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Author Topic: Bitch Thread for Warlords of Draenor  (Read 218776 times)
Simond
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Reply #1155 on: August 18, 2014, 01:59:25 AM

Back to The Mythical Man-Month: http://www.mmo-champion.com/content/4261-Raid-Release-Schedule-Mists-of-Pandaria-on-Sale

Quote
Warlords of Draenor took longer than anticipated to create, by roughly 6 months. Getting the new members of the team up to speed took longer than anticipated and slowed things down. A group is already working on the next expansion though, so hopefully there won't be another long gap next time.

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Sjofn
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Reply #1156 on: August 18, 2014, 04:51:34 PM

You'd think eventually they'd stop saying "no for real, the NEXT one will be faster!" It's not really fooling anyone, and I think for the mostpart aside from some grumbling, it's not being held against them too hard either.

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Fordel
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Reply #1157 on: August 18, 2014, 06:01:51 PM

I'm willing to bet it's a large percentage of the exit survey results.

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Reply #1158 on: August 18, 2014, 06:53:14 PM

Oh, probably. Still ... it's not fooling anyone.  awesome, for real

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koro
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Reply #1159 on: August 18, 2014, 07:34:42 PM

Also:

http://www.ign.com/articles/2014/08/18/blizzard-increasing-world-of-warcraft-subscription-prices-in-uk

Quote
From November 13, monthly subscriptions will rise to 9.99 from 8.99, three months for 28.17 from 25.17, six months for 52.14 from 46.14, while the three month prepaid time card will retail for 20.99.
Mithas
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Reply #1160 on: August 18, 2014, 08:29:54 PM

I'm surprised they haven't done that in the US yet.
Father mike
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Reply #1161 on: August 19, 2014, 10:57:20 AM

But prices don't increase for two years if you stay subscribed the whole two years

Pretty shrewd, actually.  They get the long term folks to stay subbed, even after the new of the xpac wears off.  I was half expecting them to give away copies of SC2:Protoss with one year subs.

And you'd better believe this is a test run for other markets.

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Maven
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Reply #1162 on: August 19, 2014, 11:25:40 AM

Only game in recent memory that I've seen raise its subscription rates. I think the last one was the original Everquest going from 9.99 to 14.99?
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Reply #1163 on: August 19, 2014, 11:42:41 AM

Crazy, but the addicts will pay it.

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Paelos
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Reply #1164 on: August 19, 2014, 11:53:03 AM

Crazy, but the addicts will pay it.

They are going the wrong way. It's in milkman mode now. I don't care if I get the xpac for free, I'm not paying for inflated sub prices. If anything they should just keep them level.

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Merusk
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Reply #1165 on: August 19, 2014, 01:26:52 PM

I don't disagree at all, but they're seeing the dip in revenue and when you add pressure from inflation over the last 10 years I'm sure it's coming from Top-down.

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Reply #1166 on: August 19, 2014, 01:30:48 PM

I don't disagree at all, but they're seeing the dip in revenue and when you add pressure from inflation over the last 10 years I'm sure it's coming from Top-down.

Yeah I agree it's coming from corporate. It just proves to me that they are giving up the idea of attracting players back anymore. This is all about maintaining a slow bleed.

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luckton
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Reply #1167 on: August 19, 2014, 02:14:40 PM

The HD remakes of Warcraft 1 and 2 that they're working on could also be another way of trying to attract new players as well.

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Simond
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Reply #1168 on: August 20, 2014, 01:34:52 PM



To be fair, he has only done this once before. And in more useful news, the 6.0 beta notes preview: http://us.battle.net/wow/en/blog/13423478

Quote
Looking for a TL;DR summary of all of the changes? Here you go!

    Character stats have been squished into smaller numbers that are easier to understand. It's important to understand that this is not a nerf as enemies' stats have been squished as well.
    A new row of talents has been added for level 100, and new Draenor Perks earned every other level from 92 to 98.
    Garrisons are a new feature available in Draenor, where you can build a base, recruit followers, and send them on missions.
    Balanced functionality of Agility, Strength and Intellect.
    New secondary stats: Bonus Armor, Multistrike, and Versatility.
    Hit and Expertise have been removed; they're no longer needed in order to reliably land attacks!
    The pacing of healing has been adjusted to allow for more tactical decision-making regarding efficiency and throughput, on both single-target and multi-target heals. Passive and auto-targeted healing have been reduced in effectiveness in order to emphasize the actions and choices of healers.
    Racial traits have been rebalanced so that all races have similar combat performance.
    All classes have had several abilities pruned, with a focus on redundant and less-used abilities to cut down on button and keybind bloat.
    Amount of crowd-control in the game (primarily PvP) has been drastically reduced. Many crowd-control abilities have been removed, and many diminishing returns categories have been merged together.
    Several common buffs and debuffs have been merged, or removed, where they were redundant.
    All characters now learn some important Major Glyphs automatically as they level up.
    Toned down the amount of instant healing in the game by giving cast times to several instant cast heals.
    For Tanks, Vengeance has been redesigned and renamed Resolve.
        Resolve does not increase outgoing damage, but does now increases tank self-healing and absorption based on damage taken.
    Facing requirements (character positioning) on some prominent abilities have been loosened or removed.
    Reduced Mana cost of Resurrection spells to make it a little easier to recover from a wipe.
    Professions no longer have combat benefit perks tied to them.
    A multitude of class-specific changes, things like improved distinction between different Talent specializations, and new Masteries. Consult class-specific sections below for more information.

Yes, that really is the tl;dr version.

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Reply #1169 on: August 20, 2014, 11:30:14 PM

Oooo, another attempt to make healing more fun and dynamic!

I bet that falls flat on its face
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Reply #1170 on: August 21, 2014, 08:34:33 AM

They are still fucking with tanking. Still. It's never been right since they went to this active defense model horseshit because tanks are DPSing now apparently.

Quote
Then, to keep tank DPS meaningful, we'll be raising their damage, since it would be meager with no Vengeance Attack Power (Vengeance accounted for 70-90% of a tank's damage on high-tank-damage fights in Mists). To do that, we're increasing the damage of several prominent tank abilities.

MEANINGFUL! My favorite bullshit word that devs use. Never once have I wanted my DPS to matter at all in a raid. I wanted my threat to matter, that was it.
« Last Edit: August 21, 2014, 08:36:08 AM by Paelos »

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SurfD
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Reply #1171 on: August 22, 2014, 02:01:55 AM

They are still fucking with tanking. Still. It's never been right since they went to this active defense model horseshit because tanks are DPSing now apparently.

Quote
Then, to keep tank DPS meaningful, we'll be raising their damage, since it would be meager with no Vengeance Attack Power (Vengeance accounted for 70-90% of a tank's damage on high-tank-damage fights in Mists). To do that, we're increasing the damage of several prominent tank abilities.

MEANINGFUL! My favorite bullshit word that devs use. Never once have I wanted my DPS to matter at all in a raid. I wanted my threat to matter, that was it.
Eh, Tank balancing has been a never ending circle jerk of trying to find the "sweet spot" for Tank Damage since they moved to the No More Watching Threat model.   Since there are no more meaningful threat Abillities like Hroic Strike being your go-to threat generator for Warriors (Ie, EVERYTHING a tank does generates so much threat it is practically impossible to pull off them) they simply tied Tank Threat directly to damage, just with a Heafty Global Threat Modifier.  And under the old Vengeance (where you got sick amounts of AP for getting whacked) some tanks did stupid amounts of damage with full Vengeance (such as my druid being almost top DPS on several multi Target fights in raids just by dumping AOE cleaves).

I think the current model will actually be almost as close to perfect as they will get iterating on the Active Defense model.   Removing the AP bonus from Vengeance and just giving tanks a flat DPS increase across the board will mean that a Tank will do "acceptable" damage for things like soloing, but wont be out DPSing actual DPS classes in raid environments.  Keeping the +Heal / Absorb part of the Vengeance calculation still allows tanks to self-mitigate well in raid fights.  The decoupling of the Damage portion will allow them to be able to do better tuning of tank Damage and Survivability by tuneing either Damage or Resolve seperately, without worrying that buffing / nerfing one stat (like with vengeance) would outright break either the damage or survivability component (like with Deathknights).

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Phunked
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Reply #1172 on: August 22, 2014, 06:11:53 AM

They are still fucking with tanking. Still. It's never been right since they went to this active defense model horseshit because tanks are DPSing now apparently.

Quote
Then, to keep tank DPS meaningful, we'll be raising their damage, since it would be meager with no Vengeance Attack Power (Vengeance accounted for 70-90% of a tank's damage on high-tank-damage fights in Mists). To do that, we're increasing the damage of several prominent tank abilities.

MEANINGFUL! My favorite bullshit word that devs use. Never once have I wanted my DPS to matter at all in a raid. I wanted my threat to matter, that was it.

But...for all intents and purposes your threat generation basically WAS the optimal DPS rotation. There was almost never a tradeoff between "this spell does more threat but less damage" and "this spell does more damage but no threat". Using the warrior example, you used shield slam on cooldown, revenge on cooldown, queued up HS for every melee attack, spammed shield block and used devestate as filler. I guess you could use a different stat priority (to be hit capped) or a different trinket for damage, but you  currently already do that in the "tank DPS matters" model. The only thing threat did was punish PUGs/random content where their tank was horrible. I suppose it was more common in early BC raiding where people still didn't really know how the game worked, but 10 years later, I'd be very surprised if even a random LFR tank couldn't maintain a near optimal TPS rotation.
SurfD
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Reply #1173 on: August 23, 2014, 01:59:41 AM

There hasnt been any kind of meaningful tank "threat" since sowmewhere around late Wrath I think.   Ever since they baked a huge threat modifier into your "spec" or "stance" as a tank and moved away from Threat Modifiers on individual abilities, it has become almost impossible to pull threat off of a tank unless you massively out gear them, or they are seriously under hitcap.   Combine that with Vengeance and the push to move all tanks to the "active mitigation" model, where your resources as a tank are largely no longer used on abilities that generate threat, but instead used to fuel your mitigation, and you rapidly approach scenarios where a tank can literally disconnnect half way through the fight, and as long as they continue auto attacking you probably wont pull threat off them before they log back in.

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Phunked
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Reply #1174 on: August 23, 2014, 06:44:23 AM

Sure.

And if they DC on relevant content, they'll probably die because the boss used Big smash and they didn't use a cool down for it. Which is what you want, because the boss should punks tanks for not paying attention by killing them.

On trivial content, they'll live just fine with healing and you'll get to keep playing like normal (as DPS) which is also fine, because who gives a shit about trivial content.

Under the new system, overheated DPS are always a benefit - basically no DPS is ever wasted. In the past you would be threat capped no matter how good your tank was, because math. How is that fun?
Azuredream
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Reply #1175 on: August 23, 2014, 08:06:12 AM

I thought people hated the tanking model because it added more stress to the tanking role, which is already seen as the de facto 'leader' of any group.

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Reply #1176 on: August 23, 2014, 08:35:32 AM

Tanks are still the only people who can wipe a group or raid by themselves. Nowadays you can compensate for some bad dps'rs, heck, you can even compensate for bad healing. But if the tank screws up, you're done.

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Reply #1177 on: August 23, 2014, 08:36:44 AM

It's certainly shitty because active tanking has been there as an option since WotLK in the form of DKs, but the other three classes (to varying degrees) were more passive so people who wanted a more relaxed style had a choice.

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Reply #1178 on: August 23, 2014, 12:17:22 PM

Tanks are still the only people who can wipe a group or raid by themselves. Nowadays you can compensate for some bad dps'rs, heck, you can even compensate for bad healing. But if the tank screws up, you're done.

For the most part, this is true. There are a few fights in SoO (for example) where there are jobs that have to be done by a DPS, because the tanks and healers are busy being tanks and healers. And if these jobs aren't done right and done on time, the group a-wipe.

Or so I've heard. I've never killed myself on the conveyor belt, or failed to kill Garrosh's engineers in time. These are just stories I've heard  Oh ho ho ho. Reallllly?

edit: eye wright goode
« Last Edit: August 23, 2014, 05:31:16 PM by Hutch »

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Reply #1179 on: August 23, 2014, 12:33:57 PM

I thought people hated the tanking model because it added more stress to the tanking role, which is already seen as the de facto 'leader' of any group.

They've had so many tanking models at this point that each one has its fans and detractors.  What people hate depends entirely on which phase of tank-tweaks they liked the best.

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Reply #1180 on: August 26, 2014, 08:51:53 AM

Quest in beta where you leave a trail of black powder behind your character:


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Reply #1181 on: August 26, 2014, 08:57:16 AM

I wonder if KC Green likes the fact that after he dies he'll still be known as the dude who created Dick Butt.

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Mithas
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Reply #1182 on: August 26, 2014, 04:12:51 PM

They realized they dropped the ball on this one and are doing some damage control:

Quote
We are already in progress with our next expansion. We already have zones in production for it. Our next expansion after that, we have a couple of different options that we'll be choosing between over the next several months. Beyond that, there are about six or seven different ideas for expansions that we can take elements of and say, 'You know what? Let's take that and put it in this one for our next expansion after the next one.' Or we might shift the timelines around from what we originally envisioned. There's easily 10 years worth of stuff that we can draw from more, really.

That's from an interview with Tom Chilton found here:

http://www.gameplanet.com.au/pc/features/g53fbe9cf1d67e/World-of-Warcraft-Then-Now-Next/
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Reply #1183 on: August 26, 2014, 04:21:12 PM

They have riding on free money for so long, they prospect of having to actual earn their money must be daunting.

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Reply #1184 on: August 26, 2014, 05:54:00 PM

Is flying still out for the expansion zones?
Simond
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Reply #1185 on: August 26, 2014, 06:34:51 PM

They realized they dropped the ball on this one and are doing some damage control:

Quote
We are already in progress with our next expansion. We already have zones in production for it. Our next expansion after that, we have a couple of different options that we'll be choosing between over the next several months. Beyond that, there are about six or seven different ideas for expansions that we can take elements of and say, 'You know what? Let's take that and put it in this one for our next expansion after the next one.' Or we might shift the timelines around from what we originally envisioned. There's easily 10 years worth of stuff that we can draw from more, really.

That's from an interview with Tom Chilton found here:

http://www.gameplanet.com.au/pc/features/g53fbe9cf1d67e/World-of-Warcraft-Then-Now-Next/
Chilton has also said in passing that they've only got two raid tiers planned for WoD - now, whether that's two more tiers or "expansion raids plus one in a patch" isn't exactly clear yet but if it's the latter then they probably need to have wheels in motion already. And is it really surprising that they're saying they've got loads of space for expansions? I mean, Everquest's twenty-first expansion is due for launch a month before WoD.


Is flying still out for the expansion zones?
Current take is out until 6.1 where it will be "reviewed with community feedback taken into consideration". Which is, you know, what they've been saying all along.
« Last Edit: August 26, 2014, 06:46:41 PM by Simond »

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Reply #1186 on: September 15, 2014, 12:29:20 PM

Blizzard to free up names of player characters that haven't logged on since 2008.

So basically, everyone that hasn't played since BC will have their toons' names made available for new characters to use.


edit: punctuation
« Last Edit: September 15, 2014, 12:38:33 PM by Hutch »

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Reply #1187 on: September 15, 2014, 12:41:40 PM

That probably means all my alts, haha.

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Zetor
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Reply #1188 on: September 15, 2014, 01:55:11 PM

It's a pretty shrewd way to cash in on renames -- Sphrthxz the bloodelf DK will finally be able to get the name he was destined for!
« Last Edit: September 15, 2014, 01:56:43 PM by Zetor »

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Reply #1189 on: September 15, 2014, 02:04:49 PM

If they removed the ability to use non-standard characters in character names at the same time that would be a small act for good in this world.

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