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Old 06/16/08, 11:17 PM   #4526
Althor
King Hippo
 
Night Elf Priest
 
Jubei'Thos
Yes, it probably is an artifact of it being formerly channeled but it also still dispels any technical reasons why DoTs can't tick faster from +haste.
 
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Old 06/16/08, 11:42 PM   #4527
Prinsesa
Bald Bull
 
Blood Elf Paladin
 
Echo Isles
I personally always assumed the reason why crit didn't work with HoT and DoT was technical.

If I remember right, each individual tick of SWP can be resisted or partially resisted (I don't remember if this STILL happens or if this was something from the past), so why couldn't each individual tick crit?
One of the first TBC patches, in addition to nerfing Lock and SPriest DOT efficients rather heavily, also revamped DOT hit mechanics.

Previously, DOTs could only get a resist on the initial application, thus causing the whole spell to fail. After this patch (was it 2.1?), DOTs also got a chance to resist on individual ticks in addition to the initial application.

Since Blizzard seems to have this control over individual DOT ticks, it seems feasible to assume they could make DOT ticks crit, if they so chose.

I also agree that they could make haste affect DOT ticks, as per the current behavior of Starshards (channeling artifact or otherwise).

---

Regarding hit rating and healing:

A big problem with trying to make healing benefit from hit rating is the hit cap.

If hit rating does nothing for healing, then hit rating is useless for a Holy Priest/Resto Druid/Resto Shaman

If hit rating does something for healing, but continues to give benefits past the 16% resist rate for damaging spells, then there's always some wastage.

In fact, even if healing's benefits from hit rating would cut-off at the same rate as damage spells, it'd still suffer from Soulshatter Syndrome: None of the spell hit talents affect it, so you're always either 3% undercapped for healing or 3% overcapped for damage (given most classes talents), or exactly capped for both, but not leveraging your hit talents.

Finally, somehow cutting off the healing benefit at 16% would either require a sudden hard-cap, which feels shoehorned, or some sort of scaling/DR system towards 16%, whose math could get quite complicated.

"We do want Sanctuary to be the tanking seal"

- Ghostcrawler
 
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Old 06/17/08, 12:14 AM   #4528
PSGarak
Bald Bull
 
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Undead Warlock
 
Hyjal
Having DoTs crit also raises the possibility of inconsistency for on-crit procs. It's not that they would proc way the hell more for a DoT class, since that could probably be balanced around (especially by internal cooldowns). It's more the issue that on-hit procs are always done by spell application rather than DoT tick. I think re-wiring the on-crit procs to register DoT tick crits would actually be a bothersome and bug-ridden task in itself, and the result would be inconsistent proc mechanics.

 
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Old 06/17/08, 1:10 AM   #4529
Wuff
Von Kaiser
 
Undead Warlock
 
Antonidas (EU)
Originally Posted by Prinsesa View Post
Previously, DOTs could only get a resist on the initial application, thus causing the whole spell to fail. After this patch (was it 2.1?), DOTs also got a chance to resist on individual ticks in addition to the initial application.
I'm sorry, but you are wrong. Dots always had the chance to be partial resisted. Before the patch you mentioned (could be around 2.1) they simply had a lesser chance to do so.
DOT ticks simply can't be resisted completly till now.
 
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Old 06/17/08, 4:29 AM   #4530
Starfire
Secretly Blackfire
 
Night Elf Priest
 
Dragonblight
Heh, I am all for allowing hit to proc special effects for healers.

Like, making hit proc clearcasting more. That might be a bit overpowered example, but it seems somewhat intuitive to me. You get gear to increase +hit, which is the chance something will land. So why not allow it to increase the chance of clearcasting "working".

I am sure all other healing class have some kind of example. (+hit could also work for inspiration/illumination, in addition to crit, too).
 
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Old 06/17/08, 4:30 AM   #4531
Starfire
Secretly Blackfire
 
Night Elf Priest
 
Dragonblight
Originally Posted by PSGarak View Post
Having DoTs crit also raises the possibility of inconsistency for on-crit procs. It's not that they would proc way the hell more for a DoT class, since that could probably be balanced around (especially by internal cooldowns). It's more the issue that on-hit procs are always done by spell application rather than DoT tick. I think re-wiring the on-crit procs to register DoT tick crits would actually be a bothersome and bug-ridden task in itself, and the result would be inconsistent proc mechanics.
Magister's Terrace item is an interesting concept. I see no reason why crit couldn't do something similar for Affliction Locks and Shadow Priests.

Albeit, Blizzard seems to be fixing the issue with SPs. Now that crit procs Spirit Tap.
 
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Old 06/17/08, 4:55 AM   #4532
Pheus
Von Kaiser
 
Human Priest
 
Blackrock
Rewording Hit/spell hit rating to something that benefits healing wouldn't really be that hard, all they need to do is decide how it will help healers and then tell their lore guys/writers to make an appropriate description.

It could be something like :
"Increases your ability to pinpoint the source of a wound, increasing your healing done by x%" or
"Decreases the amount of energy wasted due to difficulty locating the most damaged areas, decreasing the mana cost of your healing spells by x%"
 
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Old 06/17/08, 5:52 AM   #4533
Snow
Piston Honda
 
Human Paladin
 
Dunemaul
Bleh, I'm not sure that spell hit really needs to be useful to healers. It's easy enough to itemize around the stat consolidations now - leave hit off cloth gear entirely, then you make a ring with a boatload of hit on it. DPS casters or even melee of all stripes would want the ring, while healers might opt for a spirit maxed ring. Talents like elemental oath seem to support the idea that they aren't necessarily expecting people to reach the hit cap, or at least are putting that point in a much farther in progression than in TBC.

Regarding the rampant paladin speculation, everyone seems to be assuming that they are grouping plate gear as follows:
Tank Plate(Prot war/Prot Pal)
DPS Plate(Ret pallies, DKs, Fury/MS Wars) <-- Is this where holy pallies go?

I would put my money on:
Tank/DPS plate(All wars, All DKs, ret pallies)
Tank/SP plate(Prot/Holy Pallies)

What would need to be done for this to happen? Well, all plate gear has to come with a mixture of defensive/offensive stats(think PVP gear except with defense instead of resilence). Hell, they've been itching to make that happen since BWL (hello [Drake Talon Pauldrons]). As long as they don't slip up and create something a little too "pure" for one role or the other, they can safely balance damage output and input on hybridized gear by fiddling with the numbers at 80. They also need to make sure that prot warriors have a reason to want AP/str/crit, and some of the new talents seem to reflect this; at this point more fiddling probably has to be done, but it IS the alpha. My first prediction with this theory is that we will see a much magnified STR->Block Value ratio in a coming patch.

They'll need to retool paladins a bit to differentiate prot and holy and still get them working on the same gear. My guess would be a large buff to holy shield to coincide with the shield block/crushing changes, large coefficients on paladin heals and seals to work with hybridized gear, a talent to refund mana on offensive spell crits(see the new elemental focus) to bring up overall sustained dps, and probably some real heavy mitigation talents in deep prot and mana regen talents in deep holy.

The sum of doing things this way seems to be everything blizzard seems to be trying to accomplish:
*2 sets of gear for an armor type
*1 set of gear for warriors, DKs, and for paladins who switch between holy and prot.
*Sizable increase in tank dps
*Non prot warriors and paladins will all have defensive stats making off-tanking more possible.
*Less overall mechanics changes than spellpower ret paladins or AP based healadins.
 
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Old 06/17/08, 7:20 AM   #4534
crimsonsentinel
Hungry Hungry Hippos
 
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Human Paladin
 
Daggerspine
Originally Posted by Snow View Post
Bleh, I'm not sure that spell hit really needs to be useful to healers. It's easy enough to itemize around the stat consolidations now - leave hit off cloth gear entirely, then you make a ring with a boatload of hit on it.
The new spell haste pvp weapons indicate that this is a very likely possibility. Class specific stats can all be itemized for in weapons to allow armor to be more multi-purpose.
 
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Old 06/17/08, 7:45 AM   #4535
Bogeyman
Glass Joe
 
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Orc Warrior
 
Aggramar (EU)
Originally Posted by Snow View Post

Regarding the rampant paladin speculation, everyone seems to be assuming that they are grouping plate gear as follows:
Tank Plate(Prot war/Prot Pal)
DPS Plate(Ret pallies, DKs, Fury/MS Wars) <-- Is this where holy pallies go?

I would put my money on:
Tank/DPS plate(All wars, All DKs, ret pallies)
Tank/SP plate(Prot/Holy Pallies)

What would need to be done for this to happen? Well, all plate gear has to come with a mixture of defensive/offensive stats(think PVP gear except with defense instead of resilence)
If that were to happen then nobody would use plate for dps. Wasting item budget on defensive stats would just mean any plate user that was collecting dps gear would just go straight for leather (even more than we do already).

The easier division of gear is just tank plate/dps plate but the problem which has been hashed over for the past few weeks now is how to shoehorn holy pallies into one or the other. Perhaps, taking the new shaman weapon imbues as an example there could be a paladin seal deep in holy that is longer lasting and adds spelldamage or healing. In conjunction with a baseline AP>spelldamage conversion for all paladins that would also provide whatever spelldamage prot or ret might need without putting it on the armour.

Another good point that has been made is about sockets. When I first heard about socketing i was excited, envisioning a blank canvas where we could allocate stats in a more personal fashion. In the end it seems to have just become another enchanting type profession with everyone socketing in pretty much the same way. I'd rather see generic items with base stats and a lot of sockets, making this the way they can have gear that appeals across the board.

e.g

Generic Caster Robe

30 Int
30 Sta
30 Spelldamage
Socket
Socket
Socket
Socket
Socket

Now because of the lack of stats that one group may want over another it is appealing to all classes and with customisation can be stacked with spelldamage, hit, crit, regen, or even more Int or Sta if you wanted. Perhaps adding some colour coded socket bonuses, 4 red gems +spelldamage, 4 yellow gems +crit etc. Obviously this can be extended into the other armour types just as easily, reducing the need for spec-specific loot in favour of more customisable items.
 
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Old 06/17/08, 8:02 AM   #4536
Smurrf
Si Tibi Narraremus Te Interficere Debemus
 
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Human Paladin
 
Lothar
Interesting, but unless they limited that to one or two areas of gear (such as robe/pants, or whatever), it would make having JC even more of a money maker than it is now. Not only that, but it'll cause problems with allocating epic gems obtained from raids even more so than it did prior to gems being on badge vendors. Say your typical raider has 10 gems slots (just on average - I know it's gear dependant and is subject to BiS requirements.) Even if you just have two to three of these items, it could feasibly double the amount of gem slots the entire raid is having to socket. Of course, if Blizz immediately had that tier's vendor cough up epic gems for badges immediately, that would go a long way to curing the problems that pre-attunement removal BT/MH raids had with gems.

Last edited by Smurrf : 06/17/08 at 9:01 AM.
 
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Old 06/17/08, 9:09 AM   #4537
Snow
Piston Honda
 
Human Paladin
 
Dunemaul
Originally Posted by Bogeyman View Post
If that were to happen then nobody would use plate for dps. Wasting item budget on defensive stats would just mean any plate user that was collecting dps gear would just go straight for leather (even more than we do already).
I honestly somehow didn't think about that. But you could bypass that by making defensive stats "free," similar to how armor is "free." It's not really that big of a stretch, as viewed broadly, armor and defense are more or less the same: they increase longevity vs. physical damage. Either that or they could add more talents like the death knight AC->AP.
 
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Old 06/17/08, 10:18 AM   #4538
Mordekhuul
Don Flamenco
 
Orc Warlock
 
Terenas
Originally Posted by Snow View Post
I honestly somehow didn't think about that. But you could bypass that by making defensive stats "free," similar to how armor is "free." It's not really that big of a stretch, as viewed broadly, armor and defense are more or less the same: they increase longevity vs. physical damage. Either that or they could add more talents like the death knight AC->AP.
Imagine a retribution paladin wearing raid armor with free defensive stats on them in PVP.
 
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Old 06/17/08, 10:21 AM   #4539
tedv
Bald Bull
 
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Undead Priest
 
Mal'Ganis
Originally Posted by PSGarak View Post
It's not the only case. Shadow embrace, blood frenzy, misery, and vampiric touch off the top of my head.
Originally Posted by Althor View Post
Yes, it probably is an artifact of it being formerly channeled but it also still dispels any technical reasons why DoTs can't tick faster from +haste.
Related to both comments, Mind Flay is also a DoT. It deals a tick of damage once every second for as long as it's channeled, and you channel it for 3 seconds. The easiest way to tell if something is periodic damage (a DoT) or direct damage (a normal spell) is to check whether or not it can crit. Dots don't crit. Mind Flay doesn't crit so it's a dot and can trigger Tymbal's Focusing crystal and all that. Arcane Missile is five bolts, not a dot.

All this to say that they have had hasted DoTs for a long time. Moreover, no one has complained about how haste reduces the 50% slow effect on Mind Flay from 3 seconds to 2.6 seconds with a lot of haste. Because honestly no one cares. The reason you cast all DoTs is the same: damage. Their rider affects are nice, but if they run out and you still need them, then you just recast them. Given the examples you listed:

Shadow Embrace: Requires at least one affliction DoT up. If this isn't the case, the warlock is doing something wrong.

Misery, Vampiric Touch: These should never fall off anyway. Hasted DoTs just mean you get to refresh your dots more often for extra damage, and you always refresh right after their last tick.

Blood Frenzy: Created by Deep Wounds, which is a proc from an effect, so I see no reason why this should be hasted. Rend should benefit from haste, but if you are relying on rend to keep up blood frenzy, you have already lost.

These are all non-issues. Even with a boatload of haste, you're only going to hit 20% and that just lets you refresh DoTs sooner. Making haste affect DoTs never has a real downside.
 
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Old 06/17/08, 11:03 AM   #4540
thevidon
Great Tiger
 
Troll Death Knight
 
Mal'Ganis
Originally Posted by Meddler View Post
Possibly I'm missing something here but how is this any different to the way haste effects direct damage spells? I'm not of the camp that feels DOTs neccessarily need to scale as well as other abilities with haste but given the whole point of haste is to do more in less time any argument about amount done during CC time surely applies to the haste stat itself not how it affects a subset of skills?
Direct damage spells can be stopped through interrupts and LOS. Once a DOT has been applied (and they will always get applied), there is no way to take away that casters advantage they would gain through haste.

Warlocks (in a pvp setting) have no problems right now with dealing damage or CC. They do have some issues with being melee trained in the larger brackets. I would like for Blizzard to fix their issues with melee, but not overpower them through making DOTs more painful.
 
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Old 06/17/08, 11:20 AM   #4541
Anaram
Don Flamenco
 
Tauren Druid
 
Lightning's Blade (EU)
Originally Posted by tedv View Post
These are all non-issues. Even with a boatload of haste, you're only going to hit 20% and that just lets you refresh DoTs sooner. Making haste affect DoTs never has a real downside.
There are a few dots which are primarily used for their secondary effects, but the real problem is hots. I think haste works well enough as-is, the real problem comes with combining crit and dots.
 
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Old 06/17/08, 11:33 AM   #4542
Anaram
Don Flamenco
 
Tauren Druid
 
Lightning's Blade (EU)
Originally Posted by thevidon View Post
Direct damage spells can be stopped through interrupts and LOS. Once a DOT has been applied (and they will always get applied), there is no way to take away that casters advantage they would gain through haste.
I'm not sure even S4 PvP gear reaches the point where haste would result in higher dot dps than +damage. To shave off 20% a dots duration you would need 25% haste, approx 400 haste rating. The equivalent spell power is over 450 according to some quick calcs.

I think you generally need to be raid buffed with pretty decent gear to break the limit where haste is better than plain spell power, a situation quite unlikely to surface in PvP. The gains from haste over spell power surely aren't that huge in PvP.
 
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Old 06/17/08, 11:43 AM   #4543
tedv
Bald Bull
 
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Undead Priest
 
Mal'Ganis
Originally Posted by Anaram View Post
There are a few dots which are primarily used for their secondary effects, but the real problem is hots. I think haste works well enough as-is, the real problem comes with combining crit and dots.
I don't think speeding up HoTs is ever going to be an issue either. When you are using them to top off targets that probably won't take a bunch of damage any time soon, a faster ticking is surely a benefit. And when you are using the HoTs to heal someone during a forced period of non-healing (like a silence on Gruul or Asgalor), the duration of silence is always shorter than the HoT duration, even hasted. If a 12 second Rejuvenation ticks in 10 seconds because you have an enormous 20% haste (over 300 haste rating), that's still twice as long as a 5 second silence, so the HoT just applies more healing during the downtime. That's STILL a benefit. Even on Maexxna, hasted HoTs will last longer than the duration of the stun.

The only situation where it might be a liability is if the haste makes Lifebloom tick so fast that it can't be refreshed in 5 seconds. In that case though, they still get the bloom heal affect towards the end (which is a meaningful heal in that case), and you can still build up a new three stack pretty quickly.

Last, if for some reason a druid has so much haste that they feel like their HoTs are too fast, they can just shift their gear more towards +healing by changing their gemming. That can also solve the issue of Abolish Poison falling off too fast for Maexxna as well, although I think this is also a non-issue.

Sorry, but I only see positives for making HoTs affected by haste as well.
 
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Old 06/17/08, 12:06 PM   #4544
Ketari
Piston Honda
 
Troll Hunter
 
Alonsus (EU)
Originally Posted by Draele View Post
1% crit = .5% increase to DoT tick damage. That's all that really needs to happen for the scaling to be fixed and to make all caster gear at least moderately useful.
You could also simply allow crits on dot/hot's, but have smaller increases (say 25%) for those crits. So crit does scale *somewhat* with crit...

I think it's clear from Blizzard's mechanics that they can proc things from either/and spell hit or spell tick and control which affects which can proc an ability, so I'm not really seeing that as an issue.
 
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Old 06/17/08, 12:21 PM   #4545
orcsgotbooty
Banned
 
Orc Warrior
 
Jaedenar
Originally Posted by Snow View Post
Stuff about Prot wars/pallys and dps warriors/retadins sharing gear

Going back to prebc and random massive wastes of itemization so the gear sucks for both specs would be a gigantic mistake. The tanks would only take the gear if their tier gear hadn't dropped, and retadins/dps warriors would laugh and be forced to take leather gear that in many cases we are already forced into now. Noone would want this gear at all.
 
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Old 06/17/08, 12:42 PM   #4546
Nezralix
Bald Bull
 
Orc Warrior
 
Burning Blade
Although it could be a little difficult to really segregate the content of the posts, it might be good to separate this thread into a "WotLK mechanics discussion" thread and a "new WotLK information" thread, with the information thread dealing more in hard data and not so much in the discussion of it. This one seems like it's getting really bogged down in speculation (not that the speculation is necessarily bad).
 
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Old 06/17/08, 12:49 PM   #4547
flyingtoastr
Appliance of the Skies
 
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Human Paladin
 
Draka
"Hard Data" will always breed speculation and discussion. Look at the current topic; we know that gear is being consolidated but there are still a few outliers (DoT classes, hit rating, holy pallys) that people are musing about. If you want just pure information there is a great website here you can read.

Some people's minds are like cement: all mixed up and permanently set.
 
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Old 06/17/08, 1:01 PM   #4548
Cube
Piston Honda
 
Night Elf Druid
 
Dark Iron
Originally Posted by tedv View Post
I don't think speeding up HoTs is ever going to be an issue either. When you are using them to top off targets that probably won't take a bunch of damage any time soon, a faster ticking is surely a benefit. And when you are using the HoTs to heal someone during a forced period of non-healing (like a silence on Gruul or Asgalor), the duration of silence is always shorter than the HoT duration, even hasted. If a 12 second Rejuvenation ticks in 10 seconds because you have an enormous 20% haste (over 300 haste rating), that's still twice as long as a 5 second silence, so the HoT just applies more healing during the downtime. That's STILL a benefit. Even on Maexxna, hasted HoTs will last longer than the duration of the stun.

The only situation where it might be a liability is if the haste makes Lifebloom tick so fast that it can't be refreshed in 5 seconds. In that case though, they still get the bloom heal affect towards the end (which is a meaningful heal in that case), and you can still build up a new three stack pretty quickly.

Last, if for some reason a druid has so much haste that they feel like their HoTs are too fast, they can just shift their gear more towards +healing by changing their gemming. That can also solve the issue of Abolish Poison falling off too fast for Maexxna as well, although I think this is also a non-issue.

Sorry, but I only see positives for making HoTs affected by haste as well.
First off, druid healing rotations(and, honestly we're the only class where this is currently applicable) would be tremendously broken with making haste effect HoT's. Haste currently lowers the spell GCD, which allows us to get our spells out quicker. As of now, with a <1.4 second GCD(and perfect latency), it's technically possible to get 5 rolling lifeblooms at once. Hasting the HoT would remove this possibility, and would lock druids into a 4-tank maximum rotation. We wouldn't be able to consistently heal more than 4 targets at a time. With haste, it's possible to get 5 other players healed at the same time.

In addition, healing isn't based on getting the most HPS possible. It is the ability of the healer to tailor their output to match the total damage incoming that's more important than pure throughput. With a 3-tank rotation(LBx3 on all three, Rejuv on 2 tanks) during Hyjal trash, I think that 30-40% of the lifebloom ticks are wasted, and 40-50% of the rejuv ticks are also wasted. Faster ticks won't do anything to stop this, and would only force me to spend more mana for the same result.

As for lifebloom ticking off: This is a HUGE issue. In PvE, Lifebloom is most efficient(and useful) when a 3-stack is kept up. Here's an example: my 3-stack lifebloom ticks for around 950. The bloom portion crits for 2.4k, and hits for 1.6. That means that in 2-3 seconds, the 3-stack does MORE healing than the bloom will ever do, and is much cheaper to keep up. Keeping up 1 lifebloom stack costs 180 mana every 6 seconds after the initial stack is established. Reapplying it costs 540. In addition, it takes 4.5 seconds to get the full stack up. With your hasted example(120% haste), it takes 3.75 seconds to get the stack backup, and STILL doesn't do as much healing as the hasted stack. Plus, there's no guarantee that the final bloom will do anything, because the tank might be topped off when it goes off.
 
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Old 06/17/08, 2:15 PM   #4549
GSH
King Hippo
 
Human Paladin
 
Lethon
Haste is different than the other stats in that it has a positive effect (higher DPS) and a negative effect (higher mana consumption*). All the other stats are purely positive, and the only issue is the opportunity cost for not getting a different stat.

I think that this "double-edged sword" nature of haste makes it interesting, and perhaps extending that trade-off to DoTs and HoTs is not that bad of an idea. It might make for more interesting choices in gearing up.

*Admittedly this would have more of an effect if mana consumption was actually a strategic concern in the game.
 
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Old 06/17/08, 2:19 PM   #4550
Tunch
Piston Honda
 
Undead Rogue
 
Detheroc
There is no negative effect of haste. More mana consumption is a flawed perspective. You're doing the same damage you were doing before, but faster. If you run out of mana (where you used to not run out of mana), you've already done at least the same amount of damage you would have previously done, and you did it quicker. This is pure positive.
 
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