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marelooke.9708

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  1. After the horrible SoI change late last year we get more messing around with Chrono. At this point it might as well be a new spec entirely.Oh well, until the imho ridiculous idea of SoI refreshing other people's buffs gets reverted I don't see any point to coming back. Should just have fixed the mess that is the buff UI instead of making it even more of a fly-blind type of thing.
  2. Instead of fixing the core issue with boon classes, namely that you can't play them reactively due to the UI not giving you any indication of the status of the boons you put out, they do the opposite, make you "refresh" other's boons requiring an even more braindead playstyle of even more blindly doing your rotation (if that was even possible anymore). For me the issue isn't so much the "nerf" but the fact that the game evolves in entirely the opposite direction of where I'd like them to go: a more skill based, reactive playstyle.
  3. Same issue here, started immediately after applying Windows update 1803 which was the only change between not having the issue and having the issue. Wonder if it's related to those new game related features I noticed, like it "hiding" notifications while in-game etc. That game bar was already annoying but seems they try to get their hooks even more in software you have installed.
  4. Meh, would have preferred they just stuck to Reddit, right tool for the job and all that.
  5. No, just no. The only good way to have easy/hard modes is if the mechanics are different enough otherwise you just bore your raiders (hi Blizzard, yawn) and if you do that then either you're in CM waters or you are already designing what is basically a new boss. Personally I feel raids should build up in difficulty, like they used to in the TBC days (same as heroic dungeons did then, or GW2 fractals).If you started out as a new raiding guild during TBC you started with Karazahn/Gruul/Maggy, then SSC/TK then went to ZA (not sure if ZA was harder or easier, it was a 10man tho, while most other raids were 25), then Mount Hyjal, then BT and then Sunwell Plateau and you'd probably go through them in that order (if for no other reason than that raid atunement was a thing and you weren't even getting into most of those without doing at least some of the previous ones)Not sure where I'd fit the TBC world bosses (like Doomlord Kazzak) in there (unlike the GW2 ones they weren't exactly killable without a competent organized raid guild) Atunements were removed due to complaining since some people couldn't manage them, but given how they mostly required you to kill the previous tier end boss they then went and complained some more when they couldn't get through the new raids (shocker, if you couldn't get through the previous ones, which were easier), then during WotLK they devalued older raids by giving away the previous raid tier gear through dungeon tokens and when that still proved to be too much effort for many they implemented LFR and copy-pasted mechanics on "normal" and "heroic" modes and in the process burned out and killed most of the raiding scene (there were of course other factors here as well, but this is still one of the big ones). So no, different difficulties for the same boss are a terrible idea. It's still the same boss, they're still the same mechanics. CM's are fine (that's what Ulduar basically had), but easy/hard mode like WoW currently has is just a very big no.
  6. Only if they drop the F2P model and associated "store" and go sub-based, so we can actually get all content in-game.
  7. Most of the bossfights since PoF have been needlessly annoying, mostly because they drag the fight out forever and/or have obtuse mechanics. Having it at the end of an already long instance only makes matters worse since quitting means you get to redo the entire chore before the boss as well. I've actually started dreading instanced story steps. I expect them to be unenjoyable chores that might very well take up quite a bit more time than I'm actually willing to spend on them (which explains why I've only just completed the final LS4e1, I had actively been putting it off). The fact that the way the story is told has been steadily deteriorating doesn't help any either (having a billion things going on that I need to pay attention to while the companions are yapping is horrendously annoying, please for the love of Dwayna, stop doing that. I want to enjoy the story, thank you very much. I wish we could go back to the dialogue style from PS, and if that fails at least the way LS2 handled it (or a combination). Nowadays I have to read most of what was said after the fact in the chat log, assuming it's even there) And no, I don't necessarily mind hard bosses (I was raiding Sunwell Plateau when it was "current"), that's what I raid for, I prefer not to have them in my story instances (though "annoying" is probably more appropriate than "hard" anyway as far as story bosses are concerned).
  8. They're also repetitive (which makes them boring) and have brought back some of the most un-fun Diablo 3 mechanics (spinning lasers of death, combined with being locked in place. Ugh, I really didn't have to be reminded of that bollocks). An entire bounty train just means killing the same few mechanics over time, just tossed onto another mob skin (not that you notice due to all the effects going on, if it wasn't for the portrait I wouldn't even know what I was fighting most of the time). Now if they'd actually been real bosses or even just mobs with unique mechanics, that might have been interesting (like the Bandits in Kryta). But they're not, they're just a selection of the same mechanics distributed over a few different skins. Not that the latter bit matters, given all the special effects I wouldn't even know what I was fighting if it weren't for the enemy's portrait...
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