(10-24-2011, 02:20 PM)Quark Wrote: The leveling experience is hurt because if you want to finish a zone, you take the already too easy experience and make a complete joke out of it. How much of a game is it to two-shot mobs?
The levelling game already approached trivial. Nothing out in the world was difficult unless you pushed it to be, and that's still true. Yes, it's gotten faster. But the game has also gotten longer, and Blizzard does want new players to actually hit max level at some point.
Quote:As for the "always heroic", did you perhaps miss where they nerfed Heroic modes before even most hardcore guilds had a shot at it? They're not just nerfing normal. Hamlet and a friend made a much better post than I could on this, here.
The question is whether guilds, excepting only the ultra-elite, have sufficient challenges to keep them at the edge of their abilities. Where precisely in the tiering this happens - heroics vs. normals, lower vs. higher tiers, pre-nerf vs. post-nerf, the only big problem is if people run out of challenges. I know you raid in more exalted circles than I ever have, but I've never once run out of challenges in WoW. So, why should it be a huge problem to me that there are nerfs? If me and mine step up our game, we can still take on bigger and better challenges. They're out there to be done. Anyone attending wipe night still has "constructive and useful failures."
Quote:A stream of abilities and talents that weren't designed fully considering the consequences - no cohesion.
Right, because WoW has been so famous for how consistently cohesive its classes and talent trees have been. So great, back when tank Warriors specced arms. When Druids were a joke in all specs but Resto, and Paladins were a joke in all specs including Resto.* When Fire couldn't raid, because everything was immune to fire. When warrior gear had spirit on it. Yeah, Blizzard sure thought all that through pretty carefully.
-Jester
*yeah, yeah, holy.