Author Topic: Mists of Pandaria - Discussion  (Read 49201 times)

Kranker

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Mists of Pandaria - Discussion
« on: October 21, 2011, 02:21:42 PM »
Blizzard announced the new WoW expansion today as Mists of Pandaria, in case you didn't see it elsewhere.  Here is a rundown of some of the features that they have listed for the new expansion.  For a better looking version and more coverage, head over to http://www.mmo-champion.com/content/ for up-to-date information on the new expansion or you can check out the WoW:MoP website at http://us.battle.net/wow/en/game/mists-of-pandaria/.

Quote
What is Mists of Pandaria?
The goal is to combine new gameplay with most fun parts of the past.
The plan is to get people back into the world, instead of having players roam around Stormwind and Orgrimmar all the time once they reach max level.
Developers want you to do what you want to do to progress your character. They really want you to feel like you have a menu of content where you can pick whatever you want to do, and you shouldn't feel forced to do something to progress your character. For example, daily quests will reward you with valor points but it will still be faster if you raid of course.
Character builds are going to be entirely revamped. Talents were still too cookie cutter, so the developers want to give players more choices in their talents.

Pandaria
5 New leveling zones to explore
Single, unified continent
Influenced by Asian landscapes
AH, Bank, and Central Questing Hub
No flying until max level
There's 5 leveling zones but they are very large zones, and you won't have your flying mount.

Lore of Pandaria
A long, storied history.
Magically hidden since The Sundering
A new land to explore....
Pandaria was discovered during the cataclysm, a naval battle between horde and alliance was taking place close to it.

Pandaren starting zone
It's a turtle! It left Pandaria 10 000 years ago and never came back. Pandarens who wanted to discover the world left on that turtle.
Story focused with simple mechanics
Cross faction, choose Horde/Alliance at level 10.

Creatures of Pandaria
The Jinyu are fish-like creatures and will be in a wide number of zones.
The Hozu are a monkey-like race, they stand up on their legs and can walk around. They play tons of pranks on the local pandarens and are also in a lot of zones.
Verming are ... new kobolds, they kinda look like evil bunnies.
Mantid: Whole raids and dungeons around this race. Insect race that has been there since the beginning of ages. They have been seperated by a giant wall. They are starting to go crazy and are going through the wall
Mogu: Ancient race, original race on pandaria. The mogu want the island back from the pandaren, they are really mad. You will see them in dungeons.
Sha: Manifestation of the evil energies that flow through the earth. If there is any sort of battle these guys pop up.

The Jade Forest
This is where Alliance and Horde will be landing. The horde is washing up on the north side, the alliance on the south side. There will be one unified start zone and Alliance/Horde will end up meeting up in the middle.
Lush rainforests and stone spires
The Alliance will try to become friend with the Hozu, and the Horde with the Jinyu and will try to turn them against each other.
Temple of the Jade Serpent will be the dungeon of this zone. It will be your 85-86 Dungeon, it has been taken over by Sha

Valley of the Four Winds
Two zones for the price of one! This zone is huge, the whole north side of the zone is pandaren farmlands, the south is a coastal jungle.
You will get to choose between the north side and the south side when you arrive. You can go back and switch side if you want the other quests.
The dungeon of this zone is Stormstout Brewery.
This is where you will have your first interaction with the Mantids, they broke through the wall and are now attacking pandarens villages.
This is a level 86-87 zone

New Features
The pandarens are the new race.
The female model isn't done yet.
At level 10, you will get to choose between horde and alliance.
Pandaren Classes: Hunter, Mage, Monk, Priest, Rogue, Shaman, Warrior
Racial - Epicurean - Increase the stat benefits from food by 100%
Racial - Gourmand - Cooking skill increased by 15.
Racial - Inner Peace - Your rested experience bonus lasts twice as long.
Racial - Bouncy - You take 50% less falling damage.
Racial - Quaking Palm - You touch a secret pressure point on an enemy target, putting it to sleep for 3 sec.

Monk New Class
Brewmaster - Tank spec
Mistweaver - Healer, a healer who can stand up in melee and will let players experience a "new healing style"
Windwalker - Melee DPS
This is not a hero class, and it will start at level 1
The class is very martial-arts based
Lots of monk-only animations, the healer and tanks will have different stances they can stand in, etc ...
Monk Races - All of them except Goblin and Worgens

Monk Equipment
Leather Armor (Agility or Intellect)
They hit a lot with hands and feet
They will need weapons for some finishers: Staves, Fist Weapons
They will also be able to use 1H Axe and maces, swords
Healers will get off-hands, they don't want healers to use shields.

Monk Resources
Chi (energy) slowly regenerates and is only used for your Jab and Roll abilities.
Jab generates Light and Dark force, which are used for everything else. Some finishing move uses dark force, some use the light force.
No auto attack! Devs want you to have this street fighter feel where you punch a lot

Cataclysm Talents
Pro - The level 10 specs were really nice and gave you a role early in the game, definitely a keeper.
Pro - Removing junk from the talent trees was also a very good move.
Pro - Having some kind of choices for optional skills/subspecs worked out pretty well.
Con - You had a risk of "skipping" important talents
Con - There wasn't enough junk removed
Con - There wasn't enough choices, you might have a different final talent point than another combat rogue but it just wasn't enough. The cookie cutter build still persists.
Con - No enough customization, no true hybridization (Using a little bit of 2 different trees)
Con - Players got grumpy

Talent System 2.0
The talent system is gone! Ok, not really, but it's greatly changed.
You now have your class abilities, your spec abilities, and your talents.
You still choose your spec at level 10, and you get a spec ability at level 10. You will get additional spec abilities later. There are anything that you really need to function, they will just be given to you to make sure you have all the tools you need to have.

Example - Prot Paladin
LVL 10 - Avenger's Shield
LVL 20 - Hammer of the Righteous (Prot and Ret)
LVL 30 - Judgement of the Just (Passive)

Talents
There is not talent points or ranks.
There is one talent pree per class.
You earn talents every 15 levels.
You get to choose 1 out of 3 every time you get a new point, you can only pick one of them and can't go back to get the other ones.
There will be no mandatory talent. There won't be any cookie cutter build or anything, it will depend on what kind of optional ability you want.
You can now change talents as easily as you change glyphs.
More info in the Talent Tree Panel at 2:15

PvE Scenarios
PvE Scenarios are a way to give new interesting content that doesn't make sense in a dungeon content.
Scenarios are more about reusing parts of the world in interesting new ways, and introducing new types of PvE gameplay that we've never seen before like PvE battlegrounds.
They are short instances for a few players, the amount of players can vary depending on the scenario, some of them can be for 3 players.
You don't need the typical tank/heal/dps setup, you will just be able to enter and play your role no matter what it is.
It will be a staged experience where you will try to accomplish some greater goal
For example, a scenario might require you to kill 25 kobolds in stage 1, then find and return 4 goldshire children, and then kill the boss.
Developers would like to do PvE battlegrounds, where you will have to slay 50 alliance/horde soldiers, destroy 6 towers and the barracks, and then defeat the enemy General.
They could replace group quests.
It uses the same queue system as the dungeon finder
Since there is no role requirements, queues should be instant.

Challenge Mode Dungeons
Complete a dungeon in x minutes
To earn Bronze, Silver, Gold medals.
Gear levels are normalized, all your gear will be brought to the same level to make the competition even.
You can't just get better gear to overpower it.
It will reward sweet looking gear with no stats, and valor points!
Challenge Mode will reward you with very unique looking gear to show off how awesome you are to your friends
A new challenge dungeons UI will be added, you will be able to check your medals, your ranking, show what rewards you can unlock, etc ....

Pet Battle System
You will be able to collect, level, and battle with companion pets.
It will be accessible to all players.
Works with almost every pet
Pet Customization, you will be able to name your pet, give them visual abilities, etc ...
There will be "Wild pets", you can find them in the world and engage in battle with them. You will then be able to get that pet and add it to your Pet Journal.
Pets have random stats, some of them will be very good at tanking, some will have a CC ability, etc ...
Some pets will only be found during a specific season, while it's raining, or during the day or the night. Some of them will only spawn in the spring, when it's raining, in elwynn forest at night!
Most pets will become tradable, even after it's leveled, etc ...
Pets will be account wide
Your pet journal will display info on all your pets, including stats, skills, and also drop locations and lore info for the pets you don't have yet!
Winning battles earns you experience, and levels your pets.
You will learn new abilities. Every pet can use 3 abilities in a battle at one time.
Every time you level you will also increase the stats of your pet.
You will level multiple pets to build your team.
You have 3 battle slots, one for each pet in your team.

Pet Battle System - Battle
PvE and PvP Battles
It will be turn based.
A simple combat system.
Fight with a team of 3 pets
Queuing system, you will be able to find a fight pretty fast depending on the level of your pets.

Pet Battle System - Customization
You will finally be able to name your pets, and see that name in battle.
Items for your pets, you will have an item slot for your pet and might be able to socket gems in those items, etc ...
Individual builds of abilities and different teams.
Masters and Masters abilities, there will be different NPC pet masters in the world who will let you earn abilities when you beat them. For example, beating the master of mechanical pets will get you a new ability for your pet!

Dungeons
9 new dungeons in the new expansion
6 dungeons will be on Pandaria
Scholomance and Scarlet Monastery (Wings 1 and 2) will be back in Heroic Mode

Raids
3 new Epic raids!
They will feature two enemy races, the Mogu and the Mantid.
Raid Finder, Normal, and Heroic difficulties will be available for all raids from day 1.
World raid bosses will return!
More info will be available at the Raids & Dungeons Panel today.

Questing
Increased focus on max level content, it will reward you with Valor Points.
Incentives for dungeons/raiders to run quests and do outdoor/daily kind of stuff. For example finishing a quest might give you a buff for the day, and maybe that buff will let you roll on a loot that only appears to people with that buff.
More quest choices, and a lot less linear
No flying until max level, it's much easier to keep people on the ground and create interesting quests when you know people won't just fly away and drop on the boss.
Faction improvements, there will be group of factions and they will let you work for all factions from that group to get your rewards. This way you don't have to grind a single faction anymore.

PvP
New Battlegrounds (Not final yet)
Stranglethorn Diamond Mines - Payload style gameplay.
Valley of Power - Murderball
Azshara Crater - DOTA
New Arena - Tol'vir Proving Grounds

STV Diamond Mine
Goblin Mine below northern STV
Payload style gameplay
Escort mine cars to depot
Multiple tracks, you will get a lot of options and you will be able to decide which way you want the cart to go.
First to x resources wins

Valley of Power
Located in the Vale of Eternal Blossoms
Murderball style gameplay
Holding the object earns points
Multiple point zones, depending on where you're hiding you will earn more/less points
Object deals damage to holder
Damage increases over time.

Tol'vir Proving Grounds - Arena
Located in Uldum
Simple layout based on Nagrand arena
Sense of place in the world
Just a simple square with 4 pillars/statues, etc ...

Achievements
Allow achievements to be shared among all characters on the same Battle.net account, things such as the raid achievements and the ones which are difficult to get.
Allows to include new achievements such as "get all the professions to the maximum level"

Major Class Changes
Resilience
Devs like the way Resilience works in PvP, and how it gives a nice goal for players looking to progress/upgrade their gear in PvP
Resilience is a pretty huge barrier for people who want to start PvPing.
Resilience will become a base stat, and will increase a little every time you level.

Ranged Weapons
Hunter minimum range is gone!
Hunter melee weapon is gone!
Ranged slot for all other characters are gone.
Relics are gone.
Rogues and warriors can now throw their melee weapon
Wands become main hand weapons

 Warlock
Unique resource for each spec.
Affliction will keep Soul Shards, they are currently not interesting enough but devs have cool ideas for them.
Demonology will get Demonic Fury, you build up Demonic Fury and you metamorphosize when you max your Demonic Fury. More skills will be added to Demon Form, etc ...
Destruction will get Infernal Embers. The destruction warlock who keeps getting casting fire spells get hotter and hotter and will eventually deal insane amount of damage, you can build it up pretty quickly and unleash your big spell.

 Shaman
Buff totems are gone. It just wasn't very interesting to be the buff bitch of the group.
All totems are now utility
New totem examples:
Earthgrab totem - roots
Repulsion totem - repels
Bulwark Totem - absorbs

 Druid
They always felt like they had 4 specs, so now they do.
Feral - Cat (melee dps)
Guardian - bear (tanking)
Some overlap between the two
All druids can still go cat or bear form.

All classes
Spell books cleaned up, got rid of more junk, the goal is to clean up action bars a little more without removing the fun things.
Rotations will be improved
Spells will be automatically learned, you won't have to go to your trainer anymore.
You will get a new spell at level 87, level 90 new talent point.
Talent trees should be fun, and you should have more choice than just a cookie cutter build.

Marco

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Re: Mists of Pandaria - Discussion
« Reply #1 on: October 21, 2011, 02:43:07 PM »
My reactions:

* Committing to a melee healing class is an interesting choice, doubling down on the need to solve the worsening melee vs. ranged problem (flexible encounter design demands the option of having position-based attacks, but melee classes are limited in their positioning choices, harshly limiting the number of available melee slots in a raid).

* After looking at the talent choices for several classes, I think the new talent system will finally break the cookie cutter.  There will probably be certain talents you'll really want for specific encounters (which you can spec into as required), but there won't be a whole set of choices which will be a clear win over the others for specific roles.  Some talent choices do provide damage or healing throughput increases and those may boil down to which provides the best mathematical benefit for particular types of encounters, but they can be rebalanced as needed.  A possible downside of the new system is that you only make seven decisions as you level, as opposed to 41 or more in previous iterations.  Most of those choices may have been illusory and some of them weren't terribly interesting (like point 2 of 3 in Crit More Often), but even illusory decisions provide some engagement.

* MMOs cannot provide an infinite stream of interesting solo content at level cap, so whatever they do in this area will eventually feel repetitive.  But that's why Steam has $5 sales on other games.

* No particular reaction to the setting.  It's not as epic as Burning Crusade or Wrath of the Lich King, but I've never been a huge fan of Blizzard's settings and lore.  They're okay, they do what they need to, but they're mostly makework cartoonish fantasy.

Honorata

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Re: Mists of Pandaria - Discussion
« Reply #2 on: October 21, 2011, 02:50:06 PM »
The monk healers better actually count as melee classes for any encounters where a boss will "ignore" people with melee specs (basically I'm thinking about an encounter like Domo). That said, I love healing in melee range on my paladin in 5-mans, and if encounters in MoP are built to allow melee healing to be something that's actually doable, I will probably level the hell out of a monk to try out Mistweaver healing.

Also, I like that talents will be easier to change (some sort of fee, but you don't have to go back to the trainer is what I'm guessing). Looking at, for example, the current possible paladin talents, I can see how raiders will likely be changing their talents for encounters quite frequently.
« Last Edit: October 21, 2011, 03:26:57 PM by Honorata »
WoW: Keana | Neraati | Honorata | Coriandra | Naian
Discord: Honorata#8760

Fallowgrey

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Re: Mists of Pandaria - Discussion
« Reply #3 on: October 21, 2011, 03:24:31 PM »
Initial reaction was not good. But then I went and looked at talents, and the animated artwork, and read the blue posts, and I'm excited again.  I'm a little worried a lot of people will have the knee-jerk reaction and then not look further, and more will leave.  That "Pandas plus Pokemon" jibe is gonna pop up again and again.

A new healing class, hurrah!  Melee punch healing, hurrah!  Five healers to get to max level, oh dear.  I mean, hurrah!

Druid and priest talents look way interesting.  There are a lot of things mentioning mass-rooting across a lot of classes... could there be waves of trash coming at us soon?

Wondering how multiple talent builds per spec can be saved and swapped.
Alliance: Fallowgrey, Dwarf Priest / Evring, Nelf Druid / Arkibal, Human Paladin / Gayelette, Dwarf Shaman / Haikeebah, Pandaren Monk
Horde: Sootandash, Tauren Druid
Misc:  Kikiaru, L37 Gnome Mage / Erzula, L9 Human Rogue / Zelbinion, L68 Worgen Warrior / Rinkitink, L40 Belf Hunter

Wren

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Re: Mists of Pandaria - Discussion
« Reply #4 on: October 21, 2011, 04:17:29 PM »
There's going to be a lot of kung-fu panda cracks, but honestly at this point in the game I think the players have become jaded enough that nearly anything that is introduced will get complaints. They're obviously trying to find new ways to engage people in the game, it'll be interesting to see how well they work out in practice.


Edalia

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Re: Mists of Pandaria - Discussion
« Reply #5 on: October 22, 2011, 06:46:27 AM »
I'm very excited about NO AUTO ATTACK. Also scared for my keyboard.
o/\o

Cree

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Re: Mists of Pandaria - Discussion
« Reply #6 on: October 22, 2011, 07:16:40 AM »
*dreams of quarter circles and WoW*
Cree (Dr 110) Haikili (Sh 102) Eep (Ma 93) Elisya (Dk 81) Maxine (Pa 85) Urusai (R 90) Gihr (H 83) Nikolievna (Wk 100) Anae (Pr 99) Ressha (Wr 76) Mayu (Mo 36) Adali (DH 110)

Aviel

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Re: Mists of Pandaria - Discussion
« Reply #7 on: October 22, 2011, 03:05:58 PM »
OO something I can get excited about from the new MMO. Sleek, better designed KITTIES!

http://media.mmo-champion.com/images/news/2011/october/art43.jpg

Mr. Tring

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Re: Mists of Pandaria - Discussion
« Reply #8 on: October 23, 2011, 07:10:25 PM »
OO something I can get excited about from the new MMO. Sleek, better designed KITTIES!

http://media.mmo-champion.com/images/news/2011/october/art43.jpg

Is that a pandaren cat form?

Kharvek

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Re: Mists of Pandaria - Discussion
« Reply #9 on: October 23, 2011, 11:32:32 PM »
The good

- Talent changes finally solve the other problem of cookie cutters.  The Cata changes made them a bit easier to understand, this will solve the other half.  I'm interested to see what changes happen to the specs themselves.  I'm also interested to see how they make this interesting when you have classes that have 2+ roles available to them.  I'm an enhancement shaman, my healing is kind of for show.  Will the healing talent selection interest me at all?

- New class sounds overall pretty interesting.  If Blizzard has been doing on thing pretty well it's been coming up with creative ways to have players do the classic RPG jobs.  I like the sound of the resource model and the fact there's no auto-attack button.  The no auto-attack button seems risky but also exciting for me.  Also a healing class that uses a unique resource sounds interesting to me as well, though I heard a rumor that when you enter 'healing stance' you just get a mana bar.  All healing is balanced around having a limited resource so their backs are against the wall here.  ...also I'm partial to agility based melee characters.

- Changes to PvE content seem generally good.  Heroics are no longer tuned to be punishingly hard when you hit them and be a transition state.  They're going back to a more relaxed Wrath level of difficulty which I dig. Sounds like they'll be much, much quicker this time.  The addition of 'easy' mode raids seems smart.  I'll be curious to where the difficulty curve lies with each level.  They've been pretty mum though on how they *completely* failed to balance 10 and 25-man to be comparable in difficulty.  (Maybe the deathwing instance will surprise me)

- Challenge mode dungeons seem interesting...and maybe I didn't read it but how they balance this seems like it should be something they did to PvP since, like, vanilla.  Normalizing your gear levels the playing field.


The Bad

- The Lore.  There's nothing remotely epic or interesting about the changes here.  The Pandaren are the dumbest race ever.  They were a freaking April Fool's joke years ago and they built on that joke.  Now they're upping and making a race and class over it.  I'm hoping the goofy feel doesn't taint the monk class too much, but the tank spec being called "Brewmaster" doesn't give me much hope. 

While it gets a bit stale to always have some big evil powerful thing threatening Azeroth they do feel more epic to kill and so far most have been at least somewhat related to the old games.  (Though the stuff left unanswered from the RTS games is really drying up beyond some Emerald Dream fun and Sargeras.)

They want the focus to be on the Alliance vs Horde battle but this war has been completely pointless and stupid since WoW began.  We've had 543897 all powerful beings invade and the horde and alliance stubbornly fight each other while they're moron leaders find stupid reasons to justify it.  The war has been the pink elephant in the WoW book for awhile now and if they're going to make it the focus again they better give it a reason for existing that can really rally players.  I can't think of a way they can do this without alienating a ton of people.  They'd have to make one side 'the bad guy' in some fashion.  Any sensible and reasonable leader each faction had has left.  Jaina and Thrall are gone and in their place are the morons Variann and Garosh.  The reason for the war right now is "Stupid hyper aggressive leaders want war"  This isn't very interesting.  Right now neither side is really 'the bad guy' and if they force that hand...well, it'd really sour things.  The Alliance vs Horde war has been dead since after Warcraft 2.  Lets just end the damn thing and find some new reason to justify PvP, some other factions not related to Alliance/Horde.  People sign up with one or the other regardless of faction.

- Stat Deflations.  I understand the reason for this but I don't really like the idea of doing 60-70k damage on a lava lash now and then suddenly having this plummet by some amount when the next expansion hits.  It feels like a hit to the progression of power my characters have had since I've been playing.  It'll feel a little hollow to essentially play through this expansion to be 'working back up' to what I was doing. 

I could see maybe them doing some elegant way around this to deflate stat values but keep the overall numbers there, but who knows.  I understand they're devaluing the monsters by an equivalent value so I should still 'feel' as powerful related to the monsters...but the numbers will show the other story.

Neutral

- Scenarios.  Sound interesting but ultimately seem too uninteresting to keep me motivated.

- Pet battles.  I know these are a popular game type but they seem like a strange fit here.

Overall I'm excited about the potential here but man I just wish the lore was more interesting.  Also the announcement that the yearly subscribers get D3 for free was pretty awesome. :)

Marco

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Re: Mists of Pandaria - Discussion
« Reply #10 on: October 24, 2011, 05:02:56 AM »
They've been pretty mum though on how they *completely* failed to balance 10 and 25-man to be comparable in difficulty.
From a global progress perspective, I don't think it's been a complete failure.

Quote
Stat Deflations.
Oh, hey, I totally missed this.

The way I would handle this is to make sure I'm deflating all of the stats at current level cap by a precise numbers of orders of magnitude (probably 10:1 at this point).  So, for example, if flattening out the old expansion transitions yields a 30:1 decrease in power at level 85, I'd avoid flattening them completely and make it only a 10:1 power decrease.  If flattening only yields an 8:1 decrease in power, I'd do nothing for Mists and wait until the next expansion.

The hope is that players would understand that 1K DPS now is as good as 10K DPS back then, because it's easy math to add a zero.  If I have to mentally multiply my DPS by 4.63 in order to get the pre-expansion equivalent, I'm more likely to feel like I simply had power taken away from me.

Aviel

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Re: Mists of Pandaria - Discussion
« Reply #11 on: October 24, 2011, 07:01:24 AM »

The Bad

- The Lore.  There's nothing remotely epic or interesting about the changes here.  The Pandaren are the dumbest race ever.  They were a freaking April Fool's joke years ago and they built on that joke.  Now they're upping and making a race and class over it.  I'm hoping the goofy feel doesn't taint the monk class too much, but the tank spec being called "Brewmaster" doesn't give me much hope. 

While it gets a bit stale to always have some big evil powerful thing threatening Azeroth they do feel more epic to kill and so far most have been at least somewhat related to the old games.  (Though the stuff left unanswered from the RTS games is really drying up beyond some Emerald Dream fun and Sargeras.)

They want the focus to be on the Alliance vs Horde battle but this war has been completely pointless and stupid since WoW began.  We've had 543897 all powerful beings invade and the horde and alliance stubbornly fight each other while they're moron leaders find stupid reasons to justify it.  The war has been the pink elephant in the WoW book for awhile now and if they're going to make it the focus again they better give it a reason for existing that can really rally players.  I can't think of a way they can do this without alienating a ton of people.  They'd have to make one side 'the bad guy' in some fashion.  Any sensible and reasonable leader each faction had has left.  Jaina and Thrall are gone and in their place are the morons Variann and Garosh.  The reason for the war right now is "Stupid hyper aggressive leaders want war"  This isn't very interesting.  Right now neither side is really 'the bad guy' and if they force that hand...well, it'd really sour things.  The Alliance vs Horde war has been dead since after Warcraft 2.  Lets just end the damn thing and find some new reason to justify PvP, some other factions not related to Alliance/Horde.  People sign up with one or the other regardless of faction.

- Stat Deflations.  I understand the reason for this but I don't really like the idea of doing 60-70k damage on a lava lash now and then suddenly having this plummet by some amount when the next expansion hits.  It feels like a hit to the progression of power my characters have had since I've been playing.  It'll feel a little hollow to essentially play through this expansion to be 'working back up' to what I was doing. 

I could see maybe them doing some elegant way around this to deflate stat values but keep the overall numbers there, but who knows.  I understand they're devaluing the monsters by an equivalent value so I should still 'feel' as powerful related to the monsters...but the numbers will show the other story.

Neutral

- Scenarios.  Sound interesting but ultimately seem too uninteresting to keep me motivated.

- Pet battles.  I know these are a popular game type but they seem like a strange fit here.

Overall I'm excited about the potential here but man I just wish the lore was more interesting.  Also the announcement that the yearly subscribers get D3 for free was pretty awesome. :)



Cut out some of the above. I so very much agree with the Pandarians. Maybe as a side race they would have been ok. But both sides getting them and making them the focus makes me sad. Also, makes me look harder at Star Wars. I do like the environment. I am a huge sucker for Asian stuff.

It would be cool if they had an oriental dragon mount too.

The Pokemon thing I am on the fence and will need to see more. I think my problem is the same as you, it isn't WoW. I dunno I need to see more.


Kharvek

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Re: Mists of Pandaria - Discussion
« Reply #12 on: October 24, 2011, 08:35:24 AM »
So...thinking on this some more there's some weird issues I wanna know how they're gonna solve.

- Monks have no autoattack, they press buttons.  Haste potentially is gonna be bone dead worthless for them beyond maybe regenerating chi and making a better GCD.  I'll be curious what they do here.  I know you can reforge out, but if too many secondary stats suck for a class, it generally hurts their ability to scale.  (Look at enhance)

- Panda are neutral to begin with and choose a faction later.  Can they join guilds while neutral?  Can they whisper characters?  Do they speak both orcish and common?  I could see them just being sequestered off until they pick and when they do they learn 'the language'. 

Deren

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Re: Mists of Pandaria - Discussion
« Reply #13 on: October 24, 2011, 08:47:21 AM »
- Panda are neutral to begin with and choose a faction later.  Can they join guilds while neutral?  Can they whisper characters?  Do they speak both orcish and common?  I could see them just being sequestered off until they pick and when they do they learn 'the language'. 
I going to assume they be locked out. Cause really if there a issue i think the bigger problem would be...
Do they get mail?

Can i send my monk 100k gold and then go horde so my horde alts are set with out paying a tax? or do i mail them a bunch of cheaper items on one side and fill his bank then goto the other side and make money? I mean how long does it really take to level a char to 10? will it be less time? then getting items flying to boths sides a netural AH and the cost of time to make back the tax?

I know when Cata frist came out, the cost of herbs was alot cheaper that morg and I had permenit alts in a goblin city to trasfer stuff.

Andy

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Re: Mists of Pandaria - Discussion
« Reply #14 on: October 24, 2011, 08:54:32 AM »
From what I can find, they have not announced what mounts Pandarians will have (if any). My vote is that they must ride something else from the endangered species list like mountain gorillas, white rhinos, or even other pandas.