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Fladrif

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Everything posted by Fladrif

  1. Fladrif

    Garbage horde

    A large number of frustrated horde players use to dedicate a significant proportion of their gaming-time at ganking lowbies in locations such as the WPL gryphon master or Felwood.
  2. Fladrif

    Class diversity?

    Vanilla designed mechanic describes each class as Tank, DamageDealer, healer or Support ( hybrid class). Unfortunately, most of the community never understood the specific role of a jack of all trades who could incarnate different roles depending on the specific situation. Legions of wannabe-rog druids who are incapable of casting spells and changing roles doesn't really help. If you pick a hybrid class, it will come a point in which community will force you to strive at itemization and spec to specialize in a pure role, the healer. And you'll be weaker -as a healer- than a Priest, the class designed to have this role. Theorycraft fucked this game. My suggestion is to avoid hybrid classes unless you want to really challenge the absurdity of conventional wisdom.
  3. Stamina is good for every class. There's no rogue/warrior melee hybrid: druid is a natural off-healer because of Hots spells. Druid is a caster and he needs mana for multiple Shapeshifts. STRE/AGI --》 rogue's stuff INT/AGI --》hunter's stuff STRE/INT --》 druid's stuff If you collect rogue gear, you end up having a shitty mana pool. Feral talent "hearts of the wild" buff sta, int and strength ( STRE specifically buffed only in cat form). Guess why you don't get AGI there. If you roll a druid to play like a rogue, why don't roll a real rogue who happens to be stronger? Do you want to be the superclass who can always find a role in any group? Druid healer with feral talent is sick and druid tank is a natural off-tank. Druid was designed to be off-healer with Hots spells, an off-tank to make it easier for the priest to heal. And a decent dps in cat form. Why t1 and t2 are caster gear? Because Blizzard created them out of players' requests, players that never really tried to play hybridly ... and because when you're done with most of the PvE content, balance SPEC is just stronger in PVP.
  4. Druid is supposed to be played as a hybrid class independently from the spec. Druid isn't a rogue.
  5. There are goldsellers who do just that. It's against the rules.
  6. IMHO, in the original game design there were support classes (druids, paladins and shamans) who were supposed to off-heal and off-tank in dungeons. The model that we use today in which we have a single main healer who does all the healing stuff isn't the original game design: with a support class playing in your group, you don't have to be 100% spec-efficient in your role.
  7. Fladrif

    Counterspell locked down... everything...

    Same problem. Mage silenced me for 10 seconds on ALL spells. It's a bug.
  8. Fladrif

    Elemental Shaman PVE

    In my opinion, it depends on many variables: "dps" is a slang that doesn't describe properly the DD roles. For example, we should consider the "burst damage" and the "slow damage", meaning how long it can sustain a certain "damage per second" output. Ele shaman isn't a caster dps: it's a melee DD with good burst damage, powerful totemic buffs, an off-heal component and the armor+shield to off-tank minor adds. Shamans are like paladins who traded some of their armor with some nice DD abilities. It's rare to find people who play hybrid classes by rotating their roles. If you have a Ele shaman that doesn't throw a single healing and can't off-tank a minor add, then you're absolutely right.
  9. Fladrif

    Elemental Shaman PVE

    They're not subpar dps classes: they are support classes able to perform a rotation of roles.
  10. Fladrif

    Elemental Shaman PVE

    IMHO, there's a sort of so-called conventional wisdom that limits the way in which this game can be enjoyed and this is one of such limits. Pre-wotlk Wow had a fourth role apart from tank/heal/dps. It was the support role, the jack of all trades who can perform a rotation of dps-offheal-offtank. It makes everything much easier in a challenging context.
  11. Fladrif

    The Devilsaur monopoly.

    That explains a lot. :-( To have a guaranteed fixed price on a "Trade good" item in AH makes it possible to use it as an alternative currency. A currency that cannot be subjected to the specific anti-goldsellers methods that GMs use. You can't ban a goldseller for trading a few devilsaur's leathers to a random guy... and you can't ban that random guy for selling them in AH for 25 g each. If only this community could understand this and how bad it is to allow a monopoly, the game would change for the better. And if people were serious when they talk about "a solution that comes from players", they should agree that: this "solution" has always been hypothetical: monopoly is 100% guaranteed players need in-game tools to face the problem caused by people that use third-part software to bypass the specifically-designed limits of cross-faction communication. Either we discuss those tools (cross-faction chat in Un'Goro, Un'Goro arena, etc...) or we must condemn the exploitations of game mechanics to create monopolies.
  12. Fladrif

    Warlocks and Leather...

    Nah... OP doesn't understand warlocks. Learn from Gul'dan the true Path.
  13. To have a guaranteed fixed price on a "Trade good" item in AH makes it possible to use it as an alternative currency. A currency that cannot be subjected to the specific anti-goldsellers methods that GMs use. You can't ban someone for trading a few devilsaur's leathers to a random guy... and you can't ban that random guy for selling them in AH for 25 g each. If only this community could understand this and how bad it is to allow a monopoly, the game would change for the better. And if you're serious when you talk about "a solution that comes from players", you should agree that: this "solution" has always been hypothetical; never seen it "in practice" players need in-game tools to face the problem caused by people that use third-part software to bypass the specifically-designed limits of cross-faction communication. Either we discuss those tools (cross-faction chat in Un'Goro, Un'Goro arena, etc...) or we must condemn the exploitations of game mechanics to create monopolies.
  14. If the goldseller trades 4 devilsaur leathers, a monopolized item with a fixed price on AH... he's trading 100g.
  15. Fladrif

    Elysium -> Zeth'kur Transfers

    Challenge accepted. I have a level 45 char on Elysium and a level 42 char on Zeth'Kur. Currently playing with both. Zeth'Kur has population problems that show up when you want to play a below60 BG and when you want to run a dungeon. And Elysium is perfectly fine: it doesn't feel overly-populated at all. This is just a myth born out the early 2hrs queue days. As a consequence, I won't transfer from a perfect server to Zeth'Kur. And if most people think the same, the transfer option won't work... unless you cap Elysium at 5k to force people to transfer.
  16. Fladrif

    Boomkin leveling, feasible?

    I think that Moonkin would be the best choice in terms of dealing more damage in the shortest period of time and I'm tempted to try it. IMHO, a cloth-wearing Moonkin would be pointless.
  17. Fladrif

    The Devilsaur monopoly.

    As it happens for every other trade good, when there are too many items on the market... price diminishes. Except for the devilsaur monopoly. Why?
  18. Fladrif

    The Devilsaur monopoly.

    Then, it seems that we can't solve the problem in-game. None was able to do so, and GMs keep repeating "player's problem, player's solution"... but un'Goro mafia always win because they exploit the game mechanic that makes same-faction friendly-targets. None EVER saw a player's solution. Consequence is that there's no such a thing. Potentially, we could counter goldseller by not buying gold... wouldn't be that a player's solution? Why it doesn't work? In the case of devilsaur's monopoly which hides a gold-market that cannot be spotted because the currency doesn't come from botting, even a GM solution would require an effort. Either you remove the exploited mechanic... or GMs should be available to respond to and to investigate the single cases of those who denounce the abuse.
  19. Fladrif

    The Devilsaur monopoly.

    Cross-factions alliance is not perceived as a problem. Game-mechanics exploit is a problem and goldselling is severely punished. Un'Goro arena would solve those two, IMHO.
  20. Fladrif

    The Devilsaur monopoly.

    Here's how they exploit cross-faction communication to safely sell gold for real money without the need to farm them: 1) Create a monopoly over an item X by exploiting the game mechanic that prevents same-faction players from attacking you. For example, you can sheep your other faction allies to heal them... or you can safely spot a same faction rogue in stealth. 2) Set a fixed price for it (26g). By doing this, you actually create another currency. 3) Sell gold for real money by trading item X to your customer and asking him to sell it on AH for 25g. This method prevents GMs from tracking: they can get you if you buy gold which comes from stolen accounts or botting. 4) By trading 4 items, you've sold 100 gold. And none will notice it. Safe goldselling. None risks a ban. 5) Pay someone with real money to secure your monopoly: you ask them to be ready to login&gank/(and exploit the mechanics that prevents players from attacking same-faction) at different hours when they're power-leveling someone's else character. None should be able to influence the price of item X because it's the currency of this goldselling market. Average players can't compete with PAID pros who earn dollars from playing. 6) Sell gold ( that you don't even have to farm ) w/o risks. That's why vanilla-wow monopoly is dangerous: better to turn Un'Goro into an arena-like zone than having those people exploiting the fact that players can't attack same-faction players who cooperates with the opposite faction. Please STOP this monopoly. If you really want players to solve the problem by themselves, turn Un'Goro into a giant arena where a player can attack anyone ( even same faction)
  21. Fladrif

    The Devilsaur monopoly.

    Please stop selling gold by exploiting game's mechanics to monopolize devilsaur's leather. The mere fact that this exploit can lead to a monopoly should be enough to condemn it. Please stop selling gold.
  22. Fladrif

    The Devilsaur monopoly.

    Here's how anyone can exploit cross-faction communication to safely sell gold for real money without the need to farm them: 1) Create a monopoly over an item X by exploiting the game mechanic that prevents same-faction players from attacking you. 2) Set a fixed price for it (26g). 3) Sell gold for real money by trading item X to your customer and asking him to sell it on AH for 25g. 4) By trading 4 items, you've sold 100 gold. And none will notice it. Safe goldselling. 5) Pay someone with real money to secure your monopoly: you ask them to be ready to login&gank/(and exploit the mechanics that prevents players from attacking same-faction) at different hours when they're power-leveling someone's else character. None should be able to influence the price of item X. 6) Sell gold ( that you don't even have to farm ) w/o risks. That's why vanilla-wow monopoly is dangerous: better to turn Un'Goro into an arena-like zone than having those people exploiting the fact that players can't attack same-faction players who are cooperating with the opposite faction.
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