Yukeake
Member since: May 24th, 2006
Yukeake's Latest Comments
Blog Activity
| Blog | # of Comments |
|---|---|
| Joystiq | 3 Comments |
| Engadget | 6 Comments |
| WoW | 38 Comments |
| Joystiq Xbox | 1 Comment |
Featured Stories
Schilling says he could lose $50 million of his own money in 38 Studios implosion [update: Chafee responds]
Posted on May 29th 2012 10:00AM

Know Your Lore, Tinfoil Hat Edition: The "death" of the Old Gods
Jul 11th 2011 9:30AM (WoW)Some giant Titan-created machine forms the "core" of Azeroth, which in turn forms the rest of the planet around itself. The "Matrix" that keeps being referred to could be something like the core programming of this machine - the "blueprint" of the planet, as it were.
The Old Gods corrupt and infiltrate the core programming, inserting *themselves* into Azeroth's code - ensuring that were they to ever "die", Azeroth would just re-make them. (Malware infesting the boot sector?)
From there, they initiate the "Curse of Flesh", subtly re-writing the blueprints/patterns for other Azerothian life, to make them easier to corrupt. (Reverse security patching?)
Mortals come along and kill parts of the Old Gods (functioning sort of like a preliminary malware scan/remove process), and manage to "clean" the infection from some parts (Watchers in Ulduar), but the greater infection "lives" on.
Know Your Lore: Archdruid Fandral Staghelm, page 2
May 19th 2011 1:43PM (WoW)Patch 4.0.6 PTR: New DPS meta-gems and requirement fixes
Jan 7th 2011 9:58AM (WoW)Since cross-color (Orange, Purple, etc...) gems count as both of their colors, an "exact" requirement might me rather limiting. On the other hand, at least for DPS, an "at least" requirement is a bit of a no-brainer.
Blizzard working on ways to improve dungeon finder
Jan 5th 2011 1:56PM (WoW)For folks with long queues, who are already waiting longer than the 15 minute debuff anyway (3-4 times that for DPS currently), they just deal with the long queue. Folks with very short queue times get a wait (but one that's still *much* shorter than the DPS queue).
Officers' Quarters: The great raid size debate
Nov 2nd 2010 10:54AM (WoW)5-man group:
1x Tank
1x Healer
3x DPS
10-man group:
2x Tank
2x Healer
6x DPS (with one capable of swapping to Healer if necessary)
That's pretty much perfect. Everyone generally stays in their preferred roles.
25-man role distribution isn't so clean:
3x Tank
4x Healer (one capable of going DPS if necessary)
18x DPS
Merging two 10-man groups together leaves you 5 short *and* one tank too many, so already one tank must switch to DPS. Then you can't just pick up another 5-man group - you need 5 DPS - so overall three folks won't be in their preferred roles. On paper that doesn't sound bad, but it can (and does) cause issues, unless there's a rotation.
Having a rotation means nobody needs to do their off-role all the time, but also means that *every* tank and healer *must* maintain their off-spec gear - which means rolling against primary DPS for limited drops.
This becomes a loot distribution problem for some groups - so you end up tacking on a loot distribution system. Since nobody ever agrees on a loot distribution system, this tends to cause some additional drama that needs to be taken care of.
A 25-man raid leader is going to be expected to be on top of where each and every member of their raid is, and making sure they're doing their jobs, running to the proper locations at the proper times, etc... That's quite a bit harder to do with 24 other people than with 9 - particularly on fights with multiple phases and/or complex mechanics.
The fact none of that is necessary at all in a 10-man group is going to attract a *lot* of burnt-out raid leaders, I think. Personal accountability is higher in a 10-man than a 25 (you account for 10% of the raid, as opposed to 4%), so it's much easier to identify and deal with problem areas. The flip side of that is that it's much easier for a single mistake to bring about a wipe. Difficulty normalization across 10/25 may do a good bit to even that out - but that remains to be seen.
Chaos Rings for iPhone looks like a real RPG
Mar 19th 2010 1:18PM (Joystiq)As much as I'd jump on a re-release of the PS-generation FF games (7/8/9) on the iPhone, I'm rather glad they went with a new story.
So long as it's not priced stupidly, this looks like it'll be a definite buy for me.
Breakfast Topic: If you could redo features in Wrath, what would they be?
Mar 3rd 2010 9:48AM (WoW)The Forgotten One raid should have probably been either T7 or T8 level - can't really have it higher than Yoggy, seeing as he's in control of 'em. Anub has no such restriction, and could be any level (although I'd have seen him as an entry-level T7 instance over the Naxx rehash). A sprawling AN instance for him would have been awesome.
The Icecrown phasing mechanic needed a lot more attention and testing, IMHO. Leaving folks separated from their party members sucks. An easy solution would have been to tie the phase to the group leader. Everyone gets pulled into that phase - so there's little problem with folks helping their friends out. The current issues with the ICC summoning stone should never have happened. We have folks in our guild who've completed every available quest in Icecrown, yet are phased out from each other at the stone (we've tried the "Battle Before the Citadel" trick, and that's not getting them in the same phase either).
I'd like to see more instance/raid bosses where the general tactic changes away from "Melee on the boss, ranged handle all the annoying mechanics".
I'd like to see more "annoyance" mechanics that affect melee/physical DPS. Most fights have some mechanic that hobbles casters, but physical DPS just chugs right on through without being harassed. Harass us all equally!
More new recipes for Alchemists, Inscribers, and Enchanters.
The Daily Blues
Feb 25th 2010 9:12AM (WoW)If a caster has to move, or is interrupted for any reason, our DPS goes to 0, until we can plant again for a few seconds. Combine that with the fact mage DPS is based on "ramping up" cycles (in the case of Arcane) or stacking (in the case of Fire), and we have to be able to plant for quite a bit to stay competitive.
Most fights now aren't favoring this playstyle. Blizzard wants us moving all the time. That's fine if you're a cooldown-based class, who can either DPS on the move, or stop for a split second, hit your ability, then keep moving. It *sucks* for casters.
Combine *that* with things like spell reflect, disrupting shouts, and other abilities that *only* affect casters, and we're in a tough spot compared to our more physically-oriented siblings.
I don't know what the solution is, but it seems unlikely we'll go back to encounters that allow us to plant in one place for the duration and just DPS, nor will we get relief in the form of replacing cast times with cooldowns.
As it is, most fights end with hunters, rogues, ret pallies and DKs on top, followed by every caster we have, followed by the rest. That's not a case of all our casters sucking, or our melee being awesome, it's indicative of mechanics favoring one over the other.
The Daily Blues
Feb 25th 2010 8:57AM (WoW)Growing Pains: How to approach gearing up your tank
Feb 1st 2010 12:40PM (WoW)As my main is a Mage, I've never tanked before - so I need to learn what's what, in addition to gearing up. This requires practice. Rome wasn't built in a day, nor do long-time DPS players know the ins and outs of tanking without actually, you know, tanking.
Noone wants to let a new tank learn how to be a tank. If you don't have ~40-45k HP, you're a scrub who has no business tanking H UK. If you can't hold threat against fully-raid-geared 5-7k DPS who don't (or won't) use misdirection/aggro dumps, you're a scrub with no business tanking whatsoever. If you don't already know exactly how to tank, exactly how every pull goes, etc... you have no business being there at all. That's the current mentality out there
It's essentially lean on guildies, or run as DPS and don't get tanking experience. You're not going to cure the tank shortage that way. You'll end up (eventually) getting a bunch of folks with "decent" (IE: non-raid) tanking gear, but no clue how to tank, because noone will let them.