The problem with this expansion is they essentially made it very single player feeling. You have your own sustainable town now complete with mine, herb garden, and profession buildings. You can do everything you mentioned by sitting in your town all week and leaving once a week by flying from your home almost completely to the raid zone and then going home when its done. If you have the money you can even put an AH in your town, but if you don't you can just use the armory app.So is this another thrilling level-to-cap in 8 hours, aoe down heroics in a week, then months at a time spent sitting afk in town waiting for a 3-4 hour raid once a week expansion?
Absolute pinnacle of MMO design, Mr. Black Hand. I don't know what to say. Speechless. Amazing. Why don't you ban me again for describing such awesome mechanics!
Nope. Instead, you're sitting AFK in your own garrison after sending out a bunch of NPC followers who bring you back higher level gear than you can raid on your own.So is this another thrilling level-to-cap in 8 hours, aoe down heroics in a week, then months at a time spent sitting afk in town waiting for a 3-4 hour raid once a week expansion?
Although I enjoy city/outpost/whatever management games, this one is, unfortunately, only a pale shadow of what you could do with the concept, and, what's worse, it cut into the rest of the game in ways I didn't expect when the expansion launched. I think it's telling that my druid herbalist/miner never goes out, and, for the very first time ever, my leatherworker did ding 700 before maxing skinning.The problem with this expansion is they essentially made it very single player feeling.
I don't really object to the "reset everything come 7.0" part. I object to the "we don't have any garrison at all planned for 7.0" part, seeing as I like the core idea. Even if I disagree with the details of how it is right now, I love the garrison concept.If I had to come back, level to 100, make a garrison, level followers, and THEN also have to do farming stuff, I would just give up.
And its not like there are not a few ways to fly if you want to do so for short periods of time. Between the gadgets from the engineering building and the feather from the inn quest I can fly from my garrison out to highmaul or close to it without much problem.I like the no flying bit. Makes the world a bit more real. Gathering professions have always been stupid as long as it was always running around collecting static spawn nodes.
As a new player at 100 it still feels mmoish. Pugging open world bosses, shitty large scale PvP.
Once you get past all that and you're just raiding from your garrison I agree 100%.
I think its probably a more of a matter they are going to try to take the parts they liked from garrison and do something else that incorporates them. Just look at pandarias farm. It was a first iteration of this kind of thing and the second iteration was the garrison which on a whole is SOOOO much better I could not even make myself do the farm stuff at all in pandaria but I don't mind the garrison at all. Honestly I think it may be about time for them to break down and add player housing given that garrisons are already effectively that.I don't really object to the "reset everything come 7.0" part. I object to the "we don't have any garrison at all planned for 7.0" part, seeing as I like the core idea. Even if I disagree with the details of how it is right now, I love the garrison concept.
Not for long you say? This is the only BrM thing on the 6.1 PTR notes:Monk tanks are in a good spot but not for long. Blizzard always nerfs down, never brings the mass up.
They are sorta doing that with the world boss garrison raid thingy. But I know what you meant.I wish the garrisons were for guilds rather than individuals.
Surely if you've played WoW for any length of time you'd know that the biggest nerfs often come as mostly-untested and half-assed hotfixes that they spring on you on a Friday evening.Not for long you say? This is the only BrM thing on the 6.1 PTR notes:
Eh, I'd agree with that if this were still MoP. But given that tank dps isn't stupid high (unless pre-nerf highmaul blood dk and prot pal) I would say it's very much about survivability now, and it should be. Tanks shouldn't go back to being meat shields, but we shouldn't be about squeaking out the most dps either. If you're sacrificing mitigation to do more dps you're doing it wrong. If your raid requires the tanks to do X amount of damage, you're not geared enough or your dps need to learn how to crank it up. Enrage timers so far in WoD have been almost totally useless, other than Butcher.And like I've said before, tank balance comes down to dps, not survivability, now anyway. Everyone can tank everything, that's not even an issue. Beating enrage timers and dps gear checks very much is.
Right. I understand this specifically. The conversation spawned from my very unique situation where this guild asked for me to play an ele shaman over a hunter because they already had two. In that instance I would just take a 3rd hunter given the way loot works today.I haven't seen much I'd call 'hunter stacking' in the mythic race either. They're bringing 1-2 hunters to pretty much every fight, with Kromog being the only real outlier. Method brought 4 hunters to Kromog, but they also brought 6 druids (3 balance), a couple fire mages and demo locks. It's not about stacking hunters, it's about getting all the melee to log off and switch to their best ranged mass-AE-spec alts.