This is Art

Courtesy of the Warcraft forums, two budding wordsmiths:

Triock outlines the finer points of the little-known Herpalism harvest skill, “I am so tired of /cry cause of no gold for mount or item this and that! I am always enough gold and here is the key: Herpalism! I am giving these ideas here FREE so I don’t have to explain it all the time because I explain it a hundred times and nobody understands! … ” Spoof Alert: this is Triock’s (level 4 orc) only post. (Thanks, emailer Elbows.) (Furled archive.)

Imfugly details why PvP rogues need to be nerfed, “O.k. am I patient of rogues. Each fight, which I have with results rogue being in me, stunlocked for 75% of the fight …” Spoof Alert: Imfugly, level 1 gnome, has a small post history built up; some in character, a few that are intelligible. (Furled archive.)

It’s like Cubism with the English Language; I recognize English words, but hell if I know what I’m looking at.

Save Us, Patch 1.10

I found some more good news about Warcraft’s “The Patch that Will Save Us All”, more commonly known as Patch 1.10. The good news starts here, when forum poster Anasa of Shadow Moon asked about why bag/inventory space has to be so goddamn tight in this game. She put it nicer:

Is anyone else sick of all the junk we have to carry around for various reasons? Holiday content (perfume, love tokens, the stuff you gotta combine 5 of, the candy…), Argent Dawn Commission, Vitreous Focuser, cauldron items, 3 types of scourgestones, Twilight cloth items, Encrypted Text, crests, medallions, signets, bijous, coins, “epic” zg quest items, AQ artifacts, multiple sets of gear for different activities (ugh priests), too many trinkets to use, crafting materials… it never friggin ends!

A-frickin-men. Drysc, corrupted tree avatar of Blizzard, responded, and let me say, I’m surprised they allow Drysc internet access from the sanitarium:

The limitations of bag space are intended and make it a necessity to choose what you want to keep. This may be the inane ramblings of a depraved mind, but I find it fun managing bag space. I treat it as a sort of mini-game, arranging items by category, making tough decisions on what to do with specific items. That is my personal outlook; I don’t know if anyone else feels the same way.

That said …

With the 1.10 patch two new craftable bag types will be available specifically for holding items related to either herbalism or enchanting. Tailors will be able to try their hand at crafting these new bags as the recipes will be found throughout the world. These new specialty bags will function similar to how a normal bag would, but with the restriction of holding only herbs or enchanting supplies. The recipes will be made available for crafting these bags in various sizes, the high end of each type being 24 slots.

That’s good news (sorta, for herbalists and enchanters) and further evidence that 1.10 is The Patch that Will Save Us All. But really, why must there always be barriers in this damn game?

Here’s Fun. Here’s all the goddamn barriers that they erect in the name of slowing me down until the expansion is ready. Here’s me.

Why do I have to use a pre-raid checklist to make sure I’m adequately prepared? (That’s rhetorical.) Poisons (or Reagents whathaveyou), Equipment repaired, Resist equipment repaired, Keys, Bandages, Potions, Open bagspace in case I score some uber, How much uber might I score and do I have bagspace for best case scenario? I do check before I log the night prior, but I doublecheck before flying out of Ironforge because my guild will mock you ALL NIGHT if you forget supplies, as well they should.

No shit, I would buy the expansion for this one feature alone: Vastly expanded bag/inventory/bank space.

And no, managing bag space is NOT FUN. WTF.

No, This Isn’t the Priest Patch Yet

World of Warcraft Client Patch 1.9.3 today. Excerpted commentary follows, full text after the jump:

* Zandalar Tribe reputation rewards for killing mobs in Zul’Gurub have been increased.

Sure wish this was retroactive so I didn’t have to visit that pisshole ever again.

Raid & Dungeons

* Molten Core

o It should now be very difficult to remain out of combat while fighting the bosses in Molten Core.

This change meshes beautifully with the post-1.9 delay in leaving combat AFTER THE MOBS ARE DEAD. That bug/fix/nerf, who knows why it’s in the game now, is a nuisance to every class, but as a rogue, it’s particularly hated to stand around waiting to restealth, trying not to make eye contact with the approaching patrol, while my unstealthed rogue ass is hanging out in the wind.

And, if the change to ooc-rezzing means that engaging any mob throws the entire raid into combat — ergo, forcing us to use a pre-pull checklist for each and every piece of trash … casters done drinking? everyone done swapping equipment? stealthing rogues ready? — well, I’ll just say that I wouldn’t be surprised if this is the implementation and I’ll leave it at that for now.

* Zul’Gurub

o A small number of spawns have been removed from Zul’Gurub to allow for a slightly faster clearing time.

We. shall. see.

* King Gordok can no longer be seperated from Cho’Rush the Observer in Dire Maul.

Farmer fix/teleport-hacker partial fix. If this is true, and the whole truth, this really is a fix/partial fix, rather than what has been typical: nerfing the loot table. (That’s me being optimistic.)

Undocumented shit:

Cloth items cannot be disenchanted. (Classified as a bug by Blizzard — that is good news.)

Treasure chests can’t be looted during combat, stat changes to the Arcanist and Felheart armor, etc. (As identified by players.)

Still not fixed from 1.9:

The delay in leaving combat after mobs are dead (see above).

Wandering, roaming, mingling mage sheeps (polymorph).

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