I recall reading something similar, though my memory recalls a server-specific solution. Either way, it'd be a really graceful way to handle attunements. Ultimately, the risks of someone's alt or reroll bypassing the lower tiers of content and being carried through the end-game by his/her guild has no implications on the intended lifespan.
Hopefully we'll see that sort of thing sooner rather than later.
I anticipate this for WotLK. The Death Knight will be a per-account flag, after all.
A guildie of mine literally had to pay people to run his new toon far enough to get his Kara attunement. Going back to the old instances non-heroic is a very undesirable thing to do with content being as spread out as it is now.
You can easily 3-4 man all the non-heroics for the Kara attunement. You said this is your guildie? You or anyone in your guild couldn't spend a very short amount of time doing some non heroics and getting some LPS?
The ideal solution would be to have attunements be account-specific. I think I've read that Blizzard one day hopes to implement that.
Eyonix wrote earlier today:
We're not removing the quest, and the key will still be available and allow you to open the gate for others who may not have the key. We're considering the possibility of account based or guild based attunements for Wrath of the Lich King.
You can easily 3-4 man all the non-heroics for the Kara attunement. You said this is your guildie? You or anyone in your guild couldn't spend a very short amount of time doing some non heroics and getting some LPS?
To be fair, he wanted to do it during a raid. I can't attest to what everyone not raiding had going on.
I've been pugging attunement on another server, and its frustrating trying to find key party members like tanks if you have a low population. Its easier to find a Heroic capable tank than at the regular level. And even then, all the skill and gear in the world can't solve the puzzle if your in a group with retards.
I reject your paltry reality and substitute my own.
With regards to the Flametongue weapon change, we now have a healer who can effectively double his relative healing capacity.
Setting aside for the moment the restrictions of FT, this and other changes that come to light in 2.4 have the potential to be a -huge- buff for resto Shamans in arena, particularly 2v2 where they are less susceptible to being bursted down. With an instant cast Ghost Wolf and the FT debuff, the Shaman has much greater control over when to LoS the opponent and when to risk melee range to set up devastating bloodlust/FT/cooldown combos. Assuming the talent trees remain unchanged, a Shaman could potentially max out the new Toughness for the snare resist, which coupled with GW would make kiting and LoSing double dps teams significantly easier. In mana wars, Shamans now have nearly as many tools as a druid to get away to drink, and the additional bonus of a constant MS effect irrespective of their team makeup; running away to drink against an opposing resto Shaman, while keeping up your teammate, might be challenging.
While the majority of these buffs go a long way to helping Enhancement in Arena, I predict that they, along with the nerf to water and Druid arena set, will have the effect of making resto Shamans very competitive healers in the 2v2 bracket.
Lifting the Karazhan attunement makes even more sense given that as of 2.4, it was going to be the ONLY raid instance requiring attunement!
Per-account attunements would be very welcome, but really the issue with Kara attunement is that it takes players through unwelcome instances (Arcatraz/SL) and most groups want to do an instance on Heroic so they can nab some badges.
Going forward, I'd rather see key fragments in ALL the 5-man instances, but require more of them from the "easier" instances. For example, instead of the 'Arcatraz key fragment' you need 10 total frags from TK instances. Arcatraz has 10, Botanica has 5, Mechanar has 3. So the fastest path is still Arc, but if you'd rather run Mech 4 times then that works too. I realize this would alter the inherent difficulty of getting attuned but I'm willing to live with the tradeoff.
Alternatively, in the example above, normal Mech could have 0 frags while Heroic Mech has 3 - thus satisfying the requirement for beating a "harder" instance.
I recall reading something similar, though my memory recalls a server-specific solution. Either way, it'd be a really graceful way to handle attunements. Ultimately, the risks of someone's alt or reroll bypassing the lower tiers of content and being carried through the end-game by his/her guild has no implications on the intended lifespan.
Hopefully we'll see that sort of thing sooner rather than later.
Surely it will have to be added for WotLK since DKs are going to be an account unlocked thing via a quest. If they can do it for DKs they can do it for attunements.
The ideal solution would be to have attunements be account-specific. I think I've read that Blizzard one day hopes to implement that.
Or at the very least a guild flag. I always wanted that in EQ. Sucked getting recruits/rerolls into instances because you'd have to back flag through 6 tiers of content. If 10/25 of your guilds members have the flag, your guild gets the flag. Would be preferable I think. And then guild bound items to follow!
RE: FT buff, personally, I'm waiting for my new paladin spell, "F MS" which reduces all damage the target takes by 50% for the duration. Undispellable, 6 second recast, 10 second duration. Y'know, even things out a bit.
Or at the very least a guild flag. I always wanted that in EQ. Sucked getting recruits/rerolls into instances because you'd have to back flag through 6 tiers of content. If 10/25 of your guilds members have the flag, your guild gets the flag. Would be preferable I think. And then guild bound items to follow!
RE: FT buff, personally, I'm waiting for my new paladin spell, "F MS" which reduces all damage the target takes by 50% for the duration. Undispellable, 6 second recast, 10 second duration. Y'know, even things out a bit.
WTS attunement to T9 content, 5000g per person!
Clever use of attunement process and account based attunements would be fine. It would also probably discourage account buying a tad, too. The price of an un-attuned account would be far lower than one that has access to raid content. But overall, I'd rather not see a person being able to be attuned just for being in a guild.
Theorycrafting procedures per role:
DPS = Theory -> Spreadsheet -> Practice
Healing = Theory -> Practice -> Logs
Tanking = Theory -> Theory -> Theory
The specific note was:
"Players will no longer need the Master’s Key to enter Karazhan. The gates to Karazhan will still require the Master’s Key to be unlocked."
The very first time someone alt turns up to fill in for a boss and somebody has to run down to open the door for them I am going to be yelling at them to finish the attunement chain.
Over the past year most people I know have shifted alchemy to their alt. In several cases rolling a new alt specifically for that. If my alchemy alt was a healer I would make the trinket in a instant. Its not.
The very first time someone alt turns up to fill in for a boss and somebody has to run down to open the door for them I am going to be yelling at them to finish the attunement chain.
Yeah, that'll work, but remember we're talking about Karazhan. Only 10 people. Runs that don't have a warlock are not exactly rare (at least if you're talking about the typical team to whom Karazhan is still interesting -- not exactly highly organized bleeding-edge endgame folk), and I'm certain will become more common once attunement is lifted.
On the other hand, on my server the front door is always crowded, and the gate is constantly being opened by someone else. Would be much more annoying if the gate were inside the instance.
I'm glad they are doing this, but I'm also glad they put it off for so long. Karazhan really is the new UBRS with this change, but if they'd made the change any earlier, the very annoying hunt for someone with a "seal of ascension" would be a part of the experience, and I'm sure we can all do without that.
Mainly I'm wanting to know (and hoping...) if these turn ins provide rep with BG factions as the turn in pre 2.0 used to.
It does not provide rep.
There's not some hidden "but he tries really hard" variable built into the game. -Slake
I always love the "it doesn't fit my style of play" line. There are only two styles of play; Correct, and Incorrect. The only people that ever use this line are people with the incorrect style of play. -Sebudai
On the other hand, on my server the front door is always crowded, and the gate is constantly being opened by someone else. Would be much more annoying if the gate were inside the instance.
If I remember correctly, there's doors inside the instance just behind the instance portal, and they require the key.
The door past the instance is for show and does not require a key. Why would you have it require the key if you can't even go into the instance without it?
I reject your paltry reality and substitute my own.
The door past the instance is for show and does not require a key. Why would you have it require the key if you can't even go into the instance without it?
No real reason. After all, the door's just for show, and why would you have it not require the key as gimmick if the only way to get to it (until after 2.4) requires you to have the key already anyway?
Anyway, I stand corrected.
Somebody on the R&D forum made a pretty good point: If they're removing all the attunements for high level raid content, then isn't it about time that they removed the attunements and keys for level 60 raid content, for those people who feel like going back and attempting it?
Somebody on the R&D forum made a pretty good point: If they're removing all the attunements for high level raid content, then isn't it about time that they removed the attunements and keys for level 60 raid content, for those people who feel like going back and attempting it?
I'd _demand_ an UBRS themed title then!
That thing was a serious shit to get back in the day.
Have the warrior T6 items undergone any further changes on the PTR? Last time I checked they were the only pieces left out of the stamina addition, which I wouldn't care for... it's just that according to the latest screenshots on mmo-champion, the ret paladin belt seems to have more of the exact same dps stats, PLUS 24 stamina. And it's not much different for the boots+bracer either, they are both better than their warrior counterparts in terms of raw dps stats (boots can be argued over), while also having stamina.
Sometimes I don't quite understand what Blizzard is doing there.
That thing was a serious shit to get back in the day.
<Player>, Lord of the Ring?
On topic, though, I agree with the WoW Classic attunement removal. Or, at least, them giving a bonus for Lich King (perhaps being Naxx-attuned pre-BC means you won't have to get attuned in WotLC?)
To teach and to learn, to laugh and make others laugh. This is my purpose, and any day in which I don't wasn't worth the time it took to get through.
On topic, though, I agree with the WoW Classic attunement removal. Or, at least, them giving a bonus for Lich King (perhaps being Naxx-attuned pre-BC means you won't have to get attuned in WotLC?)
I was writing a big text about how attunements weren't so bad besides onyxia for hordes, but it was way too long and way too useless. So yeah I'll just say, they could remove them, but honestly, it doesn't matter, attunements are easy at 70, and you're not going to do the preBC content at 60 anyway, simply because you can't find 39other people to do it with. It doesn't matter either way however, so removing them is just fine with me. Maybe at 80 I'll feel like soloing onyxia and I won't be able to because I don't want to fly on crappy pathed wyverns around the old world killing dragons, so yeah.