Nethaera wrote:Meditation is also going to get a bit of a bump up and it will increase to 10/20/30% mana regen as well.
I posted this earlier, but it didn’t hit home to me until I checked out the next druid changes. From what I understand, they get a similar talent upgrade, yes? If so, I suspect we’ll see an increase in healing endurance based fights. I’ve got 413 mana regen. Does that mean I will then end up with 537 mana regen? Honestly, I don’t know. My specialty has always been with theory and philosophy. I’ve never been good with hard numbers. I don’t know if that talent applies to your entire mana regen pool, or just your base without taking into account your gear, etc. So much for being a Priest resource, eh?
By the way, I got another post referenced on WoW Insider (1609 hits today). Apparently my Loot Distribution article generated a lot of views. From the responses, I could see that people were overlooking a few things and I want to elaborate just a bit more.
It will cover a basic DKP system, discouraging DKP hoarding, and a loot hierarchy [to prevent people from joining, taking loot, and then leaving].
Those three are the basic problems that many starting Guilds will have. Many new players have yet to embrace the system of working collectively together and achieving a goal. I wrote this article on the basic assumption that everyone is greedy and not willing to trust other players. Perhaps they’ve been backstabbed before in the past, or someone took loot and left, etc. I don’t know if a survey has been done on this, but I would hazard a guess that 30% of all loot acquired by a Guild will no longer be utilized by them: Players quit the game, players quit the Guild, etc, etc. It’s important to remember that these things do happen. There isn’t much you can do to screen for them. You can always consider it an expense. There is always going to be some kind of turnover.
Nadiaron made an excellent comment:
Attendance is a horrible DKP modded system. It punishes people for having a vacation, and makes them less likely to want to come back afterwards. It also gives people who arenÃ¢â‚¬â„¢t going to be sticking around, better gear whenever they have excess time to play WoW.
My response was already at the end of the article:
No system is better then that of human discretion. Always use it. Different ways to handle loot are useful for different types of Guilds. Find out what works best for you.
Human discretion. Human… discretion. It can be misguided or it can be beneficial. If you’re going to have a player take off on vacation or who has family problems, it shouldn’t be difficult to suspend that player temporarily so that their DKP does not decay. There’s always going to be Pros and Cons to every DKP system. If there was a perfect system, I wouldn’t have a series on loot distribution. Instead, I would only have one featured article. Every Guild would be using it. The problem here is that no Guilds are made the same. Different Guilds have different needs. Some Guilds like zero sum. Some Guilds prefer to use timed accumulation. Some Guilds don’t use DKP and rely on Loot Council. The purpose of this article was to suggest a method by which new Guild leaders, who probably don’t have a clue what system to use, can start with. It offers a basic frame work of loot priority and distribution. In a nutshell, if you raid more, you’ll get rewarded. If you’re a veteran player, you’ll get it before the new guy. At the same time, if you’re a new guy, you are not completely shut out. A veteran player doesn’t need loot from an instance, his attendance goes down, his accumulated total goes down, but the new guy whose shown constant dedication in raiding for the past month has an equal shot at the loot.
Again, it is by no means the best solution. But it’s just a step in one of many different directions.