I am aware, but like I said my group likes to spread out
and the spell says, it works only when I have sight.
plus team work is kind of an alien concept.
I could pluck down the spell, but trust me they wouldn’t go through it unless I moved it over them.
hench why I didn’t even consider the spell op at all, but in a group with team work I can see how it suddenly becomes “too good.”
I’m still playing through Suramar as my Warlock, and quite enjoying it, even if it is starting to drag out a bit.
But like holy butts, they have so much questing and lore in that zone! I’m guessing like half of it was added in a later content patch, but doing it all in once is like… it just… keeps… going…
Despite my aggravation at some of it, I really wish Blizzard did more zone like this, where it’s not just the basic “here’s a few small quest hubs and otherwise you just kill everything”. The whole concept of wearing a disguise and sneaking around a big city with actual functioning NPCs and everything is great, and it really gives questing a very different flavor. The whole bit where you kind of build up the resistance base and there are gradually more NPCs and refugees around was awesome too. Admittedly maybe not the best fit for an MMO, but I still liked it.
They could have done something like that with the BfA War Campaign… as Alliance, it would have been really cool to slowly build up a big Alliance fort on Zandalar, gradually going from a small beachhead to a fully established bastion. For Horde players, it could have been a different phase with hostile NPCs, for questing or dailies, basically trying to fight back the Alliance instead. The concept kinda being that an Alliance player would take part in building up the fort, and a Horde player would try to attack it afterwards, so the story makes sense from both perspectives. The could have even made it a Warfront you unlock once you’ve progressed in the Campaign far enough!
Agreed, the zone is great.
Everything part of the “Good Suramaritan” was launch content. Everything part of the Insurrection was added later.
Even just the “Good Suramaritan” part felt way longer than most other zones to me. There’s like 12(?) bits in the story, most zones have like maybe 7.
Every alt, I can’t wait the Suramar zone; juts love the story, the zone ,quests, the little stories, rumors, drama, lore hiding here and there
Its simply marvelous
Heck ,even the long long long chain for the artifact skin is cool (i used to hate it, but now love it)
I’d have traded Warfronts (the actual feature) for Arathi and Darkshore to become updated questing zones in a heartbeat. I feel like Blizzard is trying to move away from questing in favour of world quests and assaults, which I really do think are just glorified dailies, and are ultimately not very engaging content.
Having one zone devoted to daily questing is fine. But when it’s Arathi… and Darkshore… and Mechagon… and Nazjatar… and the Vale… and Uldum… then it gets really tiring. And mostly importantly, every one of them is a missed opportunity to provide some actual story content and cool questlines.
The main use of healing spirit in groups I’ve played with was out-of-combat healing, and it allowed them to start every encounter with full HP. Out of combat, positioning isn’t a factor.
That was not the intended use of the spell, nor was it intended to provide the ability to heal to full after every encounter for only a 2nd level spell slot. I’m glad to see it brought down to a level where it doesn’t wreck game balance.
I am not gonna contest a change in rules, I am all for the fight or flight, so one less spell to save our collective behinds is alright with me.
my current group don’t even have a dedicated healer at the moment, just an artificer and a bard, so it is awesome how we have survived going to a place we shouldn’t have went to and started fights we shouldn’t have started, and yet survived.
like we had one session last Friday which was just one very long battle against an entire fort, and we were under levelled for that fight but pulled through. it would have been less scary if we had healing spirit to assist us.
Bards are actually some of the best healers in the game. Lore bards at least. Take aura of vitality at level 6, and there you have a strong in-combat and out-of-combat healing spell that’s otherwise only available to paladins, and only at level 9.
I am aware but our bard is not a healer, I think they will gear towards healing but mainly they are as bards are known to be, the talker, the diplomat
likewise our artificer is not a healer but does have healing spells.
we get by on healers kit and healing potions, it really helps making each fight that much more risky for a good reward.
I know its not really much of an achievement but–
Living Failures are down!
1st try, but due to it being Bloodborne, I knew what to expect from them so knew the meteor storm was coming.
Today’s Team Fight Tactics games. 2 wins and one 6th place. Feelsgoodman
And I now have a toad mount! Yush!
I killed Amygdala with a level 49 character with a +7 whirligig saw.
This means that I can put my Beast claw character through it and get the Beast Claw before Shadows of Gank Squad.
Completed all the non-Dr. Boom puzzles in Hearthstone’s Puzzle Lab.
Only had to look up one, and that was only because I didn’t know the mechanic — specifically that Poisonous also extends to AoE damage dealt by the minion’s Deathrattle.
Afraid to touch the Dr. Boom puzzles by myself, though. Heard you pretty much have to make spreadsheets to find out optimal order of play.
And another Hearthstone pet delight: really enjoying the Reno’s Riches deck (the free Highlander mage one). Feels very fluid and versatile, and it doesn’t feel bad to lose to it.
Filled out the Horrific Vision techtree. Backpack, here I come!
And that is maria down after 5 tries.
I am not kidding, ludwig’s is OP.
I once more got hold of a PC and can play WoW! I cannot consistently play on evenings (so most RP is probably out of the question), but at least I’m there. Can do some content which I’ve frankly missed.
Welcome back!