I hate going there already, however doing one a day is still a better deal then doing 2 heroic with 2 different queue times...I wish they would stop rehashing/reusing stuff all the time.Jessibelle wrote:the troll heroics are way too damn long. You can't take a raid and make it successfully into a heroic and the point is proven with how many failures there are.
What was Blizzard's Biggest Mistake ?
- AdamSavage
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Re: What was Blizzard's Biggest Mistake ?
I believe if you can believe out of nothing an explosion (big bang) happened then how far fetched can god be?

- Novikova
- Illustrious Master Hunter
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Re: What was Blizzard's Biggest Mistake ?
I only wish they weren't so long. Even with a very, very good and fast group, it's just about an hour or so. Sometimes I've seen like 45 minute runs but.


http://flightrising.com/main.php?p=lair ... e&id=50139 - Dragon Lair at flight rising!
Re: What was Blizzard's Biggest Mistake ?
That's exactly it. Even if you get a decent bear run group, you're looking for a minimum of a 35-40 minute run (5 for hawk/bear, 15 for dragonhawk/cat, 10-15 for the last two bosses) and those are generally incredibly stressful runs. I don't find ZG so bad (still long, but easier), but ZA is just terrible, long, boring and I'm so sick of grinding them for valour. I think they should up the valour by at least another 50% (so... 210 per random) and then they'd be slightly more appealing. Still horrible to do, but 4 RZH's a week is so much more achievable than 7, and one RZH may be more tempting than 3 RH's. They'd also take a similar amount of time, lol.
Umm, biggest mistake I say would be... perhaps simplifying and standardising classes. The classes aren't really that unique now - a tank is a tank, a healer is a healer, a dps is a dps. It's so bad that some classes are practically the same. Back in the day, individual classes were useful and viable for different scenarios (twins- caster tanks!), not just because they happened to "do more than 20k dps" or whatever. I would love to see raids where tactics were aimed to test people's ability at playing their class, rather than their ability to do damage. I'd also like to see encounters where the dps MUST do something right, and if not people will die, and you can't blame the tank/healer... I see dps as a very "easy" option and I'm so sick of people rolling dps and expecting to be dragged through everything, healed up, and if they die it doesn't matter.
Umm, biggest mistake I say would be... perhaps simplifying and standardising classes. The classes aren't really that unique now - a tank is a tank, a healer is a healer, a dps is a dps. It's so bad that some classes are practically the same. Back in the day, individual classes were useful and viable for different scenarios (twins- caster tanks!), not just because they happened to "do more than 20k dps" or whatever. I would love to see raids where tactics were aimed to test people's ability at playing their class, rather than their ability to do damage. I'd also like to see encounters where the dps MUST do something right, and if not people will die, and you can't blame the tank/healer... I see dps as a very "easy" option and I'm so sick of people rolling dps and expecting to be dragged through everything, healed up, and if they die it doesn't matter.
- Lisaara
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Re: What was Blizzard's Biggest Mistake ?
Agreed.Comett wrote:That's exactly it. Even if you get a decent bear run group, you're looking for a minimum of a 35-40 minute run (5 for hawk/bear, 15 for dragonhawk/cat, 10-15 for the last two bosses) and those are generally incredibly stressful runs. I don't find ZG so bad (still long, but easier), but ZA is just terrible, long, boring and I'm so sick of grinding them for valour. I think they should up the valour by at least another 50% (so... 210 per random) and then they'd be slightly more appealing. Still horrible to do, but 4 RZH's a week is so much more achievable than 7, and one RZH may be more tempting than 3 RH's. They'd also take a similar amount of time, lol.
Umm, biggest mistake I say would be... perhaps simplifying and standardising classes. The classes aren't really that unique now - a tank is a tank, a healer is a healer, a dps is a dps. It's so bad that some classes are practically the same. Back in the day, individual classes were useful and viable for different scenarios (twins- caster tanks!), not just because they happened to "do more than 20k dps" or whatever. I would love to see raids where tactics were aimed to test people's ability at playing their class, rather than their ability to do damage. I'd also like to see encounters where the dps MUST do something right, and if not people will die, and you can't blame the tank/healer... I see dps as a very "easy" option and I'm so sick of people rolling dps and expecting to be dragged through everything, healed up, and if they die it doesn't matter.
aaaand Firelands does that with the Ryolith fight. >>;
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- Apprentice Hunter
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Re: What was Blizzard's Biggest Mistake ?
Activision, RealID, WOTLK and Cata, homogenization of everything and nerfing all the content. I liked TBC. Then they made it easy and then it wasn't fun any more.
- AdamSavage
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Re: What was Blizzard's Biggest Mistake ?
Warlocks can "tank" for a short time if the healer is still up. When they go into daemon form, they can take quite the beating. Mind you this is only good if the Heroic boss is down to 10-15%. Hunter tanking pet could for a short time as well.
I believe if you can believe out of nothing an explosion (big bang) happened then how far fetched can god be?

- Davarra
- Journeyman Hunter
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Re: Blizzard's Biggest Mistake
Easy fix for this maybe. Since they've proven they can selectively tie mastery to presence, give blood presence in any spec the current blood shield, leave each of the respective dps masteries alone in the 2 dps presences, and cobble together some sort of blood dps mastery maybe for use in frost and unholy.Gimlion wrote: WoW: Making DK's only able to tank in one spec, I liked the fact that one person could literally choose any of 6 roles (Frost, Blood, and Unholy in both DPS and Tanking), and they wouldn't be ganked for not choosing one of the others. I personally loved being Dual Specced into Dual Wield Frost tanking, and Unholy Tanking. Much more fun than now, where I'm forced into blood.
There are already some ways to blood dps, if you pick correct gear and use frost or unholy presence, so it shouldn't be too bad by 85 to give a viable unholy or frost tanking spec. They'll necessarily take some major hits lower down, but activating blood shield in blood presence for all specs, and swapping Toughness to a little earlier in the tier should make it possible for the truly determined. Definitely not easy, but possible.
Sig and av by the very talented Kurenio!
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- Artisan Hunter
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Re: What was Blizzard's Biggest Mistake ?
RealID. I love the idea behind it... But.. WHY does it need to show REAL names. There's absolutely no call to FORCE real names to be shown ANYWHERE on the internet :/ The people that I WOULD add, if I wasn't concerned about my name being plastered all over, I don't know them as John Smith. I know them as (insert random silly net name here). Wouldn't be so bad if it was just first names, but why do they have to show last names? I've had some people contact me SEEMING to have good intentions. They offer to help, to help me gear up, to get me in on some beginner raids, etc... And then come the inappropriate questions/requests... The thought of someone working into my good graces, and then being able to get my full name... I dislike the idea of being conned, heh.
In short... RealID just seems like a security nightmare, both from a parent/private person's standpoint, and Blizzards.. I mean.. the idea is pretty much "Give away your log-in info in order to give away your real name just so you can use a feature that should be given to everyone anyways!"
As to the comments on ZA/ZG... I like those dungeons <.< If you don't wanna run a long heroic... Run the regular heroics
I like the fact that ZA/ZG are more of a challenge. I do whine/complain a lot about missing my bear run... But that's largely because of stuff that REALLY shouldn't happen.. Like the tank leaving despite having an awesome run.. They should have a way to "pause" the dungeon... The timer stops IF you're in the queue to fill the group, and you can't attack, or move from your current location..
In short... RealID just seems like a security nightmare, both from a parent/private person's standpoint, and Blizzards.. I mean.. the idea is pretty much "Give away your log-in info in order to give away your real name just so you can use a feature that should be given to everyone anyways!"
As to the comments on ZA/ZG... I like those dungeons <.< If you don't wanna run a long heroic... Run the regular heroics

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- Illustrious Master Hunter
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Re: What was Blizzard's Biggest Mistake ?
Allowing the pre-cap levels to become an ever-growing, challengeless, plodding grindfest. Exp acceleration doesn't cut it either - yes it makes the grind faster but the levels pass by too quickly to really spend much time in one place let alone build up decent gear (not that you'd need decent gear with the mindless lack of difficulty, I know - but you should need it - that's the point).
And in the process also taking former cap level content, stuff that might be fun to play through on an alt, and making it largely to completely irrelevant thanks to the item level difference between former-cap-gear and new-xpac-greens; once you've hit cap in the new xpac on your first toon, the item level "wrinkle" should then be lifted for your alts.
The 1-60 revamp had potential but the complete emphasis of eye candy > (substance / challenge) was largely self defeating.
And in the process also taking former cap level content, stuff that might be fun to play through on an alt, and making it largely to completely irrelevant thanks to the item level difference between former-cap-gear and new-xpac-greens; once you've hit cap in the new xpac on your first toon, the item level "wrinkle" should then be lifted for your alts.
The 1-60 revamp had potential but the complete emphasis of eye candy > (substance / challenge) was largely self defeating.