looks at thread
No reason.
looks at thread
No reason.
Go pray to Cthulhu or something to get more eyeballs and some tentacleese, so you can keep track of everything, while also using double keyboards.
People are literally suggesting this constantly.
“Oh just get a mouse with 18 buttons on it and then use ctrl and shift and alt at the same time and then also use the keyboard and do the same thing and plenty of reachable binds now!”
Yeah, sure. Get lost.
Nah, nah - I mean literally use both hands on their own keyboards.
Have one keyboard have the movement so you can turn around (not strafing) so you wont require to do so with a mouse. :taps_noggin’:
I agree with OP’s sentiment - the arcane mage rotation is through the roof and this is what keeps new players away from the game LOL
Nah.
The top players are complete addicts. They will cry about the prune but still play like they did during WoD / Legion.
Also where are they supposed to go? The top WoW players are too bad at video games to ever make it in any other video game. Most of them would have trouble even making the top 10 % of Dota or CS:GO. These people are stuck with WoW.
The bad and casual players? If they dont like the game they will just leave, as Dragonflight shows.
Frankly I don’t like the fact that the rework of frost mage means I get extra abilities to care about. I play frost to have the simple spec and now no mage spec will be simple.
BRING BACK THE PRUNE
It’s true though. Those things make it more efficient and an MMO mouse is easy to use.
I don’t have one of the keypad thumb stick things though.
…Have you looked in a mirror recently?
Sorry, I had to do it, THE OPENING WAS THERE!
It may be, but we’re trying to attract players here and requiring millions of them to all buy MMO mice is ridiculous.
And even if it does solve the keybinding problem, it certainly doesn’t solve the 45923 mini CC’s on my 16 button rotation problem.
I don’t think WoW can attract new players now. I got into it because I liked RPGs. It’s barely an RPG now and its difficult gameplay isn’t as good as what is found in action RPGs.
Anyone who wants to get smashed by cheap one shots can just buy any Team Ninja game and anyone who wants to play an RPG can just play one. Anyone who wants to press 10 keys per second can buy a piano.
It seems to me WoW’s current target audience is “People who currently only play WoW”.
Right. So they need to fix it and we need to stop inventing excuses for them not doing it.
If they change it that will upset current players though. People want it to be hard enough that they are good but not so hard they become a bad.
Being good at WoW seems to be very, very important to lots of people who play WoW.
They do not become better or worse. What you mean to say, I think, is they want to be able to stand out, but the problem is all these mechanics and passives are being ignored by most players, even good ones, so they’ll just have different things to worry about. The skill floors and ceiling moves. In other words, they can still stand out. Nothing changes except the game is more approachable.
Sure, if we went to spam frostbolt for 6 minutes and the boss never attacks you, then there would be a problem because the skill cap would be much too low. But here we’ve got an insanely high skill floor and an even more insanely high skill cap.
Even if we moved both down by quite a lot, the skill cap would still far exceed anything anyone is managing to achieve and new players would have a chance as well.
I have to admit I agree and I’ve always been one who prefers “easy to learn, lots to master”. But there’s a difference between engaging things to master that feel satisfying and mastering all these little bloated “tricks” for 1% more dps here and 0.8% there, that all add up to a sizable chunk.
I took a long break from WoW (over 5 years) and compared to the past, it feels like there are a lot more ways for even the simpler jobs to continually leak dps. It’s relatively easy to do “reasonable” dps and a bloated mess to push further.
It’s strange because I thought I’d want that. High skill ceiling, lots to be aware of and all that. But I’ve played games with far, far less buttons where there’s still a clear skill divide between new players and experienced ones because timing, mechanics, the environment and what’s happening around you all matter. When your buttons are effective buttons and not fluff, using them well matters. Button bloat and micromanaging just isn’t necessary to test skill.
I think people get caught up in what determines “skill” and misunderstand it. I’ve seen people defend bugs or clunky gameplay, because circumventing it and pushing performance regardless is difficult so therefore it must be a “skill” job. Sensory overload is another one people mistake as a good “test of skill”. Yes, fluff buttons and clunk are difficult to use, but they aren’t necessary to make a job engaging to master. It’s the wrong and lazy way to design skill ceilings.
The funniest thing about this was in the past if anyone tried to argue that WoW is getting too difficult (which I did). You see the usual clown suspects argue GO PLAY FROST / FURY / BM.
Well Frost, one of the ONLY remaining ´´noob´´ specs, just got much more complicated. Great.
What about Fury the other E A S Y spec. Hmmm… Well apparently even the class WoWhead writer suggests a WEAKAURA to play the spec now. Yeah. To play the n00b spec, the class writer suggests a WA as a consequence of the tier set adding extra complexity.
Oh, by the way, who predicted this? Yes, I did.
Then in the thread you have the usual forum clowns who are so bad at this game, that they did not even understand how fury Warrior would become more complicated as a consequence of tier.
Notice how these people
And yet, they don´t even know how the game works. Gatekeeping difficulty in video games is pathetic. Gatekeeping difficulty in video games if you are bad at video games?
Just some proof about fury:
The T30 4p set bonus only has one change to the rotation, using
Bloodthirst in order to trigger
Cold Steel, Hot Blood. To do this reliably, the ability should be delayed until enough
Merciless Assault have been built up to ensure the critical strike, roughly every 8-14 seconds. This will not keep the debuff up 100% of the time, but will help avoid wasting stacks early if Bloodthirst fails to crit.
To help facilitate this, a [WeakAura can be used](https://wago.io/PKtmE426S) to calculate your natural crit chance, Recklessness, and Merciless Assault stacks, removing any guesswork from the rotation.
So if this was accomplished with a UI element of blizzard’s own design and allowed players to consolidate a bunch of different buffs into one UI display feature that gave them the information to correctly use the ability, it’d be fine? Since that’s literally all the WA does, takes these 2 buffs and makes the bit of them you care about easy to see.
Bliz being incredibly lazy with UI design and expecting players to do the work for them is nothing new, but it also offers orders of magnitude more customization and options for UI design than blizzard would ever make on their own.
That’s also not the truth. You cannot calculate the crit % you have at any given time randomly due to procs, eternals, etc. You need the weakaura to use it properly. Even without taking these things into consideration: You would have to also calculate the amount of stacks that result into 95+ % crit chance in advance, if you wanted to do it without weakauras, and otherwise, you waste your tier set. The tier set is really dumb design to put it lightly. Could have been solved better in a million better ways
So bliz would incorporate that UI element into the game when you have the set bonus equipped?