Moo Tang Clan: gear
Showing posts with label gear. Show all posts
Showing posts with label gear. Show all posts

Sunday, May 29, 2011

Blizz, pls stop nerfing fun

Bashiok, a blue poster for Blizzard, tells us that the keyring in WoW is going away in the next big patch.

A minor thing, and yet the thread got maxed out in posts in rapid time, with a great many players decrying the move.

The world of Azeroth is slowly getting smaller and smaller.

Sunday, April 4, 2010

Quick, while he's distracted!

Fun boss fight mechanic I've not seen yet .. every time a player dies, have the boss start some elaborate process (eg. a ritual of raising a ghoul, dragging the body to some ejection chute or hungry pet, or simply teabagging the corpse,) ... during which time he's not doing damage or is even more vulnerable.

Ah, those noobs in your pug raid are useful after all.

Permadeath vs twinking

If you had a friendly guild that could fully twink out any new character you roll, even helping out with power-leveling and such, would that soften the blow of permadeath?

Sunday, April 19, 2009

Optimal builds/spec/gear

Melf_himself writes about how different aspects of gameplay are basically side-stepped by just looking up what is the build of the week, what the best-in-slot gear to grind for is, etc.

All that depends on theory-crafting being universally applicable. Which in a game like WoW is pretty much the case. Take any level-cap character, strip them of all their talents and gear, and they would have the same base template as any other character of the same race and class.

Change this somehow though, such that there is variation in base abilities, and while your talent spec may well be ideal for you but wouldn't be perfect for me. My hunter might have more base agility than yours, while yours has more stamina or intelligence.

Saturday, July 5, 2008

tying skill to gear

It's an ancient debate: gear vs skill.

My idea: make it such that better gear provides value, but only in the hands of a skilled player. One way to do this is by making gear which has situational uses, instead of a simple +bonus that applies at all times.

Some ideas: instead of a helmet giving +25 magic resistance, make it provide +50 resistance for 30 seconds on use, with a 30 second cooldown. Instead of simply boots of swift striding (slight speed increase, some resistance to slows), make them boots of muck walking (some resistance to slows, roots, and snares, and extra speed when walking in watery terrain). A shield of spell reflection that only works on spells that hit you from the front/left. A cutlass of shredding, with damage bonuses against cloth wearers but no bonus vs plate. A two-handed mace which puts a debuff on the mob which causes extra damage from pets (note: hunters can't use maces, warlocks can't use two-handers, so this is also a team-play skill opportunity).

This could be extended to longer time frame strategic use, such as with resist gear sets, however it would be better to have lots of tactical time frame usage options .. otherwise the main skill that gets developed is how to read a website to look up what's the best gear to equip for a given dungeon. And that's no fun.