There’s a number of reasons for dps to be the loudest complainers, but the core one would be: their effectiveness can in most cases be measured exclusively by that percent. An additional issue that happens often with dps classes is that when heavy nerfs happen, a different talent tree becomes the new best, and other players start expecting that you spec in that tree or else “you gimp yourself so you must be a bad.” If you are at all invested in your class / tree choice, that situation sucks.

Success is often more fun than failure. If you’re up against something that requires x amount of DPS to beat, and you simply can’t produce that, then it’s a brick wall of frustration. Which isn’t fun for anyone.

We’re still at that early point in the expansion where pretty much every raid is a progression raid.

What are you talking about? One of my 2 mains in Cata has been a mage, and this has never, ever happened to me. More to the point, the mage class is designed such that you’re able to maintain a steady pew-pewing that’s more-or-less mana neutral, while also giving you high damage high mana cost attacks that allow you to burn through your mana. If you’re running out of mana, the problem is that you haven’t learned how to manage your mana yet. The problem isn’t with the class design, it’s that you haven’t learned how to play it.

To be fair, I’m no expert at mages either. My DPS is lower than what it should be for my gear.

Goodness. You take offense at the drop of a hat, don’t you?

“Herbs are too expensive! I AM OFFENDED!”

Honestly, I’m tired of this discussion. Go see Elitist Jerks (pre 4.06) and then yell at me, ok?

I’ve found a bug with the Shaman Thunderstorm ability :(

If you kill a mob with the ability and it gets knocked out of range, it frequently cannot be looted and an error says “too far away” when you try.

Well they do fairly often. Subtlety is an analog to Survival.

When you have pure dps classes invariably one spec is going to be a utility one in some way. Be it raid buffs or whatever.

Survival has a crazy amount of CC available to it, enough that it shouldn’t completely dominate the other two specs (or for that matter all specs of everything). MM has sucked since vanilla as far as I know, I’d like to see make a comeback a bit.

Doing the most dps doesn’t mean all that much neccessarily. If the boss has some mechanic you need to counter, you doing the most dps doesn’t matter if you let everyone die to it (or aren’t dealing with it).
Its really just a baseline. If you’re doing completely pathetic dps compared to others then odds are you are doing something wrong and need help.

He’s basically right. Mages never run out of mana, they just switch to lower-DPS rotations.

Here’s where that breaks down, though: there’s always going to be someone at the bottom. I said previously that if your dps is severely lowered by a nerf, then it makes sense to complain. But most of the time, that’s not what happens. I’m talking about the endless complaining when classX/specX loses a few percent or less after a patch and suddenly they’re “gimped”. I agree that you can get into situations where guilds won’t bring you because your spec is doing 1% lower dps than the “correct” spec, but I reckon the great majority of players aren’t in those guilds. And the players who are in them sort of expect that line of thinking anyway and have no problem recpecing if the guild asks them to.

I had the same thing happen with my mage and improved mana shield. It bounced the mob back as it died and I couldn’t loot it.

Generally I would agree that first and foremost you need to have the mechanic under control (avoid splash damage etc.) however at least in early raiding max dps can decide a kill or wipe for the last couple of seconds (when the tanks / healers died and it’s up for usually hunters + rogues to try to finish the job while everyone is yelling on Vent.
Vael in BWL comes to mind (highest rogue on threath popping evasion and praying for 15 seconds after the last tank burned to death) or Globbulus in ICC (as long as tanks were not over-equipped until later in raiding).

Other than that if you really like your dps class and invest in your character you WANT max dps and do everything to get it incl. flasks / pots and even professions like JC for the additional enchant (see saronite bombs for rogues that leveled engineer for just that).
Every action from Blizzard that will gimp your dps is gonna piss you off as you worked hard for it!
Granted this doesn’t affect John Doe much in his 5 man dungeons but it can make or break the fun of a raider.

Spawn rates for Whiptail were fine pre-4.0.6, and I say this as someone who a) hates farming, and b) made a killing from herbing at the start of the expansion.

Now it’s plainly fucking ridiculous, I did a little circle at the southern part of Uldum and filled my bags in about 20 minutes - nearly 200 herbs.

Okay.

I just finished a 80-84 bracket game of Isle of Conquest, aka Grindhouse (because you can only win by running the opponent out of reinforcements) and noticed the lone three top damage dealers (over 100k dmg more then number four) on our side.

All three of them where Draenei retri palas (from different servers), which begs the question, WTH?
Was this always the case or did retri paladins get a stealth buff?

Spawn policy in general seem really weird. Maybe it’s because I came in halfway through the last expansion, so I didn’t get to see all the fine tuning at the beginning, but I was running the first quest chain in Fire Town that you get from Hyjal last night and I had mobs spawning on top of me. Multiple times. Mobs that I killed immediately respawned in the place where I killed them. Even in a gigantic set of conjoined zones like Vash herbs were popping up directly under me. I’ve had two archaeology nodes (not digsites - nodes) pop up in the exact same place one right after the other. Basically anything that appears out of nowhere seems to appear in the wrong place an awful lot of the time. I’m forced to wonder if there isn’t some kind of spawning rule on objects in the environment that’s been changed.

Mob spawn rates have been like that the entire time in Cata, and it’s different methodology to node spawns. Getting chain spawns was a real pain in the arse while levelling, but it’s better than having to wait for mobs.

There are a few areas in Hyjal that have insane respawn rates for mobs. I think back in BC they put some code in to respawn quest mobs based on how many people are in an area, but yeah, I think it’s broken in some areas. On my paladin, I ended up in combat for 15 minutes straight in one of the underground areas because things kept spawning right on top of me

I’m pretty sure all mob spawns have been dynamic based on how many people are killing mobs in the area, and how quickly, since sometime back in vanilla. Areas that used to get farmed for gold, like Tyr’s Hand, always had spawn rates through the roof.

There’s a place in Icecrown like that too, zombies coming out of braziers or something, right in front of the dungeon entrance. While I was levelling to 80 that area was pretty dead, but the zombies were respawning faster than I could kill them. I eventually had to flee, or die.

My experience with Cataclysm has been a strange mix of satisfaction and disappointment.

Like some others, I came back to the game shortly before the world-transforming events hit. I wasn’t especially interested in revisiting my old characters (including my then-level capped 80 druid) so I cast about on making yet another alt and settled on a warrior. My previous attempt with the class was a level 19 Draenei that didn’t quite manage to get out of the starting zone. Playing the character was a slog.

By the time I had rejoined Blizzard had made some changes to the class that significantly affected (and improved) low-level play. The new warrior is now in the mid-40s and but for time to play, would be even higher. Much of the play has been duoing with RobotPants’ priest or ‘that guy that smites things in 1.5 seconds’ as I like to call him. Our biggest challenge has been trying not to outlevel content. The XP curve is now whack, as the kids say.

I also remade my dwarf hunter and got him into the low 30s. Once I got him into Arathi I began to lose interest, as the changes to the zone didn’t strike a chord and I ran into the problem of outleveling my gathering profession (herbalism), forcing me to go back to lower level zones if I wanted to keep pace with it.

I did the intro quests for the new 80+ zones on my druid but never went any further as I had no keen desire to solo with him, so I can’t comment on what the post-80 game is like.

I obviously don’t raid or run dungeons, either. That part of WoW (or any MMO) has not held a lot of interest for me.

Once Cataclysm officially rolled out, three of us in our small, somnambulist guild created Worgen characters. We quickly played through to level 13 where we found ourselves dumped in Darnassus. So much for a 1-20 experience (was that actually promised this time? I can’t recall). The experience left me feeling completely disconnected from the character, which, like all Worgen, has a face frozen in permanent snarl. Rywill has talked at length in this thread about his thoughts on the Worgen starting zone and I’m inclined to agree.

There is too much phasing and it is too easily broken. I often was able, with little effort or even intention, able to see the man behind the curtain, so to speak. The progression felt rushed, as if taking in the sights was implicitly frowned upon. Explore? No, just push forward to the next phased event and quest-with-a-gimmick (and yes, some of those quests were perfectly enjoyable). At times the experience seemed to work against being in a small group, a baffling design for a MMO in my opinion. Gilneas felt more like a studio backlot than a supposed city and in the end when you get sent to Darnassus, that’s pretty much what it amounts to.

I deleted my Worgen once I had completed the main questline associated with Gilneas. I miss the top hat a little but that’s all. Snarly-faced wolfwoman didn’t do much for me, otherwise.

I also made a goblin and the starting zone for that race pretty much takes the MMO-as-amusement park approach to world design and runs with it literally. The first five levels you spend more time racing around in vehicles and doing silly things than you do playing as your actual class. On the one hand, the noise, action and sheer over-the-top design is exhilarating. On the other, it doesn’t feel much like an MMO at all. Is that good or bad? I still can’t decide.

Once I got my character off to the jungle where the ‘real world’ begins, I stopped playing because I don’t really care for playing as a goblin. That’s a me thing and not a Blizzard thing, though.

Being able to fly through the old zones is neat.

I was mildly disappointed in how they changed the airfield above Ironforge once it was inevitably opened up. I’d have preferred just having it as a place to explore with maybe a few quests to having it be part of a dedicated quest chain.

My hunter encountered more ‘rare’ (silver) enemies in the first 20 levels of the game than I think I’d ever seen in total on all of my characters prior. Is this by design?

The highlights for me have been some nice changes to existing zones and quests and the improvements that have made my warrior a much more enjoyable character to play. Everything else has been a bit of a wash.

I wonder how well Blizzard will do with bringing in and keeping new players as well as holding onto vets. The game is so streamlined and directed now that there were a number of times where I felt I was playing the MMO equivalent of a corridor shooter. It’s not a bad thing per se, I’m just not sure it scratches the itch I have when it comes to an RPG.

If by “Stealth Buffed” you mean “Significantly reworked, improved, and documented in the 4.0.6 patch notes”, then yes, they were stealth buffed. :)

There haven’t been any changes to Ret post-patch as far as I know, it’s just a matter of people actually playing Ret again.

If you have an alt in the 40s, and are still subscribed, I definitely suggest doing the western and then eastern plaguelands. They do some nice stuff there with the quest design. Western is more radically changed, but I really liked the mechanic they used in eastern to draw you through it. You may be a bit overleveled (eastern caps out at 45), but just turn on low level quests on your minimap and be sure to start at Fiona’s caravan in Eastern after you are done in Western.