At least they're trying?funkmastergeneral said:Total bullshit by Blizzard. The min-maxers are still going to find the best glyphs to use for raiding, and many of them will be left unused.
It's nice for that yes. It's a bummer for easy money making from inscription.Flib said:The difference is with the new glyph system, you learn them once and can them switch them in and out. There are many glyphs I currently don't use because they're so situational and I don't want to switch for a single encounter, but I can see myself doing so under this system.
Scribes are getting some cool stuff. They seem to have the ability to make recipes for other professions, off hand items, and other little toys and buffs.ciaossu said:It's nice for that yes. It's a bummer for easy money making from inscription.
Diferent glyphs for different purposes.funkmastergeneral said:Total bullshit by Blizzard. The min-maxers are still going to find the best glyphs to use for raiding, and many of them will be left unused.
Agreed; I really like the idea myself. Switching between specs/PvP, etc. requires a lot of tweaking beyond simply just switching around gear/spec. Switching glyphs often means a trip back to the AH where you're just at the mercy of whatever the scribes feel like charging on a given day.Flib said:The difference is with the new glyph system, you learn them once and can them switch them in and out. There are many glyphs I currently don't use because they're so situational and I don't want to switch for a single encounter, but I can see myself doing so under this system.
That's not even close to the design intent behind glyphs.JesseZao said:Then using the glyph, some or all classes can negate some boss abilty or allow the successful engaging of a new boss.
Probably too out there :/
Wait, what? The ability to progress in a raid would totally rely on the RNG? That's probably not a good call. The quest part seems cool, but maybe just keep it separate from glyphs. I like them being modifications for spells.JesseZao said:I could see them using the new glyph system as a new way to gate raid progression. Like you beat the first wing and complete a quest to unlock a new glyph pattern that requires a raid drop to make. Then using the glyph, some or all classes can negate some boss abilty or allow the successful engaging of a new boss.
Probably too out there :/
Well I would see it as a part of the quest, so maybe the final boss in the wing drops it or something. A way that makes you finish an area before you can try the next area.notworksafe said:Wait, what? The ability to progress in a raid would totally rely on the RNG? That's probably not a good call. The quest part seems cool, but maybe just keep it separate from glyphs. I like them being modifications for spells.
JesseZao said:Well I would see it as a part of the quest, so maybe the final boss in the wing drops it or something. A way that makes you finish an area before you can try the next area.
It would have nothing to do with the "glyph design," it would just open up a new interesting way (imo) to progress through raids.
JesseZao said:I could see them using the new glyph system as a new way to gate raid progression. Like you beat the first wing and complete a quest to unlock a new glyph pattern that requires a raid drop to make. Then using the glyph, some or all classes can negate some boss abilty or allow the successful engaging of a new boss.
Probably too out there :/
That sounds suspiciously similar to resist-gear raid-blocks.JesseZao said:I could see them using the new glyph system as a new way to gate raid progression. Like you beat the first wing and complete a quest to unlock a new glyph pattern that requires a raid drop to make. Then using the glyph, some or all classes can negate some boss abilty or allow the successful engaging of a new boss.
Probably too out there :/
Edit: to clarify i.e. the glyphs would augment a spell to dispel some immunity the boss has, or allow a spell to interact with the environment to produce a platform to fight the boss on, or change a water spell into a spew sludge spell to clog a drqin pipe, etc. Some unique ability added to a class spell to allow a raid to successfully fight a boss.
I suppose they could just make normal spells do this action, but with glyphs able to swap now it could be cool.
What you're referring to is almost identical to "attunements," i.e. the Drakefire Amulet you used to need to get into Onyxia's Lair.Rapstah said:Let's say Cataclysm had a progression model where you'd have to beat a couple of important-to-lore heroics and entry-level raids before you were allowed to enter the highest level of content and then there was a vendor that sold BOA tokens that let you up to your main's level of progression.
Would this promote groups for the heroics and raids in question?
Yeah that would work. Maybe you get it via a quest the first time, then you can just buy a BoA version for a premium for your alts.Rapstah said:Let's say Cataclysm had a progression model where you'd have to beat a couple of important-to-lore heroics and entry-level raids before you were allowed to enter the highest level of content and then there was a vendor that sold BOA tokens that let you up to your main's level of progression.
Would this promote groups for the heroics and raids in question?
I believe so. We used to have a lot of 10m guild runs of UBRS when that was required for BWL. We also ran Black Morass and the other dungeons you needed to get into Kara (SV and Shadow Labs? Can't remember.). And of course there was a lot of the required SSC and Hyjal runs to get people into BT.Rapstah said:Let's say Cataclysm had a progression model where you'd have to beat a couple of important-to-lore heroics and entry-level raids before you were allowed to enter the highest level of content and then there was a vendor that sold BOA tokens that let you up to your main's level of progression.
Would this promote groups for the heroics and raids in question?
Except that I'm suggesting an active ability, not a passive one.Angry Grimace said:That sounds suspiciously similar to resist-gear raid-blocks.
notworksafe said:I do miss some of the old raid attunement quest chains. I wish those would be brought back.
KernelPanic said:If Blizzard wants to gate content, they should just do it and not make people jump through all sorts of hoops like they did in Classic and BC.
KernelPanic said:If Blizzard wants to gate content, they should just do it and not make people jump through all sorts of hoops like they did in Classic and BC.
KernelPanic said:If Blizzard wants to gate content, they should just do it and not make people jump through all sorts of hoops like they did in Classic and BC.
See J-Rzez, this is why Blizz did what they did for ToC/ICC. People prefer arbitrarily locked content over questing. I don't agree with it...but I get why Blizz changed.Mr Nash said:Yeah, I can do without the attunements. They just feel like needless time sinks. Just lock up the joint if you don't want players going in there for a while.
notworksafe said:See J-Rzez, this is why Blizz did what they did for ToC/ICC. People prefer arbitrarily locked content over questing. I don't agree with it...but I get why Blizz changed.
notworksafe said:See J-Rzez, this is why Blizz did what they did for ToC/ICC. People prefer arbitrarily locked content over questing. I don't agree with it...but I get why Blizz changed.
This is true. I ended up doing both sides, but I didn't do Horde until 70 so I cheated.Fularu said:Onyxia's chain was a pita for horde.
You had it easy
DeathNote said:I never done the alliance ony attunement. Why was horde more a pita and why would they make it so?
Ah, my bad. Just finished the quest chain that dips into there and they said you'd come back when you were stronger. Didn't realize it would be just a few levels away. It isn't really a "zone" for 30-35 but some of the STV quests warp you in there it looks like.notworksafe said:Well it's already confirmed to be a quest zone for 30-35, but I wouldn't be shocked if it had a 5 man as well.
That's what we call a subzoneDance In My Blood said:Ah, my bad. Just finished the quest chain that dips into there and they said you'd come back when you were stronger. Didn't realize it would be just a few levels away. It isn't really a "zone" for 30-35 but some of the STV quests warp you in there it looks like.
This would never happen in the current design. Like, ever, at all.JesseZao said:I could see them using the new glyph system as a new way to gate raid progression. Like you beat the first wing and complete a quest to unlock a new glyph pattern that requires a raid drop to make. Then using the glyph, some or all classes can negate some boss abilty or allow the successful engaging of a new boss.
Probably too out there :/
Edit: to clarify i.e. the glyphs would augment a spell to dispel some immunity the boss has, or allow a spell to interact with the environment to produce a platform to fight the boss on, or change a water spell into a spew sludge spell to clog a drqin pipe, etc. Some unique ability added to a class spell to allow a raid to successfully fight a boss.
I suppose they could just make normal spells do this action, but with glyphs able to swap now it could be cool.
I guess, but I'm don't think it's functionally different at all to resist gear; resist gear did essentially exactly what you're suggesting in the same way; it negating the ability of some attack to instantly kill you.JesseZao said:Except that I'm suggesting an active ability, not a passive one.
No. Cata blues are outlandishly better than ICC 25 heroic gear.Angry Grimace said:Are they smoothing out the gear level curve from Vanilla zones to Cataclysm zones? Although I appreciated how you felt more powerful walking into Outland, it really felt kind of ridiculous going from 300-400 dps to literally 1000+ (depending on class, of course) in one level.
Lain said:EDIT: Also, looking around a bit, I've seen that they are changing all the talents and stuff for cataclysm... where is the best location I can read some in-depth stuff about the changes without having to hunt down most of the information?