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Doesn't look that bad, both my death knights do insane amounts of power and it looks like they haven't nerfed the zombie permapet or the frenzy, which is the craziest bit of overpoweredness.
 
My tankadin is now indestructible.......every two min.

"Ardent Defender: Redesigned. Any damage that takes the paladin below 35% health is reduced. This reduction applies only to the portion that pushes the paladin below 35% health (example: a paladin at 50% health takes a 40% hit; the first 15% hits as normal while the next 25% is reduced). In addition, once every 2 minutes an attack that would have killed the paladin will fail to kill, and instead heal the paladin for up to 10/20/30% of maximum health depending on the paladin's defense rating"

oooooooooo dayum. So many awesome pally changes!!

Tonight, we're going to kill the first boss in the new instance, then go back to nearly pwning Freya hardmode in the face (25man, of course).
 
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I can only get on one of the realms what I have toons on. And it is the one realm that I don't care if I get on right now. Ain't that how it always works?

How does the shammy multiple totem drop work? I can click the totems on the little bar, but can't figure out how to drop them at the same time. EDIT: Figured it out.

And I really want to kick someone for putting a casting time on Exorcism. Motherfucker. I have a rogue and a hunter with me that gain aggro all too often, and I don't want to waste 1.5 seconds of precious beat-down time casting a spell that used to be an instant. Sure, da big heal or LoH grabs lotsa aggro, but I hate having to use them when damage and taunts should suffice. Grrrr.
 
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I have a rogue and a hunter with me that gain aggro all too often


Let them die a few times and they will get the idea. :D Pet used to do that too when we grouped together until I let her die few times. We have been grouping together and leveling so long now that we hardly ever double team the same mob. It's truly amazing how much faster quests go by when each person in the group kills their own mobs. Double the death, double the fun.
 
Stupid patch took too much room on my pc which I was frantically deleting things from so that I could get it to load. Then when i got it finally done there was a 369 queu to my main server. 20 minutes later I got in. And now have a new pretty white kitty form! :cathappy:
Yay!! and the bear is pretty cool too.

To bad it was too late to actually join a raid...
 
Stupid patch took too much room on my pc which I was frantically deleting things from so that I could get it to load. Then when i got it finally done there was a 369 queu to my main server. 20 minutes later I got in. And now have a new pretty white kitty form! :cathappy:
Yay!! and the bear is pretty cool too.

To bad it was too late to actually join a raid...

About raids - have they done anything to fix being locked out of instances? One of the things that I hated the most lately is taking an hour to get a group together, and then not being able to get in. And watching people hop for 45 minutes trying to get in before everyone goes somewhere else.
 
About raids - have they done anything to fix being locked out of instances? One of the things that I hated the most lately is taking an hour to get a group together, and then not being able to get in. And watching people hop for 45 minutes trying to get in before everyone goes somewhere else.


There was a blue post about this the other day, let me look it up for you.

Instance servers are full!
We have known about this for awhile, that is why we have been pointing out that the solution(s) are not as simple as buying a new stick of RAM and being done with it overnight. It took a lot of investigating and planning before we could physically do something and now that we have plans, they still aren't something that we can do very quickly and easily as we want to try and make sure it is done right.

[...] The instances being capped isn't something that is surprising. We intentionally implemented this cap because after a certain point when too many instances were active they would all run into various issues like lag. As much as this is an issue we want to solve, we feel it is a better situation to have a large number of players enjoying stable instances instead of nobody able to play anything. We aren't happy with the fact that having these stable instances includes preventing others from getting into instances, but that is why we are working very hard on a more long term solution.

[...] My guess is simply based on the idea that when major content patches launch, you tend to see people play more than they were the couple weeks before. The point is mainly that patch 3.2 won't resolve the issue as the fixes that are being worked on are more on the hardware side. (Source)

Currently we are trying to find ways to minimize or (hopefully) completely get rid of the issue. Not everybody runs into this capacity issue, but we understand the frustration for those who do encounter it.


Translation: "Soon."
 
There was a blue post about this the other day, let me look it up for you.

Instance servers are full!
We have known about this for awhile, that is why we have been pointing out that the solution(s) are not as simple as buying a new stick of RAM and being done with it overnight. It took a lot of investigating and planning before we could physically do something and now that we have plans, they still aren't something that we can do very quickly and easily as we want to try and make sure it is done right.

[...] The instances being capped isn't something that is surprising. We intentionally implemented this cap because after a certain point when too many instances were active they would all run into various issues like lag. As much as this is an issue we want to solve, we feel it is a better situation to have a large number of players enjoying stable instances instead of nobody able to play anything. We aren't happy with the fact that having these stable instances includes preventing others from getting into instances, but that is why we are working very hard on a more long term solution.

[...] My guess is simply based on the idea that when major content patches launch, you tend to see people play more than they were the couple weeks before. The point is mainly that patch 3.2 won't resolve the issue as the fixes that are being worked on are more on the hardware side. (Source)

Currently we are trying to find ways to minimize or (hopefully) completely get rid of the issue. Not everybody runs into this capacity issue, but we understand the frustration for those who do encounter it.


Translation: "Soon."

Thank you :)

Well, I have plenty to do anyway. Lots of money to make, lots of new mounts to buy, lots of new recipes to try. I'll continue to avoid instances.
 
Let them die a few times and they will get the idea. :D Pet used to do that too when we grouped together until I let her die few times. We have been grouping together and leveling so long now that we hardly ever double team the same mob. It's truly amazing how much faster quests go by when each person in the group kills their own mobs. Double the death, double the fun.

Well, admittedly, my definition of "all too often" is "any number higher than one", so I'm a bit biased. Mostly I'm just pissed because I have a casting time that I didn't have before.
 
Ooooh...making cobalt with my blacksmith...and now cobalt bars only take one ore. OOOoooo...OOOOOO!
 
It's just been brought to my attention that level 60 chars can now buy flying mounts. I have...so...much...money to make.

I think 50K is a conservative estimate. Best get started. Ye Olde Hunter Gold Factoree.
 
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