Warlords of Draenor

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Re: Warlords of Draenor

Postby Amirya » Fri Nov 08, 2013 4:25 pm

Era wrote:Let hit be purely for spells, and expertise be purely for melee.

I thought they previously were, hence the Big Deal that casters now want to use Expertise now too?
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Re: Warlords of Draenor

Postby melisandyr » Fri Nov 08, 2013 4:30 pm

Love the idea of exploring the Paladin side of things a little more. Particularly some teasers around the role of Auchindon (and I'm presuming why the draenei souls have to be protected from the Legion).

Also, going to leave this here:
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Re: Warlords of Draenor

Postby Fenris » Fri Nov 08, 2013 4:32 pm

melisandyr wrote:Also, going to leave this here:

The draenei girl from children's week? :D

Oh wait,we are back in time so probably not :D
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Re: Warlords of Draenor

Postby Klaudandus » Fri Nov 08, 2013 4:33 pm

Any mentions of annual pass?
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Re: Warlords of Draenor

Postby Klaudandus » Fri Nov 08, 2013 4:35 pm

Fenris wrote:
melisandyr wrote:Also, going to leave this here:

The draenei girl from children's week? :D

Oh wait,we are back in time so probably not :D


It's the girl's mom -- it's the reason why the girl is an orphan!
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Re: Warlords of Draenor

Postby Era » Fri Nov 08, 2013 4:36 pm

:lol: Tempting to go Draenei this expansion, yeah.

Any word on whether there will be new race/class combos?
I'd like some more Paladin races on Horde side (lore be damned, and I don't say that with ease).
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Re: Warlords of Draenor

Postby fuzzygeek » Fri Nov 08, 2013 4:37 pm

I wonder if you can switch between Mythic and Flex. Kill stuff on Mythic, then switch to Flex and bring in more people to finish the clear. This pleases me, either way.

Nothing on Annual Pass; don't think there is one this year -- they'd've mentioned it by now if there was, I think.

Don't mind the removal of hit/xpt -- that balancing act was, frankly, fiddly and not terribly interesting.
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Re: Warlords of Draenor

Postby Teranoid » Fri Nov 08, 2013 4:39 pm

Klaudandus wrote:Any mentions of annual pass?


Nope and I still believe the AP was only put in because they knew D3 wasn't up to par and it would help them move units.
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Re: Warlords of Draenor

Postby Klaudandus » Fri Nov 08, 2013 5:07 pm

I really hope they get something like AP -- It was the only way I got into BETA, and truth be told, while I didn't test any dungeons/raids/leveling experience -- I gotta say I did contribute to the cause with all the hours I spent collecting data, over and over again every time they would release a new version of it, for all the theorycraft...
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Re: Warlords of Draenor

Postby KysenMurrin » Fri Nov 08, 2013 5:27 pm

Theory: Whatever lets Garrosh and the rest of us travel back to Draenor creates a branching alternate timeline on Draenor but leaves the original timeline intact. Garrosh succeeds in his attempts at opening a portal back to the current time (or his attempts lead to it happening in some other way), and characters and events from the new, alternate Draenor spill over into modern day Azeroth, setting up the next expansion.

It would explain their insistance on how this will affect current-day Azeroth but not change history.

The new timeline they're building is interesting. Effectively eliminating the demonic influence on the Orcs and avoiding the rise of Doomhammer and creation of the Shadow Council by Gul'dan, leaving those characters to do new things.

(And hey, all that stuff Metzen said about how after Siege of Orgrimmar the Alliance is sole superpower? How about we get a whole big horde of uncorrupted Orcs and ogres turning up in Azeroth in two years time to tip the balance back? (Also, an increase to the Alliance's Draenei population.))
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Re: Warlords of Draenor

Postby Worldie » Fri Nov 08, 2013 5:30 pm

The new gnome models are AWESOME!!!

(for those who don't know, I do main a gnome priest <3 )



That said. gawd. Give this expansion NAU, I don't care of heroic garrosh I want to play this stuff.

Not *too* convinced from the storyline, but we'll see what they get out of it.
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Re: Warlords of Draenor

Postby Fenris » Fri Nov 08, 2013 5:31 pm

How is this time travel going to work with the story?
We aren't going back in time, the Dark Portal is turning red, bad guys are coming through. We look at the Orc Clans as they were, but things are happening now. The end of this expansion will launch the next one.

Did Outland happen or was it changed by going back in time?
Outland is still out there.

Oh god,we are going to play a Marvel "what if..." story :o

Theory: Whatever lets Garrosh and the rest of us travel back to Draenor creates a branching alternate timeline on Draenor but leaves the original timeline intact. Garrosh succeeds in his attempts at opening a portal back to the current time (or his attempts lead to it happening in some other way), and characters and events from the new, alternate Draenor spill over into modern day Azeroth, setting up the next expansion.


or even worse,a DC Infinite Crisis scenario :o


Will we see Paladin lore in this expansion?
Yes, lots of it.

:)
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Re: Warlords of Draenor

Postby KysenMurrin » Fri Nov 08, 2013 5:34 pm

how the light works ... will be explained.

Uh oh. We may have to be on midichlorian alert.
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Re: Warlords of Draenor

Postby Ruldar » Fri Nov 08, 2013 5:43 pm

I wonder if the Garrison will be account-wide or per character.
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Re: Warlords of Draenor

Postby Era » Fri Nov 08, 2013 5:43 pm

KysenMurrin wrote:
how the light works ... will be explained.

Uh oh. We may have to be on midichlorian alert.


Is this where WoW crosses from fantasy to sci-fi, and we see a transition into the StarCraft universe? :P
EDIT: Some things can favourably be left unexplained, imo.


Ruldar wrote:I wonder if the Garrison will be account-wide or per character.


I hope account wide. >_<
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Re: Warlords of Draenor

Postby Worldie » Fri Nov 08, 2013 5:44 pm

I'm just wondering.

LFR + Flex + Normal + Heroic + Mythic

Isn't this just, exagerating? At this point, some difficulties will feel redundant.
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Re: Warlords of Draenor

Postby bldavis » Fri Nov 08, 2013 5:48 pm

Ruldar wrote:I wonder if the Garrison will be account-wide or per character.

i was wondering the same thing
if tis character by character...YAY MASSIVE FARMING!
if its account wide - YAY NO GRIND ON EACH TOON!

and no worldie, its
LFR<Normal<Heroic<Mythic
LFR will try to get 25 people but will scale, normal and heroic use the flex technology, and mythic is a set 20man

as far as current difficulty,
OLD - NEW
LFR = LFR
Flex = Normal
Normal = Heroic
Heroic = Mythic

only 4 difficulties (as now) and 2 of them can be done with between 10 and 25 people, and LFR will flex down but try to get you back to 25
only mythic is set at 20
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Re: Warlords of Draenor

Postby Era » Fri Nov 08, 2013 5:49 pm

Teranoid wrote:Guess Blizzard's way of solving the 10 vs 25 debate was shitting all over both of them.

So 10m H guilds need to double their ranks and 25s have to drop 5 players.

Who decided this was a good idea?

Teranoid wrote:Flex is integrated into normal/heroic.

So you have LFR (that also flexes instead of letting you sit there for half an hour while you wait on another tank or something), Normal/Heroic 10-25(Flex) and Mythic (20)

So in other words

LFR is still LFR
Normal is Flex
Heroic is Normal (and yes being able to add people to possibly cheese mechanics for heroic fights makes it not heroic to me)
Mythic is actual Heroic.

It's a fucking mess.


This ^ imo. :/
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Re: Warlords of Draenor

Postby bldavis » Fri Nov 08, 2013 5:50 pm

yeah teranoid said it better
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Brekkie:Tanks are like shitty DPS. And healers are like REALLY distracted DPS
Amirya:Why yes, your penis is longer than his because you hit 30k dps in the first 10 seconds. But guess what? That raid boss has a dick bigger than your ego.
Flex:I don't make mistakes. I execute carefully planned strategic group wipes.
Levie:(in /g) It's weird, I have a collar and I dont know where I got it from, Worgen are kinky!
Levie:Drunk Lev goes and does what he pleases just to annoy sober Lev.
Sagara:You see, you need to *spread* the bun before you insert the hot dog.
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Re: Warlords of Draenor

Postby Worldie » Fri Nov 08, 2013 6:12 pm

Looking at the lvl 100 talents now, the concepts (for all classes) look very nice, but damn some talents REALLY LOOK DAMN STRONG / op
theckhd wrote:Fuck no, we've seen what you do to guilds. Just imagine what you could do to an entire country. Just visiting the US might be enough to make the southern states try to secede again.

halabar wrote:Noo.. you don't realize the problem. Worldie was to negative guild breaking energy like Bolvar is to the Scourge. If Worldie is removed, than someone must pick up that mantle, otherwise that negative guild breaking energy will run rampant, destroying all the servers.
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Re: Warlords of Draenor

Postby Worldie » Fri Nov 08, 2013 6:14 pm

Paladin talents here for who is curious:
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theckhd wrote:Fuck no, we've seen what you do to guilds. Just imagine what you could do to an entire country. Just visiting the US might be enough to make the southern states try to secede again.

halabar wrote:Noo.. you don't realize the problem. Worldie was to negative guild breaking energy like Bolvar is to the Scourge. If Worldie is removed, than someone must pick up that mantle, otherwise that negative guild breaking energy will run rampant, destroying all the servers.
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Re: Warlords of Draenor

Postby mclem » Fri Nov 08, 2013 6:30 pm

They're a little dull, but there's a fair chance they're mostly placeholder. If they *were* set in stone - and assuming they were a part of the current game environment - I'd probably plump for The Light Within. Seal of Faith would come at the expense of Seal of Insight, and I suspect the constant small heals would be overall better than an occasional big heal, particularly in light of the fact that a big Bastion heal can fill you up nicely without really needing any further benefits.

Actually, that does put me in mind of one minor niggle from the current game: I'd like more choice for seals. On progression fights, it feels like SoI is the only realistic option. Over on the warrior front, they've got a talent for a - for want of a better word - more offensive defensive stance. I'd like to see a talent giving some offensive capabilities to one of our core survival abilities; I think there's scope for interesting choices around that.
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Re: Warlords of Draenor

Postby KysenMurrin » Fri Nov 08, 2013 6:38 pm

Hey, they're bringing back reflective damage from blocking. I've missed that.
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Re: Warlords of Draenor

Postby Klaudandus » Fri Nov 08, 2013 7:14 pm

Reactive damage! Woohoo!!!!
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Re: Warlords of Draenor

Postby Fetzie » Fri Nov 08, 2013 7:50 pm

That third talent for ret is effing crazy. 250% weapon damage, which ignores enemy Armor completely.
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