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No one is stopping them from saying why the bugs and balance issues are still there, though. |
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Edited by Jesriel on 10/31/11 8:27 PM (PDT)
I sometimes wonder where all the WoW programmers' time are going. In one day, my programmers can make multiple GUI additions and changes that tie-in to an enterprise-complexity database. It took Blizzard months to create the wargames interface when the command-line back-end was already built. The DK Ghoul not having enough energy for Gnaw is an issue that was fixed in WotLK within a month. The problem came back (poor coding practice), and it has not been fixed since the Cataclysm release. This is an absolutely simple problem to fix (1 hour max), yet Blizzard decide not to do anything about it. One of the following is happening at Blizzard: a) let programmers surf the net 90% of their time, b) devote programmer time to other projects, or c) decide to not hire more programmers to save cost. Regardless of which of the above is true, we can see the result of their decision to not make changes to the game: A huge loss in subscribers. Blizzard has been dumbing down the talent trees to reduce balance-work. Blizzard has not been making the changes when necessary -- to cater to people who complain about there being too many changes. What Blizzard doesn't realize is that people who complain about "too many changes" don't even notice any difference when the changes are made, and likely, those people would quit regardless if the changes are made or not. Blizzard has been making decisions in order to cater to the mass market which completely backfired. Doing so caused WoW to lose the fundamental reason why people play Blizzard games -- the depth. The casuals that Blizzard wanted to catered to -- still quit. The lack of depth caused veteran players to quit, so they, in turn, do not bring in new players. The depth of the game, and changes to the game, has been slowly pruned-out in favor of ease-of-balance and less-programming. 6 talent choices is already horrendously low for a single player game, let alone an MMO; but that is the direction MoP is following. Even for a 40 hour single player game-experience, such static design sounds boring. Blizzard needs to take a hard look at their subscriber numbers before giving only 6 choices for their Talent 2.0 design. Blizzard either spends time giving more choices to players, make the necessary changes and fixes, or they can be lazy and lose even more subscribers due to the monotonous nature of their current design direction. Blizzard can do all the PR in the world to downplay the loss of subscribers; the reality is that it is the _design decisions_ with Cataclysm that is the root cause of the loss of subscribers -- the lock-down of the talent trees and the lack of changes made Cataclysm a completely stale experience. |
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I sometimes wonder where all the WoW programmers' time are going. In one day, my programmers can make multiple GUI additions and changes that tie-in to an enterprise-complexity database. Well said. |
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Edited by Córt on 10/31/11 1:17 AM (PDT)
Tsyeah, iknorite? Probably on a 3 month "team building exercise" in amsterdam while all the new content in 4.3 and an entire new expansion sit in the repositories all ready to be deployed when they get back, while the work experience kid spends a week finding where cancrit = true goes. |
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Edited by Pewpewblast on 10/31/11 5:48 AM (PDT)
Not to really derail this or go off topic, but then what do you say about what you're doing to Fire Mages in the next patch? With the GIANT boosts to our damage, but NO changes to our actual broken mechanics, I almost feel like Haste will be much more beneficial than Crit, since not only does it give us faster/more Fireballs, but it will also give us more DoT ticks (slightly upping the value of our poor mastery). All Crit will do is further devalue T3 Hot streak (Which I think is already at 0%, at least it felt like it was back in T11...) Not to mention that Haste is already simming high for Fire Mages, so why would you make this sort of change, yet saying that you DON'T want to do things like that? :( |
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I know why you would have a hard time, but the consistent message is that they're very close, with crit barely edging out. Those quotes are proof enough. Known Would Would Consider's initial impression from the news... ...followed by him concluding crit is barely better. More convincing quotes that conclusions were off would be having a few wildly different stance like "Crit will be nearly as good as haste" somewhere in there. |
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Edited by Córt on 10/31/11 8:26 PM (PDT)
I know why you would have a hard time, but the consistent message is that they're very close, with crit barely edging out. Those quotes are proof enough You can't claim to have "known" it for 3 months, when you then say you still don't know it because you calculate them as being very close anyway. What you're saying is you still don't know. It's inconsistent. And given the only two places I've seen how you may be calculating crit (Slant claims mastery is linear while crit isn't, which is incorrect. both are linear) and the referenced blog post in a previous thread where crit was calculated very poorly (by only factoring off of normal hits in a log) there's simply no faith in your methods. If you're so confident why not post your proof instead of hide it? I'm fine if you don't want to share it, but it's quite hypocritical of you to abuse others' who get different results when you don't, isn't it. edit:speeling |
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Edited by Autopsy on 10/31/11 8:29 PM (PDT)
Cort, if you use any math to analyze parses, like Tsuki and others have done, you will see that the sim data is very incorrect. Your numbers are hugely inflated. Sims for DKs have not been accurate for a long time now, and the fact that you still believe they are is quite frankly embarrassing.
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Edited by Córt on 10/31/11 11:22 PM (PDT)
Autopsy. I don't just rely on the sim. IN fact, i'm on record in many places for severely doubting unholy simming (frost is very good). I was just calling out Slant.
We have 9 pages of a thread with a handful of IRC buddies making wild claims. The claims are inconsistent. And provide no evidence or math at all. If you folk are so confident then go ahead and show your proof. On my maths, on live crit and mastery are about the same, on something like baleroc, being about 1.22. Giving all pets (army, ghoul, gargoyle) crit inheritance bumps crit up to 1.65, which puts it very close to haste. It certainly overshadows mastery, it's not even a competition. They used to be close, now crit will miles ahead. |
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Good discussion.
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