It was really the first question I answered here I wanted to complain about but I went and dragged out a few more that I could do a little bitching about for fun. It has been a while since I went on a full out complaining streak, so I might be a little out of practice. Lets have some fun with the clueless devs of WoW, shall we.
Spirit as a secondary/primary stat. It's super discouraging that we as healers don't have any enchants, gems, or flasks with spirit. The nerfing of that crystal recently you get in the inn was hard hit also. My question is: What is spirit? Secondary stat or Primary stat? Why can't we have it on either gems and enchants or flasks? It should really be treated as one or the other. It just seems unfair as the odd one out, when tanks even get a stam flask to use.
It's your best secondary stat as a healer, similar to what Armor is for tanks. Early on in beta, you actually could get Spirits gems/flasks/food, but we found that it undermined part of the point of consumable philosophy. We removed primary stats from gems and enchants in order to add some player choice and allow players to customize their secondary stats in a post-reforging world. If you want to try a crit-heavy build or want to stack mastery on your healer, you can use our profession system to accomplish that. But if Spirit were an option, it would clearly be the correct choice, and you'd never for a moment consider using any of those other secondary stat options. So in the interest of preserving some interesting choice, we removed Spirit and Armor food/gems/enchants and balanced healers around that change.
I have two major problems with this answer.
1) What is it, a primary stat or a secondary stat? You completely ignored that part of the question. You call it a secondary stat and then say you decided not to make gems and enchants for it. Well, being gems and enchants are for secondary stats and you call it a secondary stat there should be gems and enchants for it.
Stop the double talk and tell us what it is and then back that up by treating it as what it is. If it is a secondary stat then have gems and enchants for it. If it is a main stat then have flasks and potions for it. If it is a bonus stat, then do not count it toward the stat budget on the item. Spirit (and bonus armor) is a stat without a home. It is half a stat. Start treating it like either a main stat or a secondary stat or make some major changes otherwise. Don't call it a secondary stat, clump it with the main stats, and then do nothing for it one way or the other.
2) You want gems and enchants to give people choice and do not want spirit to be an option because it would be the correct choice. Hate to break it to you numb nuts but there will always be a correct choice. When numbers are involved there is always a right and wrong. That is not up for debate, that is an absolute concrete fact. You can debate the numbers maybe, but it will end in right and wrong. So sure, if you want to try a crit heavy build you can have one, but if it is the wrong choice it will still be the wrong choice.
Stop trying to say spirit is not an option to add gems and enchants for because it would be the correct choice and you want to give options. There are no options. The correct choice will always be the correct choice.
If anything adding spirit would actually allow for more choice. Someone really good with managing mana will have fewer or no spirit gems and enchants, someone that is average might have some, and someone that is a rookie might have all. You see, that gives choice. Leaving it just basic secondary stats mean the best stat is what you add so if haste is your best stat you make everything haste, no questions asked. No choice involved.
Adding spirit adds choice. You add lots when you are starting and slowly remove some as you get better gear and better at managing your mana. How do you not see that as choice. Spirit gems and enchants would offer choice, a hell of a lot more choice than the other secondary stats which are based on numbers and not of fell of use like spirit is. Seriously, did you even think before you said that line that spirit would offer no choice. Think mcfly think.
What's the deal currently with your stance on flying, any new developments, or insights?
Overall, we’re happy with how ground travel in Draenor has played out thus far, and we’ve heard a lot of feedback to that effect as well, though we of course recognize that there are players who feel differently. We’ll have more to announce about our 6.1 patch plans in the very near future, but as the focus of our endgame outdoor content remains in the main Draenor zones, our reasons for disallowing flight in 6.0 continue to apply in 6.1. Whether you’re navigating your way to Orumo the Observer in Shattrath Rise, trying to reach a treasure cache atop a column in Spires, or working your way around the ledges encircling The Pit, you’re engaging in gameplay that simply would not exist in a world with unfettered flight. It was never our intent to make large-scale navigation of the world inconvenient, and in 6.1 we’re going to be improving our flight path system to always take the most direct route between two points, even if you have not discovered some of the intermediate nodes. Please keep the feedback coming – if you’re unhappy with the design, some of the most helpful feedback would be specific examples of situations or systems that feel frustrating without being able to fly in Draenor.
First, I am glad you are happy with ground travel. Forgive me if I put absolutely no stock in your opinion on the matter as you are being paid to have that opinion. If blizzard sent me a check each week to say how no flying was great I would be touting the complete awesomeness of it here every single day too.
Now to your examples.
Orumo the Observer is not hard to navigate to without getting into any battles, or too many battles. All being on the ground does is slow down you getting there, not increase the fun of getting to him because lets face it, who on this earth thinks it is fun to have to stop for meaningless and useless battles on your way to something you actually want to fight. I'll hazard a guess here and say no one.
Caches in spires are not fun jumping puzzles. On my night elf, which is my main and I am pretty good with movement and jumping with it so I managed to make the jumps and snag the stuff easily, no big deal. On my mage, a gnome, who jumps differently and I am not as used to moving on it all this ends up being is an effort in frustration. I can not tell you how many alts I have already said, screw it, I'll wait for flying, while leveling them. I know many people that hate jumping games with a passion and have never even once in my entire life playing this game have I met anyone that said they enjoyed them and wished there were more of them because the are so fun. So no, jumping to get to stuff is nothing more than annoying at best.
Circling around the pit is engaging gameplay? On what universe do you live in where running in a circle is fun? Are you secretly a dog that gets a kick out of running in circles chasing your own tail? No, it is not engaging gameplay. Never has been. Never will be. What the hell are you smoking?
Now I actually like being on the ground right now but I would like flying. It would make archaeology less annoying, my pet collecting more fun, my rare hunting more efficient and my game play over all more satisfying. Simple that that.
If I were to say that so far this expansion I have gotten on a flight path 20 times having forgotten something I had wanted to do or seeing a mission pop up finished just seconds after I took flight I would be greatly under estimating. Each time that happens I say, I wish we had flying because I would just turn around and land and do what I forgot.
And please stop with the we will make fight paths better line until they are actually going to make an attempt to do so. While I admit they are slightly better this expansion, they are still much longer than they need to be. They still go from point to point to point to point to point to destination instead of from point A to point B. They also still move way to slow to be a reasonable replacement for flying. So forgive me if once again I do not believe a word that comes out of your mouth when you say you will make flight paths better. I've been listening to it for so many years. Something you say but have no intention of actually doing has a word for it, a lie. So stop saying it. You are not ever going to make fight paths direct, at least not in the middle of an expansion. Maybe at the start of the next one, but we will not see any reasonable or adequate changes now so stop pretending like we will.
I am all for keeping us grounded for "new" content. I don't mind leveling on the ground. I don't even mind grinding and doing dailies on the ground right now. But once 6.1 comes out all the release zones of draenor will be old content and we should be allowed to fly. There is no real reason to keep us grounded in old content. Heck, I believe that flying should be enabled in places like timeless island and the isle of thunder now as well.
In the end what it comes down to is if you personally like it so much and think it works great, so you want to be on the ground, there is nothing keeping you from being on the ground even once flying is available. So if you really truly believe the garbage you are shoveling that you like it grounded, add flying once 6.1 comes out when all the release content is now old content and stay on a ground mount. Everyone wins that way. And we will point and laugh at you as we pass you wasting your time traveling on a ground mount while we are actually getting somewhere where we will be playing the game. Playing is always more enjoyable than traveling. Always.
Scenarios were a great thing for DPS to jump in a quick queue for and do for slightly less rewards than a heroic. Is there any chance we will see end game scenario queues even if it is for the leveling scenarios already in game?
That was definitely one of the great benefits of the scenarios for sure. We don't anticipate having queued scenarios for WoD atm (although I wouldn't rule them out for future expansions), and we do have some ideas for how we can significantly improve dps queue times, but they will take some time for us to make happen.
Why did you not include any in on launch? They are cheaper to make, production wise, than dungeons because the scenes are already in game and you do not need new art. They can use all models already in game. They can tell a story. They make for faster queue times for damage dealers. I really do not see a downside to having them in game. I have yet to hear even a remotely reasonable explanation for why blizzard effectively removed content for no reason other than "we didn't feel like making it". Sorry to break it to you, but removing content is a bad thing. Maybe one day someone that works there will figure that one out.
Could you elaborate on how you would shorten DPS queue times?
We could potentially allow another dps in a dungeon and use scaling tech to accommodate both 5 and 6 player groups for them.
No, just no. Why would you do this? So the under geared healers that will be doing them now have 4 idiots standing in the fire to heal? No thank you.
How about make a reason for people that can tank and heal them to spam them and then DPS queue times will go down. And no, baggies are not an answer. Try justice and valor and allowing them to convert to honor and conquest, as well as giving worthwhile things to buy with them and you will see how fast those queue times drop as everyone and their mother that has a tank or healing offspec and seriously over gears them starts spamming them to get something worthwhile from them. Valor and justice are an awesome incentive, as all previous expansions have showed, when there is something worth buying with them. Oh wait, you removed those too because you are obsessed with removing content. Sorry, forgot about that. I'll try to not mention you removing content for no real reason again. I am sorry.
Is there any consideration into redoing the run animation for Night Elves?
Yes, I believe that's on the list of things to refine, potentially in patch 6.1. Don't quote me on that though. =]
Too late, already quoted you on it.
The real question is, when night elves were released on beta many people complained, myself included, instantly, about how dreadful the run animation was. It was not like it was an isolated incident where it was just me that disliked it. There were countless forum posts, blog posts, you tube videos, you name it, all talking about how horrible it was, making fun of it, asking for something to be done and not only was nothing done, it was completely ignored from the designers. Why?
This should have been fixed on beta. At least for a company that actually listens to any feed back seeing the huge outcry over this it would have been. Shows blizzard does not listen and if it is not changed in 6.1 it will just further show they do not listen. This is the single most complained about thing (out side of same face) that I have seen about the character remodels. How does this get over looked?
Well, that was fun. Was nice to get my grumpy on again. Leave it up to the devs to give me few good things to chew on for fun.
Really, I still do not get it. Spirit would offer no choice? Really. Really. Spirit is about feel, not numbers. And lets even pretend it was a flat number issue, what is the difference between stacking haste or stacking spirit. Best would still be best right? No choice my ass.
Have a great day.
Some Things Never Change: EQ2
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