Thursday 12 September 2013

The new Warchief and 5.4

I figured the title of the post would indicate this but I'm going to say it anyway. Before you read any further, be aware:  **Spoiler alert**

For those of you who have seen the WoW Insider video of the world-first Garrosh kill, then you know who the new Warchief is. I've seen some comments from my fellow hordies saying that "now would be a good time to reroll Alliance." But I completely disagree. I was always a fan of Cairne being Warchief (I really miss the big wise lug...) but in his absence, I was rooting for either Vol'jin or Saurfang. I got my wish with Vol'jin, woo!!!

Contrary to aforementioned comments, I believe (and I've seen others who agree with me) that now is actually a really good time to be Horde. I believe that Vol'jin will be a good and honorable leader, who can bring the Horde back to their former glory, back to the way that the original leaders of the Horde intended it to be. And besides, what the Horde lost with Garrosh, the Alliance gained in Jaina. Seeing her reaction in that cinematic and hearing what she said to Varian about "dismantling the Horde" seriously made me say to myself, "Holy shit, Jaina turned from bleeding heart to mega-bitch." Talk about a complete 180. I almost prefer the old Jaina, as irritating as she could be, to this new bigot that used to be the ruler of Theramore. I mean, I get it. Her land was bombed to oblivion and all that. But we finally got some relief from Varian's bigotry and now have to deal with Jaina being almost as bad, if not worse. What the hell...

I'm anxious to get into some of the new stuff that was released this patch but holy hell is the lag ever bad on the Timeless Isle when one plays on a less-than-ideal computer. I'm thinking I'll have to wait a week or two for things to die down, like I did for the Isle of Thunder, before I can do anything in that area. It seems like a much more interesting place to quest, though, than Isle of Thunder, which got old real fast for me. At least it's a lot more aesthetically pleasing.

I'm also curious about how good/bad flex raiding will be. With all of the groups I've seen requiring a minimum 520, I won't be going into one anytime soon since I've really been getting the shaft on LFR loot. But from what I've heard, the raids seem to scale pretty well with however many players are in the group. I only wish that they had done this a little differently. It seems to me that the people who would benefit the most from this model are the guilds who can't get 10 people to fill a raid group. It would have made more sense to me to lower the minimum player requirement to, say, 7 players. It would give the small guilds made up of friends and family a chance to do these places without having to search for pugs, especially if they're on a particular small or even dead server. Even with the connected realms, it might still be hard to field a group of 10 for certain people so a little more, uh, flexibility in the flex raids would have been nice.

Not too many nerfs on the classes that I play, except to warlocks. Warlocks with a certain talent no longer have the ability to cast any spell while moving. Now, depending on their spec, they are only able to cast 1 specific spell while moving. I didn't think that one really needed to be changed but such is the nature of most nerfs since the dawn of Azeroth.

Proving grounds sound rather exciting; I think I will try the healer ones with my paladin and priest, the dps ones with my DK and mage. Once I get my monk to 90, I'll give the tanking one a shot. I just hope that people won't start requiring proving grounds achievements for raids or anything...

I'm looking forward to exploring more of this patch.

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