The AT World of Warcraft Thread (Where do you play) and general BS

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Anubis

No Lifer
Aug 31, 2001
78,712
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tbqhwy.com
Originally posted by: BassBomb
lol i levelled as assassination (backstab) for my rogue :eek:

yea i did that as well

lvling a lock was painfull when the game came out as well


lvling a Huntard is still really really painfull because its so damn boring
 

Aikouka

Lifer
Nov 27, 2001
30,383
912
126
Originally posted by: BassBomb
lol i levelled as assassination (backstab) for my rogue :eek:

At least you weren't noob like me... I leveled combat and used daggers... but you know the one issue with being a dagger rogue doing solo stuff... you're stuck in front of the mob half the time. But then again, there's the fact that I preferred faster weapons for poison application rather than slower weapons for more instant strike damage :eek:. I was such a nublet that I'm embarrassed even talking about it!
 

BassBomb

Diamond Member
Nov 25, 2005
8,390
1
81
Originally posted by: Aikouka
Originally posted by: BassBomb
lol i levelled as assassination (backstab) for my rogue :eek:

At least you weren't noob like me... I leveled combat and used daggers... but you know the one issue with being a dagger rogue doing solo stuff... you're stuck in front of the mob half the time. But then again, there's the fact that I preferred faster weapons for poison application rather than slower weapons for more instant strike damage :eek:. I was such a nublet that I'm embarrassed even talking about it!

u know actually,

I was using SS with daggers alot, backstabbing sometimes (I opened with ambush :S) I never used cheapshot or SnD or rupture EVER! I also never used gouge so I could never get behind them.. no blind, no vanish nothing!

always backstab, ss and evis

my original was something like
Ass:
imp evis, the crit bonus after killing mob, imp backstab
Combat:
Dodge, Imp SS, Imp Sprint, Imp cooldowns on sprint/evasion
Sub:
Master of Deception 5/5, opportunity 3/5
 

AntiFreze

Golden Member
Oct 23, 2007
1,459
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i level'd as assassination as well, I loved it. Ambush > SnD > gouge > bs > kidney shot > bs > ss to finish him off. Its nice because the mob is stunned so often you take less damage. I had no problems with it.
 

Aikouka

Lifer
Nov 27, 2001
30,383
912
126
Originally posted by: AntiFreze
oh, whats the optimal resto druid arena/bg boot enchant?

I assume it'd be boar's speed.

EDIT:

Originally posted by: BassBomb
I was using SS with daggers alot, backstabbing sometimes (I opened with ambush :S) I never used cheapshot or SnD or rupture EVER! I also never used gouge so I could never get behind them.. no blind, no vanish nothing!

I was one of those evil annoying rogues that had imp gouge and would always restealth after he gouged you :p.

I still remember the first time someone showed me Blind-n-Bandage. It was when we were dueling in front of IF and while talking, I probably made some remark about rogue versus rogue being highly dependent on the opener (which it is :p). His comment was that he could win even with such and wanted to show me how. Such things also got me a lot better at restunning way back when.
 

Anubis

No Lifer
Aug 31, 2001
78,712
427
126
tbqhwy.com
Originally posted by: Aikouka
Originally posted by: AntiFreze
oh, whats the optimal resto druid arena/bg boot enchant?

I assume it'd be boar's speed.

EDIT:

Originally posted by: BassBomb
I was using SS with daggers alot, backstabbing sometimes (I opened with ambush :S) I never used cheapshot or SnD or rupture EVER! I also never used gouge so I could never get behind them.. no blind, no vanish nothing!

I was one of those evil annoying rogues that had imp gouge and would always restealth after he gouged you :p.

I still remember the first time someone showed me Blind-n-Bandage. It was when we were dueling in front of IF and while talking, I probably made some remark about rogue versus rogue being highly dependent on the opener (which it is :p). His comment was that he could win even with such and wanted to show me how. Such things also got me a lot better at restunning way back when.


hehe it was always run to rupture kite warriors and take next to no damage

was even better as Hemo whn you could open with premed - garotte - ghostly - rupture and then just stay outta the hitbox/intercept range and lol at them
 

Xavier434

Lifer
Oct 14, 2002
10,373
1
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Originally posted by: Aikouka
Originally posted by: Xavier434
To be fair, let us not forget how incredibly useless druids were around this same time frame. The resto tree was the only tree worth specing and even that was very limited in usage compared to other classes until about the time they gave us swiftmend. Later, they fixed the resto tree and then it was the feral tree. Balance is still borked even though it isn't quite as bad as it used to be, but let us hope that WotLK changes that.

Funny, I knew a few good feral druids that had no problems leveling back when I leveled my rogue (Winter 2004...).

Warriors also had the fun of getting a class quest at level 30 (or whenever you got zerker stance) that you couldn't complete by yourself until 40+... and even then, you'd need help defeating Cyclonian (40 Elite).

I was thinking more from a raid and 5 man perspective. Leveling has always been easy with every class and spec. Some were/are slower than others and less fun, but it was always easy.
 

nanobreath

Senior member
May 14, 2008
978
0
0
Originally posted by: Anubis
Originally posted by: BassBomb
lol i levelled as assassination (backstab) for my rogue :eek:

yea i did that as well

lvling a lock was painfull when the game came out as well


lvling a Huntard is still really really painfull because its so damn boring

I don't see how leveling a lock was painfull. My first toon was a lock and even then I could solo quests everybody else couldn't touch with a 3 man group. (Especially since you used to be able to fear and not have it break from damage). I'd say it's easier now with the awesomeness of affliction, but it was nowhere near painfull in 1.0.

My brother leveled a warrior, that had to have been painfull. I honestly don't why he didn't quit the game. I leveled mine much later fully twinked. New weapon every few levels. Fully enchanted. It was fun.

Huntards painfull? maybe for people who enjoy a challenge. If you did a /who hunter back then it was reeeeediculous. I remember strat/scholo runs with as many as 5 hunters. Thats where the name huntard came from.


 

Aikouka

Lifer
Nov 27, 2001
30,383
912
126
Originally posted by: Anubis
hehe it was always run to rupture kite warriors and take next to no damage

was even better as Hemo whn you could open with premed - garotte - ghostly - rupture and then just stay outta the hitbox/intercept range and lol at them

Sigh... I've never been good at bleed kiting warriors on my rogue :(. It's the one thing that I cannot do well. I tried it once (albeit with highly inferior blue/green gear later on in TBC) and I did much worse than when I just tried a full-out offensive assault (which I almost won against the arms warrior that vastly out-geared me :p). I think another problem I had with it is I also tried to use deadly poison and may've focused on that too much rather than just using my ability-based bleeds (rupture, garrote).

I think the reason why I never used it much is because I relied a lot on gouge when it came to PVP on my rogue and well... well know how well gouge and bleeds work together :p. Sometimes I barely used bleeds even on other rogues... whenever I did, it only messed me up as I'd gouge the guy and then go "WTF... how did he get out!? Ohh yeah... bleed ftl" I also find it silly, because a good rogue can time their stealths so they can still get an opener without the bleed pulling them out of stealth... I did it so many times with DoTs when I played my rogue more (mostly pre-BC... I rarely play him now).

Originally posted by: Xavier434
I was thinking more from a raid and 5 man perspective. Leveling has always been easy with every class and spec. Some were/are slower than others and less fun, but it was always easy.

Well, you also have to say that druids were not the only class stuck like this. Shamans and Paladins were also stuck in the same mix and Blizzard knew it... why do you think there's only a healing set in T1-T3 available for Druids, Paladins and Shamans? :p It's almost kind of amusing looking at the "zomg we want pally tank" thought now where pre-BC, anything but a warrior was practically unheard of.
 

BassBomb

Diamond Member
Nov 25, 2005
8,390
1
81
yo aikouka

you may not believe this, but I took down two warriors last night in AB at same time without touching one (AS COMBAT DAGGERS)!!

Blade flurry was my key... the one i killed without touchign didnt notice me until too late and was not exceptionally geared

the other one had s2

to add,

I popped blood fury, AR, blade flurry, AP trinket , once the s2 warrior got out of cheapshot/kidneyshot i used evasion and it seemed like he was keyboard turning which allowed me to get off backstabs
 

Aikouka

Lifer
Nov 27, 2001
30,383
912
126
My rogue is mutilate :(. Also his gear... not so good.

http://www.wowarmory.com/chara....xml?r=Alleria&n=Darro

Oh and before anyone says anything... no I do not have Puncturing Wounds because I'm too cheap to respec and fuck Blizzard for not giving us a free respec when they changed something so drastic like that in Assassination! :| Even without it, I still can hit top damage in groups :p. Oh and I have no idea why I have a crit+str gem when I should have crit+ap... probably because the latter wasn't on the AH :p.

Also gotta love all that crappy level 60 purples :p.
 

Xavier434

Lifer
Oct 14, 2002
10,373
1
0
Originally posted by: Aikouka
Originally posted by: Xavier434
I was thinking more from a raid and 5 man perspective. Leveling has always been easy with every class and spec. Some were/are slower than others and less fun, but it was always easy.

Well, you also have to say that druids were not the only class stuck like this. Shamans and Paladins were also stuck in the same mix and Blizzard knew it... why do you think there's only a healing set in T1-T3 available for Druids, Paladins and Shamans? :p It's almost kind of amusing looking at the "zomg we want pally tank" thought now where pre-BC, anything but a warrior was practically unheard of.

Ya, most classes were considerably borked during the time frame I a referring to. Everyone pretty much had one tree that they could rely on to be at least reasonably productive in a PvE sense, but everything else was questionable compared to WoW's standards today. Each class was still very fun to play though even back then imo.
 

rh71

No Lifer
Aug 28, 2001
52,844
1,049
126
In a 3v3 it was just me (rogue) vs. a warrior left, both at equal health around 85%. Rather than bleed kiting him I decided to go toe-to-toe and he finished me off toward my lower 30% pretty easily... their burst is just a lot better plus I can't get him down near fast enough with all that plate. I decided that bleed kiting while we were both around 85% would not have worked... my ruptures dot at like 250hp each... wtf is that really going to do to him? Even as a sub rogue with a better rupture it won't take him down near enough. Should I perhaps have used expose armor? Is 2050 armor loss for a warrior a lot?

I only rupture other rogues and sometimes clothies if I wanna play hide and seek.
 

Aikouka

Lifer
Nov 27, 2001
30,383
912
126
Originally posted by: rh71
In a 3v3 it was just me (rogue) vs. a warrior left, both at equal health around 85%. Rather than bleed kiting him I decided to go toe-to-toe and he finished me off toward my lower 30% pretty easily... their burst is just a lot better plus I can't get him down near fast enough with all that plate. I decided that bleed kiting while we were both around 85% would not have worked... my ruptures dot at like 250hp each... wtf is that really going to do to him? Even as a sub rogue with a better rupture it won't take him down near enough. Should I perhaps have used expose armor? Is 2050 armor loss for a warrior a lot?

I only rupture other rogues and sometimes clothies if I wanna play hide and seek.

2050 armor would maybe drop him from 8k to 6k, which is about 45% to 40%. Expose Armor is considered great on clothies or leather wearers, because it can drop them down to about 0-5% mitigation from near 20%. In other words, armor mitigation lowers as you go up higher, so armor is most effective with lower amounts. So by applying a -armor effect on someone that's still in that "most effective" area, you do more.

EDIT:

Oh yeah, my brother won Blizzcon tickets, so it looks like I get to go!!1!
 

Xavier434

Lifer
Oct 14, 2002
10,373
1
0
Originally posted by: Aikouka
EDIT:

Oh yeah, my brother won Blizzcon tickets, so it looks like I get to go!!1!

No shit!? That's awesome dude! Did all of the winners get announced or are there still more to come?
 

Aikouka

Lifer
Nov 27, 2001
30,383
912
126
Originally posted by: Xavier434
No shit!? That's awesome dude! Did all of the winners get announced or are there still more to come?

I think so, and I didn't get an e-mail, so it seems we're pretty super lucky :D.
 

Aikouka

Lifer
Nov 27, 2001
30,383
912
126
I'll steal Lupi's Thunda today :p

WotLK Mounts - Spectral Gryphon
Today's mount ... isn't really a mount actually. In the current build of the WotLK beta, people dying in Storm Peaks are resurrected on a ghost flying mount ! Running to your corpse could be very hard in a region with so many mountains and developpers solved it by giving you a very nice mount. Obviously, its only purpose is to make corpse running easier in the zone and it fades off once you're back among the living.

http://static.mmo-champion.com...st/spectralgryphon.jpg

Lake Wintergrasp Upcoming Changes
We?re hoping to get the zone into better shape in the next couple patches. Here?s a few things that should be coming in the next build:

? All vehicles should be despawn after the battle ends
? Demolisher and Siege Vehicle health has been reduced by 50-75%
? Demolisher and Siege Vehicle ram attacks no longer knock a player high enough to kill them
? Jet & Bomber health has been reduced
? Bomber damage has been increased
? Players in Bombers should no longer take damage
? Reward for holding the keep has been added
? The Goblin Workshops in the North and South now also supply players with land mines that deal bonus damage to tanks

We also hope to have a system for rewarding only players that participated in the battle working soon.

Profession recipes collection achievements
We're working on the ability to do these kind of achievements. We wouldn't do anything percentage based but rather choose a flat number and add more achievements as we add more content.

Most likely, you'll see a cooking version like this in the near future. Versions for the primary professions won't go live until account-based achievements are active. We don't want to encourage people picking up and dropping profressions simply to gain achievements. (Source)

Feats of Strength - Spirit of Competition 2008
Great idea. We implemented two Feats... one for the Tabard and one for the Pet. (Source)

Shaman
Anticipation / Shamanistic Focus changes / Windfury concerns
One change we're doing to Anticipation is changing it to 3-points, and giving it disarm reduction. We are also most likely going to change Shamanistic Focus to make it a flat mana reduction in shock cooldowns. It's too spammy right now, and the class has too many on proc buffs. (Source)

Edit: BTW, one thing I totally agree with is the Windfury Weapon concern. We'll see if we can make the ability less complicated/"mathy".

Warlock
Warlock changes and Patch 3.0 Deployment
We'll be doing some considerable work on Warlocks before that patch hits. (Source)

Warrior
Furious Attacks
This talent will see some revision before retail so don't worry about a world where warriors are dual wielding daggers for MS bonanzas. (Source)

Originally posted by: Beev
I got an email, I get to go as well :)

Anandtech meet-up in Cali :Q!
 

nanobreath

Senior member
May 14, 2008
978
0
0
Hahaha, me and friends have said blizzard needs to institute a gd ghost mount for AGES. Especially in vanilla wow where you have to run across the entire map to get to your corpse. 20 minute corpse runs SUCK. This is just proof it can be done...now do it for every zone!
 

Xavier434

Lifer
Oct 14, 2002
10,373
1
0
Originally posted by: nanobreath
Hahaha, me and friends have said blizzard needs to institute a gd ghost mount for AGES. Especially in vanilla wow where you have to run across the entire map to get to your corpse. 20 minute corpse runs SUCK. This is just proof it can be done...now do it for every zone!

They cannot implement ghost flying mounts in the zones for Vanilla WoW for the same reasons they cannot let us use our regular flying mounts there. Plus, implementing them in Outland as well as the rest of Northrend would be dumb too. Getting killed needs to have some kind of penalty and the corpse run is part of that penalty. I do agree that some of the runs in the original zones were way too long, but it is not worth changing that at this point. The ones in Outland and every one I have seen in Northrend so far are just fine. Northrend has a lot of GYs.
 

Aikouka

Lifer
Nov 27, 2001
30,383
912
126
I wouldn't have minded that gryphon when I've died in unreachable spots in TBC. Sure did suck with that ALT+TAB bug (which I believe is windows-based) until I figured out how to "fix" it. The issue there is that when alt+tabbing, at times, your currently pressed keys will stick and pressing them again or hitting other keys will not stop the action from said keys. With this, I've been stuck flying upwards quite a few times. Fortunately, I realized the magical alt+esc key combination fixes said problem.
 

Aikouka

Lifer
Nov 27, 2001
30,383
912
126
I'm being a naughty nancy and double posting... but here's some new (and interesting!) information about debuff and buff stacking. This also shows how a couple (de)buffs are going to be changing for WotLK:

With the release of upcoming content patch players will see a change in the way we allow buffs and debuffs to stack exclusively in a raid. For the most part, what this change means is that many buffs and debuffs that were previously allowed to stack together no longer can, and that many buffs and debuffs that only a single talent specialization could bring can now be brought by multiple different specializations. The philosophy behind this change shows up in many of the changes we have made in Wrath of The Lich King, such as when we made almost all buffs raid-wide. We want players to be able to form raids and parties based on who they want to play with, rather than who has the correct talents and abilities to min-max their raid performance.

Raid composition will still matter to some extent, but without this change, it would have overwhelmed every other aspect of raid planning (as we added new capabilities to each of 30 different talent trees). You no longer need to rigidly control the melee/spellcaster balance of your raid, or make sure every group has all the critical buffing classes, etc. This change has many class balance implications.

IMPORTANT! Before we are done, we will thoroughly test the performance of every class. It should not be assumed that one class' current performance relative to others in beta is final. Some classes (and specializations) will need to be reduced in power and some increased. Many may feel the change has more impact on class X than class Y. We will address all of those concerns via our internal testing and community feedback.

There are thirty or so different categories into which buffs and debuffs fit. Here you will find a comprehensive list of the changes made broken down by category and which spells/talents are in that category.

* Armor Debuff (Major): Acid Spit (exotic Hunter pet), Expose Armor, Sunder Armor
* Armor Debuff (Minor): Faerie Fire, Sting (Hunter pet), Curse of Recklessness
* Physical Vulnerability Debuff: Blood Frenzy, (2nd Talent Spec TBA)
* Melee Haste Buff: Improved Icy Talons, Windfury Totem
* Melee Critical Strike Chance Buff: Leader of the Pack, Rampage
* Attack Power Buff (Flat Add): Battle Shout, Blessing of Might
* Attack Power Buff (Multiplier): Abomination's Might, Trueshot Aura, Unleashed Rage
* Ranged Attack Power Buff: Hunter's Mark (only Hunters benefit, so no need to exclude against other class abilities)
* Bleed Damage Increase Debuff: Mangle, Trauma
* Spell Haste Buff: Wrath of Air Totem
* Spell Critical Strike Chance Buff: Moonkin Aura, Elemental Oath
* Spell Critical Strike Chance Debuff: Improved Scorch, Winter's Chill
* Increased Spell Damage Taken Debuff: Ebon Plaguebringer, Earth and Moon, Curse of the Elements
* Increased Spell Power Buff: Focus Magic, Improved Divine Spirit, Flametongue Totem, Totem of Wrath, Demonic Pact
* Increased Spell Hit Chance Taken Debuff: Improved Faerie Fire, Misery
* Percentage Haste Increase (All Types): Improved Moonkin Aura, Swift Retribution
* Percentage Damage Increase: Ferocious Inspiration, Sanctified Retribution
* Critical Strike Chance Taken Debuff (All types): Heart of the Crusader, Totem of Wrath
* Melee Attack Speed Slow Debuff: Icy Touch, Infected Wounds, Judgements of the Just, Thunderclap
* Melee Hit Chance Reduction Debuff: Insect Swarm, Scorpid Sting
* Healing Debuff: Wound Poison, Aimed Shot, Mortal Strike, Furious Attacks
* Attack Power Debuff: Demoralizing Roar, Curse of Weakness, Demoralizing Shout
* Stat Multiplier Buff: Blessing of Kings
* Stat Add Buff: Mark of the Wild
* Agility and Strength Buff: Strength of Earth Totem, Horn of Winter
* Stamina Buff: Power Word:[/b] Fortitude
* Health Buff: Commanding Shout, Blood Pact
* Intellect Buff: Arcane Intellect, Fel Intelligence
* Spirit Buff: Divine Spirit, Fel Intelligence
* Damage Reduction Percentage Buff: Grace, Blessing of Sanctuary
* Percentage Increase Healing Received Buff: Tree of Life, Improved Devotion Aura
* Armor Increase Percentage Buff: Inspiration, Ancestral Healing
* Cast Speed Slow: Curse of Tongues, Slow, Mind-numbing Poison.

In each category, you can only benefit from the most powerful spell granting that effect. For example, Fel Intelligence grants spirit and intellect, both weaker than Arcane Intellect and Divine Spirit. If a player has Fel Intelligence and receives a stronger Arcane Intellect buff, he will gain the intellect value from Arcane Intellect and the spirit value from Fel Intelligence.

In most cases, fully-talented players will have exactly equal power on the strength of these buffs and debuffs. Fel Intelligence is an example of where one ability is weaker than others. The buffs in the "Increased Spell Power Buff" category are also not all the same potency, as they scale and grow in radically different ways. In virtually every other case, however, the buffs are equal. This means, for example, that fully-talented Battle Shout and Blessing of Might now grant the exact same amount of attack power.

In addition to this change, we also needed to address the "mana battery" roles in a raid. The mana regeneration effect they grant is no longer limited to their own party, and it no longer depends on the amount of damage they deal. Each time they trigger the mana regeneration effect, 10 people in their raid group will receive a buff which causes them to regenerate 0.5% of their maximum mana each second. This buff, Replenishment, will be given preferentially to raid members with the lowest mana, but will re-evaluate which raid members receive it each time it is fired. Replenishment is provided by Shadow Priests, Survival Hunters, and Retribution Paladins.

Finally, we have modified Heroism and Bloodlust to affect the entire raid. However, all affected raid members will be unable to cast or benefit from Bloodlust/Heroism for 5 minutes.

Below you will find a list of the changes to abilities which exhibit new behavior regardless of the exclusive categories. The changes usually mean the old behavior was removed and replaced by the new behavior. Numbers listed are for maximally-talented versions. Here is that list of changes:

* Improved Scorch: Increases spell critical strike chance against the target.
* Winter's Chill: Also increases spell critical strike chance against the target.
* Elemental Oath: Grants 5% spell crital strike to raid members.
* Improved Moonkin Aura: Grants 3% haste of all types.
* Earth and Moon: Increases spell damage taken from all schools by 13% on the target.
* Misery: Causes spells cast at the target to have +3% spell hit.
* Shadow Weaving: Buffs only self.
* Improved Shadow Bolt: Buffs only self.
* Expose Weakness: Buffs only self.
* Shadow Embrace: Buffs only self.
* Blood Pact: Grants health instead of Stamina.
* Fel Intelligence: Has replacement ranks that grant flat values of Intellect and Spirit.
* Frost Aura: Excludes properly against all other resistance buffs.
* Grace: Reduces damage taken by target by 3%.
* Rampage: Increases melee and ranged critical strike chance by 5% for the raid.
* Improved Faerie Fire: No longer benefits melee and ranged hit chance, only spell hit.
* Hunter's Mark: No longer increases attack power bonus from attacks against the target.
* Improved Hunter's Mark: No longer grants melee attack power.
* Sting (Hunter pet): Now acts as a minor armor debuff.
* Waylay: Attack speed reduction changed to 20%.
* Icy Touch: Only slows melee attack speed (not ranged or spell).
* Tree of Life: No longer grants healing based on spirit, grants 3% increased healing received to raid.
* Demonic Pact: Now buffs raid instead of debuffing monsters.
* Focus Magic: Now buffs raid instead of debuffing monsters.
* Totem of Wrath: Now grants a flat amount of spell damage, and all enemies in its radius have an increased chance of being struck by criticals.
* Heroism: Cannot be recast while caster has Exhausted debuff, and those with Exhausted debuff cannot be affected by it.
* Bloodlust: Cannot be recast while caster has Sated debuff, and those with Sated debuff cannot be affected by it.
* Vampiric Touch: Grants Replenishment mana regeneration buff to up to 10 raid members on dealing damage.
* Hunting Party: Grants Replenishment mana regeneration buff to up to 10 raid members on specified shots.
* Judgements of the Wise: Grants Replenishment mana regeneration buff to up to 10 raid members on Judging.

EDIT:

Yeah... didn't take a meteorologist to predict the QQ storm on this one :eek:.
 

Anubis

No Lifer
Aug 31, 2001
78,712
427
126
tbqhwy.com
Originally posted by: Aikouka


EDIT:

Yeah... didn't take a meteorologist to predict the QQ storm on this one :eek:.

because the QQ storm is valid

those changes basicially make Shadow Priests and Surv hunters 100% useless

Warlocks the "debuff class" get out debuffed by death knights (who have dots that can crit BTW) on top of the 20% straight damage nerf to Destro specs the moment the patch goes live

mele took a huge hit with everything becomming person only and things like BS and Kings not stacking


basicially this reminds me of what happened with SWG and NGE
 

Xavier434

Lifer
Oct 14, 2002
10,373
1
0
It is such a large change that even when combining it with my other knowledge from beta I cannot come up with any sort of educated guess about how this will impact everyone. I understand some of the first impressions people are having, but I am not fully confident in any of them. I think I am just going to have to wait and see how it pans out with testing results.
 
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