Cheaters and herbs
While collecting herbs @ Stormheim today i encountered a strange sight, 2 players named something like "WTFGSA" and "FTWSFSA" just flew with flight path griffins (or more like lagged) in, collected the herb i was collecting, lagged back in to air and continued forward... They were ovb 1. bots 2. cheating. I have been wondering how the Stormheim area appears to be so clean of herbs and maybe this is the reason. The point of this thread is to raise the awareness, since i was too shocked to actually report them in time. I'm also wondering if the report for cheating will work against this kind of abuse (you have to be really lucky to hit the same spot with them to actually realize they are not just lagging and using flight path as it looks on the first glance.). I have understood that one needs to get many reports to actually get evaluated, in this kind of case i don't think it will happen. Others had similar experiences?5
Professions vs power creep in Legion.
So, there seems to be a lot of emphasis on crafting in Legion, and this pleases me greatly! I've always felt that crafting in MMO's these days is just a tacked in addition in order to keep crafting junkies like me happy. WoW was no exception. The main smithing professions like blacksmithing, tailoring etc felt like nothing more than a basic set of armour for raiding, and nothing more. Will Legion be any different when it comes to crafting? Will the gear we craft be nothing more than a stepping stone to raiding gear? Where it will fall to the side due to power creep? Or will our gear be able to compete with raiding gear? Will there be new recipes brought out with each content patch? So as to prevent crafting gear losing out to power creep? I'm the sort of player who could mentally switch off and spend hours gathering crafting resources, so it would please me greatly if a lot of time and effort had to be put in to crafting top end crafting gear.9
Blizz please answer JC/Prospecting concerns
Dear Blizzard, You really have knocked it out of the park with Legion; beautiful environment and character design, brilliant storylines, tons of content and the smoothest expansion launch ever. Congratulations to all involved - best expansion ever in my opinion. However, it's clear from the dozens of posts on forums that Jewelcrafting and Prospecting are spoiling an otherwise outstanding game. Can you therefore PLEASE take a moment and reply to these concerns? In particular: - Is the current Uncommon/Rare percentage from Prospecting as you planned it? It is painfully low. If it's planned, would you consider improving it to make the profession viable? - If we are meant to be getting 90% gem chips, can a method be put into game where we can use them (other than for Cooking!), similar to the process in Cata? Perhaps we could hand in 40 chips for an Uncommon or 100 chips in exchange for a Rare? - Do you plan to provide higher iLev crafted gear for JCers at content is released? Spending 22k on mats to make a blue 815 item that no-one wants because they get better in Mythic dungeons and World Quests gives zero incentive to make them. As a medical professional who sometimes has to impart bad news to patients and relatives, I can promise you that people are a lot more understanding if you take the time to answer their concerns and explain WHY. So please Blizzard, let us have a response - even if it's just "Suck it up and get on with it!"1
Infernal Alchemist Stone
Complete and utter horse apples... http://www.wowhead.com/item=127842/infernal-alchemist-stone#comments The description reads: Infernal Alchemist Stone Item Level 815 Binds when equipped Unique-Equipped Trinket +818 Versatility (2.04% @ L110) Equip: When you heal or deal damage you have a chance to increase your Strength, Agility, or Intellect by 3275 for 15 sec. Your highest stat is always chosen. Equip: Increases the effect that healing and mana potions have on the wearer by 40%. This effect does not stack. Requires Level 110 Requires Alchemy (1) "Can be used for transmutations in place of a Philosopher's Stone." You might notice I've highlighted the lie this item tells in bold. It does not increase healing and mana potions effects by 40% at all. Here let me show you what I mean... Ancient healing potion. No Infernal Alchemist Stone equipped: Heals for 491,544 Ancient Healing potion. Infernal Alchemist Stone equipped: Heals for 501,552 Thats a whopping 10,008hp!!! Now stop me if I'm wrong here but 40% of 491,544 is 196,617.6 - so the amount you should be getting healed for with the trinket is: 688,161. For the Average HC Dungeon geared DPS thats nearly 1/3rd of their health. For me as a Blood tank it's nealry 1/5th... This amount isn't huge but it could be life saving. 160,000+hp might not seem a lot, but actually it could be the difference between life and death when waiting for a healers castime. Please fix this ASAP.0
The state of inscription/herbalism
Right now we need more sallow from milling, the fact that a single tome at my server right now is costing 250+ gold each is crazy. That much gold to simply respec talents. Also the codex/vantus runes/glyphs are pretty much half the mat cost of a darkmoon card which on my server goes for around 10-20k each. THough the trinkets are a very hard sell and some of them seem lackluster. we also have no good way to get obliterum. There's a dk glyph in the demon hutner category and 4/5 of promises or immortality has exchanged pictures. Not sure how much work was done with inscription but feels like it was very hastily finished. Big lack of glyphs for a lot of classes too. If you want to get a full set of vantus runes for 20+ players that's gonna be insanely costly, and even the codexes don't seem like they will ever be worth the time required to farm them as most guild just use a warlock for respecs. When it comes to herbalism it seems like some herbs especially dreamleaf is so hard to farm from nodes that the best way to get it is to farm mobs outside of the raid instance. This also seem to be the best herb to mill due to nightmare pod. The amount of herbs required compared to the time it takes to farm them means that flasks on my server atm is at 3k each. so for a 3 hour raid that's 10k just for flasks. I really wish that they would buff the rank 3 perks from felwort and aethril to proc more/drop more often atleast so mats are a little less time consuming. They are fun ways to get more mats, but seem to proc once in a blue moon. I like the idea, I just really feel like some of the mats are way to hard to come by and then again you need so much to craft anything. I like the new profession system but it seems like the way they made it viable endgame was making mats a lot more tiresome to come by. Really feels like it requires too much for simple items like a tome to respec which are such an important part of the game. For the first time ever we decided not to require pots etc for raids because it's too damn hard to come by. 20 flasks is basicly a wow token atm on my sever. I know it's expasion launch and prices will be higher, but right now just to make even the simplest and most useful items like a tome to respec requires atleast 20 herbs but more if you get unlucky since milling can yield 0 sallow pigment. Atm I have 4k red pigment whihc is pretty useless and 0 sallow which says something about the ratio even mass milled felwort to get more sallow.3
[Alchemy] Something needs to be done about the cauldron
Hello, As many mentioned it on the internet, the costs of consumables linked to raiding are huge, and I sincerely think it is currently an issue. For now, cauldrons truly feel like a scam. Sure, you get "30" flasks out of 20, but the way the cauldron in itself works is worthless. It is truly not optimized for 20-men raids (aka mythic), unless you beat the RNG gods and get rank 3 flasks and rank 3 cauldron (which, let me remind you, 20 times more expensive than getting a single R3 flask). People who are not alchemists can take 2 flasks. Alchemists only 1. There's no real way to optimize them without leaving flasks unused. My suggestion would be to make cauldrons give you, by default, 3 flasks per click. Raid 10 = 10 * 3 flasks = 1 cauldron Raid 20 = 20 * 3 flasks = 2 cauldrons Raid 30 = 30 * 3 flasks = 3 cauldrons You will argue that alchemists will exploit that to have 6h of flasks total, but since Blizzard removed the guild perk that allows to double flask duration, it's not an issue (merely a workaround). On top of that, they despawn like a warlock candy, so it's not a big deal. If you want to put limitations on that, make it so that disbanding the raid also makes the flasks disappear. /discuss0
[Engineering] The Latest Fashion: Headguns!
So i got to this quest at Azsuna, completed the other quest from Fargo Flintlocke and did the requirements for this quest as well, however when i was on my way to turn it in, the NPC was gone and has been since then. I can't continue Engineering now, already contacted GM but he just bailed on me after giving me some generic "try disabling addons", obviously none of this worked and now i'm waiting another +2 days for next ticket..3