• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

World of Warcraft |OT9| People still play this? Isn't it from 2004

Bizazedo

Member
Speaking of Legendaries, I just got Sephuz' Secret on my Arms Warrior. That's his second, after Prydaz Magnum Opus (of course).

TBH, the neck never bothered me, but this....someone please explain to me why I should use it as an Arms Warrior when it's mostly Crit and some haste because I'm not seeing it. I seriously double checked which loot preference I was in even though I knew it was eligible for Arms.
 

1.09

Low Tier
Speaking of Legendaries, I just got Sephuz' Secret on my Arms Warrior. That's his second, after Prydaz Magnum Opus (of course).

TBH, the neck never bothered me, but this....someone please explain to me why I should use it as an Arms Warrior when it's mostly Crit and some haste because I'm not seeing it. I seriously double checked which loot preference I was in even though I knew it was eligible for Arms.

its a generic legendary. Gratz
 

v1perz53

Member
Now? Yes.

I think it was pretty clear that even after their initial "fix" to bad luck protection that it still wasn't working right though. There was a week after that point where everyone started getting legendaries.

They should have implemented their Kadala equivalent from the beginning.

Well, on top of bad luck protection, they said they straight out increased the chance to get a Legendary if you did not have one already in 7.1. It is impossible to really tell if bad luck protection was ever in, was hotfixed in, or is even in now, though it definitely seems the "no legendary increased chance" is real based on alts getting plenty of legendary drops post 7.1. And anecdotally in my guild those of us that do emissary quests daily and LFR weekly have two legendaries while those that only do Mythic+ each week only have one so I choose to believe in bad luck protection.
Speaking of Legendaries, I just got Sephuz' Secret on my Arms Warrior. That's his second, after Prydaz Magnum Opus (of course).

TBH, the neck never bothered me, but this....someone please explain to me why I should use it as an Arms Warrior when it's mostly Crit and some haste because I'm not seeing it. I seriously double checked which loot preference I was in even though I knew it was eligible for Arms.

It really is annoying for Arms since it has bad stats baseline, has a proc for a stat that is pretty meh for arms, and doesn't work on bosses in most cases. Though it is much more reasonable for Mythic+ than raiding since war has a very reliable way to proc it in 5man content (shockwave), but still definitely not the greatest.
 

Anbokr

Bull on a Donut
Speaking of Legendaries, I just got Sephuz' Secret on my Arms Warrior. That's his second, after Prydaz Magnum Opus (of course).

TBH, the neck never bothered me, but this....someone please explain to me why I should use it as an Arms Warrior when it's mostly Crit and some haste because I'm not seeing it. I seriously double checked which loot preference I was in even though I knew it was eligible for Arms.

you shouldn't. no mastery = bust

looks like warriors might be getting charge stun back for pvp? pLS
 

Lanrutcon

Member
The legendary system in general is a cool idea from Diablo that could work if properly executed, but it seems half-baked in its WOW implementation.

I know I love bitching about Legion more than the next guy, but it's actually a good expansion marred by a shitty legendary system and poor class balance.
 

cdyhybrid

Member
Something going on with the servers? Lag in the world boss room is ridiculous right now.

Edit: Wooooo

36MXIjE.jpg
 

Metroidvania

People called Romanes they go the house?
The legendary system in general is a cool idea from Diablo that could work if properly executed, but it seems half-baked in its WOW implementation.

IMO, it all boils down to the speed at which you acquire legendaries in Diablo vs WoW (especially in terms of viable options) is a huge factor in terms of how the WoW variant comes up short.

Add the fact that which legendary you get directly ties into greater group content % chance of success

But as I'm likely just treading old ground at this point, probably best to stop.
 

Robin64

Member
So because of the new Tavern Crawl microholiday event, many of the inns around the world have been given names at last. I especially like the one in Tanaris is called "The Road Warrior", and the one in The Exodar is called "The Exobar".
 

Rhaknar

The Steam equivalent of the drunk friend who keeps offering to pay your tab all night.
Or they go all in.

"All specs now only have 6 activated abilities. On a completely unrelated note: controller support patched in."

Ive actually been wanting to ask this and ill take your que to do it.

Many, if not all MMOs (or action rpgs) in the last few years have adopted a smaller skill hotbar system. Most Diablo style games have about 5 or 6 (PoR, Grim Dawn, MArvel Heroes, even -diablo 3 itself of course). Elder Scrolls Online (which Ive been playing lately and made me think about this), Guild Wars 2, Wildstar had a smaller hotbar IIRC, and whatever else came out, I cant remember. And of course Mobas get away with only a handful of abilities, granted a different genre but with its roots in similar games.

The point is, do you (and by you I mean the general you, not just you Lanrutcon) consider all these games bad because of this, or is it more of a "it works for those but not for wow" type deal, or what?
 

Lanrutcon

Member
Ive actually been wanting to ask this and ill take your que to do it.

Many, if not all MMOs (or action rpgs) in the last few years have adopted a smaller skill hotbar system. Most Diablo style games have about 5 or 6 (PoR, Grim Dawn, MArvel Heroes, even -diablo 3 itself of course). Elder Scrolls Online (which Ive been playing lately and made me think about this), Guild Wars 2, Wildstar had a smaller hotbar IIRC, and whatever else came out, I cant remember. And of course Mobas get away with only a handful of abilities, granted a different genre but with its roots in similar games.

The point is, do you (and by you I mean the general you, not just you Lanrutcon) consider all these games bad because of this, or is it more of a "it works for those but not for wow" type deal, or what?

Nah, I don't consider those games bad at all. I just feel removing 90% of the abilities in WoW to accommodate controllers would be the wrong way to do it (and we're talking a hypothetical situation here, obviously). For example: FFXIV handles this brilliantly, and is pretty much proof that you can do a conventional MMO with controller support without having to gimp everything into stupidity.
 

Data West

coaches in the WNBA
I"m not asking to have to drop stoneskin, mana spring, windfury and all that again

just gimmie totem of wrath and stormlash back. and healing tide.
 

Haly

One day I realized that sadness is just another word for not enough coffee.
Nah, I don't consider those games bad at all. I just feel removing 90% of the abilities in WoW to accommodate controllers would be the wrong way to do it (and we're talking a hypothetical situation here, obviously). For example: FFXIV handles this brilliantly, and is pretty much proof that you can do a conventional MMO with controller support without having to gimp everything into stupidity.

FFXIV feels like molasses. I hate the rotations, they're always so plodding if they aren't just dull.

I enjoyed NIN a lot mainly due to their aesthetics and the uniqueness of the seal combos, it was always held back by the servers' refresh rate which itself was a product of the PS3's limitations, if I remember correctly. You had to wave seals in between your rotation, which pretty much ruins the naruto-ness of it.
 

TheYanger

Member
Yeah FF14 isn't a good example. FF14 controller players are A) gimpier by a notable amount. B) the reason the game has an infinity length GCD. C) Most importantly, the interface is locked down to a setup that is not remotely as friendly to mouse and keyboard solely because the controller needs it mostly to be that way. Navigating FF14s ui isn't awful, but it's a lot more cumbersome than wow's is. Similarly, encounter design would have to change, wow often relies on swarms of mobs, for example, in FF14 if you're fighting more than like 5 things it becomes a pain in the ass to start swapping targets around with a controller (and even with a mouse sometimes due to how much less smooth targetting feels in that game in general).
 

Mupod

Member
If they add a new class it has to be ranged or at least have some ranged specs.

Tinker is really the only class that makes sense to me, and they could go anywhere with that. I was thinking they could have you customize a mech for different combat roles, and have a specialization that only uses gadgets and not the big robots. Could easily do some fun things like have a ranged tank or a technology-based healer. Or they could roll the goblin alchemist class concept into it as well.

Naga seem like a shoo-in as the new race for a N'Zoth themed expansion. My idea was to draw upon the Priestess of the Moon hero from WC3 as well as Naga Sirens for a bow-using caster/healer class. Would have weird lore implications unless it was female-only though and I can see them not doing it for that reason.
 

M.D

Member
I got the Assassination weapon a few days ago and I put artifact power into it which is super easy apparently. Only have one more rank and then the last golden trait, then there's 4 more traits with only one which kinda affects DPS (increase crit chance on mutilate).

Got a 850 relic yesterday and a 855 one just now from daily hc, so one more and a couple of mythic plus dungeons spam to get those last 2 ranks in my weapon and I'm golden! I originally thought I'd hate playing this spec but it's not as bad as I thought it was on keeping up poisons and stuff on targets
 

Data West

coaches in the WNBA
Another Ele thing,


Earthquake has never felt satisfying. Even htough they got rid of the dumb cast time its never felt fun in the rotation. Ain't nothing wrong with chain lightning spam for trash. chain lighting spam feels awesome.
 

Rambaldi

Member
I got my second Legendary last night off the world boss (Frost DK helm, first was the bracers) but I can't use it. Evause I haven't been fucked into doing my final class hall talent point. Sigh.
 

Lain

Member
"Hey guys, I just threw my trap down so can we move the boss over in to it so I can get some extra damage?"

Sounds like a GENIUS change.

Ahaha yeah. Some things are cool ideas in theory but they simply won't work in practice. This might work solo but for group play? I dunno.
 

Mupod

Member
There are more bosses that need to be moved in predictable patterns than there are stationary ones. And stationary ones usually have adds. The trap change seems reasonable.

Hunters expecting me to cater to their every whim can drive me nuts in dungeons though. Yes I know stampede is good damage. I'm busy trying to drop these 32 stacks of Necrotic though, sorry if I can't keep mobs exactly where you want them.
 

Won

Member
Ive actually been wanting to ask this and ill take your que to do it.

Many, if not all MMOs (or action rpgs) in the last few years have adopted a smaller skill hotbar system. Most Diablo style games have about 5 or 6 (PoR, Grim Dawn, MArvel Heroes, even -diablo 3 itself of course). Elder Scrolls Online (which Ive been playing lately and made me think about this), Guild Wars 2, Wildstar had a smaller hotbar IIRC, and whatever else came out, I cant remember. And of course Mobas get away with only a handful of abilities, granted a different genre but with its roots in similar games.

The point is, do you (and by you I mean the general you, not just you Lanrutcon) consider all these games bad because of this, or is it more of a "it works for those but not for wow" type deal, or what?

The issue tends to be that you need to design your game around such a concept. They usually embrace (or at least try) the flexibilty of loadouts, while in WoW you are mostly stuck with they same buttons forever. Talents take up the "loadout" aspect of modern games, but Blizzard can't decide what exactly they are supposed to do, so the whole thing just feels clunky.


On a side note: After playing Guild Wars 2 with the Steam controller I feel it is probably one of the worst offenders on the topic of "button bloat" currently available.
 

Pickman

Member
If they add a new class it has to be ranged or at least have some ranged specs.

I want a Bard. Give them the ability to chain debuffs to overlap that provide very small windows to cause big damage by a DPS (or themselves) who they've marked with a resonant chord. Gives them a rhythm and timing based element to their gameplay.

Give them a healing spec which is all about rolling HoTs and proximity to players. The idea of a dude rolling up beside a wounded DPS to play them a power ballad to motivate them back into combat and heal their wounds is great.
 
That feel when I'm so ready for Nighthold to hit. I know 2 months or even less will fly by especially with holidays in there but NH hits just when PS4 goes beastmode and I'm drowning in games :d.
 

Lain

Member
Initially I considered the new vignette system to be a nice, cute thing Blizzard added to the game. Now I consider it to be an annoyance at best, something that makes me die at worst.
They pop up covering my hotkeys, hitting ESC won't get rid of it, gotta click the x, the vignette isn't click through and, worst offender of them all, there is no option to move it somewhere else or to turn it off completely.

I sent a feedback about adding some options to move them around so people can have them pop up somewhere else, or to turn them off completely. I wonder if something will come of it. Do the vignette annoy others too? Especially those (like me) who don't bind every button on their bars to a key.
 

Entropia

No One Remembers
Initially I considered the new vignette system to be a nice, cute thing Blizzard added to the game. Now I consider it to be an annoyance at best, something that makes me die at worst.
They pop up covering my hotkeys, hitting ESC won't get rid of it, gotta click the x, the vignette isn't click through and, worst offender of them all, there is no option to move it somewhere else or to turn it off completely.

I sent a feedback about adding some options to move them around so people can have them pop up somewhere else, or to turn them off completely. I wonder if something will come of it. Do the vignette annoy others too? Especially those (like me) who don't bind every button on their bars to a key.

In dungeons - cool the first time, annoying after that.

World quests - it's good to know when I am in the area.

Withered Army Training - Watch out!
 

Mupod

Member
The only way a Bard would feel like Warcraft to me is if they did it in the most metal way possible. ETC might be too goofy for WoW though.

I might still be stuck in the mindset of every class needing its roots in previous Warcraft games, specifically WC3. But I guess we're kind of running out of WC3 heroes to use.

Initially I considered the new vignette system to be a nice, cute thing Blizzard added to the game. Now I consider it to be an annoyance at best, something that makes me die at worst.
They pop up covering my hotkeys, hitting ESC won't get rid of it, gotta click the x, the vignette isn't click through and, worst offender of them all, there is no option to move it somewhere else or to turn it off completely.

I sent a feedback about adding some options to move them around so people can have them pop up somewhere else, or to turn them off completely. I wonder if something will come of it. Do the vignette annoy others too? Especially those (like me) who don't bind every button on their bars to a key.

I honestly have no idea what you're talking about. Granted I do bind literally everything, even stupid stuff like my cooking recipe window.
 

v1perz53

Member
Yeah FF14 isn't a good example. FF14 controller players are A) gimpier by a notable amount. B) the reason the game has an infinity length GCD. C) Most importantly, the interface is locked down to a setup that is not remotely as friendly to mouse and keyboard solely because the controller needs it mostly to be that way. Navigating FF14s ui isn't awful, but it's a lot more cumbersome than wow's is. Similarly, encounter design would have to change, wow often relies on swarms of mobs, for example, in FF14 if you're fighting more than like 5 things it becomes a pain in the ass to start swapping targets around with a controller (and even with a mouse sometimes due to how much less smooth targetting feels in that game in general).

FF XIV is a weird game. It has a really cool combat system that is basically ignored until you've played for 50 hours or so. The 2 second CGD is brutal and feels really slow, but the entire game is actually based around a rotation of on-GCD abilities and weaving off-GCD abilities between them. In actuality, the APM of a raider in FF XIV is often higher than that of a raider in WoW. The problem is you don't get most of these off-GCD abilities until like max level and finishing the entire story campaign and hundreds of hours ingame, so for pretty much the majority of time you're playing you're stuck with this 2 second infinite GCD and everything feels like molasses.

Though I really do like the way they handle ground effects in FF XIV, wish they would adopt that style in WoW. It is used even with the very basic early mobs, training players early what things to avoid.

Initially I considered the new vignette system to be a nice, cute thing Blizzard added to the game. Now I consider it to be an annoyance at best, something that makes me die at worst.
They pop up covering my hotkeys, hitting ESC won't get rid of it, gotta click the x, the vignette isn't click through and, worst offender of them all, there is no option to move it somewhere else or to turn it off completely.

I sent a feedback about adding some options to move them around so people can have them pop up somewhere else, or to turn them off completely. I wonder if something will come of it. Do the vignette annoy others too? Especially those (like me) who don't bind every button on their bars to a key.

Get the addon MoveAnything. First thing I did was move that stupid window from precious bottom middle screen real estate to the side, and shrink it a bit. Really dumb that there's no option to move it by default.
 

Robin64

Member
Though I really do like the way they handle ground effects in FF XIV, wish they would adopt that style in WoW. It is used even with the very basic early mobs, training players early what things to avoid.

I'm a big fan of this, everyone can get into dungeons so easily in FFXIV thanks to already knowing how mobs and their ground targeting works. You end up with fights like Midgardsormr which are throwing them all over the place and it's wonderful.
 

Xeteh

Member
Anyone know offhand what questlines in Suramar unlock new world quests? I hit 110 on a new character last night and did the oldest emissary before it expired and left Nightfallen for today and I log on and there's only 4 quests up for me to do but one is Court of Stars which will be impossible. Hopefully I can either unlock a 4th or one will pop up later today.
 

Faiz

Member
I'm a big fan of this, everyone can get into dungeons so easily in FFXIV thanks to already knowing how mobs and their ground targeting works. You end up with fights like Midgardsormr which are throwing them all over the place and it's wonderful.

Man that's really amazing. It's so clear and well defined. Usually in WoW I feel,like there are a million effects going off and I can't even see the ground much less what effects are there.
 

Mupod

Member
I remember when I came back for WoD and I didn't realize which effects Blizzard had started using for 'warnings'. I was running away from so much player-casted stuff because it was just confusing.

And yeah I had just come off of a long stint on FF14. Can confirm that game does AOE warnings perfectly, if nothing else.
 

Haly

One day I realized that sadness is just another word for not enough coffee.
I want to say WoW spends a lot of effort getting the AoE indicators to "match" the aesthetics of the bosses while FFXIV's are generic but always clearly noticeable. It's a trade off. While i like FFXIV's indicators in that game I'm not sure I want it for WoW.

Although WoW's biggest problem in this area for Legion is that they go over board with the fade out at the edges for circular indicators. A lot of round AoE spells are bigger than their indicators would imply.
 

cdyhybrid

Member
I want to say WoW spends a lot of effort getting the AoE indicators to "match" the aesthetics of the bosses while FFXIV's are generic but always clearly noticeable. It's a trade off. While i like FFXIV's indicators in that game I'm not sure I want it for WoW.

Although WoW's biggest problem in this area for Legion is that they go over board with the fade out at the edges for circular indicators. A lot of round AoE spells are bigger than their indicators would imply.
Exhibit A: Detection in Suramar City.
 

v1perz53

Member
I want to say WoW spends a lot of effort getting the AoE indicators to "match" the aesthetics of the bosses while FFXIV's are generic but always clearly noticeable. It's a trade off. While i like FFXIV's indicators in that game I'm not sure I want it for WoW.

Although WoW's biggest problem in this area for Legion is that they go over board with the fade out at the edges for circular indicators. A lot of round AoE spells are bigger than their indicators would imply.

I'm a big proponent for "gameplay over visuals/aesthetics always", so I prefer the FF XIV way, but you're totally right in that they are less immersive and more jarring. But I also skip 90% of quest text, 90% of cinematics etc, I don't mind if the aesthetic doesn't match. The gameplay payoff is too strong, it is 1000x easier to understand and handle ground based effects in FF XIV than WoW, which actually allows them to have many more ground effects that come in much faster, leading to nice twitch gameplay. And WoW movement feels much more precise and less floaty than XIV, so having twitch movement would be even better in WoW.

As Mupod said, the problem with WoW is inconsistency, as a tank I was moving mobs out of my DPS's ground effects for weeks when Legion launched, and I damn well know I moved out of Darkness every time a DPS DH dropped it until they told me what it was. Much easier when there is some consistency.
 

Mupod

Member
The first boss in Court of Stars has a big AOE that definitely hits areas that it's not under. By quite a large radius. We've learned to get a safe distance from the defined edges of it.
 
Top Bottom