That's true. If they're all positive and don't change gameplay like this one, not a big deal at all.
I like it, but am tired of them hiding spells from us in our spellbooks. I don't need my hand held and have papa Blizz decide what information is relevant to me. WoD's spellbook pruning still pisses me off to this day. I shouldn't have to go to WoWhead to see all of those hidden abilities.
Give us an advanced spellbook option in the interface options already.
I wonder if they will include "hints" of these abilities in the lorebook for each one we unlock. That could be cool. So like we wouldn't have it exactly spelled out for us in the spellbook/artifact tree... but by delving into the artifact lore we'll learn more about it.
The more I think about that, the more I like it.
Wowhead post about this...Looks like the artifacts have one cosmetic ability and one utility ability.
Some utility:
Balance Druid: Ancient and powerful magic has affected this creature. Only a powerful Druid wielding the Scythe of Elune can dispel the effect.
Feral Druid: The Fangs of Ashamane have fed on the blood of beasts, providing a 3% movement speed increase. The rush will end upon entering combat.
Hunter: When you are below 40% health, a massive eagle comes to your aid for 10 sec. This can only occur once every 3 min.
MM Hunter: Thas'dorah creates an aura of fast moving wind around its owner, gradually increasing movement speed of any party members within 8 yards.
Arcane Mage: Aluneth has recently absorbed power from a nearby source of magical energy. Arcane damage increased by 2% within the Broken Isles.
Windwalker Monk: The gust of wind from your landing hits nearby enemies and knocks them back.
Holy Paladin: The Light empowers you, increasing your damage to Undead by 100%.
Discipline Priest: Light's Wrath is getting hot. Your next Light's Wrath will do massive damage.
Fury Warrior: Odyn has granted you a second chance to defeat that which has bested you in combat. Do this within 8 sec and Odyn will grant you your life and restore 50% of your health.
Some cosmetic:
Arcane mage recieve some whispers
S. Priest recieves whispers and lore information about boss and npc
Protection Paladins can reveal demons
Elemental Shaman are friendly with air elementals in Stormheim.
Several classes have special AFK animations like Frost Death Knights, Restoration Druids, and Restoration Shaman.
NPCs react to certain artifacts. For example, a Ol' Toomba in Dalaran talks about the curse of the Outlaw Rogue weapons, while an elven blacksmith wants to see Felo'melorn and has a neat conversation.
I dont even know why blizzard tries....
Put in over 100treasures to find? Addon on launch day reveals were every single one is (even though you could buy a map with archeology crates, but that was a perk you could achieve with archeology not thru an addon)
Add hidden and rare NPC´s? Those are also available on the map with an addon on launch day.
People whine and moan that there is not sense of discovery in the game, and its literally impossible for blizz to achieve that, because a good chunk of those that cry about no sense of adventure or discovery use these addons actively.
And if blizz try to sneak in a mount? No problem, we data mined it before blizz even got around implementing it ingame :P
Edit: And make every artifact abit more fun with some hidden abilities that arent OP in anyway, f you blizz, why you hide this not that important ability from me? I need a tooltip for that dagger whispering shit....
Last edited by Zexz; 2016-04-30 at 09:46 AM.
It's more free than not having this resurrection, that's all that matters. Imagine a boss which sacrifices two guys closest to him in short succession every couple of minutes as a sort of an enrage timer - a warrior will count for two guys. Imagine a boss where you could press a couple of buttons easing him up and every button kills whoever presses them - a warrior will count for two guys again. I am not even talking about keeping some weak adds alive in order to sacrifice warrior on purpose and have him resurrect without a bres, that goes without saying.
Really, if they don't restrict this crap (this particular ability and all other hidden abilities because who knows what else these geniuses put there) to the world, one of these abilities is going to bite them in the ass sooner or later. (And then we'll have Ensidia all over again.)
He has to kill the mob that killed him. Not any mob. Which also renders your examples void, the Warrior is just going to die after the first round. Not to mention that the first boss would likely either override this kind of effect, or pre-select two targets and not target the Warrior twice.
It seems more to me that you haven't actually understood how this effect works. In a raid fight, it is most likely not going to do anything but delay death for 8 seconds, if it isn't just disabled.
I only used the word "problem" because it's a mechanic that doesn't really work as intended. It's like treasures scattered around the game world right now. They're all pointed out by a simple addon. Even before addons were really a thing, websites like thottbot and such had every single quest detailed completely. There was no mystery. There still isn't any mystery. The game isn't even out of the testing phase and people already discovered the "hidden" abilities of the artifacts, FFS.
They might as well just break down and put a tooltip in the game if they're going to have the ability at all.
Can you read?
Here's the first of my examples:
Imagine a boss which sacrifices two guys closest to him in short succession every couple of minutes as a sort of an enrage timer - a warrior will count for two guys.
A warrior goes to the boss, the boss kills him. A warrior gets resurrected by this ability and stays where he is, the boss kills him a second time. Yes, the warrior dies, but without him two people would have died.
Just to make things simpler for you, delaying death for 8 seconds is useful in and of itself. Escaping death is even more useful, but even delaying is useful.
There's no "Which also renders your examples void", there's someone who can't read. The irony of you saying to me that it is me who doesn't understand something is enormous. There's no "Not to mention that the first boss would likely either override this kind of effect, or pre-select two targets and not target the Warrior twice", I am giving example scenarios in which a warrior would be counted as two guys due to the ability, to show that such scenarios are totally possible. That there are scenarios in which a warrior doesn't get much from this ability doesn't matter. If you say that they won't design bosses like that in order not to step onto the ability, great, then they just have to keep more in mind when designing bosses. They fail at seeing abuses now, these abilities add to that. Sooner or later they will miss something and one of these abilities will make someone OP, likely blowing with a scandal in their beloved PVE race, that's my point. Same tenfold for PVP, because they fix things much slower there.
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This I agree with.
Last edited by rda; 2016-04-30 at 12:20 PM.
No, hes right that you dont understand how the ability works. The Warrior does not die, this is not a self res like Ankh. Instead of dying the buff procs and he has 8 seconds to kill or die for real. The dying part only happens if he failed to kill the target that "killed" him, so the Warrior cant be sac'd twice in your example.
Here's what will most likely actually happen: Warrior gets hit, hidden ability delays death for 8 seconds, gets rendered ineligible as target.
Second melee gets hit and dies.
You act like there's nothing that can be done to prevent that the warrior gets hit twice. Most likely, the boss would just kill both simultaneously anyway, like Gorefiend.