing it so that they can get a new homeland.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Paelos on February 28, 2013, 08:09:37 PM
Yeah but I don't mean from a lore point. I mean, WHY? Pretend we're in amateur design mode. Does it make any sense at all to forgo mogu in favor of trolls? Is it easier? Did they save costs somewhere? Was this a bad gambling debt somebody lost?


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Lakov_Sanite on February 28, 2013, 09:06:06 PM
I "Think" the design was to somehow link pandaria to the greater world in terms of enemies....that or laziness.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Rendakor on March 01, 2013, 12:24:46 AM
I just assumed there was a minimum of 1 troll dungeon per expansion cycle required on some design document somewhere.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Fabricated on March 01, 2013, 06:11:40 AM
Huh, did anyone here like Zul Aman when it was new content in TBC? I rather liked it at the time myself.

Now in Cata? Notsomuch.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Merusk on March 01, 2013, 06:40:56 AM
ZG, sure. Loved it. It was fun and a nice change.   ZA? Shitballs no, hated it.  Terrible encounter design that was overly-punishing for my group of professionals and tradesmen & their spouses.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Fabricated on March 01, 2013, 06:55:15 AM
We carried like 2-3 really bad players through ZA, clean up to 2-3 chest clears. Ironically Ulduar is when we had to really bench the people who couldn't improve at all.

TBC we never benched anyone, but we never did content when it was current outside of Kara, ZA, and Mags/Gruul post nerfs. We only really hit Tier 5 after ZA let us get geared enough to overpower some encounters and Tier 6 after badgegear island.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Paelos on March 01, 2013, 07:40:45 AM
I despised ZA, loved ZG.

ZA after Karazhan was just annoying. The Eagle and Dragonhawk fights would drive me nuts with people who can't comprehend where to stand ever. Also, fucking gauntlets. And bad trash. Ugh.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Fabricated on March 01, 2013, 08:26:16 AM
We used what was basically an exploit to break the gauntlet in the Eagle's area for all but the first run we did. Ha ha, fuck you Blizzard.

It was also how we got to 2-3 chests regularly with the bad players. Dragonhawk was the only boss I really hated; people weren't good at not clustering up so he only hit 1-2 people tops with his cone attack. Eagle was stupidly easy since it all but telegraphs where you need to go and the area where you need to stand isn't as ambiguous as the fireballs/cone attacks of the Dragonhawk.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Paelos on March 01, 2013, 09:44:50 AM
Oh and I forgot the lynx boss, which was an insta-gib factory if your OT and healer were drunk.

Mine were often.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Fabricated on March 01, 2013, 09:51:18 AM
In Vanilla and part of TBC we had a french dude in the guild who only played WoW whenever he had wine to drink; he got better the drunker he got and he was pretty unintelligible by the end of the night usually. I miss that guy.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Paelos on March 01, 2013, 10:29:00 AM
Sounds like my tanking  :awesome_for_real:


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Ingmar on March 01, 2013, 10:30:42 AM
I liked pretty much every troll dungeon except Sunken Temple. ZA was a bit too rough at release, but they hadn't really figured out that they needed a smooth progression for 10-man only groups at the time, so I forgive them.

They generally have pretty art, fun boss fights, and good music. Nothing wrong with more trolls!


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Zetor on March 01, 2013, 10:42:26 AM
I never did ZA in TBC (non-raiding guild), but I actually liked the Cata version. My overpowered blood DK (without raid gear!) got plenty of bears for other people... then of course my resto shaman happened to win it the first time I ran the dungeon on her  :awesome_for_real:


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Sjofn on March 01, 2013, 01:14:20 PM
I don't mind troll dungeons, really, it's just sort of odd how they feel forced in sometimes (such as ... this time). But I blame that on the fact Blizzard sux@story, rather than trolls, y'know?


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Setanta on March 01, 2013, 02:56:51 PM
I miss the original ZG - I liked the remake, but wish they'd had a second version (CoT?) which was the original re-tuned for 5mans (hard for Hakkar I know).

As for the rest, finally my sucker annual pass has run out and I've finally been able to unsub. GW2 didn't grab me and I went back to WoW - now I'm back to GW2 and having more fun. 

Every other expansion I was able to level all my alts to cap - now I got to 3 and that's it. Give me GW2 dailies in WoW, give me new dungeons every now and then, give me a chance at pretty armour, give me decent PvP and I would have played WoW as a casual forever. :(


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Zetor on March 05, 2013, 01:51:37 PM
Mkay, so apparently there's a new island which has eleventy billion daily hubs (eff that), new raids (2 weeks until they're in LFR, woo moneygrab), a pseudo-tabard system by championing reps in dungeons and scenarios (except for the REALLY MINOR detail that the one rep that you are required to grind for the legendary quest - Black Prince - is not available for this :uhrr:), and apparently there's a whole lotta new gear too.

My question is, where is the valor vendor with the new phat lewts that I kept reading about? I didn't find it when I went to daily island. Does it require the completion of an arbitrary number of daily quests like the isle of QD back then? The old valor vendors just keep selling the same old (gated beyond rep) stuff.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Rokal on March 05, 2013, 02:16:38 PM
This may help, but it's possible the NPCs the article mentions have been moved or renamed. It's a good overview of what you can buy, at what reps, and at what gold/valor costs.

http://www.wowhead.com/news=210532/5-2-ptr-new-reputations-and-rewards-preview


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Zetor on March 05, 2013, 09:58:06 PM
Oh, so it's another rep-bound valor vendor. What will they think of next?  :oh_i_see:

Thanks, though.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Sheepherder on March 05, 2013, 10:40:51 PM
I don't mind troll dungeons, really, it's just sort of odd how they feel forced in sometimes (such as ... this time). But I blame that on the fact Blizzard sux@story, rather than trolls, y'know?
Also, there is no cow level.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Rokal on March 06, 2013, 09:23:00 AM
Oh, so it's another rep-bound valor vendor. What will they think of next?  :oh_i_see:

Well, the daily faction (Kirin Tor/Sunreaver Offensive) requires gold instead of valor, so it's a small improvement. The really nice gear is locked behind valor and a raid rep though.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Simond on March 06, 2013, 10:16:41 AM
Most of the new VP gear is side-grades though.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Zetor on March 06, 2013, 10:41:03 AM
Ok, as someone who has zero progress in any of the factions (except honored klaxxi) and zero desire to grind them out, what can I spend my vp on?


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Rokal on March 06, 2013, 11:11:15 AM
The raid faction in this patch still has an item available to purchase for VP at neutral (522 ilvl necklace), but you'll gain rep with that faction if you're running LFR too so those rewards aren't unavailable to you.

There are also some rewards with other factions available at honored, and you can rep up with them by doing daily scenarios/dungeons or Tillers work orders. Evidently some spawns on the new island also drop bind-on-account rep items for 1k rep (before bonuses) each frequently, so that's also an option.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Zetor on March 06, 2013, 11:49:52 AM
Good info, thanks. I'll be doing LFR, so I should be getting those rewards then. Not sure I'll be spending too much time on the island though... I did the Isle of Qel'Danas grind once back in BC, and I'm getting flashbacks already.  :why_so_serious:


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Brennik on March 07, 2013, 12:54:36 PM
Whoo boy. Am I remembering this correctly, didn't Blizzard say they think they had too many dailies in 5.1? Why am I doing three hubs with several dailies each (and then some) the moment I set foot on the Isle of Thunder...  Well, it is less than five factions each having 6-8 quests per day but still.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Rokal on March 07, 2013, 02:48:15 PM
Whoo boy. Am I remembering this correctly, didn't Blizzard say they think they had too many dailies in 5.1? Why am I doing three hubs with several dailies each (and then some) the moment I set foot on the Isle of Thunder...  Well, it is less than five factions each having 6-8 quests per day but still.

It works out to be 9-12 dailies a day (3-4 per hub, 3 hubs), so it's not as bad as MoP launch. As to why they made the same mistake again: They said the 5.1 and 5.2 teams worked on their patches at the same time, so the good daily design from 5.1 didn't make it into 5.2. On the plus side, the rep is moving pretty quick and it's much less obnoxious when it's the only daily faction you're doing instead of one of five. I'm already at honored which means I should be at revered (where double rep starts) in a few more days.

I guess we'll see how things change as the island opens up, but so far the non-raid content in 5.2 is pretty lame. I like the raid so far.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Ingmar on March 09, 2013, 10:14:47 PM
Whoo boy. Am I remembering this correctly, didn't Blizzard say they think they had too many dailies in 5.1? Why am I doing three hubs with several dailies each (and then some) the moment I set foot on the Isle of Thunder...  Well, it is less than five factions each having 6-8 quests per day but still.


That shit was probably already in the development pipe and close to done when they realized they had an issue with too many dailies. Takes a while to change course when you're driving a giant oil tanker.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: SurfD on March 10, 2013, 05:59:32 AM
Whoo boy. Am I remembering this correctly, didn't Blizzard say they think they had too many dailies in 5.1? Why am I doing three hubs with several dailies each (and then some) the moment I set foot on the Isle of Thunder...  Well, it is less than five factions each having 6-8 quests per day but still.

Actually, I think there are less total dailys to do on the Isle of Thunder then there are for the full "Golden Lotus" chain, with the bonus aspect that you dont have to rep-up to unlock them.   That being said, I dont know if there will be "more" dailys unlocked when phase 2 of the Isle Invasion opens up, or if the dailys will just further randomise hubs, spreading them out more evenly over the island as more and more of it opens.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Brennik on March 11, 2013, 03:32:00 AM
Yea, turns out they're not that bad. It was just the sight of "first quest: kill 12 mogu, second quest: kill 15 ghosts" that unnerved me. Waiting to see how Stage 2 fucks it up, luckily I don't need to do the dailies on main anyway since I don't really need the rewards.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Simond on March 11, 2013, 12:51:28 PM
And going back so "So why are the Zandalari the bad guys?" thing from earlier: http://www.wowpedia.org/Waterlogged_Zandalari_Journal
Quote
I can still see it, still remember how I felt when I laid eyes on it. Blinking to wake up, telling myself I was already awake. The great palace listing to one side, like a drunk hunched against the wall. Still gleaming and gold. Was Rastakhan still inside? King of a crooked throne.

The morning sun glimmering off the seawater that crept into the forum. Pretty but for the jagged fissure tearing up the tile. We thought that was the worst of it. But the Cataclysm had only begun.

Water up a foot by the next evening. A week later, high tide came up to the market awnings. Still the sun shone. Like the world was saying it was sorry. Sorry to take your home. Sorry to give it to the sea.

World don't get off that easy.

Also I'm still liking the whole thing about the Mogu being Titan Constructs that aren't fel-corrupted or mind-controlled or anything - they're just doing their job: bringing order to chaos and fighting Old Gods and their spawn. Sure they're evil, but nobody said the Titans were nice, either. "Your gods are not your gods" and all that.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Rokal on March 11, 2013, 07:57:28 PM
I'm on Proudmoore now (hi Paelos!) and phase 2 has unlocked. Same dailies as phase 1. Already revered and the daily dungeon/scenario bonus alone nets 1k rep at that point, so people will be able to hit exalted long before all of the phases have unlocked.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Paelos on March 11, 2013, 08:11:33 PM
Watch out for Aussies. They'll steal your nodes.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Setanta on March 12, 2013, 12:13:38 AM
I miss being an Aussie TOG member on Proudmore. I used to have my alliance alts there back in the days of one faction, one server. Then when TBC hit my pally became a BE on Blackrock Horde with all the others. Proudmore was more relaxed :)


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Fabricated on March 12, 2013, 03:38:10 AM
Proudmoore is the place to be if they ever bring back massive coordinated grindfests like Quel-Danas and the AQ War effort; we fucking stomped face on those. Only missed opening AQ first because a shitload of stupid people made level 1 alts to go try and watch or actively crash the server as we tried to open the gate.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Fabricated on March 12, 2013, 06:54:57 AM
Also according to an interview linked through MMO-Champ there are no more 5-mans planned for MoP.

Ahahahahah, god, fuck Blizzard.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Merusk on March 12, 2013, 07:34:10 AM
 :awesome_for_real:

LFRs are the new 5-mans, dude! Gear progression paths are AWESOME!  :uhrr:


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Fabricated on March 12, 2013, 08:21:31 AM
I literally am gobsmacked at how much Blizzard doesn't get it.

I hope subs fall into the fucking toilet when 5.2's shine wears off.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Merusk on March 12, 2013, 08:37:23 AM
They will.  The last-minute Free D3 subs can't cancel until April, so Bliz is covered for this quarter.

Next quarter, however, should be a bloodbath.  I hope they aren't pinning all their hopes on SC2 pt3: The rake.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Zetor on March 12, 2013, 08:43:11 AM
They'll just add the Titan alpha to the yearly Blizzard pass.  :why_so_serious:


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Merusk on March 12, 2013, 08:59:45 AM
Their next "big announcement" wasn't supposed to happen until June, I thought.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Rokal on March 12, 2013, 09:18:52 AM
They've hinted that the 'big feature' for MoP (similar to LFR from Cata) will be a way to play older content, so maybe the 5.4 replacement for new 5-man content will be the ability to do older 5-man content at 90 but with an updated reward system. Everyone likes recycled content so what could go wrong?  :awesome_for_real:

I still believe they'll have new 5-mans in 5.4 though, even if they're saying the opposite right now.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Soulflame on March 12, 2013, 12:44:36 PM
:awesome_for_real:

LFRs are the new 5-mans, dude! Gear progression paths are AWESOME!  :uhrr:

Gear resets are not consistent with Blizzard's vision of allowing new players, and new characters of current players, the privilege of playing multiple times through every raid prior to the current raid.

 :oh_i_see:

I simply cannot believe how far away Blizzard has gotten from Wrath.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Merusk on March 12, 2013, 12:52:16 PM
This is the pendulum swinging the other way.  Folks need to vote with their wallets on it, hard.

Though I had a fight in the Neverwinter beta chat this weekend with folks who felt that EQ was the best design ever and more games should follow the paradigm of time invested > gameplay. 

After all you're rewarding loyal customers that way instead of giving things away to the slackers who only come online a few hours a week.



Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: SurfD on March 12, 2013, 02:14:11 PM
I thought they were hinting that specialized scenarios were possibly going to be takeing place of new 5 mans (with the potential of having specific loot tables for them makeing it even more so).


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Paelos on March 12, 2013, 03:47:43 PM
The player wants more 5 mans to play with friends. Blizzard responds by lowering the cap on raids. The player doesn't really want that, they want more five mans. Blizzard gives them LFR. The player doesn't enjoy running with random idiots, they want to play WITH THEIR FRIENDS. Blizzard responds by saying have you seen our LFR?


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Fabricated on March 12, 2013, 03:52:16 PM
I'm not going to shit on LFR since it actually provides something resembling an endgame to people who don't have a highly coordinated guild or set play times. Yeah it's random jackholes but welp, thems the fucking breaks.

The problem is that it doesn't mean you can just toss 5-mans aside. TBH I didn't think scenarios were that bad of an idea (repeatable super-quests basically) but looking at it they're honestly kind of a solution in search of a problem.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Merusk on March 12, 2013, 04:30:55 PM
Scenarios suck because there's no decent reward structure for them.  You don't get VP or JP for boss kills in the instance and completing one gives you the same as a Heroic.  Yeah you're not waiting on the queue as a DPS, but they take almost as long as a Heroic to complete. 

So unless you're blowing through one while waiting on a 'real' queue they're pointless.  But if you're using them to ignore queues, you aren't doing your bazillion dailies.

There's a TON of content this expansion. There's no cohesive approach or structure to the damn thing, though.  It's just shoved out in a "well.. HERE" kind of way.  Instead of complimenting or replacing each other in a larger lattice, it all competes.

So players get confused/ frustrated thinking they HAVE to do it all.  A better system would be one where a player would think, "Well.. I don't feel like doing dailies, let me do a scenario then a heroic and that'll get my VP for the day done.  One step closer to that Vp gear."  or   "I think I'll run a raid today and bang out some dailies while doing it. Maybe I'll get lucky."

Instead we get, 'Oh fuck I still have 15 more shadow pan dailies before running of to do the warfront.. then if my Heroic queue pops in the middle of that bombing daily at the yaks I'm going to be pissed.  FUCk I forgot to do raid instance 4 this week and it's Monday night. Goddamnit guess I'm not sleeping early... "


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Rokal on March 12, 2013, 07:22:57 PM
Scenarios suck because there's no decent reward structure for them.  You don't get VP or JP for boss kills in the instance and completing one gives you the same as a Heroic. 

You get 50 VP for the first scenario of the day, 200 rep with whatever Pandaria faction you'd like, and a random item from a chest. 463 items are pretty common from the chest too. It also takes ~5-10 minutes max and has the same queue time for dps.

At this point, I run scenarios more consistently every day than dungeons.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Miasma on March 12, 2013, 09:09:43 PM
I don't like scenarios because I'm a healer, which aren't used there, so I have to go dps which I don't bother to fine tune or use seperate gear so I'm kinda low on the meters.

They would be crazy not to add new dungeons (even though I don't bother running them anymore) so the idea that this new system will level up old ones makes sense.

The new failure buff where you get 5% more health, dps and healing each wipe turned day one of a new lfr tier from "utter frustration where raid groups break up over and over" into a much more tolerable "we will get this eventually even if we just suck at it".

I wonder how many people do those challenge modes, I wish I could just delete that blue exclamation quest from the challenge npc so I don't have to see it every time I'm in panda city.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: goishen on March 12, 2013, 10:19:54 PM
Their next "big announcement" wasn't supposed to happen until June, I thought.

Well, possibly.  But then there will be an uptick in WoW's numbers again.   I certainly say this with a bit of apprehension, but Titan may suck.  Then, you're stuck with an alpha that nobody wants to play and a year's subscription to WoW.  Of course, Titan'll have the Apple effect.  Everybody'll buy it and say, "Yay! Titan's out!"   Then a month later, "Yay, Titan." 



Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Setanta on March 12, 2013, 11:16:59 PM
TBH I didn't think scenarios were that bad of an idea (repeatable super-quests basically)

Scenarios are fucking awesome - when GW2 does them. Jump in, follow the scenarios around, pick up lootz that are either awesome or can be broken up. Alternatively solo "storyline" instances that are fun etc.

I'm really not sure why Blizzard didn't get this. Last week with the GW2 patch people were being pushed into overflow over GW2 chest-scenarios on YAk's Bend. This week it's not as bad but there are easily 40+ people there to take down a scenario.

Sure it's unlikely that the group will wipe etc, but it's fun and there's loot for all.

Oh... that's right... fun.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Fabricated on March 13, 2013, 03:37:15 AM
I can totally see Blizzard doing a, "Get beta access to Titan with a year WoW sub!" deal.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Miasma on March 13, 2013, 06:47:11 AM
And then they will annoy people by capping it at level ten so that you can't get burned out over the year long beta.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Rendakor on March 13, 2013, 07:03:50 PM
And then it'll be unplayable at launch, and disappointing at endgame...


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Miasma on March 25, 2013, 08:45:38 PM
Just watched the videos for the three new bosses that will unlock in lfr tomorrow.  Unless they seriously nerf the mechanics I don't see how the first and third, Durumu and Dark Animus, will be possible in lfr.  They need some serious co-ordination and any random person can screw things up at any time.  The second boss, Primordius needs everyone to manage their own stacks correctly too.  I think there will be a lot of frustration tomorrow.

Edit: I guess these bosses don't actually unlock in lfr this week, they will next week.  Then another two weeks for the last lfr set.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Miasma on April 03, 2013, 03:06:26 PM
Yeah, it took four hours to do the latest lfr wing.  Eight wipes on durumu.  Scary thing was that the group was actually pretty good, that maze is almost impossible to see with all the crap on the ground.  Dark animus wasn't as bad as I had worried, seems lfr (or maybe just 25man) uses all the robots so you don't have to try and decide which to activate.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Paelos on April 03, 2013, 04:13:27 PM
Four hours for LFR?

That can't be working as intended.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Simond on April 03, 2013, 04:51:34 PM
Durumu's fight basically goes: Cakewalk - cakewalk - cakewalk - EVERYBODY DIES!
It's going to get nerfed into the ground in a hotfix.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: SurfD on April 03, 2013, 09:06:18 PM
Durumu's fight basically goes: Cakewalk - cakewalk - cakewalk - EVERYBODY DIES!
It's going to get nerfed into the ground in a hotfix.
I cant believe anyone actually thought Durumu in an LFR environment was a good idea.  I mean, christ, I remember raiding AQ 40 as current content, and there was almost always someone who would die to the Rotating Beam of Death.  Put the Death Beam into an LFR AND add a maze on the ground to navigate?  Yeah, that will slaughter most LFR groups cold.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Zetor on April 03, 2013, 10:33:37 PM
Yea, my lfr beat Durumu after 5 stacks. Most of the DPS (and one of the tanks) died to the maze, so we ended up switching 4/6 of our healers to DPS (I was one of the healers staying as a healer, but still spent most of my time spamming lightning bolt and flameshock/lavaburst). Managed to down him like 5-10 seconds before he'd start another maze phase :awesome_for_real:


e: basically it's just like the instakill on lfr ultraxion, only you actually have to walk around in a hard-to-see maze instead of just push a button, and it affects EVERYONE, not just the tanks. So yeah, good times.


Title: Re: Patch 5.2: Thunder, Thunder, Thunder, Thunder King Ho!
Post by: Simond on April 13, 2013, 11:42:41 AM
Picked up one of these for my rogue today: http://www.wowhead.com/item=94154/survivors-bag-of-coins
I am now Mistborn!  :awesome_for_real: