From the official WoW blog:
Once we decided to no longer offer new head enchants, we made the older ones non-functional to eliminate giving players the feeling that they had to go back to older content or miss out on a little bit more power. Head gear is simply no longer enchantable, and you now have one less required step to get a piece of loot ready to wear.
Hurrah for reducing “forced” faction grinds. And double hurrah for ensuring that you don’t have to go back a grind expired content just because your raid leader is a min-maxing dick… 😉
Given up on levelling a Pandaren for a while. This problem just isn't worth the time it would take to get through it:
It's infuriating, and will be an issue for the week or so after launch if Blizz don't do something about it…
It's just possible that a Saturday morning after a new wave of beta invites went out was a poor choice of time to try the beta…
Here's how the new Raid Finder system will work in Mists of Pandaria:
- The boss dies.
- The game automatically decides who won some loot, and gives those players a spec-appropriate item.
- Some players may still get mad, but hopefully they are mad at the laws of probability and not at the rest of the raid.
Fascinating – Blizz are essentially turning one of the conventions of MMoRPG lewt on its head as a result of the rise of random party finding mechanisms.
Our guildmaster has temporarily returned from the land of lightsabers and droids to play around in the Mists of Panderia beta. There are his screen grabs…
Something deeply unprecedented has happened. Something, in fact, that I've never experienced in all my time in World of Warcraft. This morning, fighting to take the beaches in the Twilight Highlands, Ularia (introduced waaay back then) hit 85:
I have two characters at the level cap. This is a new experience for me…
I might have a choice of characters to run instances with…
I might be able to get her ready to raid…
However shall I cope…? 😉
Blizzard Entertainment announced today that it's reducing the size of its worldwide workforce by 600 employees, a massive decrease for a company that reported 4,600 employees as recently as 2009. However, approximately 90 percent of the reduction will come from areas not directly related to game development, according to the company, limiting the impact on current projects.
I pick my times to return, don't I?
Oh, now this looks fun…