Patch notes indicate that the Daze/defense rating change went live despite our previous indications that they'd thought better of it. Anybody test it out yet?
Patch notes indicate that the Daze/defense rating change went live despite our previous indications that they'd thought better of it. Anybody test it out yet?
I regard that as a bug that should have been fixed before release. If a corpse has nothing on it, it shouldn't sparkle and should be immediately skinnable if appropriate. This is not rocket science.
What if you're fighting several mobs at once and a player wants to ninja that highly valuable leather scrap from you? They could skin everything while you're still fighting. I imagine that's why it works this way.
I find it utterly retarded that TK/SSC weapons are buffed while Hyjal/Black Temple weapons are wholly ignored.
Well what they are trying to do is make T5 as good as, at least technically, Season 2, that is the way I see it anyway. I dont think they will buff the Hyjal/BT stuff at least not until/unless Season 3 weps are better than 141ilevel.
The notes on the website and the forums are the most current. The Daze change was pulled from the patch fairly recently so the note stayed in the build notes and were not removed in time.
No offense but I knew without looking what class you are playing. And regardless, your solution is not feasible. If a class is required at the top then it will also be present everywhere else, because it obviously is so strong that nobody wants to go without them. Just because you are not elite does not mean you don't want to maximize your rating.
And FYI, my team is in the top 2% without a pally. There is a world of difference between top 2% and top 0.5%. Trust me, I know. Top 2% is quite attainable without a pally (even though I cannot remember the last time we fought a paladin-less team), top 0.5%, not so much. And it does not change the fact that a mediocre pally outperforms a good druid.
Back on topic, the pally nerfs puzzle me. They hit them hard in 2v2, the bracket where other healers are actually comperable. Now pallies might actually fall behind in 2v2. In 5v5 paladins will still be the golden boys that no top team will go without.
They could at least make the cooldown relevant to the abilities duration - or some variation thereof. An arbitrary one minute cooldown seems very knee-jerk without giving Paladins some kind of carrot, like a HOT. Or a non-blessing based buff. People always forget that applying Freedom or Sac removes the other blessing, which may not sound like a big deal - but it can be when its BoLight .
Now it just feels like I'm a one trick pony with a bubble, and a long cooldown ability that can be dispelled with no recourse. Maybe adding a damage portion to BoSac if its dispelled? . Reverse UA please. Something to add a level of "thinking" involved to Paladin play. Currently I just have to worry about LOS and what the other team's mage is doing, while keeping my Warrior's HP meter semi-full and have no little hamstring or crippling icons underneath it.
Hate to sound like a gripe, but I am tempted to swap to my Priest for arena since they have so many more tools and options available to them - Mana Burn, Mind Control, Hots, Dispells, Mass Dispell, on top of PoMend/PW:S and the relative security of having 3-4 instant spells that you can apply before you need to actually heal that person and get CS'd.
As a Paladin now I'll have HoJ on a 50s CD, BoSac on a 1M CD, BoP on a 3m CD, and Silence on a 2m CD. The only thing I can do when cooldowns are down outside of healing is cleanse and SoJ melee people. Not to mention the fact that all of our cooldowns are dispellable by instant cast no cooldown abilities.
quit paladin...lvl 80 out there..play a non btch class...its what i did
There's a blue post in that thread now by Daelo saying:
Originally Posted by Daelo
There are indeed protections put in place that should make it extremely difficult for very small groups of players to activate the Battle of Mount Hyjal event and be rewarded with either reputation or items from killing the incoming enemy creatures before the players suffer a defeat. Whenever an enemy wave spawns, there's a check done to see if you've killed enough of the enemy creatures. If you haven't, then loot/rep is disabled for that wave of spawns. If you have killed enough, then that wave and further waves of creatures leading up to the next boss have loot/reputation.
Under relatively normal conditions where a full raid is attempting to fight through the enemy waves of creatures to defeat a boss, all creatures past the first wave should reward reputation and have a chance at item loot.
These kinds of protections were necessary so as to not promote the creation and activation of large numbers of Hyjal instances, which could lead to performance problems for the server.