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Wrath, Your Honest Opinion.Follow

#52 Nov 17 2009 at 12:46 PM Rating: Good
I find the twins fight entirely too gimmicky to feel like it's a real epic battle in the game environment, it feels more like a mini game. Honestly my favorite fight is the pvp fight, because it's hard, and when you finish it, you're like 'hells yeah'. My guild group had trouble with it, and now we go in and one-shot it on both 10 and 25 man, and I can look back and see we have got better and more organized. That's really what raiding is all about, the progression and growth with friends. Knowing you can now do things you couldn't accomplish before.
#53 Nov 17 2009 at 12:51 PM Rating: Decent
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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.


But that's why I made the master chief comment. Just because the character class barely changed from one to the other, doesn't mean it can't be its own game. The game interface from 1 to 3 hasn't really changed. The weapons haven't changed. Pre-existence doesn't mean exclusive ownership to the original game. Just because Vanilla had a warlock, and BC had a warlock, doesn't mean Wrath can't also have a Warlock. And it doesn't have to be random. It can be completely based on the previous two incarnations of it, and remain a part of the new game rather than the old.

The thing is, to me, if Blizz let you create toons at 70 and added an AH to NR, I could completely see WotLK being its own game. And that isn't a huge change to make it happen. There's enough to it, alone, that it can exist itself. It may be BETTER with BC and vanilla included, but that doesn't mean it couldn't exist as a stand-alone game.

That said, it's fine to not want to rate an expansion. But I think your reasoning has an issue. The fact of the matter is that it would be impossible to rate WoW, if you won't rate expansions separately. Why? Because you are forgetting that not everyone has the expansions. They are, in essence, playing a game that's completely different as a result. You can do the things they can, but they can't do the things you can.

That makes trying to rate "WoW" a problem, which is easily solved by rating Vanilla, Wrath, and BC on top of an overall rating.
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#54 Nov 17 2009 at 12:58 PM Rating: Good
Rainbow Six and Call of duty both have guns and people and floors and bullets, I think they're the same game. :(
#55 Nov 17 2009 at 2:30 PM Rating: Decent
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That said, it's fine to not want to rate an expansion. But I think your reasoning has an issue. The fact of the matter is that it would be impossible to rate WoW, if you won't rate expansions separately. Why? Because you are forgetting that not everyone has the expansions. They are, in essence, playing a game that's completely different as a result. You can do the things they can, but they can't do the things you can.

I can rate vanilla WoW, and WoW plus it's expansions (the game as we currently see it before us). I just don't want to rate the expansions alone.

Quote:
The thing is, to me, if Blizz let you create toons at 70 and added an AH to NR, I could completely see WotLK being its own game. And that isn't a huge change to make it happen. There's enough to it, alone, that it can exist itself. It may be BETTER with BC and vanilla included, but that doesn't mean it couldn't exist as a stand-alone game.

That's the point, it couldn't be a stand-alone game. You would have warlocks with only WOTLK spells - the spells they had pre-WOTLK technically aren't WOTLk content. Of course there is stuff in WOTLK that can 'work' stand-alone (I could, say, rate the Howling Fjords zone by judging it on a couple of points), but I don't feel like the expansion is too 'disconnected' from WoW to rate it as a whole. Like I said, I see it as an upgrade: I can rate WoW as it was on release day. I can rate WoW as it was after 1.1. I can rate WoW as it was after 1.2. I can't rate "Update 1.1" for WoW - not with the same standards as the game, anyway - best I could do was compare it to other upgrades and say "this upgrade had more of an impact than the others".
#56 Nov 17 2009 at 2:42 PM Rating: Excellent
You guys, this is the most useless conversation. We could rate the color of thrall's pants if we want. If you don't want to, just move on, you don't have to tell us you don't want to participate.

Edited, Nov 17th 2009 12:45pm by digitalcraft
#57 Nov 17 2009 at 2:54 PM Rating: Excellent
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We could rate the color of thrall's pants if we want


2/10, needs more polka dots.
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#58 Nov 17 2009 at 3:00 PM Rating: Good
I was pretty impressed with the transition. There was no downtime to speak of between the upgrade from BC to LK (not that I remember anyway). I was impressed with the zones and the quest lines. I liked it much more than BC. Most of the BC zones were boring wastelands/deserts. I have never raided and have done few instances but from a world view it is better than BC I think.
#59 Nov 17 2009 at 3:34 PM Rating: Decent
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That's the point, it couldn't be a stand-alone game. You would have warlocks with only WOTLK spells - the spells they had pre-WOTLK technically aren't WOTLk content. Of course there is stuff in WOTLK that can 'work' stand-alone (I could, say, rate the Howling Fjords zone by judging it on a couple of points), but I don't feel like the expansion is too 'disconnected' from WoW to rate it as a whole. Like I said, I see it as an upgrade: I can rate WoW as it was on release day. I can rate WoW as it was after 1.1. I can rate WoW as it was after 1.2. I can't rate "Update 1.1" for WoW - not with the same standards as the game, anyway - best I could do was compare it to other upgrades and say "this upgrade had more of an impact than the others".


But that doesn't make any sense. There's no reason to assume that a wrath that's a stand-alone game couldn't have the spells from earlier incarnations of WoW. That's why I've been giving you examples. I'm going to repeat the same one again, because there's no point in creating a new one.

Halo 1-- You have master chief with his machine gun, pistol and a variety of other weapons (the Needler being a favorite).

Halo 2-- You have master chief with his machine gun, pistol and a variety of other weapons (the Needler being a favorite). You also have additional weapons and vehicles unique to Halo 2. You have content that was not available in Halo 1.

Halo 3-- You have master chief with his machine gun, pistol and a variety of other weapons (the Needler STILL being a favorite). You also have additional weapons on vehicles on top of those carried over from Halo 1 and 2. You have content not available in Halo 1 or 2.

Just because something existed first in one game, doesn't mean it doesn't "belong" to the second.

Now let's compare that to WoW:

Vanilla-- You have 1-60 content, and a variety of spells (which includes professions).

BC-- You have 60-70 content, Vanilla spells plus new ones and new content unique to BC.

Wrath-- You have 70-80 content, Vanilla and BC spells plus new ones and new content unique to Wrath.

Please, explain to me how this differs. Sure, you can go back and do the 60 content with your level 80. But that content is not designed or tuned to it in any way. It's merely something you can do. Like if Bungie released a patch in Halo 2 one that let you use Halo 3 weapons. That doesn't make them connected. Furthermore, since most spells have at least one upgrade specific to Wrath (post level 70), that really easily places them within the scope of the "new" game.

Wrath acts VERY similar to a stand-alone game. The very fact that developers refer to old content as old is testament to that. It is technically an expansion, yes. But 99% of what you do in game easily belongs to Wrath, not to BC or Vanilla.

The way Blizz does expansions is VERY different from the way I have experienced other MMOs doing them. In FFXI, expansions added content at cap and below, but the old stuff still remained relevant, generally, to some degree. Players might get BORED of it, but the bonus of doing it wasn't diminished. Any rewards you got from it were basically as good as they were 2 expansions prior, as long as you hadn't managed to get something better in the mean time. So, when you look at the level cap content now, there's a lot to do within the scope of many different expansions, but none of them act to replace old content.

Blizzard, on the other hand, intentionally tries to cut the tie between the old content and the new. They increase level caps, make old gear useless. They don't bring old factions to the new expansion, even if that means creating a nearly identical one for the lore (Argent Crusade vs Dawn, Cenarian Expedition vs. Circle). They don't re-tune the old dungeons with regards to new talent options. Once you hit 71, your time with BC is over if you don't want to grind for mounts and non-combat pets. It won't do anything for you anymore. Something better is just around the corner. Most of what you will be doing with your main for the next few months is solely within the new expansion. This is not the case for most other games I've seen.
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#60 Nov 17 2009 at 6:50 PM Rating: Good
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GavilrainOfGaruda wrote:
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.


My major disgruntlement with Engineering ended the day we became able to use the Auction House in Dalaran :-D



#61 Nov 17 2009 at 8:25 PM Rating: Default
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But that doesn't make any sense. There's no reason to assume that a wrath that's a stand-alone game couldn't have the spells from earlier incarnations of WoW. That's why I've been giving you examples. I'm going to repeat the same one again, because there's no point in creating a new one.

And there is my point. I don't think you can compare this situation to master chief returning for Halo 2. Master chief is just a character. WoW is the basis of an entire game. There's only so much content you can "use again" in a new stand-alone game on the subject. Where that line lies is a matter of opinion, and that's where yours differs from mine. I don't feel "a stand-alone game" could 'recycle' more than half a game and still be called "stand-alone". Any game that uses WoW's engine+graphics, interface, item system, quest system, bag system, grouping system, classes, pizza timer and whatnot can't be "stand-alone" for me just "because there's new content". There's a reason you need vanilla and TBC to play WOTLK.

Or to keep it simple, really; I don't have the same definition as 'expansion pack' and 'stand-alone game' as you do.

Though you should PM me if you want to keep going on about it.
#62 Nov 17 2009 at 8:28 PM Rating: Good
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Zariamnk wrote:
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.



1. I hate the vehicle interface.
2. Most quests involving the vehicle interface also block your view and you can't see what you are doing. (that I have tried)
3. You are not playing your class. You are playing a vehicle or riding some monstrosity. I just don't find that fun.

My 2 coppers
#63 Nov 17 2009 at 8:44 PM Rating: Good
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Ambarius wrote:
Zariamnk wrote:
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.



1. I hate the vehicle interface.
2. Most quests involving the vehicle interface also block your view and you can't see what you are doing. (that I have tried)
3. You are not playing your class. You are playing a vehicle or riding some monstrosity. I just don't find that fun.

My 2 coppers


They don't bug me, but to each his own I guess.
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#64 Nov 17 2009 at 8:51 PM Rating: Decent
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IDrownFish wrote:


... but to each his own I guess.


Exactly. That's what makes it the best MMO on the market.
#65REDACTED, Posted: Nov 17 2009 at 10:20 PM, Rating: Sub-Default, (Expand Post) 1) Level 78 Blues. A PvP set that is nice but totally unneeded for PvE. If of course you are going
#66 Nov 17 2009 at 10:32 PM Rating: Good
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Quote:
2) The raid patterns are pretty damn useless. Some of the mats (orbs) are so rare/expensive that a
piece will run 2000-3000 in mat costs alone. How many toons can you afford to buy items like that
for? But the main thing you seem to have overlooked is that I stated clearly that I DON'T RAID! So
obviously I was not referring to them in my comments.


Yes, but you CAN buy the mats (without emblems). Of course they are expensive. They're very good, high level, craftable BoE items.

And, if you don't raid, why the hell are you complaining that professions don't make good items? If you don't need ilvl 245 items, you don't need them. I HAVE considered farming for a few days to buy the White Knight breastplate (11K, I have 5K on me now just from dailies). It would be a ridiculously massive upgrade for me that would take a loooooong time to replace.

Why do I want it, when all I do is run heroics right now? Because I WOULD like to run a 10 man sometime in the future. If I didn't, I'd be more than happy with what I've gotten out of my professions.
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#67 Nov 17 2009 at 11:24 PM Rating: Default
idiggory wrote:
Quote:
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.


The craft produces, glyphs, books, shoulder chants, scrolls, and Darkmoon cards

1) Not profitable as far as glyphs are concerned. Nobody after the first couple of weeks will buy
your skillups and they can't be DE'd. At the top the cost of acquiring new recipes either by
research or purchase of books is immense. Again unless you are there first there is little profit
to be had. Also character advancement is so fast that people do not buy a lot as they level. And
with the level restrictions on slots they could not even if they wanted to. That was not a good
idea at all.

2) The Books are useful to three (3) clases; Priest, Mage, Warlock, out of ten (10). They are
useless to any class which either dual wields, uses a 2h weapon, or uses a shield.

3) The shoulder chants rock. They should have had recipes for lower levels.

4) Darkmoon Cards. The only real moneymaker is Nobles. The others are worth less than the mat
values. And Nobles occurs rarely ime.

5) Scrolls. I have no idea what attribute scrolls sell for. I don't think its much but I just don't
know. As far as vellums go I have not explored this since I stopped buying vellums and started to
make them. So I could be off base on this point.

In the end it is the glyphs that sink this profession imo.
#68 Nov 18 2009 at 12:09 AM Rating: Good
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Quote:
1) Not profitable as far as glyphs are concerned. Nobody after the first couple of weeks will buy
your skillups and they can't be DE'd. At the top the cost of acquiring new recipes either by
research or purchase of books is immense. Again unless you are there first there is little profit
to be had. Also character advancement is so fast that people do not buy a lot as they level. And
with the level restrictions on slots they could not even if they wanted to. That was not a good
idea at all.


At endgame, they are often considered a consumable. Some people will even switch cheaper ones in and out for specific boss battles. Furthermore, respecs happen all the time. And, as long as you aren't trying to make money on the low-level ones (some of which DO sell well, btw. Better than pretty much any other crafted item at their level), you WILL turn a profit if you are not completely stupid. In fact, I'll be buying 4 new glyphs tomorrow.

Yeah, discovering the better glyphs costs money. But a smart person doesn't buy all their books when they are at their highest price. All the time, on the AH, I'll see a few books in the 90-130G range, and a few more in the 40-60G range. Guess which one the idiot would buy.

But, the plus side is that many of these glyphs sell very well. Discover the right glyph and you can milk it for hundreds of gold in just one week.

Quote:
2) The Books are useful to three (3) clases; Priest, Mage, Warlock, out of ten (10). They are
useless to any class which either dual wields, uses a 2h weapon, or uses a shield.


Because every item a craft makes needs to be usable by every class? That Copper Mail BSing makes SUCKS for my new mage alt. He can't even equip it!

Quote:
3) The shoulder chants rock. They should have had recipes for lower levels.


Why? Because they are completely unneeded? You really can't just let a positive be a positive, can you?

[EDIT2] And, just because I don't think you'd be able to understand this without it being explained. The shoulder enchants were added as the stat bonus for the profession. JC gets 3 unique, stronger, gems. BS gets two extra sockets. Miners get Stamina. Skinners get Crit. Etc. The Shoulder enchants were the bonus for Scribes. Hence, they aren't going to have lower level ones. They are a balancing feature between the other professions at cap.[/EDIT2]

Quote:
4) Darkmoon Cards. The only real moneymaker is Nobles. The others are worth less than the mat
values. And Nobles occurs rarely ime.


Not everything about a craft is making money. Using this profession is a godsend for those looking to get a specific trinket for leveling. And, like you said, it also has a money-making aspect. And you can start making the cards at skill 400, and it doesn't go yellow until 450. That's right, you can do 50 levels to cap just by getting 50 cards of mats.


Quote:
5) Scrolls. I have no idea what attribute scrolls sell for. I don't think its much but I just don't
know. As far as vellums go I have not explored this since I stopped buying vellums and started to
make them. So I could be off base on this point.

In the end it is the glyphs that sink this profession imo.


Scrolls were added simply to give alts and low level characters a bonus, as well as to let scribes skill up on something that could actually be useful. And they are a small bonus at 80, if you want to use them. Runescrolls of Fortitude also mean the Priest buff even if you don't have one. That's 1650 additional health, at least, for 5 party members.

On top of that, you get useful things like Scrolls of Recall, which are an extra hearth (which I often wish I had).

And the glyphs are the WHOLE POINT of the profession. And they are an awesome addition to the game, in general. They make money, add uniqueness to the classes, change dynamics and strategies. And they are an additional way to balance things.

The profession was VERY well designed.

[EDIT] Because, apparently, I suck at quoting.

Edited, Nov 18th 2009 1:20am by idiggory

Edited, Nov 18th 2009 1:24am by idiggory
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#69REDACTED, Posted: Nov 19 2009 at 11:27 AM, Rating: Sub-Default, (Expand Post) 4/10.
#70 Nov 19 2009 at 7:21 PM Rating: Good
I've not met people who constantly change their glyphs. They will change specs and therefore have different glyphs because of that, but who actually changes their glyphs in the middle of a raid or dungeon? I know I don't.
#71 Nov 19 2009 at 8:51 PM Rating: Decent
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I've not met people who constantly change their glyphs. They will change specs and therefore have different glyphs because of that, but who actually changes their glyphs in the middle of a raid or dungeon? I know I don't.


They're are certain fights that make certain glyphs extremely viable, that just aren't normally. I have met a decent number of people that will glyph switch accordingly (but, to be fair, I know a few of them were scribes).

But, no, people don't generally change their glyphs. Some players do, and for a few classes/specs it is a large bonus to, but it isn't a common practice yet.

Either way, respecs happen frequently enough that glyphs sell well. Especially as people level alts, buy Dual spec, etc. If they decide to make a PvP spec or turn one into a PvE spec, they'll likely change some glyphs as well. Certain classes will change all their major glyphs with a respec where others may not, though. A DK generally does all his major with a respec. A Mage on the other hand, will probably only change 1 or 2 from what I understand, keeping the Glyph of Molten Armor for all their specs, once they have the mana capacity to use it.

A Paladin that's respeccing ret may even go ahead and change a minor glyph to include the one that increases damage to undead by 1% (Hello, ICC). And a Warrior may grab the minor thunderclap glyh. Hell, since they only use certain abilities in certain specs, they may even change more.

Glyphs sell very well, in general. I know that I often see the main ones disappear from the AH within an hour of my last check.
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#72 Nov 19 2009 at 9:01 PM Rating: Excellent
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digitalcraft, Goblin in Disguise wrote:
I've not met people who constantly change their glyphs. They will change specs and therefore have different glyphs because of that, but who actually changes their glyphs in the middle of a raid or dungeon? I know I don't.



Trylofer does it all the time. Gawd, it's like you non-priests never read the priest forums. Weird.

I do sometimes carry a Glyph of Holy Nova around for when I want to solo lower level instances, then change it back after.
#73 Nov 19 2009 at 9:11 PM Rating: Good
I can see the value in it, I guess I just don't play classes that do it, or hear about people doing it.



If you're respeccing to ret btw, you best be changing all your glyphs! :P I mean more people changing a glyph or so in the middle of a dungeon or whatever to start using a different ability for the same spec.

Edited, Nov 19th 2009 7:22pm by digitalcraft
#74 Nov 20 2009 at 2:45 AM Rating: Good
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This thread delivers.

http://themixtapemonster.files.wordpress.com/2009/01/popcorn_soda.jpg

edit: To be fair, LK bored me out of serious raiding. It's a fantastic solo and small group expansion, don't get me wrong. But, aside from OS which I loved and Uld hard modes, I just don't dig the raiding so far. I've been having fun leveling new toons (pvp xp? hawt) and doing some more questing on my DK. But ToGC? zzzzz....

Edited, Nov 20th 2009 12:53am by TherionSaysWhat
#75 Nov 20 2009 at 3:18 AM Rating: Default
idiggory wrote:
Quote:
1) Not profitable as far as glyphs are concerned.
Snip.


At endgame, they are often considered a consumable. Some people will even switch cheaper ones in and out for specific boss battles. Furthermore, respecs happen all the time. And, as long as you aren't trying to make money on the low-level ones (some of which DO sell well, btw. Better than pretty much any other crafted item at their level), you WILL turn a profit if you are not completely stupid. In fact, I'll be buying 4 new glyphs tomorrow.

Yeah, discovering the better glyphs costs money. But a smart person doesn't buy all their books when they are at their highest price. All the time, on the AH, I'll see a few books in the 90-130G range, and a few more in the 40-60G range. Guess which one the idiot would buy.

But, the plus side is that many of these glyphs sell very well. Discover the right glyph and you can milk it for hundreds of gold in just one week.

Quote:
2) The Books are useful to three (3) clases; Priest, Mage, Warlock, out of ten (10). They are useless to any class which either dual wields, uses a 2h weapon, or uses a shield.


Because every item a craft makes needs to be usable by every class? That Copper Mail BSing
makes SUCKS for my new mage alt. He can't even equip it!

Quote:
3) The shoulder chants rock. They should have had recipes for lower levels.


Why? Because they are completely unneeded? You really can't just let a positive be a positive, can you?

[EDIT2] And, just because I don't think you'd be able to understand this without it being explained. The shoulder enchants were added as the stat bonus for the profession. JC gets 3 unique, stronger, gems. BS gets two extra sockets. Miners get Stamina. Skinners get Crit. Etc. The Shoulder enchants were the bonus for Scribes. Hence, they aren't going to have lower level ones. They are a balancing feature between the other professions at cap.[/EDIT2]

Quote:
4) Darkmoon Cards. The only real moneymaker is Nobles. The others are worth less than the mat values. And Nobles occurs rarely ime.


Not everything about a craft is making money. Using this profession is a godsend for those looking to get a specific trinket for leveling. And, like you said, it also has a money-making aspect. And you can start making the cards at skill 400, and it doesn't go yellow until 450. That's right, you can do 50 levels to cap just by getting 50 cards of mats.

Quote:
5) Scrolls. I have no idea what attribute scrolls sell for. I don't think its much but I just don't know. As far as vellums go I have not explored this since I stopped buying vellums and
started to make them. So I could be off base on this point.

In the end it is the glyphs that sink this profession imo.


Scrolls were added simply to give alts and low level characters a bonus, as well as to let scribes skill up on something that could actually be useful. And they are a small bonus at 80, if you want to use them. Runescrolls of Fortitude also mean the Priest buff even if you don't have one. That's 1650 additional health, at least, for 5 party members.

On top of that, you get useful things like Scrolls of Recall, which are an extra hearth (which I often wish I had).

And the glyphs are the WHOLE POINT of the profession. And they are an awesome addition to the game, in general. They make money, add uniqueness to the classes, change dynamics and strategies. And they are an additional way to balance things.

The profession was VERY well designed.

[EDIT] Because, apparently, I suck at quoting.
Edited, Nov 18th 2009 1:20am by idiggory
Edited, Nov 18th 2009 1:24am by idiggory


We do agree about one thing. This profession succeeds or fails on the Glyphs.

1) Glyphs

You seem to be describing a different game than mine. But then I do not raid. Do you know how many do that ? Its not very high, perhaps 4%-5% afaik. To design a craft that gets a great deal more
useful only if you raid is Monty Python territory.

A craft should either 1)help you level or 2) help get you ready for endgame or 3) make you money.

As far as Glyphs go I can see 1) minor assistance with leveling, especially relative to the cost.
2) minor help getting to and doing Endgame for PvP'ers, people who only do 5 mans, and those who
only like to level a character to 80. I have seen no evidence of the Glyph shuffling you describe
other than on each major patch when folks talents get changed. Not that often. That leaves raiders.
If you are one, and you do change out Glyphs as you suggest then what you are saying does make a
great deal more sense, but you are still out of the norm. 3) Not much help on making money. I
checked my server on prices. About half of all glyphs offered are priced below 10g. The top price
was 78g and only 75 out of 3,500 were offered for more than 50g. The only way you are going to make
any money at all will require a lot of time monitoring the market. Way too much time.

2) Books

The point was the books that were designed for the melee classes are totally useless. Your
response was a straw man.

3) Shoulder Chants

As far as the lower level chant is concerned I was not thinking of a craft bonus type like the current one. I was thinking of something to replace the Aldor/Scryer chants from BC (i.e. chant(s)
of that quality) since no one has time for that anymore.

4) Darkmoon Cards.

Not sure we really disagree all that much on this. The cards are useful. Given that you have no
idea what you are going to get I would be willing to bet that most Inscribers have passed/equaled
all but the Nobles Trink by the time they finish a deck, given normal play. Otoh really nice for
twinking your alts.

5) Scrolls.

Yeah I was only thinking of sales. My bad. The utility here maybe not huge, but its not all that small either and the cost is nothing.

Sorry this dog still don't hunt.


#76 Nov 20 2009 at 3:33 AM Rating: Good
**
369 posts
As someone who has just gotten back to WoW after a 1 year hiatus, I'll share my thoughts.

The setting, style and lore are all much better than anything before. More of the quests matter, in terms of the story. Phasing is awesome, it really gives you a sense of accomplishment and moves the story along.

The achievement system is OK. I actually consider myself a completionist, but some achievements are just stupid. I'm sure that plenty of people go nuts over them so there's really no downside.

The biggest gripe I have about Wrath is probably the vehicle content. Some of it works, but some of it is so clunky that I don't even want to touch it. Could have been much better.

Easy mode, and easy epics are all positives in my book. It lets my items stay purple from 70 epics to 80 epics. My guild had disbanded after I left the game, so I am now looking for another. Since I am a year behind in gear, I can use all the help I can get to catch up and see all the content before the next expansion. My biggest regret with BC is I never got to fight Kael'thas.

I have 0 experience in PvP in Wrath so no opinion on that.

The upgrades to the interface and in-game addons are all good. (Dual spec = God)

Overall, better than BC in my opinion. (and probably better than vanilla, but I started too late).
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