WoW Gold : Class Direction


If players are finding something not fun or not functional, they should just mention that. You don't need to cross-reference wow gold to whatever our design intent is. What is our design intent behind a particular boss or the stats on a piece of gear? Does it matter? 

think new players do need some help in choosing a class. I don't think that's what this thread is about though. This is about descriptions of classes that are sufficiently detailed and robust that players can evaluate whether or not the class abilities and mechanics are delivering on that design. Our stance is that you guys shouldn't worry about that wow gold cheap world. You should worry about if the abilities and mechanics are working (e.g. "I can't beat druid") and if they're fun (e.g. "my rotation is too complicated.")

 Might it even make the experience a little less enjoyable if the curtain was pulled back so far? You should evaluate loot on whether it's an upgrade, whether gold cheap world warcraft  stats are good for loyal reliable, whether you will ever really use that "click on use" ability, and maybe even if it looks cool or has a fun name. You don't need to know why we chose to put Strength or Crit on the item. I'm trying to argue the same thing for classes.



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