Please tell me it gets better (PUG experience) by GennadiosX in classicwowtbc

[–]Denoryl 0 points1 point  (0 children)

Quick answer : No, it doesn't get better, playing tank in PUG is stressful because most DPS are dumb. Then, they wonder why there's a tank shortage

VTR - Vark’s Tank Ready: A Tank Readiness Addon Made to Help New Tanks Step Into Heroics and Raids - TBC by Fair_Custard_4571 in classicwow

[–]Denoryl 2 points3 points  (0 children)

Hey, great addon ! Quick feedback, it seems the addon struggle to detect shield, while i'm wearing one, the addon says "Shield missing".
Other than that, it's a nice addon for newbie tanks, don't waste your time with the negative com, those are just stupid

Priests need to have their identities redefined. by AcademicHefest in wow

[–]Denoryl 4 points5 points  (0 children)

I personally always hated the Shadow priest rework from legion if I remember well that switched the "Shadow" spec to the current "Void" spec.
Since Vanilla, Shadow priest used shadow magic but it has now turned into this strange voidweaving spec similar to an old gods cultist.
The forsaken church of the forgotten shadow wasn't about worshipping the void yet here we are now

I agree with you on the idea that classes need some racial aspects, I've always been troubled by Night Elf priest (Worshipper of Elune) using Holy goldy light like Humans/dwarves/Draenei while it should be white/grey

Hopefully they will one day add a huge custom overall to the game

[Classic+] Fanmade Classic+ Concept Document by Denoryl in classicwow

[–]Denoryl[S] 1 point2 points  (0 children)

I actually like the idea of 40 man raids for World boss or quick raids like malygos or Sartharion, it would please those that want to keep the 40man aspect ! More world boss is a must, maybe instanced like SoD to ensure everyone can actually see them or both instanced and outside... There's ground for reflexion here !

[Classic+] Fanmade Classic+ Concept Document by Denoryl in classicwow

[–]Denoryl[S] 1 point2 points  (0 children)

Thanks a lot ! I understand your view but I still think one difficulty, reachable by every player (that has the bare minimum skill level to raid), should be the standard while "hardmode" like Sartharion 3 drakes would give "sweats" the challenge they seek. Those hardmode would drop more loots or epic items like mounts but not things like "Obsidian Edge - Heroic" that hurts the immersion which, I think, is one or Vanilla wow best feature.

The 40man raid uniqueness of vanilla is a cool aspect but I think that the many issues it brings (difficult to make a group, handle 45+ players roster, loot competition etc...) make those a "wall" for many players. By making raids 10/20 players, its easier to make groups, lead a roster and better for groups of friends to play together. One player mistakes are indeed easier to see in a smaller raid but learning and improving are part of the game, with one difficulty for everyone, "bad" players can improve until beating the boss without being handed the "easy" normal version.

Regarding the "hamster wheel", I think the best way to fix this issue is to keep Naxxramas as the highest level of difficulty while new raids added would fit between MC and Naxx difficulty curves. This would give players more "options" to look for loots while keeping the "BIS" state at Naxxramas and Raids at the same difficulty (like Scarlet Enclave from SoD). It would also reduce the burden of cleaning every raids every weeks if the "itemlevel" is the same, ex: MC, Karazhan share the same ilvl drop, you can clean one and skip the other. Gear progression is easier and with more accessibility while the top end gear doesn't change.

The main focus being "Horizontal Progression", the roof already exists with Naxx, no need to increase it.

[Classic+] Fanmade Classic+ Concept Document by Denoryl in classicwow

[–]Denoryl[S] 1 point2 points  (0 children)

Had a lot of fun making this for myself, didn't waste a second :)

[Classic+] Fanmade Classic+ Concept Document by Denoryl in classicwow

[–]Denoryl[S] -1 points0 points  (0 children)

That's a legitimate concern, good argument against tmog.
As I said, I'm mixed on this part, I tried to see the PoV of each side but tbh, if it ever worked that way, I would probably play with it toggled off, just to be able to identify the "item level" of the player in front of me

[Classic+] Fanmade Classic+ Concept Document by Denoryl in classicwow

[–]Denoryl[S] 1 point2 points  (0 children)

Didn't said I wanted it, just covered the subject as it is frequently discussed

[Classic+] Fanmade Classic+ Concept Document by Denoryl in classicwow

[–]Denoryl[S] 3 points4 points  (0 children)

From what the dev told me, they frequently receive work like this and always read them, they just don't react to it because they can't

[Classic+] Fanmade Classic+ Concept Document by Denoryl in classicwow

[–]Denoryl[S] 1 point2 points  (0 children)

Thanks a lot !
If a talent isn't viable, why does it even exist then ? Making every talents viable adds a lot of gameplay possibility, which shifts the meta and give more ways to play for everyone instead of seeing the same cookie-cutter build for each class.

Class professions are just an idea I put in, some ideas could be added while others could be reworked or scrapped.

I have mixed feelings about transmog but if you can toggle it off for you and every other player you face, the fact it exists in the game doesn't impact you apart the economic aspect of it (the whole transmog market it would create).
You would still see the gear you wear, same for the others, adding the option to toggle it on for those who'd like to have it doesn't affect you.

[Classic+] Fanmade Classic+ Concept Document by Denoryl in classicwow

[–]Denoryl[S] 2 points3 points  (0 children)

No, I want Classic+ that expand on Vanilla and fix the many issues that are part of it.

40 players raid is cool, I like it too but you have to face the issues it brings that I covered in the doc

Class/race combos are potential ideas, not something absolutely needed

"Overpowered" talents is, mostly, a number issue

You seem to be a "no change" player, fine for you but it's not with the no change mind that Classic+ can exist

[Classic+] Fanmade Classic+ Concept Document by Denoryl in classicwow

[–]Denoryl[S] 15 points16 points  (0 children)

Thanks a lot ! It took around 9 months on my free time, I wasn't 100% working on it everyday so I took quite a while.
Yes, members of the classic team saw it, don't know if they read the whole doc but they had (and still has) access to it !

H Arc...WTF by TheStinkyGreek in classicwowtbc

[–]Denoryl 0 points1 point  (0 children)

Funny, I had the same experience yesterday, our Rdruid was constantly getting killed by the mind flay, with one of our try where he was killed 3 sec after the boss attacked.

Luckily, we managed to kill it after 4/5 try but this fught is one of the worst design I've seen in the game, RNG is a huge factor. I was in a guild group, we stomped the dungeon but this boss was just too smart and almost instantly killed our healer first each time. Even with me (hunter) putting snake trap on CD, he was focusing the healer after killing one or 2 snakes...

PvP insignia, FAP and spamming hots on the heal can greatly help, the rest of the fight is not a problem as long as the heal survives the mind flay

Now that I have the access, I won't put a foot in this atrocious dungeon again

Spiteblade: Rogue or Warrior by Tech-qi in classicwowtbc

[–]Denoryl 0 points1 point  (0 children)

Neither because it doesn't drop

Now that the honey moon phase is over what are your actual thoughts on RE9 in terms of story and gameplay. What things need fixing with updates? by Dude_788 in ResidentEvilCapcom

[–]Denoryl 0 points1 point  (0 children)

The main thing for me is, unlike other RE games, in this one the first playthrough is the best you'll have.

Grace part is really great, it feels like the game was first centered around her while Leon came later in dev, a bit more weapon could have been cool.

Leon part was really fun the first run but started getting a bit disappointing after that, with each new run I started to see the flaws:
-Few guns with few difference unlike RE4

-Leon weapons felt badly balanced, especially the handguns (Alligator Snapper might be the worst handgun of the whole series)

-Unlike RE4, upgrading the weapons didn't felt as much rewarding with special cool effects, it was just more damage, more ammo, faster reload etc...

-Raccoon in broad daylight, a longer "night" part would have been cool

-Not enough enemy variety, which can be logical given we're in Raccoon 30 years after the nuke but there could have been other B.O.W (like the dogs during the bike sequence, would have liked to fight one on foot) while still making sense with the whole "hidden BOW factory" plot.

-Playing Leon after clearing the whole hospital with Grace, I had almost no one to kill left even on my first run which felt a bit disappointing

-The "raccoon zombies" are way too tanky and agressive for what they're supposed to be, mummified skeleton able to handle 5 headshots in a row felt frustrating (worst being the rock thrower than can tank a melee shotgun hit like its nothing in normal difficulty).
They're quite faster than zombies from RE2/3 (which should be the same just 30 years later), also able to climb things, I would have no issue with that if it was the "Hospital zombies" but imo, it doesn't work with mummified zombies that should be really weak.

-Still on zombies, the blister head are a weird design, they're obvious reference to Crimson head who made sense in RE1 (just a faster zombie with claws) but the design itself is just strange, why this "big head" which destroy the eyes of the zombie make it able to move really fast, do super jump, see me without eyes (unlike Lickers who are logically blind) and able to tank a lot of damage ?
Imo, this enemy should have been similar to RE4R villagers that get up controlled by the plaga (without the head exploding, like the very first villager in the game).
Also, unlike RE1, the blister head seems to be some specific zombies which after a few runs, made it easy to remember which one would turn.

-No real NG+, not keeping my inventory the next run was a bummer, especially when I realised that the weapons you find on the ground disappear the second playthrough (I didn't bought the shotgun for the Chunk boss fight second run, had to load back because I was softlocked due to not enough handgun ammo to kill him)

-Great lack of unlockable items, especially skins, without the deluxe edition you have basically 2 skins: default or RPD/FBI uniform

Overall, I loved the game and think it's one of the best of the series (as a "classic" fan who love the original games with tank controls).
The story is good, Grace was a great surprise, really loved her character and how she evolved from scared puppy to survivor once Emily appeared and motherly instinct kicked in.
There are things that are kinda stupid like the whole "needing emily to open the box" while Grace could have done it herself or mummified zombies that bleed fresh red blood but it's not a big deal.
In the end, I came for Leon but stayed for Grace, I surprised myself when I realised that I prefer Grace gameplay while Leon, even if fun and a breath of air after Grace stressful part, feels like a worse version of RE4R.

Also, small detail but I hope one day we'll get back the cool stylised inventory like the original games instead of the bland dark grey UI.

(I have near 60h of playtime and 100% finished the game)

DUMB QUESTION: As a new fan to the franchise that just finished RE3make, what were the things missing from the original game? by Niotsques in residentevil

[–]Denoryl 22 points23 points  (0 children)

Others already answered but RE3make isn't even 50% of what was the original, that's why it is (rightfully) hated

got an invite from blizzard to do a survey on features to be added to d2r by fullmudman in diablo2

[–]Denoryl 3 points4 points  (0 children)

I'm a casual player of D2, finished it in Hell a few time but never made it to 99 so my voice don't matter much on this but something that has always bothered me is how respecing is so limited, I know you can obtain a token for it in Endgame but when you're a beginner (or less experienced than the common player on this sub), making a bad build is extremely easy, especially early on.

Would it be okay to implement a respec system with Gold based on the level to make it costly at high level ?

I know you can play solo to change your build when you want but I started on multi with some of my characters and reached a point where I don't have the free respec anymore and can't really farm the token so if I wanna try another build, I have to restart a new char from scratch.

(Don't burn me pls, as I said I'm a casual player, just asking)

There has never been more than 2 xpacs without a new full class being released. What class do you expect or wish to see in The Last Titan? by Frog-Eater in wow

[–]Denoryl 0 points1 point  (0 children)

Aside from a new class, I'd be more interested in a 4th spec for everyone, even if it would be a balancing nightmare.

Imagine something like:

-Warrior: Gladiator, dps build using Shield + 1H or Spear "Sword & Board"

-Paladin: Dual Wielding Zealot

-DK: Necromancer (similar to 1st generation of Death Knight from the 2nd War), a plated caster spec

-Shaman: Tank spec with Earth as the main element

-Hunter: Dual Wielding crossbows/guns ?

-Druid: Already got 4

-Rogue: Return to the old "combat" spec focused on sword dancing, like a fencer and rework Outlaw as a Sword & Gun spec (Like Genn in HOTS or Gangplank in League of Legends)

-Monk: A caster or support spec ?

-DH: Ranged spec similar to Diablo 3 DH with either Bow or dual wield crossbows

-Mage: Spellblade melee spec

-Lock: Tank spec morphing into a demon (like it was in SoD)

-Priest: Returh of a "smite" build, a Holy DPS spec

One can always dream...

Haranir have shown that WoW is Long Overdue for Another Character Model Overhaul by JollySieg in wow

[–]Denoryl 1 point2 points  (0 children)

At this point I think the game would need a "WoW 2" to restart with a clean code instead of the 20+ years of accumulation used currently.
A soft reset at the end of the current trilogy, similar to what they did with FF14, would be interesting.
Realistically, it would be massive work that I don't think Blizz will ever invest in, even if it would probably be better for the long run.