Oh look it's finally worth it to do reg 85 dungeons. And you don't have to fly over a level 84 zone in BFE to random queue for a level 82 dungeon.* Level-85 dungeon bosses in Lost City of the Tol'Vir, Grim Batol, and Halls of Origination now drop 30 Justice Points each when killed.
* The daily Random Dungeon reward on normal difficulty has been increased to 140 Justice Points, up from 70.
* Players no longer need to discover Cataclysm dungeon entrances in order to access them via the Dungeon Finder.
My brain hurts.Recklessness now increases special critical strike chance by 50%, down from 100%, but lasts the full 12 seconds instead of allowing only 3 charges.
Slam weapon damage percent (at level 80+) has been increased from 125% to 145%.
In addition to its current effects, Bloodsurge now also causes the next Slam to deal 20% more damage.
Bloodthirst damage has been increased by approximately 30%.
Raging Blow weapon damage percent (at level 80+) has been increased from 110% to 120%.
Single-Minded Fury bonus has been increased to 20%, up from 15%.
Unshackled Fury (Mastery) now grants 5.6% benefit per mastery point, up from 4.7%.
Just in case they needed to capture a fourth~Originally Posted by RE: Tol Barad
I'm pretty sure that just means it's going to be harder to get the first base turned.
Tol Barad will still be a terrible idea and terrible execution. Enforcing faction balance in a "world pvp" zone is a stupid idea and there is no workable way to accomplish it.
After knocking all three of them out in less than 5 minutes, I've decided that pugs really need to require Glutton for Icy/Fiery/Shadowy Punishment be completed, seriously no one who would fail in a raid -that- badly could possibly complete them, but they're all easy as fuck.
I have terrible depth perception (this is documented, by the way, not just making it up) so this sort of thing is difficult to me. I've basically had to work around it in WoW, but those achievements were pretty hard for me - though I did manage to get fire. I've come to terms with the fact that I'll never get past the blue laz0rz in Deadmines because of this very reason. Luckily my guild understands, but this is the main reason I don't PUG, because people in PUGs are not forgiving of others at all. My progression is definitely going to be slower than most but I don't care about that shit.
It's also the reason I prefer to play ranged DPS classes (and/or heals, though I'm not a big fan of healing another game when I spent 5 years of XI healing people), because I don't have to worry about where my toon is in relation to the mob quite as much. I know I'm a minority though, not making excuses for people who just fail, I just have a lot of trouble seeing myself in relation to the mob and/or obstacles a lot of times so I try to work around it as best as I can. Most people don't have that issue, they just suck. I wish I just sucked, you could maybe fix that with practice. :/
^
Look at everything from above. There isnt many gimmick that involve 3d environment.
I'm not sure how real life depth perception has anything to do with this unless you're playing with 3d glasses. You just need to pick the right camera angle for everything.
I've tried messing with the angles and it doesn't seem to help too much. I have the problem outside of the game, too. Driving can be challenging for me. I do wear corrective lenses but they don't fix everything. Basically I just do my best to work around it and sometimes I just get lucky with certain game mechanics. As I said my guild is understanding and I don't PUG so it hasn't been a huge issue. Just a challenge.
So, the buff from lfd now stacks for each random you have up to 3, for 15% total.
Sounds like a great change for random pickup groups, due to how much people talk about how bad they are around here, I've been running some recently as dps waiting in queue alone, just to see how bad it really was. In virtually every group, we did fine, did not completely fail any dungeons (did have to replace healer + tank at rajh, but 1 shot it with the new guys). However, I could generally see clearly how bad things would have been if I were replaced by another dps on par with the other 2. I'm not exactly amazing though, with a pvp unholy spec (without the pestilenced disease talents among other things), I do between 12-15k in most heroics, closer to 20 on any where there's damage buffs. I'd say on average the pugs were doing about 7k generally. Bump 3 average pugs up by 1k each, and make healing equally better, and pugging should be pretty much fine aside from the wait.
And hell, maybe the wait will even go down, although I'd expect the increase in dps queuing to be at least equal to the increase in heals and tanks. The disparity is so large atm though that it might improve.
Mixed feelings. I do like that it will reduce the number of days where I have a 40 minute queue fall apart at the first boss 3+ times in a row for 2 hours of getting nothing done. I worry though that people will see their numbers get ICC big again and get lazy about gearing/speccing intelligently since now almost every boss is trivialized as a dps race.
Having that pug hunter go from 5k dps to 5.75k dps won't make bosses trivial...
So burn phases will be made easier with the buff to health pools, dps, and healing. Won't train bads how to interrupt or not stand in fire, nor how to focus certain adds or learning to CC. I'm sure the difficulty QQing will still continue.
I think the que times have more to do with tanks/healers running with guildies for the guild exp rather than just pugging stuff themselves. I really doubt it has so much to do with anything else. I don't think the 15% buff is going to improve que times for DPS at all because thats not why the que times are bad, its a lack of tanks/healers.
Why would I run randoms with strangers when I could wait for guildies to log in and get guild exp out of it? I don't expect this to change at all until guilds start capping out @ max level. There is no other incentive to even run heroic's outside of the 70VP a day which means lots of people are only running once per day with a max guildie group for the guild exp.
Heroic's are just stupid this expansion overall. Atleast in BC/Wrath you got a void crystal/abyss shard out of it at the end if there was nothing left for you to get. Blizzard should allow maelstrom crystals to be bought with JP now instead of making you wait till 4.1 when valor gear goes to justice points.
I don't see your logic. If heroics awarded maelstrom crystals at the end what would that change? The market would crash, the super expensive enchants would be easy to get, and then the same argument of "I have no reason to run heroics beyond my daily" would surface all over again just like in Wrath.
It's actually not working in most cata instances currently, so in most places it's a full 15% buff.
2 things about that: First, decent sized guilds are capped on exp within a couple hours after reset. Guild exp is no matter, guild rep still kind of is, but dailies get it faster anyway, and we're getting close to exalted/humans already can be.
Secondly, a big part of the tank shortage is due to the difficulty-- why would an average tank queue solo and risk failure and time wasted/repairs when they can simply say in guild "tank lfm random heroic" and get a full quality group? Lower the risk and the rate of tanks/heals solo queuing should improve.
I have been getting mostly decent groups lately and it will all go down the drain with the buffsI'm mostly pissed at how much people cries, can't really blame blizz for listening to their customers I guess :/