Class vs. damage in Arenas
Quote from: Ghostcrawler (Source)
In the interest of encouraging discussion, I am going to pose a question below.
Caveats: Please don't derail this thread. It it liable to get long. Also please do not take my comments out of context or attempt to read too much between the lines. I hate having to communicate like a politician.
The same classes keep coming up in Arena discussions: rogues, mages, death knights and paladins. In a world with low resilience, it is perhaps unsurprising that classes that combine burst damage with so many tools for avoiding damage would be powerful.
Let's set aside the discussion of these classes for a moment (and to be fair, it is probably specs, not classes). My question is this: In an Arena match in which none of those 4 are participating, do you feel that damage is too high *given* that it will only come down once players acquire more resilience?
If you can't tell, I am trying to get the community to explore whether it is those classes or damage in general that is causing so much consternation.
Blizzard Store Delivering (Source)
Blizzard Store is still open for ordering (http://eu.blizzard.com/store/index.xml). However, the deliveries will be on hold from December 30th to January 5th.
We wish you happy holidays!
Ghostcrawler Has Left the Building! (temporarily) (Source)
I'm going to be out of town for a few days. I may not be able to post much so I was trying to put in some extra time tonight. In the past these forums tended to unravel if players thought their feedback wasn't being heard as evidenced by, in their minds, lack of blue posts.
The truth is, you don't need a blue post to make a good thread good. We'll still read it. The sadder truth is that blue posts are often the worse thing to happen to a thread.
Itemization in General (Source)
Unless the piece's name is orange, gear should almost always be a choice. Even if you are jumping up a tier you may be dropping some stats in order to increase others.
Gearing up is one of the most interesting parts of the game. Deciding whether you want X or Y is supposed to be a tough decision. We make no guarantee that everything that drops is an upgrade for you, even set pieces.
Building the most optimal set of gear for your particular spec is also one of the things that lets more expert players demonstrate mastery of the game. If the set pieces were always better, that wouldn't happen. In fact one of the reasons we made sets smaller (not 8 pieces or whatever) is so players could still undertake the challenge of completing them without also getting in a position where they were very reluctant to upgrade again.
MP5 and the Five Second Rule (Source)
We have talked about doing something like this. However, as confusing as it can be, one of the things we get from MP5 is a different stat that might appeal to some players (depending on class and play style) more than others. With a change like you suggest, then Spirit becomes something everyone wants in large amounts, and we lose some of the difference in play style. (A few players mention this above.) Traditionally, paladins never cared much about Spirit regen because they were never out of the five second rule, while druids cared quite a bit because they could sit back and let hots tick. This changed toward the end of BC.









