Hold on a second. You...... quit the game..... but are still on the... hang on a sec while I scroll up....
"Official Warcraft Fansite"
I'm sure if you ask one of the admins nicely, they'll delete your account for you. While you're at it, let me help you out. Go to your favorites bar.... right click on the TankSpot entry.... and click on "delete".
No one tanks in a void.........
I think the new raid tool will at least give some poeple that have a slightly longer learning curve on some fights the ability to at least see more of that fight. I was kind of hoping for the gems to be 'trash' drops, as that could have been a great way to earn some extra gold, kind of like Sunwell was. As far as range sitting out, thats all fine and good but if it comes to a point that the raid leaders arent smart enough to be fair and rotate who sits out every week then have fun keeping range in the raid, I know I wont be sitting in a raid group that sits me every week for months on end...
One handed axes as a legendary would make more sense, then they become viable for Enhance Shamans, but I guess Blizzard is lazy and doesn't care about the class that hasn't had a legendary for that spec in the games existence. Alienating players like they are doing is not good for your player base, and I am more then willing to bet subscription numbers drop off even more by the time 4.3 comes out if they continue with their current ideology moving forward.
And no, you seem to miss my point on melee DPS in raids. A damage increase while you are in the zone does not fix any of the problems some specs are having. Having played a DK through all of Cataclysm, by far we have the worst mobility in raids. Warriors have Charge, Rogues have Sprint, Feral has Dash + Feral Charge, Retribution has Long Arm of the Law. Enhancement and DK's have no gap closing and with how mediocre the Unholy pet is now in terms of damage output, you lose a lot of damage not being on the boss as well. Rather then actually just fixing what is broken, Blizzard wants to bandage it.
And outside of Shannox there isn't much movement involed, on Alysrazor you got feather's to get from A to B and on Ragnaros his hitbox it's that huge it don't have to bother you at all.
Well even with such high boss up time in Firelands, it's humorous that Blizzard won't bother to adjust classes accordingly. I don't think an attack power scaling change is going to really do a whole lot unless you get more AP out of strength and agility then you do now, and I don't see that happening because you are ultimately going to impact PvP and melee classes pumping out substantially more damage every time a new set of gear comes out, which pretty much every caster is going to complain about and we will wind up back at square one again. I think Blizzard really needs to just step back and actually look at the situation of melee versus ranged and find ways to make all specs competitive so that players can play the spec they most enjoy without having to worry about which spec is the best for their class to DPS with and that playing the more enjoyable spec isn't going to hold their raid back.
Renn, in case you missed it during your "Slizzard Bucks, glad I don't play WoW anymore and here is why" complaining, there is a specific mention of the AP raid buff to be increasing melee AP and DPS. This would leave PvP rather the same as it is now (with the only major benefits going to Blood DKs & Enhancement Shamans, both which aren't exactly roflstomping PvP afaik) and at the same time directly compensate raids for the melee you're bringing.
It's not a "ok, enough of Casterclysm, let's make raids only ever bring ranged if they got a legendary!!" change.
PS: Unholy Presence = 15% runspeed. Gap Closer that is there every time you need it. You also have some ranged abilities that you can use while running to compensate the lack of Charge-like ability. Enhancement Shamans have the same 15% runspeed (or GW for 30% but nothing but MH white swings) and just as much ranged abilities, unlike the other melee you mentioned who can do virtually no damage while at range. Notice a pattern here?
At least one good thing can be taken out of 4.3 from what I have seen, aside from the raid being interesting in concept anyway, and I am glad that Blizzard actually did this because it reminds me very much of the Emblem of Justice equivalent items for each tier in Burning Crusade:
Very good idea, make actual use of the Valor Points and it gives players an ability to upgrade their gear without feeling like they haven't worked for some level of gear. I am curious as to how many levels of gear there will actually be made available, whether it's just a standard Normal level tier or whether it will cover all three levels involving the Raid Finder, Normal and Heroic raids much like the Crystallized Firestone allows you to upgrade normal pieces to heroic pieces on certain items. I think it would be really cool if Blizzard allowed you to get a Raid Finder level piece with a reasonable Valor Point cost and if you want to upgrade it to the Normal item level with slightly better stats you could buy a token from the vendor for 500-750 VP and use it with the piece to upgrade a rank, then a heroic level version of a slot could use a BoP boss drop from a Heroic raid.Takralus - We recognize that making the tier 13 set pieces available only as raid drops leaves players much more subject to RNG drop rates/loot rolls, but we have a couple of plans to try and alleviate the sense of burden that stems from the randomness of token drops.
The way tier 13 pieces will be obtained in the 4.3 raid won't be unlike raids past, meaning players will still need to roll on multi-class set tokens. That said, we'll be tweaking the tier 13 10-player drop rates a little bit (for the better) relative to the 25-player version, given that these tier pieces can't be purchased from vendors for Valor Points.
In addition, due to tier pieces not being offered for Valor Points, another thing you'll see in patch 4.3 is a much wider array of desirable non-set loot (covering more slots than prior patches) available from the vendors, for those players who are unlucky with specific token drops, or who aren't interested in raiding—although, once you get more details about the Raid Finder, we hope you'll find interest in having a go.
Keep in mind we do intend to allow tier 13 set pieces to drop for those using the upcoming Raid Finder. Similar to the difference between normal and Heroic versions of tier sets, the Raid Finder set will have a lower item level than the normal and Heroic counterparts.
Set pieces from all three difficulty levels can still be mixed and matched for the two and four-piece bonuses.
I think this method of gear design actually does make a lot of sense. It also would open up the potential for more gear options for players who use completely different itemization choices, especially among us plate DPS players having such widely different stat priorities.
Point being is progression for "experienced players" is doing the normal and heroic versions, LFR is casual friendly which I don't really see a problem with, neither should it be a problem for guilds and other raiding players, some guilds don't pug for lockout views, but with this new feature, they're able to pug a raid on a raid night if they are benched and not have to suffer until the next reset, sure it's like made for pugs so theory would be that the pugs for LFR won't receive the benefit and reward of those who raid with their guilds on progression on normal and even heroic.
I can see raiders who do normal modes try to get a tierpiece from LFR to complete their 4piece. At least if blizzard improves the T13 bonuses cause they're currently a bit weird. But yeah it should be mostly alts or unguilded people in there, maybe small guild that is lacking few people for a raid etc.
Yeah I saw this this morning, instantly leapt to new tweet and then froze, never could come up with something witty, the best I had was a sort of meta joke with ..