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Wrath, Your Honest Opinion.Follow

#27 Nov 16 2009 at 8:30 PM Rating: Excellent
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Wrath, I felt, was handled as best as could be hoped for the magnitude of changes they put into the game.

Leveling through Northrend was a blast. The zones were beautiful, the questlines had me actually caring, and the music was amazing. But still, leveling is leveling, and I don't look forward to doing it again unless it involves chains I had skipped before.

Many talent specs deserved and were reworked to everyone's benefit. People now have multiple options for the roll they chose. While elitists will always claim, rightfully, that if you want to squeeze out those last 5% of damage or something, you have to be x spec, with y glyphs, and use z rotation. There is some validity to that statement, and you certainly have to know your class, but there were options now. Instead of being shoved into the cookie-cutter specs, you can make individual choices to suit your own playstyle. I'm talking Fire vs Arcane, or Affliction vs Destruction. Or hell, even Discipline vs Holy. While the difference in output in there, what really shines is how unique and varied all the trees feel from one another. Back in TBC most priests were Holy, and now it seems to be about evenly split between the trees. What I'm saying is that it's now possible to find the tree that fits your playstyle and roll with it.

Once you hit 80, it was pretty much pick-up and play as far as initial endgame content went. While you certainly wouldn't be the best, it was possible to do passably in Naxx the moment you got your final talent point. Heroics became more of a grind than something you actually had to think about, and were very easy to faceroll your way through. While I'm not a fan of the amount of vehicle fights, and vehicle fights in general (I'm looking at you, Oculus and EoE), they certainly added variety.

Patch 3.1 brought Dual-Spec, a much, much needed addition, and Ulduar. Ulduar is both beautiful and fun. It catered to both those wanting a challenge, and those just wanting to see the end of an Old God. I really don't have anything to complain about with Ulduar. My only complaint about the tier itself would be that I wish there was a side dungeon, something like Gruul/Magtheridon's Lair where we could pop in for a break in the monotony.

3.2 brought the completed Argent Tournament, my least favorite part of the entire expansion. Many have criticized it, and some with good reason. ToC in general felt like a waste of a Tier to me. It seemed like it was hurried together to buy time to finish off 3.3 before players started foaming at the mouth. Well, foaming at the mouth more than usual. The Argent Tournament itself strikes me as something that would be one of those good side dungeons mentioned above. Maybe with one or two fewer bosses, it could be an easy night of raiding for some tier gear. Something to go hand in hand with another major raid that together made Tier 9. It just seems too... well, mediocre.

I'm hoping 3.3 and Icecrown will be amazing.

The gear. Where do I begin? Oh yeah, it was bad. Really bad this time around. While leveling, sure, all my stuff matched. If you call the same drab muted browns piece after piece matching. I didn't look like a psychotic clown, but at least Pennywise kept things interesting. And the tier gear started off using good (well, for some classes) artwork from old Tier 3, and only went downhill from there. Tier 8 is debatable. Some like it, some don't. But most agree Tier 9 is crap from an art perspective, and Tier 10 is shaping up to be the same for a lot of classes. *cough*Death Knight*cough*

Ahem.

Despite all my complaints, I enjoyed this expansion. I think they struck as good a balance as can be hoped with the difficulty of content. There will always be those complaining that it is too easy, and they will always be a vocal minority. But as Blizz becomes more experienced with something like this, and let's face it, they're really the first to do something like this, we will see better and more tuned encounters that can be accessible and fun. This expansion pack is the best, by far. No questioning that. They certainly could have done some things better, but they did a lot more things excellently.

In short, they did as well as could be hoped, and better in a lot of cases. It's my favorite expansion pack, and the future looks bright.

Things I hated: Borean Tundra, Garrosh, art on the Tier gear, Garrosh, Varian Wrynn, Garrosh, Sylvanas's voice, and Garrosh.
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#28 Nov 16 2009 at 8:43 PM Rating: Good
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Ambarius wrote:
Solo players perspective:

Skip just about every quest that involves the vehicle interface.

Hate the homogenization of the classes. For someone with alt-itis it takes away from playing different classes.

Like the zones far better than BC.

I'm still playing after 5 years, so I guess it's ok


Why would you skip the vehicle quests when they are easy and have _great_ rewards?

The Etymidian quest in particular (and I guess, the one where you ride the Storm Giant) rewards a pretty nice (for its level) blue armor reward.

Quote:
2) Armor crafters (Tailors, LW's, and BS's) have been ROYALLY screwed.


WHAT!?

Okay. Dude. What ARE you smoking?

Armor crafters in Wrath are in a MUCH better position than they were in BC. There's a Lv78 set for every single role in the game that is pretty darned good (basically, if you are Lv78 and NOT wearing this set, you're gimp unless you are wearing full dungeon drops, which is a bit unrealistic to actually go out and get). Some of the Lv78 stuff is even good enough to do heroics at Lv80! And each role gets 2 level 80 iLvl200 purples, that are pretty much BiS (by solo means pre-heroics), 'cept for the plate DPS boots (KotEB boots are better).

And then, each new raid gives us MORE things that we can make. There's some iLvl 213-226 stuff that can be made, heck I think there's some 245 out there too that one can make, albeit expensive.

I don't recall craftable stuff in BC being anywhere near this viable for anywhere near as many classes/roles. Blacksmithing had the Felsteel tank gear, and very little besides. I remember there being a decent purple gun (Gyro-Balanced Khorium Destroyer), and maybe a few cloth pieces. Nowhere near as good as what you get in Wrath.

Edited, Nov 16th 2009 9:46pm by Zariamnk
#29 Nov 16 2009 at 9:44 PM Rating: Excellent
Quite arguable about the crafting things. In TBC the crafters had BoP items (spellfire/frozen shadoweave/primal mooncloth or whatever it was called) that was BiS throughout the Tier 4 content and lasted for some classes well into T5 and for Spriests even T6 because of the itemization. Then (as you noted) in the next instances there were more BoE and BoP items to be made (generally one of each) (T5 BoE belt, BoP boots) (T6 BoE Bracers, BoP Shoulders), etc. It benefitted the crafter that they can make very very good BoE items and quite good BoP items for themselves -- come wotlk all of them were BoE (for better or worse).

That and the homogenization of the crafting tradeskills (all granting relatively the same level of bonus) made it less good for item crafters, but better to re-usable crafters (enchanters, jcers, and inscriptionists)
#30 Nov 16 2009 at 10:17 PM Rating: Decent
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And then, each new raid gives us MORE things that we can make. There's some iLvl 213-226 stuff that can be made, heck I think there's some 245 out there too that one can make, albeit expensive.


I would really like them to make alternative recipes, though. A crusader orb costs 600-800G on my server, and a Titansteel Bar (last I checked) was over 100G. So, how about a recipe that lets you replace or create a Crusader's Orb with 10 TTS bars. Or, hell, even 15. I know you could just sell them and buy the orbs, but that seems so much less rewarding than farming the mats and making the item yourself.

And, there is some great crafted armor. But it can go for 11K or more because of the cost of the mats. I'd like to see more of it, though. And I'd like to see dailies for all professions. I'd love to see the crafting system become something that is accessible to everyone, like it is now, as well as be something you can spend all your time doing in the game (like FFXIV plans to do). Or at least let your profession actually be a dynamic in the everyday life of your character. Kinda like how Herbalism gives Lifebloom, but even more influential. But not influential enough that you HAVE to have any specific profession. Like, right now, most of <insert class> go for some specific combo, if they are heavy raiders. Often JC (with /BS if they are willing to pay for it).
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#31 Nov 16 2009 at 10:21 PM Rating: Good
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Anobix the Brilliant wrote:

I'm personally not a huge fan of how the content worked out, with easy modes being relatively too easy for many raiders and hard modes being too hard for many raiders. There was very little middle-ground, which I felt that TBC handled pretty much perfectly in how the raid progress worked and how the fight mechanics/instances were laid out and relatively open to pick your bosses as you go along. Then again I don't chase achievements, I don't really care about the nerd-points, if I get some okay, if not don't care. For me the end-game is beating the last boss of an instance, not beating him under some artificially more difficult standard than how it was designed to be fought.


I am going to agree with this section 99% and your previous section 98%.

Tier 7 was arguably, and agreeably, far too easy. I understand why it was made easy, but it being too easy just makes it a recipe for disaster now that we're approaching Tier 10 in terms of running it for the extra badges and specific loot, or to help gear a new toon.
Naxx is OK. Granted it was the best Blizzard had to offer during classic WoW and hardly anyone got to run it, they did give it new life by moving it to Northrend.
Obsidian Sanctum is great. Scalable difficulty but still an easy fight. Perhaps this could be expanded later on.
Malygos was OK. The fight is not difficult at all, simple and straightforward. What I did not like at all, especially in 25-man, is the drake phase of the encounter. The biggest complaint I have with the drake phase, especially in 25-man, was not being able to see much of anything through 25 drakes and their wings.

Tier 8 is good, but it doesn't quite hit the sweet spot in terms of difficulty. The fights are relatively simple and straight forward. The hard modes are hard, normal modes are... normal difficulty.

Tier 9 is OK. I like that there is no trash and that the instance can be comfortably cleared in one session. I do NOT like having to learn the PvP capabilities and defenses of my class/spec in order to PvE. Other than that, the encounters are still relatively simple and straight forward. Hard mode is certainly hard.

To keep me entertained through the next expansion, I would like to see two levels of hard mode, 'hard' and 'heroic'. 'Heroic' could be tuned exactly like current hard modes are, where 'hard' could be tuned, on a scale of 0-100 with 100 being Trial of the Grand Crusader for difficulty, a 75. Granted, I understand that there were 600 some items introduced with Ulduar between normal and hard modes and 10/25 man modes, but with the resources available to Blizzard, that shouldn't be terribly difficult.
#32 Nov 16 2009 at 10:31 PM Rating: Decent
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Tier 9 is OK. I like that there is no trash and that the instance can be comfortably cleared in one session. I do NOT like having to learn the PvP capabilities and defenses of my class/spec in order to PvE. Other than that, the encounters are still relatively simple and straight forward. Hard mode is certainly hard.


See, I hate that. Without trash, the instance just seems blah to me. Sure, you don't want MASSIVE amounts of trash. But you want SOME to make it feel like you are actually fighting your way through something. ToC feels like a loot pinata to me, even though I have to work hard to clear it, because of that (I know it is often referred to as one. My point is that I have yet to have an easy run with it, so it is still hard work to get the gear). And it isn't really fun to me. Plus, you have to joust in it, and I HATE JOUSTING.

On top of that, the fights bore me (Note: I have only done Reg), even though they are hard. I mean, okay, the constant changes in the lineup keeps you on your toes. But, besides the Rogue throwing poison on the ground and the Shaman casting Chain-lightning, everything is a very direct tank-n-spank. Though, to be fair, I haven't fought the pally yet. All four times I've been there we've gotten the priest. I guess phase two of the BK phase would be interesting, if you didn't have a DK (I am one, though, so there's always an AotD there).

Another note: I hate the priest boss. I can't use HB because she is always in range, and that hurts a lot (when she absorbs it while her summon is being burned down). As a human, I get one free fear break on that fight, so maybe it would be harder with a non-human/forsaken tank.

Overall, boring content. It has very little to do with skill, I feel. More like it's all gear (because you don't have to do anything other than know your rotation. No movement or anything). Which is stupid for a regular instance, because they are meant to be done by 80s AND non-80s.

I did get 1900 DpS in it the other day, though, which was cool. I was #2 (I was the tank). #1 was 3K.

But, trash just makes things fun. Especially when you have a Druid and Ret Pally in your group. Watching all the zombies in CoS die because they've hit me once-three times is just plain fun.
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#33 Nov 16 2009 at 11:00 PM Rating: Good
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It is an OK expansion.

Leveling, questing, lore is great.

PvP has slipped. The Cataclysm BG ladder changes should have happened in November of last year, arena point changes etc as well as how spikey it was and the gutting of 2v2 were meh.

Raiding has its ups and downs. Dps rotations are more intricate, class balance is much better, itemization is better, there are some neat boss mechanics, easy vs hard is nice. Then you have ToC and Naxxramas which were both filler content with very little effort put in. Ulduar and IC are big and pretty though.


Blizzard has made it pretty clear that nothing is sacred at this point and classes changes that would have been shocking in TBC are now happening every patch.
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#34 Nov 16 2009 at 11:46 PM Rating: Decent
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To take over your original points of discussion;

In general: I think it's great for the same reasons as you did. WOTLK really was the first big step Blizzard took to turning talent specializations into actually specializations rather than random statboosts every character would need to be effective anyway.

Raiding: No matter the QQ about it, I like most of the 'dumbing down' of the game. There's still hard content in the form of hardmodes to flex your e-peen but all content is actually accessible for everyone now, rather than just the top 5% players. While I can't say anything else than that TotC sucked (well, that's a "sucks compared to other Blizzard stuff", which still makes it more awesome than any other MMORPG on the freaking market), Ulduar was damn groovy and ICC looks very very promising.

PvP: I think they borked up in the start; back at 70 just before WOTLK everyone was whining about the overpowered DPS and they kept getting the reply that "the game is balanced for level 80". Back then I called ******** on this as it would mean that people who didn't buy WOTLK would be playing a game unbalanced seriously in favour of DPS classes. The only thing I still consider an actual problem now is burst healing. Healing debuffs in the arena seem almost mandatory right now because while the burst DPS problem has since been fixed, nothing has changed healing-wise which means that it's still possible to insta-heal people back to full. WoW's PvP certainly isn't bad, but the fact that the game has got 30 different playable specs combined with the fact that there's two completely different versions of "PvP" do make stuff a tad confusing. You can literally be rock right now and have turned into scissors at the end of this sentence.

Quote:
Quests. They are much better. Streamlined, pertain to the content and expansion and the rewards for questing are amazing. Phasing was also a great addition. Opening up new quest hubs and changing the landscape was enough to give you a sense of accomplishment.

Other changes. Blizzard implemented many things to make the game better. Equipment managers, revamped the quest logs, adding in the LFG cross server. So many things I'm not even going to mention also go into this category.

Agree completely here, really.

Overall, I won't give wrath a mark because it's an "expansion pack" which I see more as an update rather than a new game. And I don't rate updates.
#35 Nov 16 2009 at 11:56 PM Rating: Decent
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Overall, I won't give wrath a mark because it's an "expansion pack" which I see more as an update rather than a new game. And I don't rate updates.


Funny, because I see it the other way. To me, each expansion is more like a new game in a series with a "clear data bonus" from the previous ones. Reason being that each expansion makes 99% of earlier content obsolete when not leveling. The only things that stay relevant are BGs, achievements and... Ummm... that seems to be about it, unless you want to consider useless and long rep grinds that won't give you anything but mounts, pets or achievements content.
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#36 Nov 17 2009 at 2:09 AM Rating: Default
Forgot something: INSCRIPTION: Worst craft ever.
#37 Nov 17 2009 at 2:11 AM Rating: Good
I don't really have any major complaints related specifically to the expansion. Most of my complaints/disappointments tend to revolve around the players, not the content Smiley: nod

I wasn't around for the original incarnation of Naxx so tier 7 didn't bother me as far as content goes. Spending 3 months worth of 10-12 hours/week in Naxx25 and still not being able to meet what I would consider the baseline standards to declare content as being on farm status bothered me.

Anything/everything that happened with regards to PvP didn't bother me at all. I don't PvP. I don't even participate in WG battles...if anything, I'll park myself o my flyer on one of the ridges surrounding WG if a match is coming to a close so I can fly in if we have possession after the battle for a better shot at a VoA PUG once/week.

The behicles, phased areas in different zones, accessibility of content, and dramatically improved incorporation of lore into the overall expansion were great.

I'm just hoping that we get a beta announcement for Cataclysm within 3 months of 3.3 or it's going to get awfully old :P
#38 Nov 17 2009 at 2:47 AM Rating: Good
Crystalsong Forest in general... Why the hell is the zone there aside from having Dalaran? I see the PvP camps... I see the ancient ruins... but aside from some quests that were only available in 3.1 for the completion of the tournement, why does the zone exist? Why is there all that cool stuff that seems to have no relation to the game whatsoever?

And Wrath Gate was just a tease of something we never got to see again. Why put in an awesome cutscene and storyline only to have no following cutscenes? WrathGate was awesome, but it just sorta stops there.
#39 Nov 17 2009 at 7:03 AM Rating: Decent
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Forgot something: INSCRIPTION: Worst craft ever.


Why in the world would you say that? It's extremely profitable on most servers. It offers a completely knew, and decent, customization option. Scribes get great self-enchants. You can make scrolls. Etc.

I think the profession was VERY well filled out.
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#40 Nov 17 2009 at 7:20 AM Rating: Excellent
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Got to say I haven't been a huge fan of this expansion so far. There have been some nice changes, but the only thing I really care about is the raid content, and lets be honest, there have been 2 **** raid zones and 1 good one.
I'm also not hugely impressed with the whole gear for all mentality. It screws up the progression path monumentally, my alt has 25man quality colliseum gear and near the same quality in offspec gear. That just shouldn't happen to be honest, especially when you consider it never even went into ulduar before colliseum came out.
#41 Nov 17 2009 at 7:31 AM Rating: Good
idiggory wrote:
Quote:
Tier 9 is OK. I like that there is no trash and that the instance can be comfortably cleared in one session. I do NOT like having to learn the PvP capabilities and defenses of my class/spec in order to PvE. Other than that, the encounters are still relatively simple and straight forward. Hard mode is certainly hard.


See, I hate that. Without trash, the instance just seems blah to me. Sure, you don't want MASSIVE amounts of trash. But you want SOME to make it feel like you are actually fighting your way through something. ToC feels like a loot pinata to me, even though I have to work hard to clear it, because of that (I know it is often referred to as one. My point is that I have yet to have an easy run with it, so it is still hard work to get the gear). And it isn't really fun to me. Plus, you have to joust in it, and I HATE JOUSTING.

On top of that, the fights bore me (Note: I have only done Reg), even though they are hard. I mean, okay, the constant changes in the lineup keeps you on your toes. But, besides the Rogue throwing poison on the ground and the Shaman casting Chain-lightning, everything is a very direct tank-n-spank. Though, to be fair, I haven't fought the pally yet. All four times I've been there we've gotten the priest. I guess phase two of the BK phase would be interesting, if you didn't have a DK (I am one, though, so there's always an AotD there).

Another note: I hate the priest boss. I can't use HB because she is always in range, and that hurts a lot (when she absorbs it while her summon is being burned down). As a human, I get one free fear break on that fight, so maybe it would be harder with a non-human/forsaken tank.

Overall, boring content. It has very little to do with skill, I feel. More like it's all gear (because you don't have to do anything other than know your rotation. No movement or anything). Which is stupid for a regular instance, because they are meant to be done by 80s AND non-80s.

I did get 1900 DpS in it the other day, though, which was cool. I was #2 (I was the tank). #1 was 3K.

But, trash just makes things fun. Especially when you have a Druid and Ret Pally in your group. Watching all the zombies in CoS die because they've hit me once-three times is just plain fun.


Umm, I think you mis-understood their post. They were referring to the Tier9 raid, not the ToC 5man. I was pretty confused when you said there was jousting, as there definitely isn't in the TotC raid.

I never really found the 5man to be difficult at all, I tanked it on my (At the time) fresh 80DK (with a few crafted ilvl 200 pieces) but had a good healer.
#42 Nov 17 2009 at 8:35 AM Rating: Good
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The design is vastly superior to tbc and vanilla; questing is easier and more fluid. Heirlooms are great, PvP is more fun since more specs are viable. But WoTLK remains too easy and hasn't held my attention as much as TBC. Not only are raids too simple and 5-mans a joke, but solo questing, however nicely designed, is also no challenge. I'm less and less interested in leveling other toons because it's just too damn easy. I also am not a fan of the trend towards endlessly recycling content. For example, there's a lot less motivation for people to wipe in ToGC because we've seen all the fights in regular already. So we get better loot -- it will be obsolete in another few weeks with the next patch. I agree with a previous poster that Blizz needs to find a middle ground between Sunwell and the current raid/5-man difficulty.

Plus, I still am bitter about DKs.

#43 Nov 17 2009 at 9:04 AM Rating: Good
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Quote:
2) Armor crafters (Tailors, LW's, and BS's) have been ROYALLY screwed.


If you think these classes got the shaft imagine being an Engineer. Our purpose used to be to bring repair bots to a raid...No need anymore with the development of the Traveler's Tundra Mammoth or that there is a repair vendor within 5 feet of every major raid entrance. In BC we had our Turbo-Charged Flying Machine which distinguished our mark as making the max level of engineering. Nowadays anyone can drive around a Chopper if they find an engineer to build it. Finally, our beloved goggles...So very good in comparison to the other head slot items in BC was completely wasted and is usually replaced by a 78 Blue in Wrath. I personally would like to see them bolster the engineering profession by adding some more gadgets and gizmos that would be effective in a PvE enviroment. Hell, Id even be impressed if they gave us the 310% Airplane that was rumored several months ago to be Engineer Only to finally be released.

Edited, Nov 17th 2009 9:15am by GavilrainOfGaruda
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#44 Nov 17 2009 at 10:05 AM Rating: Decent
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Quote:

Umm, I think you mis-understood their post. They were referring to the Tier9 raid, not the ToC 5man. I was pretty confused when you said there was jousting, as there definitely isn't in the TotC raid.

I never really found the 5man to be difficult at all, I tanked it on my (At the time) fresh 80DK (with a few crafted ilvl 200 pieces) but had a good healer.


I see.

I don't find tanking it hard. Keeping hate is easy. CDs flow pretty simply. But my health always drops way lower than I am comfortable with, even when IBF is up. Occasionally, I'll even change my main FU strike from Oblit to Death Strike, just to get the extra healing.

[EDIT]
Quote:

Plus, I still am bitter about DKs.


Why? Sure, there were balance issues for a while, but the vast majority have been resolved. We are no longer the strongest tanks (I THINK we rate 3rd in survivability, but I'm totally unsure of this). I can't comment on DpS, but I don't see people ever seeking DKs specificially when creating groups like I occasionally see for other classes. PvP, I'm not sure off (but, from what I understand, it is so massively unbalanced right now it doesn't even matter if DKs are).

Being annoyed that DKs were OP for a while now is kinda pointless. It's like being mad at Blizz for Warlocks being ungodly power houses a few years ago. Or for Pallies/Druids now.

Edited, Nov 17th 2009 11:20am by idiggory
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#45 Nov 17 2009 at 10:17 AM Rating: Good
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Funny, because I see it the other way. To me, each expansion is more like a new game in a series with a "clear data bonus" from the previous ones. Reason being that each expansion makes 99% of earlier content obsolete when not leveling. The only things that stay relevant are BGs, achievements and... Ummm... that seems to be about it, unless you want to consider useless and long rep grinds that won't give you anything but mounts, pets or achievements content.

But the thing is, the basic principle of the game stays pretty much the same. Priests are still priests. Warlocks are still warlocks. PvE is still PvE, PvP still PvP. The content that 'becomes obsolete' as you call it is content that can change without changing the basic premises of the game anyway (zones, namely). You can argue that Priests, Warlocks, PvE and PvP all got buffs, but that's exactly my point; playing a priest is still similar to how it was in vanilla. Sure, things have changed, but it's still the same class that has been updated rather than a completely new class.

I can understand your way of looking at it, though.
#46 Nov 17 2009 at 10:51 AM Rating: Excellent
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lets be honest, there have been 2 sh*t raid zones


Geez, Mr. Critical, HOW MANY JORMUNGARS WOULD IT TAKE TO MAKE YOU HAPPY???
#47 Nov 17 2009 at 10:54 AM Rating: Decent
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But the thing is, the basic principle of the game stays pretty much the same. Priests are still priests. Warlocks are still warlocks. PvE is still PvE, PvP still PvP. The content that 'becomes obsolete' as you call it is content that can change without changing the basic premises of the game anyway (zones, namely). You can argue that Priests, Warlocks, PvE and PvP all got buffs, but that's exactly my point; playing a priest is still similar to how it was in vanilla. Sure, things have changed, but it's still the same class that has been updated rather than a completely new class.


I see your point. But, on the other hand, many classes have radically changed since Vanilla (Paladins, Shaman and Druids, for instance).

Plus, a Warlock remaining a Warlock doesn't bother me. I mean, when you play Halo 1 and Halo 3, Master-Chief is still Master-Chief. The core game-play is the same. MANY of the weapons haven't changed at all. The only difference is that nothing about having played game 1 influences game 3, apart from development.

So, even though you can go to the old world (in an easier and more-connected fashion than plugging in your original xbox), it really has nothing to do with the current game beyond story and development influence.

And, take Cata for instance. It'll actually destroy a ton of the old world content. It's gonna be hard to consider Vanilla and it the same game, when the former will barely even exist anymore.

I think you can rate expansions in WoW just fine. Because, let's face it, if NR had an AH, you could use it as its own game in the first place. How often do you go to OL or Azeroth for any reason other than trainers when leveling, the AH or CoS?
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#48 Nov 17 2009 at 10:55 AM Rating: Excellent
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I am bitter about DKs not just because they were OP for almost a year (and, unlike rogues and locks in TBC, materialized from nowhere and didnt have to even level through most content) but because they still have shifted the composition of the game, ridiculously, toward plate melee. I can deal with a class being OP for a while but inventing one out of whole cloth as the only hero class without taking the minimum steps required for balance basically guarantees the entire game will be skewed for some time.

But you know, it's just bitterness. I'm not saying it's rational.
#49 Nov 17 2009 at 11:07 AM Rating: Decent
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Quote:
I am bitter about DKs not just because they were OP for almost a year (and, unlike rogues and locks in TBC, materialized from nowhere and didnt have to even level through most content) but because they still have shifted the composition of the game, ridiculously, toward plate melee. I can deal with a class being OP for a while but inventing one out of whole cloth as the only hero class without taking the minimum steps required for balance basically guarantees the entire game will be skewed for some time.

But you know, it's just bitterness. I'm not saying it's rational.


It's definitely not rational... And they were not OP for anywhere near a year (you realize that Wrath has been out for only a year and four days, right?) They got nerfed pretty damn hard with Ulduar, back when I took my break in May. That's only 5 months, with them constantly being toned down in the mean time.

Plus, it's just stupid to complain about them not having to level from 1-55. That's the point of them being the "hero" class. They have a requirement to unlock, and thus start off higher. That's the ONLY bonus they get. And it makes no difference, really, with the exception of them being extremely powerful in the 59 bracket of PvP. All the gear is replaced halfway through OL and they're just the same as any other class in NR.

And I don't get how the "composition" has been shifted. For a long time, there were 3 classes that wore cloth, 2 that wore leather, 2 that wore mail and 2 that wore Plate. Now there's 3 plate wearers. And Fury/Arms Warriors aren't that popular. So most plate DpSers are Ret Pallies or DKs. It isn't like half the game wears plate now. And, hell, the DK class didn't even cause specific gear to be made like Shaman did. They use the same exact tanking/DpS gear as other classes. Only Shaman use SP Mail.

So, I can only assume we are talking about PvP? I still don't get what the issue is with skewing the composition, but I can see how it might be annoying. But the class and Blizzard isn't at fault for there being a large initial population of the class. It was the same with Paladins/Shaman in BC. Things balance as players return to/decide on a main. This will be the case with EVERY expansion, even if Blizz doesn't add any new races or classes. It's an excellent time to level a new main, since raiding/PvP is just beginning. So, the whole skew of things will change according to fads/what new talents look pretty.

Plus, adding a new class was a good learning experience for Blizzard. They likely learned a lot about balance (in their own words, they've seen the problems with giving a single class too many tools for different situations).

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#50 Nov 17 2009 at 11:46 AM Rating: Good
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teacake wrote:

thegreatmothra wrote:
lets be honest, there have been 2 sh*t raid zones


Geez, Mr. Critical, HOW MANY JORMUNGARS WOULD IT TAKE TO MAKE YOU HAPPY???


In normal mode 2 is fine, in heroic mode there should be 4 at least each with different elemental abilities, already have 2 covered, so +frost worm and +shadow worm and we're good. That wasn't so hard!

But seriously, my point stands, the first zone was recycled, and intended as a starter zone, fine. It was intended to teach people how to raid a la karazhan. Only karazhan did that far far better, there were instant kill mechanics on a number of the fights which taught people how to avoid aoe, not to move, to dispel, to organise a rotation for a task, to kill adds fast and to crowd control. I'd have a hard time saying the same thing about naxxramas because all the mechanics that were there in the first place that killed you for messing up got toned down so severely that they simply didn't pose a threat any more.

The other matter of that instance was the fact that there was no difficulty curve whatsoever. All fights put out a similar amount of damage to the raid and tanks, and all of them required similar amounts of outgoing damage to beat. For content that had to last us 6 months there should have been some progression involved.

Ulduar was great

But don't get me started on the colliseum, the surroundings are drab and uninteresting, it doesn't have enough bosses (or unique boss models), and the bosses it does have are largely uninteresting (with the exception of twins which I enjoy). The no trash thing doesn't help the pacing much either, but then that goes with the lazy (and it is lazy) arena type design. Also, the loot models are all the same which is crappy.

I have high hopes for icecrown anyway, from what I've seen on the ptr, the putricide trash made the whole raid laugh out loud on vent when we first came across it which was awesome (I won't spoil the surprise). Overall I can see what people were saying when they said this was the star-trek expansion with the odd numbered tiers being good, lets just hope the last zone delivers.

#51 Nov 17 2009 at 12:02 PM Rating: Decent
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I see your point. But, on the other hand, many classes have radically changed since Vanilla (Paladins, Shaman and Druids, for instance).

Plus, a Warlock remaining a Warlock doesn't bother me. I mean, when you play Halo 1 and Halo 3, Master-Chief is still Master-Chief. The core game-play is the same. MANY of the weapons haven't changed at all. The only difference is that nothing about having played game 1 influences game 3, apart from development.

So, even though you can go to the old world (in an easier and more-connected fashion than plugging in your original xbox), it really has nothing to do with the current game beyond story and development influence.

And, take Cata for instance. It'll actually destroy a ton of the old world content. It's gonna be hard to consider Vanilla and it the same game, when the former will barely even exist anymore.

You're looking more towards the zones rather than the actual content. If you solely want to rate WOTLK, try and imagine everything that existed in WoW isn't there. That simply can't be done. WoW vanilla lay the base in terms of quests, the way your character advances (experience and gear), and the way classes work. No class changed so radically that it's really more or less a 'new class' when compared to vanilla. Your 'use it as its own game' argument works, but only in the case of zones - which are, like I mentioned earlier, the kind of content that can radically change without impacting the way the game works anyway (northrend questing is exactly the same as [insert random zone-name] questing). You can't "erase" the vanilla/tbc warlock from your mind, take all the changes that happened to the class in WOTLK and use that as 'a new class'. It just doesn't work.

Which basically is why I refuse to 'rate' an expansion like WOTLK; it isn't a whole new game. It's more of the same old deal. It's the spikes on a fence. You can't 'forget' about the fence and rate the spikes.
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I think you can rate expansions in WoW just fine. Because, let's face it, if NR had an AH, you could use it as its own game in the first place. How often do you go to OL or Azeroth for any reason other than trainers when leveling, the AH or CoS?

Maybe *you* can rate expansions in WoW just fine, but I won't =P. Your rating is based more on the things WOTLK actually added to the game (Northrend, instances, new professions) whereas mine would be based on what it changed - and you can't rate a change if you forget about the original object.
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