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post #31 of 59
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Quote:
Originally Posted by Ganf View Post

You really didn't understand a thing I've said. This is why I shouldn't have even mentioned anything. It's not your fault, I should've never expected anyone to be able to comprehend the situation of MMO's without seeing it both before and after.
First, Sorry OP... redface.gif
Rogue when there is are stealth/stealing/espionage mechanics that actually matter. Warrior when I can play an extremely dodgy type. Mage when I have a wide variety of utility spells available to me. I don't really play hybrids unless there is something unique about them, because if there isn't, they're just a whole bunch of blah. Every time. I don't really play healers much anymore because I like to keep the ability to solo when I want to, and that hasn't been possible with a healer in an MMO since the mid-90's.
Excluding the retarded Druids in EQ before they nerfed kiting.... puke.gif

I understand why you think so, however I don't agree with the conclusion nor with the process of reaching that conclusion. smile.gif But yea, let's close this discussion, it's going nowhere.

Anyway, I'm pretty sure that you can solo well with the Druid and the Shaman, and even with the Priest in WoW. Of course, in that case it won't be focused only on healing, which means it won't be as efficient as it could be. Other MMORPGs, in most cases that I'm aware of - you can't though.
post #32 of 59
Hijack your own thread if you wish I guess.

Leveling means nothing in WoW. Therefore soloing while leveling means nothing. The only significant gameplay WoW has is end-game raids, and you can't solo them. Thus there is no real soloing in WoW.

The whole genre has fallen on it's face to lap up the stale urine of casual gamers and fanboys. Individual players used to change the overarcing storyline and history of the world they played in. Reaching level cap wasn't even a goal most people would care about, because it could take 2500+ hours to do so and had no real meaning. It was just there to keep the mechanics from breaking. Actual gameplay centered around what a character was doing and how it affected the world, if you so chose to put in the effort to do so. If not you were left to do as you pleased, play as you pleased, relax as you pleased. There were no raids that had gear requirements, level requirements, quest requirements, etc... Just some mean mothers sitting in the bottom of the dungeon, try your luck and skill if you please.

Players have absolutely no impact on WoW as a whole, only the devs do. You're just allowed to carefully walk through their playground, and be sure not to touch anything you filthy mongrel.
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post #33 of 59
Im always a tank first. I genrally play with my brother who genrally rolls a healer so between us we supply all the non windowlickers you need to pull off a decent group.

Having done most of the endgame in many mmos dating back to EQ and table top/single players RPGs, I've tried most things healer, dps, buff bot and honestly I can say for me its the role I enjoy the most. Largely as its the place where i feel you have the most influence over how a fight goes, as a good tank you can somehwat compensate for stupid/bad dps without the old healer stress of whack a mole.
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post #34 of 59
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Quote:
Originally Posted by Ganf View Post

Hijack your own thread if you wish I guess.
Leveling means nothing in WoW. Therefore soloing while leveling means nothing. The only significant gameplay WoW has is end-game raids, and you can't solo them. Thus there is no real soloing in WoW.
The whole genre has fallen on it's face to lap up the stale urine of casual gamers and fanboys. Individual players used to change the overarcing storyline and history of the world they played in. Reaching level cap wasn't even a goal most people would care about, because it could take 2500+ hours to do so and had no real meaning. It was just there to keep the mechanics from breaking. Actual gameplay centered around what a character was doing and how it affected the world, if you so chose to put in the effort to do so. If not you were left to do as you pleased, play as you pleased, relax as you pleased. There were no raids that had gear requirements, level requirements, quest requirements, etc... Just some mean mothers sitting in the bottom of the dungeon, try your luck and skill if you please.
Players have absolutely no impact on WoW as a whole, only the devs do. You're just allowed to carefully walk through their playground, and be sure not to touch anything you filthy mongrel.

Sure you can solo in WoW. You'll skip on instances, but you can solo. There's plenty of quests (similar pattern, but you can't really expect to get a few thousand radically different quests, can you?), plenty of territories to explore. Professions too. When I played the trial, I loved professions, and I didn't mind the quests too - for some reason the pattern wasn't as bad as in most games.

As for the requirements - that's either logical or the players are d****. Usually the latter revolves around the ones who try to pretend to be "cool." The first makes sense - why would you get a team that'd fail the instance? Would you? I don't think so.

Sure there's no gamechanging stuff like in EVO (or what's the title), I think it's the only game. And that's only what I've heard, so I won't trust it until I try it anyway. But if you want that, you're in the wrong thread, games don't work that way. If you want to create a world, go play something like Gmod. Games are there to play how the developers intented them to be played. Exception is the SP games that can be modded though.
post #35 of 59
Quote:
Originally Posted by Ganf View Post

1: Just in regards to the topic of this thread? Because it's cemented the idea that in order for an MMO to work players have to have designated roles that they can use as a guide for how they play the game. There is no creative play going on, you're just a damn cog in the group/guild. Don't get me wrong, they didn't start it. Everquest did. But WoW hammered it into everybody that this is the only way to play.
2: More text-based games than I can remember. Just to throw a couple out Dragonrealms and Gemstone III (now IV, they've been through a lot of updates.) UO had a completely customizable class system. Wasn't uncommon to see things like rogue\healers and wizard\tanks that were successful and fun to play. Asheron's Call: There is a reason the original has outlasted the sequel and is still supported 12 years later. Plenty of others that I don't have time to look up.
Basic gist: MMO's used to be about creating a character and expressing that character's individuality through gameplay. That basic principal has been removed, giving players a few basic roles in gameplay to fill, and giving them useless trash like mounts, cloaks and paint-jobs, calling these methods of creating a unique character. There are more ways to play a warrior in Dragonrealms than there are to play all of the classes in WoW put together, and just like any other MMO, the warrior is the simplest class. PvP used to be a game-changing decision with real consequences. Now it's an arcade. The list goes on. I'll let this thread continue, I shouldn't have even gotten started on this.

As an old school MMO player I cannot agree more with these statements. I started with games like EQ, DAOC, etc. One of my biggest shell shocks was when I started playing WoW. There were so many people on the servers, and virtually no reason to know anyone, no community, it was just there. What I mean by this is, in games like DAOC people on the same server would often know each other, in PvP (or RvR is what it was called by Mythic) you would know when a good group was out or a good player and everyone would know that person. With WoW''s system of cross realmed everything it completely killed any sort of community that was left in WoW and just made everyone the same basically with little variation.

It's hard to describe but I think that the above nailed it for me. Things have changed for the worse in the mmo genre I am afraid.

To answer the OP's question I play a mix of healing which I love and DPS. I prefer healing and believe that you are dead wrong on it being the same thing over and over. Sure you are hitting the same spells but situationally it's completely different. You need to pay attention to see who is diseased, cast cures, heals, Rez if people die. I would actually argue that DPS is more of a button mashing no brainer than healing. Just my opinion.
post #36 of 59
I always play a healer class anymore. I always like the idea of how what I do changes with every group I am in - even if I run the same instances or areas over and over again, it doesn't matter, things still change.

Tried dps and while I put up respectable numbers, its always the same old thing every single time after the first time of doing something. Tanking was too stressful in that you always had to fight with retarded dps classes. As as healer, if I see a dps repeatedly doing something retarded, I can easily make them pay for it via letting them die. Yeah, they do yell, but then when the tank chimes in and backs me up, they quickly get quiet.

I've played online games ever since text based MUDs were all we had available. Even played a healer back then since they (MUDs) were the original pay to win model and I was a broke college student with no money to donate and it required nothing but gear to be able to be good at what you did.

As as WoW healing goes, I am really digging the Mistweaver's play style. You get tons of options depending on the quality of the group. You can do traditional stand-back healing or you can do fistweaving or a mix of both. It really has made healing much more fun (even more so than atonement healing).
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post #37 of 59
I usually play Healer/Cleric classes, not sure why, just always found them to be fun.
post #38 of 59
Quote:
Originally Posted by xserpint View Post

I always play a healer class anymore. I always like the idea of how what I do changes with every group I am in - even if I run the same instances or areas over and over again, it doesn't matter, things still change.
Tried dps and while I put up respectable numbers, its always the same old thing every single time after the first time of doing something. Tanking was too stressful in that you always had to fight with retarded dps classes. As as healer, if I see a dps repeatedly doing something retarded, I can easily make them pay for it via letting them die. Yeah, they do yell, but then when the tank chimes in and backs me up, they quickly get quiet.
I've played online games ever since text based MUDs were all we had available. Even played a healer back then since they (MUDs) were the original pay to win model and I was a broke college student with no money to donate and it required nothing but gear to be able to be good at what you did.
As as WoW healing goes, I am really digging the Mistweaver's play style. You get tons of options depending on the quality of the group. You can do traditional stand-back healing or you can do fistweaving or a mix of both. It really has made healing much more fun (even more so than atonement healing).

I also play a mistweaver, fell in love and quickly abandoned my healing shammy and my main lock and will be making this my main. The healing does seem a little OP though. I am level 64 now and I do not think a single person has died in my group yet (except the ones I let die as mentioned above, dumb DPS pulling things.)
post #39 of 59
Quote:
Originally Posted by pravius View Post

I also play a mistweaver, fell in love and quickly abandoned my healing shammy and my main lock and will be making this my main. The healing does seem a little OP though. I am level 64 now and I do not think a single person has died in my group yet (except the ones I let die as mentioned above, dumb DPS pulling things.)

I too had a resto shaman and disc priest and resto druid. Healing right now is actually not OP, but the instances have been dumbed down so much that it is actually hard for tanks to take significant damage. Even running MoP heroics, the damage is so light that 90% of the time Healing Rain+water totes did all the healing I ever needed to. Very rarely would I need to cast GHW (I use a crit/mastery build).
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post #40 of 59
Quote:
Originally Posted by pravius View Post

As an old school MMO player I cannot agree more with these statements. I started with games like EQ, DAOC, etc. One of my biggest shell shocks was when I started playing WoW. There were so many people on the servers, and virtually no reason to know anyone, no community, it was just there. What I mean by this is, in games like DAOC people on the same server would often know each other, in PvP (or RvR is what it was called by Mythic) you would know when a good group was out or a good player and everyone would know that person. With WoW''s system of cross realmed everything it completely killed any sort of community that was left in WoW and just made everyone the same basically with little variation.
It's hard to describe but I think that the above nailed it for me. Things have changed for the worse in the mmo genre I am afraid.
To answer the OP's question I play a mix of healing which I love and DPS. I prefer healing and believe that you are dead wrong on it being the same thing over and over. Sure you are hitting the same spells but situationally it's completely different. You need to pay attention to see who is diseased, cast cures, heals, Rez if people die. I would actually argue that DPS is more of a button mashing no brainer than healing. Just my opinion.

Best way I know to put it into perspective is to describe the experience that got me started on MMORPG's in the first place.

I had been playing Gemstone III for about a week when I logged in and found pandemonium breaking loose in the town. I had no idea what was going on, just that a bunch of people were running around yelling about "They're pushing on the north gate!" "We need healers at the garden!" etc... Took me about 10 minutes to figure out we were being besieged by trolls. They were climbing over the walls, using catapults to throw firepots into the center of town, beating down the gates with battering rams, climbing in through the sewers, you name it. I wandered to the wrong side of town and immediately got my head caved in (literally, that's how the game mechanics work, body damage counts). As a ghost I watched the trolls running around setting fires to the shops and the inside of the walls until someone found my corpse and physically dragged me to the healers. After I was rezzed I decided to see if I could find something useful to do, and went to the north gate, where I grabbed a pole and set myself against the gate against the battering ram. A few minutes later it went down and I took an arrow through my stomach and out my spine. Deciding I had no business anywhere near the front lines, I decided to run messages. The people who were organizing the defense were suspicious that the enemy had discovered a way to eavesdrop on their private messages over the amulet (zone chat) and started putting plans down on paper and sending runners. I did this for the next 4 or 5 days every night while the siege lasted, helping coordinate the defense, until one of the warriors who was pushing skirmishes out of the gates snuck into the troll's warcamp and decapitated their general, causing dissention in the ranks while his subordinates engaged in a power struggle.

After this I went back to hunting rats in the sewers like a proper level 4 rogue. I was 11 years old. I was hooked.
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