World of Warcraft News and Raiding Strategies RSS Feed

by Published on 2012-11-08 07:20 PM

Update: Guildox has recorded a World First 10 Man Heroic Garalon kill for Arctìca!

Cinder Kitten Charity Drive, Patch 5.0.5 Hotfixes, Patch 5.1 PTR - Build 16281

Let’s Talk About Brawler’s Guild
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Yes, we’re breaking the first rule of Brawler’s Guild.

For those of you that haven’t been following along, the Brawler’s Guild is a new feature being introduced to World of Warcraft: Mists of Pandaria in patch 5.1. This new part of the World of Warcraft has generated a lot of excitement--not to mention a few questions--so we’re going to try to provide a clearer picture of what we’re hoping to accomplish with the Brawler’s Guild in this thread.

First, a little bit about what it is, and what it isn’t:

What Brawler’s Guild Is
  • A fun, but small diversion that could grow in time
  • A venue for a realm’s community to come together
  • A unique way to earn some solo PvE bragging rights
  • A cool place to hang out

What Brawler’s Guild Isn’t
  • A means of solo progression
  • A major patch feature accessible to everyone (at first)
  • A way to earn lots of in-game rewards
  • Proving Grounds where you can develop class skills (that’s a different feature arriving later on)

So, to sum up, we’re trying to give the Brawler’s Guild a tight knit, underground kind of feel, and we expect the Guild on each realm to slowly grow to encompass more and more of the population over time. Because invites will be so limited, it’s likely that a lot of the players that join the Brawler’s Guild will have had some kind of interaction with one or more existing members before they ever step into the ring. Finally, a smaller population will help keep the queues low for quite a while – since a big part of the Brawler’s Guild is watching other players fight their own battles, right now instancing arenas or using phasing isn’t an attractive option.

About Those Invites
Invites to the Guild will (at least initially) only be available for purchase on the Black Market Auction House. We’ve taken this approach both to control queue times, and also because the Brawler’s Guild is meant to be kind of a small, underground thing, and a way for players on a realm to come together. At first, that will happen because invites will go out from one player to another based on who buys those initial Black Market invites. After reaching a certain rank in the Brawler’s Guild, each of the new members can eventually earn one new invitation of their own to pass out to someone else on the same realm, so the Brawler’s Guilds on each realm should get progressively larger and larger over time. We may also investigate alternate methods of acquiring invitations or making them more plentiful.

World First?
We’ve also decided that attaching a realm first style achievement to the Brawler’s Guild isn’t necessarily the right move. Rest assured that there will be other achievements to earn in the ring though.

We know you’ve got questions, so ask away, and we’ll try to clarify where things are hazy.

Heart of Fear Heroic Progression Update
Manaflask has been keeping track of progression in Heart of Fear, or lack thereof, on Imperial Vizier Zor'lok. Arctìca (EU-Chromaggus) decided to skip that boss and killed Blade Lord Ta'yak for World First 10 Man. Congratulations to them!



Heroic Imperial Vizier Zor'lok Hotfixes
Originally Posted by Blizzard (Blue Tracker / Official Forums)
The Heroic Zor'lok encounter is currently more difficult than intended. While we prefer to avoid changes to encounters in the midst of progression, we would like to fix a few quality of life issues and make some targeted balance changes that do not invalidate the efforts that guilds have put into learning the encounter so far. Later today a hotfix will make the following adjustments:

  • Zor'lok's Echoes will pause briefly before beginning to cast Song of the Empress.
  • Zor'lok's berserk timer has been increased slightly.
  • Zor'lok will no longer summon Echoes of Force and Verve during the final phase of the encounter.
by Published on 2012-11-08 02:23 AM

Cinder Kitten Charity Drive for Superstorm Sandy Coming Soon
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Support the Red Cross’s Superstorm Sandy Response relief efforts and adopt a Cinder Kitten when this fiery feline arrives in the Blizzard Store later this year. Your support will enable the Red Cross to provide shelter, food, emotional support, and other assistance to survivors of disasters like Superstorm Sandy with 100% of the $10 USD adoption fee during this charity drive going toward this worthy cause.


Details about when and how you can purchase the pet will be announced in the coming weeks, so stay tuned! To learn more about the Pet Store, please visit the Pet Store FAQ.

Patch 5.0.5 Hotfixes - Nov 6
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Classes
Monk (Forums / Skills / Talent Calculator)
  • The base healing of Chi Torpedo has been increased, but it now scales less efficiently with attack power.
  • Keg Smash now deals progressively less damage when it strikes more than 5 targets.

Priest (Forums / Skills / Talent Calculator)
  • Rapture now returns mana equal to 200% of the Priest's total Spirit (was 150%).
  • The shield generated by Divine Aegis now absorbs 50% of the amount healed (was 30%).

Creatures

Items

Dungeons & Raids
Heart of Fear
  • The Raid Finder version of Garalon is now tuned more appropriately for Raid Finder groups. His health has been significantly reduced, and Furious Swipe now deals significantly less damage.
  • Wind Lord Mel'jarak's health has been reduced slightly in the 10 player normal mode version of this encounter.
  • The Sha of Fear's Ominous Cackle will no longer sometimes send players to the same platform twice in a row.
  • Grand Empress Shek'zeer will no longer become confused about what phase of the battle she's in.
  • Imperial Vizier Zor'lok
    • Visions of Demise now inflicts damage immediately once cast.
    • The Imperial Vizier can no longer be attacked until all the foes in the Oratorium are slain.
    • Zealous Bug will no longer spawn in the Raid Finder version of this encounter.
  • Amber-Shaper Un'sok
    • Volatile Amber pools will now properly eject more bolts of Volatile Amber in the 25 player versions of this encounter.
    • The health of Amber-Shaper Un'sok, Living Amber, and Amber Monstrosities has been increased in Heroic mode.
    • The Amber Explosion cast by transformed players now does the correct amount of damage when striking more than 10 targets.
Mogu'shan Vaults
  • Elegon's Total Annihilation will no longer penetrate immunity effects in the normal mode version of this encounter.

Bug Fixes
  • Wiping on Imperial Vizier Zor'lok or defeating the enemies preceding him in the Oratorium will no longer sometimes cause players to become raid locked to the Heart of Fear.
  • Tooltips for Crystallized Dread, Crystallized Horror, and Crystallized Terror have been updated.
  • The speed increase provided by the Druid ability Stampeding Roar no longer stacks with the speed increases provided by Cat Form or Travel Form.
  • Battleground speed power ups will no longer sometimes incorrectly stack with player movement speed increases.
  • Mana Tea channeling will no longer sometimes be interrupted when friendly players consume the Monk's Healing Spheres.

Patch 5.1 PTR - Build 16281
A new PTR build will be deployed soon.

New Items

Level Type Slot Name
90Junk Stolen Present
90Consumable Honorable Commendation of the Dominance Offensive
90Consumable Honorable Commendation of Operation: Shieldwall
90Item Enhancement Eye of the Black Prince

New Loading Screen


New Icons



Strings Changes
Originally Posted by MMO-Champion
  • ERR_INSTANCE_GROUP_JOINED_WITH_PARTY - You are in both a party and an instance group. You may communicate with your party with "/p" and with your instance group with "/i".
  • ERR_INSTANCE_GROUP_JOINED_WITH_RAID - You are in both a raid and an instance group. You may communicate with your raid with "/ra" and with your instance group with "/i".
  • MAX_DAMAGE - Max Damage
  • MEMBER_COUNT_IN_RAID_LIST - %d |4Member:Members; in Raid
  • MEMBERS_IN_PARTY_LIST - Members in Party: %s
  • MIN_DAMAGE - Min Damage
  • PLAYER_IN_MULTI_GROUP_PARTY_MESSAGE - You are in both a party (/p) and an instance group (/i).
  • PLAYER_IN_MULTI_GROUP_RAID_MESSAGE - You are in both a raid (/ra) and an instance group (/i).
  • TOOLTIP_ITEM_COMPARE_FORMAT - |c%1$s%2$c%3$s|r %4$s
  • TOOLTIP_ITEM_STAT_FORMAT - %1$c%2$s %3$s



Achievement Changes
Originally Posted by MMO-Champion
Brawler's Guild
World Events

Scenarios



Spell Changes
Originally Posted by MMO-Champion
Guild Perks
  • The Quick and the Dead now increases movement speed while dead by 10%, down from 100%. This is a tooltip fix, as this change is already live.

Hunter (Forums, Talent Calculator)
Talents

Marksmanship

Mage (Forums, Talent Calculator)
Arcane
  • Arcane Charge now increases damage by 24% per charge, up from 22%.

Monk (Forums, Talent Calculator)

Talents

Paladin (Forums / Skills / Talent Calculator)

Priest (Forums, Talent Calculator)
  • Mind Sear damage increased by 22%. Now scales with 30.0% of SP, up from 24.5% of SP.

Talents
  • Cascade can no longer be cast in Spirit of Redemption form.
  • Divine Star can no longer be cast in Spirit of Redemption form.
  • Power Infusion no longer has a defined range.

Discipline
  • Rapture - when your Power Word: Shield is completely absorbed or dispelled you are instantly energized with mana equal to 200% of your Spirit, up from 150%.

Rogue (Forums, Talent Calculator)
  • Kick now costs 10 energy, down from 15.

Shaman (Forums, Talent Calculator)
Talents

Misc

Raid & Dungeon Abilities
  • Arcane Blast Each time you cast Arcane Blast, the damage of all Arcane spells is increased by 22% 24% and mana cost of Arcane Blast is increased by 125%.
  • Expelled Corruption A mass of corruption inflicts 175,000 192,500 Shadow damage to all players within 30 yards every 1.5 sec.
  • Lightning Bolt Hurls a bolt of lightning at an enemy, inflicting 125,000 Nature damage. 137,500 Nature damage.
  • Lightning Prison Stuns a target in a field of lightning, causing them to inflict 50,000 55,000 Nature damage to all nearby players.
  • Lightning Storm A Lightning Storm forms around the caster, inflicting 350,000 385,000 Nature damage to all players caught in the lightning strikes.
  • Lightning Storm A Lightning Storm forms around the caster, inflicting 350,000 385,000 Nature damage to all players caught in the lightning strikes.
  • Lightning Storm A Lightning Storm forms around the caster, inflicting 350,000 385,000 Nature damage to all players caught in the lightning strikes.
  • Lightning Storm A Lightning Storm forms around the caster, inflicting 350,000 385,000 Nature damage to all players caught in the lightning strikes.
  • Lightning Storm A Lightning Storm forms around the caster, inflicting 350,000 385,000 Nature damage to all players caught in the lightning strikes.
  • Overwhelming Corruption The Sha's corruption overwhelms the Protector, inflicting 20,000 22,000 Shadow damage to all players every 3 sec.
  • Touch of Sha Fills an enemy with the Sha's corruption, inflicting 25,000 38,500 Shadow damage every 3 seconds.
  • Water Bolt Hurls a bolt of water at an enemy, inflicting 95,000 105,000 Nature damage to them and all enemies within 3 yards.
by Published on 2012-11-07 07:54 AM

Wizard With 3.3 Million DPS, Does Blizzard Care About Feedback?, Poll: What Monster Power Level Do You Prefer?, Rolling Restarts - 11/07/2012

Patch 5.1 - Operation: Shieldwall
Today we take a look at the start of the Alliance quest line in Patch 5.1. This line involves the new Operation: Shieldwall faction.



Patch 5.1 Proc Changes
Originally Posted by Blizzard (Blue Tracker / Official Forums)
In 5.1, we’re migrating four additional procs over to the Real PPM system. Dancing Steel and Jade Spirit are 2 Real PPM, River's Song is 4 Real PPM, and Colossus is 6 Real PPM.

Patch 5.1 - Wrathion Audio
One of the recent PTR builds added audio for the lines we previously posted about for the new Wrathion quest line.



Blue Posts
Originally Posted by Blizzard Entertainment
Mote of Harmony
Yeah trading them for items is good I guess but for me I don't need money and mainly like the idea of using them for pretty purple items haha. It would be good to have the choice that's all.
When selecting two gathering professions, there is going to be some understanding that you won't be making gold from crafting, at least not on that character. Making them BoP is a good way of showing others that, you as a crafter, have made an awesome item for yourself. If you plan on selling the crafted item, it allows you to raise the value and demand even more of a profit.

As others have mentioned though, there is always a chance they'll become BoA or BoE in the future but no promises. (Blue Tracker / Official Forums)

Conquest Point Cap Increase
UPDATE: We're aware not all players received the updated Conquest caps with today's maintenance, and we're working to resolve the issue as soon as possible. (Blue Tracker / Official Forums)

Low Difficulty Level of Dungeons
The ability to get in quickly and easily by being automatically matched with other players has a ton of great benefits, including just being able to get in and do dungeons without needing to spend time coordinating a group or spamming chat channels. Plus it has the whole Set It and Forget It benefit of being able to go do stuff while you're in queue. But the ease of entry has a downside in that tolerance goes down, and the fact of a random group is a lack of consistency from run to run. Random players being matched together injects a ton of inconsistency, but if it goes bad you can just jump back into queue and are probably not much worse for the wear.

Cataclysm dungeons tended to require things like CC, and in general a fairly in-sync and coordinated group to be consistently successful (at least until enough people outgeared them). The problem comes when matching random players together that there is no consistency. While you may go in with a group and all learn something, that a specific mob needs to be CC'd, or a certain boss behavior to avoid a wipe, those lessons are more than likely out the window with the next group you're matched with. While you may have some knowledge, maybe no one else does, and most people don't want to spend every run waiting for everyone else to learn all those same lessons. That can just be a frustrating experience. So instead of trying to force a group of strangers to be so heavily coordinated (maybe even having to jump into voice chat) just to complete the first steps of progression, we reduce the complexity to a point where the random groups that are being put together can most of the time be successful without needing to be hyper-organized or educated on each pull. Instead, that organization is far more important for the organized content where random people aren't matched together: normal and Heroic raids.

Of course there are players that want every piece of content to be very challenging, even going so far as wanting hard questing and daily quests, but the breadth of types of people playing World of Warcraft mean that we need to have a wide variety of content, and a wide variety of difficulty, to try to appeal to a variety of tastes. Obviously it's not an exact science, as you'll see from expansion to expansion, or even patch to patch, we may change difficulty to suit what we believe will achieve the best results for the people attempting that content. (Blue Tracker / Official Forums)

Warrior Damage in PvP
So this video has been getting around a lot lately, showing up in many different threads so let us just make this the main one for its discussion

Yeah, because clearly you should be expecting a 200k+ HC strike. I'm sorry, but there's no way you can anticipate this kind of damage as it's completely RNG and you're dead before you can react.
Actually, in a way you can. If you monitor the Warriors buffs, you will be able to see the number of Taste for Blood (TFB) stacks that are building up and this is can indicate when the cooldowns are going to be popped and the big damage is incoming. So this allows you to be prepared for when they jump onto you and you can use your defensive cooldowns. Please understand that we are in no way saying that this damage is fine, but it does take a lot of work for a Warrior to do this and can be predicted.

I know that the theory is not the same as in practice and keeping constant tabs on the Warriors TFB stacks is not always possible. The main point that needs to be mentioned though is that the cooldowns you can see being blown in this video on their own, while a major damage increase, is not substantial enough to global a player unless used in conjunction with several stacks of TFB to create a HUGE Heroic Strike critical.

For a Warrior to build up enough stacks to global a player like seen in this video, they need a incredible amounts of up time to make sure the stacks of TFB do not fall off before getting a new one. To make it clearer, in 15 seconds they need to get a new stack of TFB and then repeat that, hoping their stacks do not fall off before the buff expires. Four or five TFB stacks are generally needed to pull off the Heroic Strike damage you see in the video on a well geared player and because of the changes in 5.1 these stacks while still possible to build, will not be as easy to get as they are now.

The main change that does this is the one to Avatar, which removes movement impairing effects rather than making you immune to them, this is because your up-time will not be nearly as high. This means that while you may very rarely still see a large Heroic Strike like this because someone is good enough or the Warrior is facing someone who is struggling to keep their distance, they will be less common. If a Warrior is good enough to build those stacks though, you can anticipate the incoming damage by watching their TFB stacks.

So this change to Avatar lowers two key issues with Warriors, mobility and burst and the Gag Order change helps with their control. Do not think that these change makes Warriors too controllable or weak in Arena, they will simply no longer be able to stick to a target constantly and build up TFB stacks, then afterwards global a player.

''Warriors – We don’t think Warrior burst is out of control'' - Ghostcrawler. What do you mean? Ghostcrawler told us that Warrior burst is fine! How dare you go against his divine will!
I never said that Warrior burst was not fine. I just said that the 230K crit you see here is a lot of damage and that we are not implying that this much damage from one skill is fine.

If you pop all defenses possible as healer on yourself the thing that a warrior does is switching target and hitting the other person full in the face.
The Warrior only has one chance with their TFB. What I meant was that if you see those TFB stacks and the Warrior pops his cooldowns, if your reactions are good you can make him waste the TFB stacks. If they use up those TFB stacks on someone with their defensive cooldowns, the switch they make after is not all that scary.

Not taking your words out of context here, but a warrior takes a lot of work to get TFB stacks to 5? That's like doing the lottery and winning, saying it's "a lot of work".

It's RNG, simple as that, and to win games off of the back of RNG and RNG alone, is not something that should have even made it live, seeing as it's an intended mechanic and not a bug that was overshadowed on the Beta.

As we're keeping this to one thread, to prove my point at just how quick a warrior can get 5 stacks of TFB and end a match instantly, watch the following: http://de.twitch.tv/dakkrothwow/b/338084424?t=4h2m35s

That fight lasts about 30seconds, maye a little more? So difficult to prevent! So easy to anticipate! Just stop the warrior...

I never denied the fact that it was RNG and yes, there can be times where this happens. While you are strongly suggesting that it makes it easy to get, I would argue with. If luck is in your favor you can indeed get the stacks on your first try five times in a row, but the chance of that happening is 0.243% so I would consider the clip you linked a freak occurrence. In general though, it is something that requires you to be stuck to your target and trying many times to get to several stacks of TFB. And again, while not always possible but can help, monitoring the warriors buffs can let you know when this damage is incoming and the changes in patch 5.1 will make it harder for a Warrior to stick to a target and get those TFB stacks. (Blue Tracker / Official Forums)

LFR Feedback
What an enormous spit in the face of every guild that tries their best but just isn't world first material. To hear this from a Blizzard employee...You heard it people, Blizzard doesn't consider you competitive unless you're Paragon or Method.

What about competition on a realm? Competition between guilds of similar amount of raiding days/raid philosophy? Between people in a guild? Competition between players of the same class on a realm? Competition on WoL? Are they less important because it's not about world firsts?

There are varying levels of competitiveness. The folks playing at a local club are competitive. But on a different level (of skill, most often) than professional players. This is kind of the same, there are competitive guilds out there that just can't perform at the level of world first guilds. Are they less important? No.

But coming here and saying that you need to do all this because you are competitive and complaining about it's just weird. That's why it's called competition. You need to edge your opposition one way or the other. There are many ways to gear up these days, and you don't need to use them all, but of course, if you do, you'll gear up quicker.

Asking, in consequence, to shut down those things you don't want to do (and therefore reduce the quality of this game) just because you don't want to use those venues cannot be seen as a benefit (especially by the players that do use those).

Of course, in a world where you compete against other guilds, folks using those venues will most likely progress faster than you in the same timeframe, that's competition. And that's part of choosing which playstyle you want to pursue. (Blue Tracker / Official Forums)

Gearing up an Offspec
Is there still quests to get at 90 that give gear, or is it only dailies from now on? Should I just run through dungeons and hope that no one needs the gear for their main spec?
First of all, there's a gear vendor at Townlong Steppes that may come in handy: Supplier Xin (at Longying outpost) sells green 408 items for gold, so if you have DPS gear that's still below that, you can go and pick upgrades there.

Following that, you can queue on scenarios. These can reward a 463 item usable by your class. And of course, if you meet the item level requirements, both heroic dungeons and LFR are great sources to get more gear for it. (Blue Tracker / Official Forums)

Activision Blizzard Q3 2012 Earnings Call on November 7
The Q3 2012 Earnings call will take place on November 7, at 1:30 PM PST, which brings us an update on subscriber numbers for the third quarter of 2012. The Mists of Pandaria Launch Press release from a few days after Q3 ended stated that they were back over 10 million subscribers again, a gain of 900,000 since Q2.



Warcraft Elections
Blizzard is held their own elections today for new faction leaders!

by Published on 2012-11-06 07:48 AM

Using Banners As Town Portals, Diablo II Ladder Reset, Blue Posts, Diablo Collectibles

Patch 5.1 - Brawler's Guild Invites
The new Brawler's Guild being added Patch 5.1 will require you to purchase an invite from the Black Market Auction House. If you aren't able to purchase an invite, someone else who is already in the Brawler's Guild can invite you. On the PTR there are currently 10 invites with a starting bid of a few thousand gold.
Originally Posted by Ghostcrawler (Blue Tracker)
Why put Brawler's Guild pass on the BMAH? Now I'll just never see it because I hate the BMAH.
The experience won't be good if 1000 players hit the brawls when the patch drops. We need to ramp up slowly, but we'll ramp up.

From what I have seen its not instanced. You literally have to wait in line for your turn.Hope I'm wrong
It is not instanced. We have plenty of instanced content. We want these to have spectators.

Seems like a design failure. Shouldn't have to bow and scrape to the 1% in game to see content. Not a good feels.
I expect everyone who wants to brawl will be able to. Just not the day the patch goes live. Slow down, as the Pandaren say.



Reminder: Heroic and Raid Finder Difficulty Heart of Fear Opens This Week
Don't forget that Heroic and Raid Finder (part 1) difficulty Heart of Fear is opening this week! The second half of Raid Finder difficulty and Normal difficulty Terrace of Endless Spring will open next week.

So far 555 guilds, or 2.08% of the guilds tracked by WoWProgress have completed normal difficulty.






Conquest Point Cap Increase
Originally Posted by Blizzard (Blue Tracker / Official Forums)
To help everyone keep up with the upcoming system in 5.1 that will allow you to upgrade your Conquest gear with Conquest Points, a hotfix is being implemented very soon that will raise the Conquest Point caps:

At 1500 rating, the Arena Conquest Cap will now be 1800 (up from 1350), while the Rated Battleground Conquest cap will be 2200 (up from 1650). As always, when your rating increases, so will your cap.

Plan accordingly! (Blue Tracker / Official Forums)

Blue Posts
Originally Posted by Blizzard Entertainment
The BMAH is boring
The Black Market Auction House features a wide variety of items. One week it might have something like an Enchanted Broom, the next week Ashes of Al'ar. It's completely random, and varies per realm. Certainly there have been items up on a few realms that people hit the bid cap on.

Just keep watching, it's bound to have something you want sooner or later. Only trick is, it'll probably be desirable to other people too. Good luck! (Blue Tracker / Official Forums)

Daily Quests and the Grind
Is the only way to get the Elder Charm Coins is by doing dailys by getting 90 of the good coins and turning them into 3 elder...? that sort of forces u into dailys if so.. because u know people want that extra chance in Raid to get the gear so your know there going do dailys to get a silly coin that doesnt even help one bit gg..
"Gear drops in raids like it always has."
"I like gear like I always have."
"But I want bonus chances at that gear."
"I have to do something to earn bonus chances at that gear?!"
"I don't want to do something to earn bonus chances at that gear!"
"That thing I don't want to do that would earn me bonus chances at that gear, doesn't earn me bonus chances at that gear!"

Let me know if that's an accurate summary, as well as what you're talking about. o.O

Lol ok the point is everyone dont wanna do dailys all day every dam day : ) kk thanks. i dont mind grinding rep dont get me wrong gives me something to do... but having to do dailys to gain the rep is load of crap. tabard ftw.. gg.
Sounds good. I suggest not doing dailies all day everyday if you don't want to, then. I don't want to either. If I want to have additional pulls of the slot machine when I'm in a raid though, I'll decide if the cost is worth it, or if I'll just take my standard one shot at a boss's loot table per week.

Do I want a tabard that allows me to get credit for doing one type of content, while actually doing another (which, by itself, earns me gold and chances at loot)? It'd save me time, sure. There are so many things about endgame progression that could be changed to save me time, enough so that I wouldn't have to worry about enjoying actually playing the game to improve my character and earn things.

"Sounds good. I suggest not doing dailies all day everyday if you don't want to, then. I don't want to either."

Zarhym admits he/she doesn't want to do dailies. What can we infer out of this? Devs admit they aren't fun. Which they aren't. Maybe once. Maybe twice. Heck, I'll even go three times. But past that? Pfffffft.

I don't like it when my words are twisted. I put sentences together to convey a cohesive thought, so I'd prefer if you read them in context.

I said I don't want to do dailies all day everyday either. I do dailies. I enjoy being able to earn my reputation. I appreciate that the system is designed to allow me to do a little bit of whatever I want to do each week without feeling overwhelmed. As soon as I capped Valor this week, I stopped running dailies and focused on other things. I'll wait until the weekly reset to pick up where I left off to get the full reward of completing each daily. Those factions aren't going anywhere. I log into the game everyday, and I never log out feeling like I made no progress. I can't say the same about my time in Cataclysm.

"I appreciate that the system is designed to allow me to do a little bit of whatever I want to do each week without feeling overwhelmed"

Except it is overwhelming. Every day I don't finish all of my dailies, I feel like I've missed out. That I'm now behind where I could be. And how do I catch up? I don't. I'll never catch up, I'll always be behind. This puts an overwhelming burden on completing every daily every day. And each day I don't meet these goals set by the game, it's demotivating. Why keep trying since I'll never catch up?

My valor is capped for the week, my charms are capped for the next several weeks, and every post I make or read I'm feeling more and more behind schedule. But I've fallen so far behind now, that I don't want to try and catch up.

Just like with all other games I play, I don't choose to measure how my time is spent in the game -- or whether or not I'm enjoying it -- against the players in STARS, Vodka, Blood Legion, or any of the other hardcore guilds out there, or the people who can devote hours upon hours more time to this game than me.

I don't think you should either. Sure, I know people have commitments to friends and guilds. There are social expectations and demands put on players to be at a certain progression point, or completing X/Y/Z every week in order to be included in raids.

If the goal is to be entertained by playing a game and you're not meeting that goal, it's totally fair to reassess things -- whether that means looking at what kind of stresses you impose on yourself, who you're playing with, what you're doing with your time in the game, and maybe even your time spent with the game itself.

But, from your post, it sounds like the pressure you feel comes from within. And I honestly have to wonder why. I don't mean to be a downer, but you'll likely never be on the cutting edge of clearing content as soon as it's possible to do so. And by the way, these endgame progression systems weren't modeled around that being the assumed standard way the general population plays the game. Spoiler: It's not how the general population plays the game.

Leading up to Mists, we talked a lot about having as many options as possible for players to play how they want to. That means you have a lot of choices, and some of them will provide you with extra advantages in other pieces of content (bonus rolls, VP loot from factions, etc.). Regardless of your opinion on our delivery, I think it's fair to say we really did give people a lot of choices. But if the standard mentality is, "I must do ALL THE THINGS if I can," rather than, "I must do all the things I find fun that will progress my character, time permitting" you'll surely feel overwhelmed.

The whole "coin" thing is fine but I know have 274 lesser charm of good fortune and 9 elder charm of good fortune! WTH am I gonna do with all these lesser ones? Can't trade them in, not yet geared enough for raids(spending way too much time doing dailies with no time left for heroics!)!!!! So what good are they other then taking up space(2slots) in my bag?!?!?!
Lesser Charms are being moved out of your bags and turned into a currency in 5.1. Think a little further down the road when you're not doing dailies as often and you're raiding more. A stockpile of Lesser Charms is absolutely what you'll want. (Blue Tracker / Official Forums)

LFR Feedback
So then, please answer this for me. Lets say everyone else in my raidteam makes the choice to do LFR, because better gear obviously helps progression. I choose not to do LFR, simply because i do not want to do it. Now can you honestly with a straight face tell me that i am not holding my teams progress back? Thats right, you cant.
I can. Your kill will be slowed by a fraction of time (seconds). But by no stretch of the imagination your team will be meeting enrage timers unless you're just undergeared. Once you're at the point to which the content is tuned for, the only thing preventing your raid from killing the boss is perfecting the execution. The very tight dps races are on Heroic (Gara'jal Heroic comes to mind as an example) and in that setting unless you're at the very top of progression, LFR gear will do you no good (it's very likely you'll need a fair amount of normal gear to take him down).

You don't need to use LFR to clear normal (this is evident). However to say that LFR wasn't required to clear heroic (all of the top guilds ran LFR as a group for in-guild drops) is a bit ridiculous. It might not be needed when everyone is decked in 489 gear, but when the gear inflation between heroic blues (463) and the first tier (489) is so large because of LFR (476) there is an obvious problem. This wasn't a problem that existed in Cataclysm.
And it's a problem that won't happen past Mogu'shan Vaults Raid Finder. Heroic Gear from this tier will be higher item level than gear from the Raid Finder of the next tier, therefore heroic raiders won't feel obligated to enter it for gearing purposes.

We aren't supposed to, Yet the majority of players do. It's badly designed imo, and I was hoping to see it rectified in early MoP. Are players supposed to be able to clear normal in a week before LFR is released?
Players have certainly cleared MV before LFR was opened. Of course, that takes a level of skill and coordination that not necessarily all raid groups have.

So there's why doing LFR - or dailies - isn't a choice. We've got the option of better gear, then we'll do it. We need it. I was in big need for a weapon until yesterday, so I'd run every opportunity to get one (Gate of the Setting Sun and LFR). I needed the upgrades certain factions offered on hitting exalted, so I did the dailies. The only choice involved here is my choice for raiding, and this includes pressure to not waste the time of my fellow raiders by not pulling the maximum of my char. We raid because we want to progress, not because we like to wipe to enrage timers and gear dependent mechanics. Of course competition is part of raiding, even on server level, but this isn't the sole reason why a raid wants to advance quickly. So yes - almost anything that improves performance will be felt mandatory not only by hardcore, but also semi hardcore raider folks.
And that's part of what implies picking that particular play style. If you aim to be hardcore/semi hardcore, of course, you'll need (and want) every possible gear upgrade you can get. Because that's what you've chosen to do. You want to be at the top of your game. So it makes sense you'll go out of your way to pick every possible upgrade lying ahead in hopes of edging your competition.

That's precisely what competition is about. Getting the upper hand over everyone else. And for that, I'd argue it's just logical you'll go and do everything that's available. For Heroic raiders, though, LFR will slowly fade away as you replace your gear with Heroic gear. Because come the next tier, you won't have a reason to go there. On this tier you'll experience the same already with Heart of Fear and Terrace of Endless Spring LFRs. For those slots you've got gear from normal Mogu'shan Vaults, there'll be no reason to go and visit HoF and TES LFRs (when those are open), since it'll still be higher item level than that of LFR.

I find it rather mind-boggling that the idea of competitiveness coming from blue posts can't get beyond getting realm/world firsts. For one thing, there are lots of things people would probably consider as 'realm firsts' that aren't recognised as such. For example, the vast majority of world/realm first kills are going to come from hardcore guilds running 16-20+ hours per week. Guilds running 2 or 3 3-4 hour raids per week may well consider themselves in a separate bracket with others with similar time limits.
By this definition, I should be able to walk up to Lionel Messi, Kobe Bryant, Sebastian Vettel, Roger Federer... (you get the idea, I guess) and tell them I'm being super competitive in their respective sports because I'm competing in a local league putting a fraction of the time they are. The thing is, when looking at the grand scheme, I'm not. Not even close. There's a reason why the world first quality guilds usually get world firsts, and it's not just skill, there's also commitment, coordination and a myriad of factors.

Of course, if we start removing factors that we can't or don't want to meet, even playing rock-paper-scissors with your friend on the middle of Times Square is competitive, but the moment the discussion goes down that path, it's very unlikely we'll reach any kind of agreement on what's being discussed.

However, for people with less ability to perform DPS/other roles, it makes no doubt to me that they are indeed having trouble on enrage timers and such, or at the very least be close enough that they'll absolutely want any possible upgrade.

When we raided during the first week with raids full of 463~ ilvl geared characters enrage timers felt quite tight, and we're a world-class guild. I can safely assume that a raid of players that perform sub-par, despite their much higher ilvl, will not be dishing out much more DPS/healing than our raids back in 463 gear, and will probably encounter a lot of trouble with enrage timers or other numbers-related issues rather than mechanics issues.

Isn't this another reason why it'd do good to those players that feel they need the gear to instead improve their dps rotations, talents, gearing choices, etc, so that they can make the most benefit of their class rather than relying on getting higher gear? (I'm talking about those encounters that aren't dps checks, of course, at some point the developers expect the raid to be at a certain treshold of gear, and if that's not the case it's very likely you just won't be able to move forward until you get more upgrades)

Of course, not everyone can play at the 100% of their spec, but the jump those players may see from wearing all 463 to 476 compared to the jump from perfecting their rotations (working on them, or whichever area they might be failing in) would probably yield a greater result, and one that will outlast gear replacements in the long run; you're not likely to lose skill once you've acquired it after all. (Blue Tracker / Official Forums)

TCG Art Update
Blizzard has updated the Trading Card Game art gallery to feature ten new pieces.


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