For starters, it's not possible to grind out enough valor points to get completely geared up in a couple of days even without rep requirements. It's like you're forgetting that rep and valor are tied together and that it takes a while to even get 1000 valor points. Players are still faced with months of grinding rep and valor before getting everything they could possibly get from rep gear (since shado-pan and august celestials daily quests do not unlock until revered with golden lotus). So again, why is that a problem? I'm not even saying they should increase the amount of valor we get for doing things. But I don't think there is any reason to cap the small increments of valor we get either. You are really adamant about blizzard's position for whatever reason as if I really expect blizzard to change everything just because I don't like the way it is currently. It's not really that big of a deal lol.
EDIT:
And yet all the gear is there and available to deck your character out (if you want to call decking your character out in sub normal and heroic raid gear, decking your character out) outside of LFR and normal raiding. And I'm sorry, the whole "forcing players to do X amount of whatever" argument is so not valid to me. No one is required to do anything in wow and if guilds want to go nazi on their members, it's up to the members of the guild to make the right decision and leave if that's gonna cause them to lose their enjoyment of the game. People shouldn't use their self-imposed rules as a reason or an excuse to exclude people who just want to play wow, casually. That's not my problem and I shouldn't be punished for it because of a bunch of masochistic players.
All I'm doing are the dailies that give me charms while grinding rep. I'm not trying to stock pile them. But the ones I have i want to be able to use. We're talking about the difference between having 3 elder charms per week, and 6. Okay? Not that big of a deal. And the whole "it takes zero skill or effort" is nothing more than your opinion. To others, grinding out dailies and doing LFR does take effort and skill, or at least time. It's still not free. And don't forget that the reward is lesser gear than normal raiding gear and most definitely less than heroic gear. I dont understand why that makes people go all crazy. People keep talking like LFR and rep grinding is rewarding players with 509 i-level gear and it's not. Just because it's purple doesn't make it amazing. Just pretend it's blue and maybe it wouldn't be such an issue anymore.
Also, i'm not stupid. I understand the role of gear helping progression having raided from vanilla through early cata in a semi-competitive guild. I was just using the example that it's fun to get gear regardless of whether or not I'm trying to raid. Not so much in the past, but definitely nowadays I think players that only see gear as meant for raiding are more mixed up than I am. I'm looking at the game as a whole, and gear is most certainly meant also for players who aren't trying to progress through end game content in a serious manner.
Coming to the PTR in the near future will be a new designation of item type in Normal and Heroic raids for non-tier pieces. Each 5.2 raid boss will have a chance of dropping this new designation of a particular item thats 6 item levels higher than their counterparts. These higher quality versions will be called Thunderforged. This means that there will be five variations of some items. Youll now see a 5.2 raid item of LFR quality at item level 502, the same item in Normal quality at item level 522, the item in Normal Thunderforged quality at item level 528, the Heroic version of the item at level 535, and the Heroic Thunderforged version of the item at level 541.
This new item designation is being added for a couple reasons, but first and foremost to make loot drops more interesting overall, especially after you have earlier bosses in Throne of Thunder on farm. As youre working on progression, those first few bosses can now continue to provide a chance at upgrades, making repeated kills potentially more exciting and rewarding. Those additional upgrades can then help to slowly raise power, and boost you over whatever progression roadblock you may hit.
Weve also received a lot of feedback regarding 25-player raids, and have been looking for ways to address some concerns. Ever since we changed 10-player raids to drop the same item level as 25s, weve seen a steady decline in 25-player raiding. This isnt surprising. A 25-player raid takes an extra level of logistical commitment for the officers of those groups. Its unfortunately easy for a 25-player guild to collapse down into a 10-player guild, but very unlikely for the opposite to happen. However, we like 25-player raiding and dont want to see it go away. Like many players, we love the epic feeling that comes with banding together more massive groups to battle powerful foes, we love that theres opportunity for those groups to try out new players or unusual comps without causing a huge burden, and we want to support the larger raiding guilds. That said, were also concerned that over-rewarding the 25-player guildsif, for example, we went back to a higher item level across the board for 25s, as was the case for Icecrown Citadelwould feel like a slap in the face to the many 10-player raiders out there, who are the majority of our Normal and Heroic raiders.
To attempt to navigate this minefield, were going to try having Thunderforged items drop more frequently in 25-player raids. Theyll be somewhat rare in both cases compared to the standard versions thatll drop, but theyll be even rarer in 10s. Overall, a 25-player group will be more likely to end up with a slightly higher item level after several weeks of raiding.
Its important to keep in mind that this only affects 10- and 25-player Normal and Heroic raids, and tier-15 armor pieces wont be available in Thunderforged quality at all. Were curious to hear your thoughts about these changes, and what you think once you begin seeing them on the PTR.
Overall, a 25-player group will be more likely to end up with a slightly higher item level after several weeks of raiding.
Oh god legendary PvP MetaGem... what are they doing? Going to be a lot of pissed off players.
Gief
Oh god legendary PvP MetaGem... what are they doing? Going to be a lot of pissed off players.
Each 5.2 raid boss will have a chance of dropping this new designation of a particular item thats 6 item levels higher than their counterparts. These higher quality versions will be called Thunderforged. This means that there will be five variations of some items. Youll now see a 5.2 raid item of LFR quality at item level 502, the same item in Normal quality at item level 522, the item in Normal Thunderforged quality at item level 528, the Heroic version of the item at level 535, and the Heroic Thunderforged version of the item at level 541.
Ugh. Looks like that's not all the meta gems though, since the ones so far all have Stamina, and there doesn't seem to be any sort of Ranged damage option (unless it's considered Melee for Hunters...idk).
Interestingly, all the meta gems require a ilvl 502 item except the PvP one which requires 476.
Pierre looks amazing, I wonder if he doubles as a cooking fire.
Not to mention Engineering gets yet another mount.
I'll go ahead and say I don't like this idea. Even if you put aside the rift this creates between 25 and 10 man guilds, I don't want there to be a good and a bad version of every item that drops in a raid. It's going to make non-Thunderforged loot feel less exciting to get and it's going to mean that you need to run a raid much longer (likely until the next patch) if you're attempting to get BiS gear or are helping your guild-mates get remaining upgrades (which will always exist if everyone is waiting for Thunderforged versions of their items to drop).
They need to just rip off the band-aid and move to one raid size, 10-man or 15-man, rather than trying to placate the remaining 25-man guilds with these bad itemization choices. My 10-man guild is already on the ropes due to disinterest in MoP raiding and this may be the final blow for us. Making the loot we do get less appealing and asking us to run the raids indefinitely isn't going to re-ignite anyones interest in raiding.
Wait, we do? What is it?
I'm at work, so I can't click links, but can someone tell me what it is?
I'd have rather have had the ability to give myself a cogwheel socket to a piece of gear... :|
Not to mention Engineering gets yet another mount.
I'm curious now about the "big" feature hinted at by GC that's supposed to be equivalent to the Dungeon Finder or LFR.
Proving Grounds finally?
The reason blizzard is trying to placate 25 man guilds now, is because they removed the incentives to do 25 man raiding in the first place. The idea that there shouldn't be any difference between doing 10 and 25 man is incredibly stupid, tactics and difficulty vary.
What is that?
I definitely get that. 25 mans are certainly harder to organize and are sometimes mechanically more difficult. I still don't think they belong in the game at this point. They're catering to the overwhelming minority of raiders and they're still on the decline. Making Blizzard tightly balance content for 5 different versions of the same raid isn't helping anyone, nor are ill-conceived ideas like Thundertouched weapons that are intended to encourage 25-man raiding.
It would be better for Blizzard to move down to one raid size so that they could focus on making more/better content rather than balancing 5 different versions of the same zone and constantly trying to think up new ways to make 25-mans more appealing. 10-mans are certainly the most logical option since that's where most players are these days already, but 15-mans could provide a compromise between the strengths of each size. Regardless, the two-size balancing has been a failure for years. It's time to move on.
Solo instance. Supposedly tuned to your class and spec. Examples given were for tanks to pick up adds as they spawn while mitigating and doing enough damage. Rogues to sneak around shit and kill stuff, healers to keep a group of npcs alive. Stuff like that.
heroic blade lord is the stupidest thing in this game.
Sounds kinda pointless. We already have the fight club. And making solo instances that all have to be tuned and made for each class and spec would be a huge waste of resources.
It would probably be a shittier version of scenarios, with just as shitty rewards.
I'm curious, why?
The thing is though, the very reason 25 man guilds are so uncommon these days, are for the very reasons you talk about.
rng is just incredibly stupid and should never be the relying factor in a fight.
Unseen Strikes can either do nothing or completely kill you. Wind Step owns when paired with Unseen Strike.
People form into 10-mans because it is easier to organize. Why is this a bad thing?
Think of them as solo challenge modes, designed to let you learn a spec without ruining everyone else's day.
Unseen strikes are very predictable if you understand how it works.
The cone will be in the exact same direction as the guy with the mark last moved. So the best way to do it is just designate a place for people to gather. And then make it so the guy with the mark stand maybe 5 yards away from the gathering point.
Then a second or so before blade lord uses unseen strike, just have the guy with the mark move towards the raid with a quick tap of his movement key, basically just pressing a move key so his last movement direction is towards the raid.
Nah we have it all down. It's just complete and utter crap.
And I'm not referring to just the Unseen Strike. Cause randomly, the cleave might be behind everyone. The real problem is random Wind Step deaths from the Unseen Strike. Or people getting bounced from tornados back into the tempest.
Sigil of Power now only drop in Mogu'shan Vaults, and Sigil of Wisdom will only drop in Heart of Fear and Terrace of Endless Spring, with a very small chance to drop in LFR Mogu'shan Vaults. This should ensure that players who had access to Mogu'shan Vaults for a longer period of time are now seeing more Sigil of Wisdom.
Sigil of Power now only drop in Mogu'shan Vaults, and Sigil of Wisdom will only drop in Heart of Fear and Terrace of Endless Spring, with a very small chance to drop in LFR Mogu'shan Vaults. This should ensure that players who had access to Mogu'shan Vaults for a longer period of time are now seeing more Sigil of Wisdom.
The cleave isn't randomly behind everyone unless it's some kinda bug, or the guy with the mark moves around and causes the cleave to happen in the wrong direction.
Not sure what random wind step death from unseen strike you are refeering to exactly. We don't have that problem.
People running into tornadoes and getting flung into the tempest sounds hilarious. If they can't avoid those big ass tornadoes when running away from tempest, then they honestly just suck.
Cross-realm heirlooms. They're finally going to do it!I'm curious now about the "big" feature hinted at by GC that's supposed to be equivalent to the Dungeon Finder or LFR.
Proving Grounds finally?
Cross-realm heirlooms. They're finally going to do it!
I also have no clue about these mana problems people keep talking about, I never run out of mana out in the world, scenario's or heroics. In LFR (the few I did) I only had to use life tap on the longer fights (which are the ones where other DPS dies...).
Or better yet let me just get a Mantid mount.. Thanks!
Gief