How to solve the profession versus raiding problem

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I posted on my Twitter today that it is beginning to feel, after so many professions nerfs, the Blizzard is at war with their own professions. Make them too good, and you have to increase the difficulty and requirements of the encounters in raids, or so I hear so often. Having done a little raiding, I can see that they have a point, to a degree. I do, though, have some questions. I made a few of these in this post about the seeming death of the Alchemy profession with the huge nerf of potions.

I once heard an opinion that if you don't an idea of how to solve a problem, don't bother mentioning it. Well, here is my best solution. There are items and abilities which cannot, and could not once upon a time, be used in a particular place. There was a time when you couldn't summon at all in Netherstorm. You cannot use some long cooldown abilities in Arenas. Blizzard has even changed the cooldown of some abilities to make them either able or unable to be used in those situations.

My suggestion is that Blizzard, instead of nerfing these items across the whole game, make them work differently when in a raid. Instead of giving us Tennitus whenever a drum is used in game, make it so that this effect only happens in a raid, be it dungeon or world raid encounters. The same would go for the Potion Sickness. Perhaps, just to be fair, give them a 5% buff to the effects when in a raid group, but then you get the debuff. This would solve the raid encounter issue, but not take away the benefits of using potions and drums in your game play.

My biggest concern, and the reason I used in my previous post, is still a valid one. I found more than once in leveling my 4 70s through Outlands that there is a nasty habit of mobs to swarm a player. From Fel Orcs in Terrokar, to vultures in Hellfire, to mana wyrms up on Bash'ir Landing. Attack the one on the edge, and before you know it you are surrounded by mobs and have little chance of surviving the fight. Except you have pots or you have drums. Not all of us are Paladins or other self healing and other survivor based classes.

What do you think of this suggestion? Are you one of those who feel this is much needed to make raids more accessible? Or do you feel that Blizzard is taking a heavy hand across the board with stuff that they feel isn't helping one aspect of one portion of the game? Let me know and sound off, you might even get audio played on the podcast if you send it in. 

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3 Comments

I still don't get why Blizzard chooses to do things this way, creating and building up little aspects of the game only to make them small again later, pissing off players in the process.

I gotta wonder if Blizzard works like so many other Corporations: One person is in charge of the meeting this month, and things go his way, but, when it's someone else's turn, all hell breaks loose as the second guy's interpretation of how things should work become priority.

If that's the whole reasoning behind why the changes are made, it makes me sad.

It annoys me enough as a Mage that if I pop my Mana pot (hoping to survive an encounter by blasting my way out) that I can't then pot a health pot.

Ohh well, I will survive.. or not...

Professions should create excellent items but the prices should reflect their quality. Perhaps even require a mat that only drops from a certain raid boss.
samownall - Wow Blogger

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