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favicon.ico: playervsdeveloper.blogspot.com/search/label/Cheerydeth - Player Versus Developer: Cheer.

site address: playervsdeveloper.blogspot.com/search/label/Cheerydeth

site title: Player Versus Developer: Cheerydeth...

Our opinion (on Friday 01 May 2026 7:29:47 UTC):

website (probably) only for adults * website (probably) only for adults ! YELLOW status (not for everyone) - not for everyone
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eth fin posted by green armadillo at 9 01 pm 0 comments labels cheerydeth fiction my characters wow sunday october 12 2008 good times in nordenwatch and elsewhere in warhammer cheerydeth lives i haven t quite decided what to do with the cheerydeth name on my wow server just yet but it appears that there will be a cheerydeth after the wrath beta servers come down i couldn t come up with a new name i liked better so i stuck with it for my witch hunter in warhammer it s hard to top a motorcycle riding pink pigtailed gnome death knight with a name that combines the word cheery with a deliberate misspelling of the word death on the irony scale that said a member of the inquisition who runs around with a rapier in one hand and a gun in the other isn t bad trying to lure players to an order challenged server as i noted earlier i m playing on one of the first servers to be given an exp bonus in an attempt to lure in fresh order players this was a nice attempt but it looks like it may fall short there are enough low level order players to make an attempt to control the newbie zones but the increases certainly have yet to trickle up into tier 2 content there s also the question of what happens when the bonus expires on thursday if the bonus was what actually swayed people to roll order taking it away just as players are getting out of t1 and into the content where it takes longer to level is not a good plan however by pre announcing that the bonus is for one week only mythic painted themselves into a corner if they extend the bonus they will create the perception that it hasn t been successful and by extension that the server s order side is really underpopulated which may further hurt recruitment if on the other hand the job actually isn t done not extending the bonus means well not getting the job done treating the wrong symptom instead of the disease meanwhile syp reports that mythic is considering releasing a no scenario ruleset this is a backwards and potentially damaging mis reaction to the problem on most servers the population heavily favors destruction as a symptom of this problem the few order players tend to go play instanced scenarios battlegrounds if you re from the wow crowd where they can t be stomped into the ground by superior numbers and the destruction side sits in their fortified keeps wondering why no one is attacking them given that destruction is the majority and that non instanced rvr was intended to be the game s real endgame this means that a large number of players are unhappy taking away scenarios won t magically make those out numbered order players mindlessly throw themselves at destruction controlled keeps solely for the destruction players amusement instead they will either re roll somewhere else in the hopes of gathering together enough order players to field a competitive battle or they will quit the game worse the false promise of more rvr on the no scenario servers would lure players from existing servers gutting their communities i hope mythic does not go this route cause i think they will regret it no chickens in scenarios someone posted a while back that if you managed to gain a level that made you ineligible for the scenario you were currently in you would be turned into a chicken for attempted ganking of lowbies it appears that this is no longer true i carefully killed nigh trivial wolves to get my exp just shy of level 12 before entering nordenwatch where i promptly gained level 12 and failed to turn into a harmless chicken i apparently took out my frustration on the hides of twelve destruction players boo to mythic for nerfing chickens in scenarios beta testing the exp curves cheerydeth has had her progress hindered by exp curve issues before the difference is that was during a beta mythic has been making some major changes to warhammer s exp curve especially in the higher end content at the risk of harping on this point mythic did not allow access to during the open beta but they assured everyone that it had been thoroughly tested and the community promptly decided that anyone who doubted their word was just a carebear wow playing naysayer obviously fixing problems is better than not fixing problems but i m not sure how many points you give back to a company for fixing problems after they re charging money for the game when the issues should have been obvious during testing lest warhammer fans think i m being unduly harsh to mythic take a look at my coverage of lotro or for that matter wow i m working on a tbc retrospective that would warm your hearts i named the blog player vs developer precisely because game design is sometimes an adversarial activity what are you waiting for go get it back the other curve cheery is having trouble with is the gear reward curve i m leveling almost entirely via scenarios because i m having a lot of fun in scenarios the problem is i haven t gotten any gear upgrades in five levels you see the pvp reward gear vendors are located in keeps the keeps that destruction owns 24 7 because there are so many more of them mythic s loading screen helpfully suggests that if the enemy has a keep i should go get it back as if there actually are enough players from my side on the server to accomplish this task there is a workaround guilds that have reached level 6 are allowed into a tavern provided their faction s capitol city is not currently in the possession of the enemy which has not happened yet but may happen sooner than mythic expects with a gear vendor unfortunately there are only a handful of order guilds on my server that have reached level 6 on my server and none of them appear to be wandering the low level content recruiting not that anyone other than gold spammers uses the in game chat for any reason so i m reduced to solo grinding the first stage of deserted public quests for gear since there are few if any groups working the local public quest scene maybe i m just on the most deserted order side in all of warhammer but it would have been nice if mythic had anticipated that this type of situation might arise so you really hate this game don t you not at all i realize that you might get that impression from reading several pages of criticism but there s a reason why i m still playing this game despite all those points i m playing lots and lots of pug rvr scenarios this is content that i hate being forced to do in wow and i love it in warhammer even when i get a terrible group that gets steamrolled that s a tremendous accomplishment on mythic s part at the end of the day when i m disappointed with mythic it s because getting this part of the game right was the hard part getting the incentives right to balance the rest of the game should have been easier i m like a disappointed family member here i m disappointed because i like the game and i really feel like it has a lot more potential than it s living up to at the moment the tragedy would be for the game to finally get into shape after many players have already left life war and war aren t fair like that sometimes posted by green armadillo at 9 27 pm 0 comments labels cheerydeth pvd pvp quality of service warhammer wednesday october 8 2008 beta review death knights yesterday i posted the first part of my wrath beta review i gave a harsh review to the new profession inscription will cheerydeth my beloved death knight suffer the same fate in part 2 time to talk death knights a different kind of melee classes in wow can be boiled down to two characteristics how much damage do they deal and how much damage can they take avoid mitigate heal the warrior deals a fair amount of damage and mitigates pretty well the mage and the rogue deal more damage and aren t so good at taking damage but they can attempt to avoid damage from stealth or range the pally deals very little damage but gets very solid durability perhaps the best solo and even the option to heal others where does the death knight fall on the scale the death knight is definitely closest to the warrior at the moment dk s appear to skew towards avoidance over mitigation due to the lack of a shield in exchange they seem to deal more damage than warriors despite substantially improved self healing abilities compared to pure dps classes i don t know so well how the class stacks up as a tank but it is as tough as any class out there for solo content the dk also has a few unique tricks such as death grip pictured to the left which physically pulls casters right to you in the process ensuring that you won t have to deal with any adds even without all its pets the dk has a lot of tools to work with while solo that said i think the class will not be largely successful at alleviating the tank shortage you can get people to play a class that has the capacity to tank but that doesn t give them the gear or skill needed to do so in practice i avoided the tanking related talents almost entirely in my spec experiments and even though they re scattered over multiple trees to allow any spec to potentially be a tank i suspect that other solo and dps players will do the same the hero class hero classes were originally envisioned as an evolution of existing classes but that option simply wasn t feasible this far out from launch what would blizzard tell people who picked the wrong base class for the hero they wanted sometime back in 2004 how would blizzard simultaneously upgrade classes for every class and potentially spec since some of the hybrids would not be amused to hear that their hero class only does one of their roles it did not make sense the compromise was to make new classes well one new class at the moment and call them hero classes starting the death knight at level 55 has several advantages it allowed blizzard to skip players past the less impressive portions of the level 20 60 game instead offering a new starting area with an impressive plotline that does its best to explain how death knights wound up in the horde and the alliance the new plot does not do much to explain why death knights feel the need to take a ten level detour in outland before going after their true foe arthas but i suppose there isn t really much of anything in game that explains exactly why characters go to a specific area at a specific level i m sure blizzard is also hoping that the higher starting level will encourage players who don t current have alts to try one out there s less time investment and again players get to bypass the least impressive content in the game i don t dispute that the higher starting level makes sense in the lore or that it allows blizzard to pace the acquisition of new abilities nicely over the 25 levels that death knights have to level 80 i do however think the level is going to cause serious problems by skewing the alt population towards death knights a new dk starts with excellent gear solid weapon skills all the flight paths in the eastern kingdoms and kalimdor a good headstart on first aid and weapon skills and an epic ground mount on top of 54 free levels that s a lot of bribes to pass up to start a new character at level 1 between the head start and the strong solo capacity there is no better choice for an alt to take up some misc tradeskills for you or perhaps do daily quests if your main doesn t farm very well i strongly suspect that blizzard is going to have to offer higher level alts of other classes at some point in 2009 or risk having the game s population skew more heavily towards the death knight than they intended there may be a few death knights around azeroth after wrath launches specs and uniqueness the level 80 death knight panic button spell army of the dead causes you to be surrounded by well an army of the dead the death knight has a mix of complexity and rhythm compared to other classes the dk has a total of four different types of resources three flavors of rune and a runic power bar that dictate what abilities the dk can use on the other hand the need to wait for specific runes to regenerate means coming up with a rotation that uses all of your available runes in the process greatly encourage hybrid talent specs despite the power level of dual specs the dk talent trees each have their own strengths and feel the blood tree continues to offer up healing the unholy tree turns the dk into a melee pet class a relatively unique role in wow with apologies to any melee hunters in the audience and the frost tree offers burst damage along with good aoe abilities another novel dk talent brings you back as a ghoul after you die the other thing that really struck me about the death knight was that i actually liked playing a character who uses a 2 handed weapon warrior 2 handers never appealed to me because of the potential for rage starvation when a slow swing misses pally 2 hander specs as of tbc consist largely of turning on a damage seal and watching the character autoattack with some options that do a bit more damage in exchange for burning off your mana bar very rapidly i haven t spent much time with either class in beta so i don t know if they still have these problems but the dk definitely does not suffer from a slow swing speed blizzard has largely avoided on next melee swing abilities with the dk and the constant regeneration of runes over time ensures that you will not be too sad if the occasional swing misses should you re roll death knight i can t answer this question for you but i can give you some tips if you are currently playing an enhancement shaman melee dps any pally or a feral druid you should ask yourself if it matters to you that you will no longer have the ability to help heal others as a death knight whether that s a good thing or not depends on how strongly opposed to healing you are likewise if you re playing a rogue re rolling dk would allow you to take up tanking in your spare time whether this is good depends on your desire to be able to tank in fact if you re just interested in being able to tank the occasional 5 man dungeon dk s may be more appealing to you than some classes as they have the option of taking some tanking talents in any tree if you re willing to allocate a few talent points to the tanking goodies you should be able to tank without a respec you should also ask yourself how much you care about your rep soulbound cosmetic rewards etc these things cannot be transferred to your new dk another playstyle question you might think about if you raid is how much work you re willing to spend on group buffs a pally has to manage a pile of blessings and a shaman has to juggle totems by contrast the vast majority of the dk s group dps boosts are passive and will be stacked on while you fight there is one exception the dk s answer to battle shout which boosts melee dps stats and has to be re cast every 2 minutes personally i won t be changing my main as i love my mage dearly my fury warrior might be in more danger of being replaced with a death knight should titan s grip etc prove unimpressive but that s a questi...
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