Bugger, was hoping they'd ask about arsenals for the unique weapon mogs in Remix
No plans to adjust target caps.Get bent, Fury Warriors. Shadowlands S3 was actually the best we had it with double Bladestorm and Merciless Bonegrinder...
A yes again the wonderful explanation for the Evoker range concerns... compensate with our strengths, where other classes with a 40 y range easily outclass us even on them, because if the advantage would be too big everybody would cry out to nerv us. Please give us 40 yards for the Pres and Dev specc at least. It's a joke that we have classes like hunter and Mage who have even more mobility than us as well as higher range...
So wowhead asked about raid buffs and mentioned only DK and Shaman don't have one? What does rogue bring? Ian and Morgan talked specifically about how there were working to return utility to rogues after then killed cloak (and later by design shroud) like 3 expansions ago and we have yet to see any. There is a reason it's the least played class in the game...
- Timing the nerfs for raid I don't think is very hard. In general, once HoF finishes they usually nerf a good chunk of bosses and they even mentioned that themselves. The current state of Tindral/Fyrakk should have been done right after HoF filled up and not like 2 months later. Sure it might feel bad for some guild that is wiping at single digit % on a boss to have it nerfed, but that is ALWAYS going to be the case so who cares just nerf the boss.- It feels horrible having to extend for 2/3 of a raid tier to actually kill the last bosses.- I think the increasing raid buff each week to nerf the encounters is possible good solution.- Not sure what to necessarily do about raid loot, but I really hate how we gear up so quickly and by week 6 you virtually need nothing. The difference between heroic & mythic with this upgrade system is virtually nothing. Also, I don't care what anyone says, a m+ player doing +8 keys should not be anywhere near as powerful as a mythic raider. If I'm wiping 400x to a boss, I should be getting SIGNIFICANTLY better loot.- Defensive creep, I think the real issue is the discrepencies between classes/specs. You have mages that have like 6+ ways to survive, whereas some classes have 1-2 and some of those require them to sit in ghost wolf or bear form. Opportunity cost.- AoE cap. Absolutely ridiculous some classes are capped and some aren't. How is fury warrior still capped at FIVE targets, like hello? Every single class should at least be able to hit 8 targets. I hate how they are afraid to increase warrior target cap.
So you got Ion to mention Shaman and didn't follow up with "Speaking of, WTF IS GOING ON WITH SHAMAN"?Awful.
I disagree with some things. Parry: With most modern bosses, you have to move a lot and you simply can't just "play around it". If feels kinda stupid when you have to deal with melee range and parry, while ranges just stand wherever they want. Everyone hates it, it is just annoying and provide 0 gameplay experience. It is just an annoying mechanic you have to play around to min max.Visibility: I already know where my charachter is, I don't need an outline of my character. This doesn't help at all, if I can't see mechanics that are obsurced by bosses or other enviromental stuff.
Evoker range, nope not a problem it's all good.Also for AoE capping, is it a hard cap? I know XIV has a soft AoE cap for some class abilities (they just hit less hard for targets >#), why not something like that? It still allows for big pulls, big pulls are still better, but dps scales slower and you might have to survive longer.
Like others have said. This is a lot of text. I would have preferred to listen to an interview this lengthy while doing something else. Why has this been chopped up into two posts? The M+ stuff was in another post and then reposed here with all this additional stuff.
The primary issue with private auras has been they have repeatedly been attached to mechanics that lead to a group wipe or oneshot, looking at orbs on both fyrakk and smolderon. In which with the inital iterations of both smolderon and fyrakk, you quite literally had 2 seconds to respond and act in time to deal with the mechanic properly. Which simply isn't enough time to properly process the information, and execute it without a very high level of organization that does exist in the top end guilds. Yet ultimately leads to being a pure annoyance over something fun and engaging, and translates further down into being a solid steel wall for a lot of guilds that aren't in the top 200 position. Followed by the tuning on the last three bosses of amirdrassil just felt like you were killing three final bosses, or like as if you were doing a crucible of the storm style raid with how busy the mechanics were in comparison to the previous bosses. Followed by the difficulty of them were extreme to say the least, and has been acknowledged in the responses above. Personally, I think VotI is that sweet spot, in terms of mechanical difficulty and tuning. In that it presents a challenge like the upper end guilds want, yet as more gear was obtained and the nerfs rolled out. It made the final three bosses a challenge to be certain, yet didn't make you feel like you were progressing three final bosses instead of one. The re-origination array is an excellent idea however, and I feel like will present a better felt progression for the raid as a whole.
Don't prune self-sustain for the sake of the 1%. Leave defensives alone.
See, right from the first answer Ion gives, I already see the problem. He takes Fyrakk's Intermission as the example for the coordination-requiring mechanic. But very early into that answer he already mentions the real problem with that Intermission and not using addons. Time. And this pretty much goes for a lot of what Private Auras handle in the field of coordination. They are not talking about the World First, or the World 10th, but Heroic and Mythic. A general playerbase that Raids relevant and somewhat relevant Raid Content.On Heroic it's whatever. On Mythic, you have.. what? 2 seconds, 3 at most before the Balls in the Intermission spawn and move in? 9 Balls, 18 players handling them, for 3 waves? Debuffs assigned randomly every pull, so there's no guaranteed plannability once you've figured it out? You can't pre-plan much other than rough positions? You're trying to get 9 pairs of 2 in position to have a red and a purple on each of those 9 positions , in a world without a WeakAura to handle anything (which is what the private aura limitation tries to ultimately achieve), with 2 backups, presumably your best communication tool being voice (which at that point would be cluttered as hell with calls). Often scarcely visible telegraphing on what color people have?And you have a whole 2-3 seconds before the time for larger adjustments is over. Where's the TIME Ion? Even assuming everybody is roughly on the same page, the reality is for most of the target audience with these changes, that's simply not ENOUGH. It is theoretically possibleAnd that's where time also gets a new meaning, the second realistic problem with Private Auras vs WeakAuras.People playing this game these days (and for a long ass while, really) quite often have their head so far up their own crack, lapping at their own brown gold, most guilds wouldn't survive the process of having everybody get into the rythm and habit of properly positioning to make this possible in the time given. Every whipe, every mistake is a sin in the eyes of god (=the player in question). Progression isn't Progression. Other people have done Progression before. That's where the Tactics come from, that's where the WeakAuras come from, that's where everything is taken from. Show me a single Guild outside of the Top 10 these days, that does things on their own TIME, or with their own roster putting in an effort to strategize. The Guilds that still do this are at the Top and you can probably count all of the guilds in existence that this applies to with the use of a single hand.The time and pulls required, even if it was just seeing 20 Intermissions before everybody's gotten it out of their system, for most people, is weirdly enough, too much. 20 Whipes? When you can just use a WeakAura from the get-go and whipe to it only .. 10 times? (gotta account for people still ^&*!ing it up, the Auras breaking randomly = aka version discrepancies etc.)In the current day there's only 2 solutions. Leave WeakAuras and design around it or destroy it completely. It does really just boil down to those two extremes. Because as long as the Option still exists to have any hand in doing Mechanics, the path of least resistance will be chosen, for better or worse. More often than not Addons don't play the Game for People, because most mechanics, ironically can be very easily, personally handled without a timer, without WeakAuras, with the power of two human eyeballs. And most people I'd wager do so. 90% of the WeakAuras people install for mechanics, are ultimately just visual clutter on a screen. But when it comes to coordination-based mechanics, the reality is that with a raid size of 20 people, you cannot peel people away from these tools, because they do.. in fact.. play the game for the raid.And that's all it TL;DRs down to: Too little time to solve it normally, they do in fact not give you enough of it to do it semi-comfortably. Combined with the fact that it's easier and less time and pull-consuming to use a clunky solution so long as the clunky solution is still more reliable than not having automation at all, especially when you have to more often than not rely on either the entirety or most of a 20 man roster getting it right, or it's an instant whipe.
Ok cool or whatever but can we get a firm answer on what's going on with Shaman and why are they being ignored going into TWW, Shaman players spent money too.