Sign in to follow this  
Followers 0
Odinn

wow Live Q&A with Ion "Watcher" Hazzikostas - #WarlordsQA

1 post in this topic

12629-live-qa-with-ion-watcher-hazzikost

 

Icy Veins will be providing complete coverage of today's live Q&A with World of Warcraft Lead Game Designer Ion "Watcher" Hazzikostas. Details of the Q&A will be added to this post throughout the Q&A, and available for review afterwards.

 

You can watch the event live at http://www.twitch.tv/wow beginning at 2:00 p.m. PDT today (Saturday, June 13). Questions and answers will be added to this post as the event progresses!

 

The Q&A is now over - an approximate transcript follows. Please note: This is not an official transcript. Some answers may be abridged.

 


 

Q&A

 

Q. Curious about the 6.2.x implementation of the flying achievement. Is it scheduled for after 6.2 for development reasons, or to allow the world to be seen without flying?

 

A. Draenor is largely flyable - people with ability_priest_angelicfeather.jpgAviana's Feather, etc. can attest to that. You can get around in three dimensions just fine. There were bugs we wanted to fix to give players a smooth experience, and we put off fixing them when we decided not to allow flying initially. We need to do that work now.

 

 

 

Q. Now that flying is coming back, how long will the rep grinds take and can they be done all at once?

 

A. There is one core reputation per faction, one for the Arrakoa in Tanaan, and one for the Sabreon. All of them can be done in parallel using daily/weekly quests. The "most gated" is the faction reputation, which should take 2.5-3 weeks of daily quests.

 

 

 

Q. If the Pathfinder achievement model for flying access goes well, do you see this being the plan for unlocking flight going forward?

 

A. We see this as a blueprint that could be used going forward, where you're tied to the ground initially. Being able to fly once you've explored thoroughly makes sense.

 

 

 

Q. Why add flying at the last moment? Personally, I like the game without it. Why the change of heart?

 

A. This was a hard decision. There's a certain amount of cynicism about the decision, as if we had always planned to add flying back. WoW has a large team, and the decision was made by the team as a whole. When we saw the feedback on "never flying again" versus not flying in Draenor, we realized that it felt like we were taking something very valuable away from players. We're satisfied with the way that the compromise has been received.

 

 

 

Q. Why are current reputations all mob grinds? Can we get a more modern reputation system?

 

A. We're not going to defend them - they're completely mob grinds. They were added late in the development process. We weren't going to have reputations at all, but we used them for the Trading Post, etc. It's unfortunate that it set the perception of reputations back as a whole many years. The 6.2 reps in Tanaan represent a more modern system.

 

 

 

Q. Apexis dailies feel like they take forever and I just skip them. Any plans to bring back normal dailies?

 

A. Dailies definitely have a place. We did that thing we so often do where we overreact and swing too far in the other direction - "World of Dailycraft" in Mists of Pandaria, for example. We approached Warlords development wanting to find a different direction. The way we looked at it was it offered more flexibility - instead of being asked to kill a set number of cannons, you get to an area and just need to deal with the enemy through choice and freedom. Two places where we failed were removing quests entirely, losing story and context, and secondly the reward structure was a complete miss.

 

 

 

Q. Draenor was a blast, but the end-game lacks world content. What's your philosophy on this moving ahead?

 

A. We're very proud of the level of questing in Draenor. We would have structured things like Apexis/dailies differently if we could go back and do it again. Some of it flows from the Garrison system - we approached Garrisons wanting to make sure we were rewarding the system adequately. A variety of playstyles should benefit from Garrisons, followers, etc. A lot of systems tied into the Garrison, and a lot of those things were served by the Garrison - gathering professions, for example.

 

 

 

Q. I feel WoD has been geared towards one character play, and players with alts are burning out.

 

A. Burning you out is not designed. Alts have become increasingly popular as World of Warcraft has evolved and leveling has gotten smoother. Where we come down on the general issue is that it's awesome, but we want alts to serve themselves (e.g. second character for PvP, etc.). Where it becomes more concerning is where people feel multiple alts should exist to serve one character (e.g. multiple garrisons to manage for one "main" character's benefit). On missions, we're looking into some diminishing returns on an account-wide level (like gold missions). That should help to alleviate the pressure from six times as much gold from six times as many garrisons (no nerf to a single character's garrison).

 

 

 

Q. What have you learned about what didn't work with Garrisons and why no one leaves it?

 

A. A lot of it has to do with the rewards. Garrisons are the path of least resistance to things you want. You can log on for five or ten minutes and feel like you're doing something, and that's fine.

 

 

 

Q. There has been criticism of the point-click-wait Garrison gameplay. How is the Shipyard content differently?

 

A. It's more condensed, and there is less micromanagement. We didn't increase item levels for followers, etc., because we didn't want people to re-do that work. Shipyard missions have more individually impactful rewards.

 

 

 

Q. Will future expansions have something like Garrisons too?

 

A. The Garrison as you know it in Draenor is something that is rooted and tied to Draenor. That is going to stay in Draenor. We might use the system again in a new form in a future expansion.

 

 

 

Q. There has been a truly massive decline in raiding guilds. Do you feel that changing the raiding paradigm was a good idea?

 

A. Fixed-size Mythic was a challenging transition. Many of them merged or recruited, some have struggled along the way. There are a number of high-profile guilds that have disbanded, but that has happened in every expansion/patch (e.g. Death and Taxes in Sunwell). The glue that keeps guilds together tend to be a small number of raid leaders and officers, and when those people move on, guilds break up. 10-30 player scaling is a huge success, and has tons more participation - on the other end of the spectrum, the Mythic raiders have gotten a better experience out of a fixed size, rather than us failing to balance 10 and 25 equally.

 

 

 

Q. Is Mythic raid difficulty justified when such a small percentage of players even attempt it?

 

A. It is something for people to aspire to, and something for the best players to differentiate themselves with. It's useful to be able to answer the question, "Who is the best?" At the same time, Mythic consumes a very small percentage of the resources that go into making a given raid. If we cut Mythic, it would reduce the amount of time that goes into making raid zones by 5-10%. People doing normal, LFR, etc. are the reason we're developing raids.

 

 

 

Q. Why limit Timewalking to certain bonus time periods?

 

A. The structure of rotating bonus events isn't to force people to do certain types of content. It focuses some of the purpose of Timewalking. It makes it a more condensed activity that is there to help gear up alts, but also makes it fit in better with other new dungeons.

 

 

 

Q. Why are dungeons becoming irrelevant?

 

A. There was no reason to go back to them. Mythic dungeons represents a way to some extent of salvaging that and giving players a reason to go back to running dungeons. They keep dungeons relevant. That works for 6.2, for dungeons going forward we need something else. We didn't keep Valor because running the same dungeons for progressively better rewards felt wrong.

 

 

 

Q. No new dungeons, but Timewalking, Adventure Journal, etc. - is this the plan going forward?

 

A. It would be terrible if we said we weren't going to add new dungeons. That's also not a reason not to add Timewalking or the Adventure Journal. They're not in direct competition.

 

 

 

Q. Why are you nerfing Demonology into the ground?

 

A. Because we don't want you to play Demonology. We have some concerns with how Demonology plays as a spec, and what's required to play the spec well. If you look at a guide like Icy Veins, it's an incredibly complicated heirarchy. Warlocks who preferred Affliction or Destro gravitated to Demo. It's all Demonology Warlocks at the highest level. We didn't want Warlocks to feel like that was the spec they were forced to play.

 

 

 

Q. Do you feel that ability pruning went too far?

 

A. Honestly, I don't. In some cases, I think that you can argue ability pruning didn't go far enough (Shaman, for example). We're not designing rotations to be complicated when you're fighting a target dummy. A lot of the changes we want to make are about improving the fantasy of the class - being a 'Fire Mage', for example. Rogues suffer as much as anybody from lacking distinct animations. We think we can do better than that.

 

 

 

Q. How do you see throughput healers enjoying the game in a world dominated by absorbs?

 

A. It's less dominated by absorbs than it was in Mists. There's less healing where people are either "full or dead". The niche of absorb-centric healing is one that we need to scale back going forward. It's not something that's changing in 6.2, but if you have any raid comp, you probably should have one Disc Priest plus something else. I think Holy Priests are in a great place, but the problem is if you only have one Priest, they should be Discipline. Disc Priest provides a unique benefit that often comes actively at the fun and enjoyment of other healers.

 

 

 

Q. Professions are really boring and constrained in Warlords.

 

A. The mixture of Garrison-centric gathering professions and time-limited cooldowns took away from the feel of being a craftsman. In 6.2, we're massively increasing the yield of people's personal cooldowns to make it more impactful relative to your Garrison. In general, when it comes to professions, things that make you go out into the world are better.

 

 

 

Q. What's the ideal Mythic fight length? Were some too long?

 

A. There's no one answer to this. We see fight length as determined by the nature of the fight and mechanics. Fights with consistent mechanics shouldn't be longer than 5-6m unless it's an endurance fight. If it's cyclical, you can probably stretch it out longer. For a classic, three-phase, multiple ability encounter, that's where you see it stretch out to 10+ minute lengths. Brackenspore was an endurance fight; keeping the moss in check, keeping up with adds, etc., it was a long fight. Mythic Mar'gok was just too long - that's the product of the extra phase after what was already a pretty full and thorough fight. Once we get to the 15m fight length, that's more than it should be. Seeing a brand new phase that you're going to wipe to and have to learn at 13 minutes is rough.

 

 

 

Q. Why do you keep making everything so convenient? Do you feel the game is becoming too convenient?

 

A. We don't want inconvenience and nuisance to be the things that stop you from doing something, while being mindful of the downsides of convenience. If we offer teleportation too freely, that tends to shrink the feeling of the world. A risk of something like LFD is that it reduces some of the social interaction of using trade chat for 90 minutes. The premade group finder is a strict improvement over spamming trade chat for 90 minutes. In general, we want to identify things that are preventing people from enjoying the game in a way they would like, but there is something to be said for removing too many barriers.

 

 

 

Q. Do you feel artistic integrity arguments carry any weight after the Twitter/S.E.L.F.I.E. patch?

 

A. Twitter integration isn't something that came away from the creation of outdoor content. It was something a couple of programmers worked on to integrate the API into the game. It's a convenience for players who already use Twitter. It's optional, and if you don't care about Twitter, you don't even know it exists. The S.E.L.F.I.E. cam was a fun side project from one designer and one programmer who came in and did it on a couple of weekends. A lot of the things that have come into the game were the product of an individual's initiative. We should have called 6.1 something like 6.0.5 instead, to soften the expectations. There's a reason the patch didn't have a formal name, like Landfall, because it wasn't advancing the story at all.

 

 

 

Q. Why are Tier 18 PvE and PvP gear sets recolours of each other? Doesn't really help player identity.

 

A. The only thing that differentiated players in MoP in terms of skill or difficulty was colour. It wasn't reasonable to expect people to have colour as the signifier of that. We moved to a world where there is one set of armor for 'average' accomplishment, and one set for 'extreme' accomplishment, and colour distinguishes content (PvE/PvP).

 

 

 

Q. Why are there no agility weapons that drop off Archimonde? All of the agility classes don't get 735 weapons.

 

A. We looked at how itemization worked out in Highmaul and BRF and realized that the kills later in zones become progressively less and less meaningful, because they already have items of that level. Plenty of guilds skipped end bosses entirely - e.g. skip Imperator and go straight to BRF. We want risk and reward to be somewhat commensurate. Itemization overall would be less interesting if we felt forced to have complete coverage of every weapon slot on Archimonde and Mannoroth.

 


 

Thanks for following along live if you did! The complete Q&A recap will be edited slightly and left online here for your review.

 

Coverage of the live #WarlordsQA event! Come see all the details here.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Stan
      Elisande and Gul'dan are available for testing on December 13. Another set of blues is up dealing with MM Hunters, Rogues and Destruction Warlocks.
      Gul'dan PTR Testing
      Elisande and Gul'dan  will be tested out on Public Test Realms for the first time on Heroic difficulty. You can preview all encounter abilities in the in-game journal. Gul'dan's encounter has a Mythic-only phase, where Khadgar returns Illidan to his dormant body, but he will be somehow possessed. This phase information was removed from the journal lately.
      Watcher
      On Tuesday, December 13, we will be conducting focused raid tests of Heroic Nighthold bosses.
      Remember that Heroic difficulty scales for groups between 10 and 30 players, so feel free to assemble and bring a group of any size within that range. 

      Tuesday, December 13

      Elisande – Heroic Nighthold
      13:30 PST (16:30 EST, 22:30 CET)

      Gul'dan – Heroic Nighthold
      15:00 PST (18:00 EST, 24:00 CET)

      As always, this testing schedule is very fluid and subject to the realities of a PTR environment. We might have to change the time of a testing session, change the bosses being tested, or cancel a test entirely, due to bugs, server hardware issues, etc. Keep an eye on this forum for the latest information, and thank you in advance for testing and providing feedback.
      (Source)
      Following yesterday's blue posts from feedback threads on the official forums, we got a few updates specifically for MM hunters, Destruction Warlocks & Rogues.
      Marksmanship Hunters
      Sigma
      We definitely understand that Marksmanship Hunters were used to a version of Vulnerable on live that was, for all practical purposes, full uptime (i.e. it could be up for every or virtually every Aimed Shot). Skilled players will still be able to have a great majority of their Aimed Shots affected by Vulnerable even in 7.1.5, albeit with a higher demand on focus management and good use of Windburst. That is intended, even if it involves losing a degree of comfort in essentially never being without a Vulnerable when you want it. The debuff is less diluted and has more significance when it requires that sort of attention, and it is not without payoff: the damage of an Aimed Shot with Vulnerable is significantly higher than in 7.1, and can be further increased with the new Patient Sniper. The ability to use Piercing Shot with Vulnerable (and potentially Patient Sniper) is an example of a new option allowing a very strong burst.

      While the fundamental mechanic driving it is a proc, the proc rate is quite high, and our goal is to make sure it is the sort of randomness that provides variation to a rotation while allowing responsive gameplay and room for mastery. The ability to wait on a Hunter's Mark while pooling focus to get full value from the Vulnerable will be more important than before. Windburst, as well as the talent options Sidewinders and Sentinel, allow on-demand Vulnerables as a resource to deal with situations where you have focus but not a Mark (or simply to make sure you have one for a key burst moment without having to react to a proc). Finally, removing the Vulnerable requirement for Marked Shot to do strong damage removes a reliance on multiple rapid procs and/or Sidewinders in order to use consistent buffed Marked Shots.

      As the PTR goes on, we welcome feedback on what problems turn up when you try to put this into practice, but I wanted to explain a bit more what our expectation was.
      (Source)
      Rogues
      Sigma
      Cheat Death at 6 minutes is ridiculous... At the very least they need to make it reset on death, or no one is going to use it.
      It does.

      To say a bit more on the 7.1.5 changes to various “cheat death” effects, including Cheat Death, Cauterize, Purgatory, and Last Resort: firstly, the cooldown increase is not the only change—the cooldowns (specifically, the cooldown-enforcing debuffs) will now clear on death. So if you Cheat Death early in a dungeon, yes, you should avoid dying again for the next 6 minutes. However, in the event you do die (or the group wipes), you will return to combat with Cheat Death once again available.

      More broadly, we examined the value of these effects as a whole and concluded they are too easily available. When Cheat Death was first added as a deep Subtlety talent (before the change to modern talent rows), its power and cooldown reflected the significant investment into that tree. In the current game, not only is its opportunity cost much lower, but, taking a look at the gameplay of healing and survivability challenges, the power level of such a frequent extra life is very high. For example, Rebirth has a 10 minute cooldown, and is a distinctively powerful ability that significantly contributes to a class’s perceived power in dungeons. Reincarnation has a 30 minute cooldown, and is far from being meaningless or forgotten. If we were adding Cheat Death and its ilk today and evaluating its power, there would be little justification for a cooldown as short as 2 minutes. Preventing a death that might otherwise have scuttled the entire current attempt at a dungeon or raid boss has more value than that.

      On Last Resort in particular, we are aware that Vengeance Demon Hunters felt somewhat reliant on this to avoid deaths to unexpected burst damage, and we will be monitoring whether they need other changes to compensate (for example, they have increased health on PTR, increased baseline damage reduction, and a stronger Metamorphosis effect). And on Purgatory, its cooldown was increased the least because it conditional, and it was also made more reliable: the effect will now always last for 3 seconds regardless of whether you momentarily go above 0 HP during that window.
      (Source)
      Destruction Warlocks
      Sigma
      One problem that Destruction Warlock had was a number of talent rows with very obvious "single-target" vs. "AoE" talent picks. This has clear downsides--a requirement to swap talents often (and as a corollary, a feeling of being significantly crippled when not using the ideal talent loadout for a given situation). Clearly, it's a DPS loss single-target to say you can no longer have both Eradication and Reverse Entropy, and a DPS loss in some AoE situations to say you can no longer have both Cataclysm and Fire and Brimstone. But making that swap, and then making sure throughout PTR that Destruction DPS remains reasonably consistent with live, will leave the spec more well-rounded and not as pigeonholed by talent choices in a given situation. PTR already has buffs to Doomguard and Imp damage that help with numbers in all situations, as well as buffs to various talents to help futher improve flexibility.
      (Source)
    • By Stan
      The micro-holiday takes you back to Borean Tundra's Winterfin Retreat. It will be live on April 5.
      Murlocs have been a symbol of World of Warcraft since the game's beginning. During the micro-holiday, you can adopt any murloc and complete quests with him. When you arrive at Winterfin Retreat, you'll notice plenty of murlocs running around like crazy.


      Talk to King Mrgl-Mrgl and pick up the quest Adopt a Tadpole.

      Afterwards, go and talk to any murloc you wish to adopt, there are many,  I picked Flops.

      Complete the quest and your tadpole will give you another quest, where you must collect 10 Winterfin Clams (most of them can be found in the water). The quest is called "A Tadpole's Request".

      Next you will accept the quest "The Ways of the World". The objective is to kill Mrrga. The mob's Health is scaled to Level 110, the murlocs in the water where you collect clams are only 70+.

      After you slay the beast, there's a final quest called "A Gift From Your Tadpole". It's a blue (daily?) quest and you receive a Tadpole Gift with various trash items! I received a Wet Rock.

      That's it for the March of the Tadpoles micro-holiday.
    • By Losephos
      Hello!
      Were a newer raiding squad that feels we need some more like minded people for our raid team. I'm filling out my squad for mythic content and am currently looking for ranged DPS and healers especially. Any class is more then welcome to apply and or contact me in game. We like to have fun and enjoy our raids. We have a discord channel like everyone else and just want to push ourselves over the edge. That means I need you. We won't micro manage you or kick you from the guild cause your DPS is 10k short of what is expected at your Ilevel. We understand. It's all about improving. We believe in the whole being greater then the sum of the parts or whatever else non sense sounds enticing. Were a progression team and know heroic well. I'm just tired of pugs when I could have some guildmates instead. We will help you gear and get better. If you like PvP we have people for that as well.
      We raid on Tues and Thurs at 8:30PM to 11:30PM EST. Monday is optional at the same times.
      You can either respond to this message or message me in game. 
      Thank you for your time,
      Xose
      Battletag: Losephos#1229
      Second in command:  Ichithekilla#1163
    • By turbo
      Överskattad är en helsvensk guild på Kazzak EU med tight teamspirit som söker  ranged dps i form av: mage/hunter/boomkin samt 1 resto druid eller holy paladin för vidare mythic progress. 
      ==RAIDTIDER==
      Vi är en semi-hardcore guild som raidar 3 dagar i veckan:
      Onsdagar 19.00-22.00
      Torsdagar 19.00-22.00
      Söndagar 19.00-22.00
      Ibland förekommer extra raids på måndagar i form av HC clear och annat skoj, utöver detta lirar vi mycket mythic+ med varandra och håller gearet i check.
      ==PROGRESS==
      För närvarande är vi 4/7M och 2/3H och siktar in på att nå 7/7M och 3/3M innan Nighthold.
      ==AMBITIONER OCH MÅL/STRÄVAN==
      Som progress guild satsar vi på att nå långt i mythic raids och uppnå achievementet "Cutting edge" i alla raids som kommer att släppas i Legion.
      Vi är ett gäng med bra laganda och vi värnar oerhört mycket om våra guildmembers. Det är viktigt att vi trivs med varandra socialt och vi lägger ner mycket vikt på att få ihop ett stabilt team som pushar framåt men samtidigt har kul och trivs tillsammans. Vi ser oss själva som en andra familj utöver "real life" när folk vill fly ett tag från verkligheten och bara ha det kul. Därför är det viktigt för oss att hålla god kvalitet under raids och vara omringade av stabilt folk som vill sträva mot samma mål.
      ==LEDNINGEN==
      I ledningen sitter officers med över 10 års erfarenhet av World of Warcraft. Ledningen lyssnar oerhört mycket på övriga members för att uppnå en så hög standard som möjligt. Det är viktigt att ha någon att vända sig till om det skulle uppstå konflikter, därför består våra officers av mogna och erfarna spelare med ålder på 25+ med många års erfarenhet i diverse guilds. Vi anser att det är viktigt att se problem från olika synvinklar och lösa dom internt istället - detta innebär att ledningen alltid är beredda på att ge folk en extrachans så länge vi ser att viljan och ambitionerna finns hos spelaren i fråga.
      ==VAD VI SÖKER==
      För oss är det viktigt att hitta spelare som främst dyker upp till raids och som kan spela sin klass, men det är också viktigt att ställa vissa krav på dig som söker sig till oss i Överskattad - dels för att hålla god kvalitet i raids, men också för att bygga upp en trivsam atmosfär och ett i särklass socialt och trevligt team. Därför ställs följande krav:
      [ul]* Du är aktiv och engagerad i din klass när det kommer till gear (via t.ex. mythic+, simcraft samt patch-changes).
      * Du dyker upp i tid och informerar minst 24h innan raiden hålls.
      * Du kommer till raids med fullt fokus och fullt förberedd, taggad på att pusha framåt(runes, flasks, pots, respecc tomes, healing pots och påläst på taktiker).
      * Du kan ta konstruktiv kritik för att kunna förbättras som spelare (vi är aldrig elaka när vi ger denna kritik - det är endast för att vi ska kunna utvecklas som team).
      * Du tål wipes och har tålamod och förståelse att det krävs för att komma framåt - ragequitting gynnar ingen.
      * Du är hängiven och pålitlig och sköter dig när du inte spelar med guilden (för att undvika att dåliga rykten om guilden sprids).
      * Du har respekt för andra spelare, andra spelares nationalitet och har förståelse över att folk inte har samma bakgrund/uppväxt.[/ul]
      Vi söker ALLTID duktiga spelare inom alla klasser och specs - så tveka inte på att slänga in en applikation på vår hemsida eller whispra oss ingame!
      ==KONTAKTA OSS==
      Kika in på vår hemsida: http://www.overskattad.se och släng in en apply, alternativt kontakta oss ingame för en intervju över discord:
      Turbs (GM), btag: turbofarfar#2932
      Dominato (Officer), btag: wizziz#2458
      Tyrena (Officer), btag: endast ingame kontakt
      Hoppas vi hörs av!
    • By turbo
      Överskattad är en helsvensk guild på Kazzak EU med tight teamspirit som söker  ranged dps i form av: mage/hunter/boomkin samt 1 resto druid eller holy paladin för vidare mythic progress. 
      ==RAIDTIDER==
      Vi är en semi-hardcore guild som raidar 3 dagar i veckan:
      Onsdagar 19.00-22.00
      Torsdagar 19.00-22.00
      Söndagar 19.00-22.00
      Ibland förekommer extra raids på måndagar i form av HC clear och annat skoj, utöver detta lirar vi mycket mythic+ med varandra och håller gearet i check.
      ==PROGRESS==
      För närvarande är vi 4/7M och 2/3H och siktar in på att nå 7/7M och 3/3M innan Nighthold.
      ==AMBITIONER OCH MÅL/STRÄVAN==
      Som progress guild satsar vi på att nå långt i mythic raids och uppnå achievementet "Cutting edge" i alla raids som kommer att släppas i Legion.
      Vi är ett gäng med bra laganda och vi värnar oerhört mycket om våra guildmembers. Det är viktigt att vi trivs med varandra socialt och vi lägger ner mycket vikt på att få ihop ett stabilt team som pushar framåt men samtidigt har kul och trivs tillsammans. Vi ser oss själva som en andra familj utöver "real life" när folk vill fly ett tag från verkligheten och bara ha det kul. Därför är det viktigt för oss att hålla god kvalitet under raids och vara omringade av stabilt folk som vill sträva mot samma mål.
      ==LEDNINGEN==
      I ledningen sitter officers med över 10 års erfarenhet av World of Warcraft. Ledningen lyssnar oerhört mycket på övriga members för att uppnå en så hög standard som möjligt. Det är viktigt att ha någon att vända sig till om det skulle uppstå konflikter, därför består våra officers av mogna och erfarna spelare med ålder på 25+ med många års erfarenhet i diverse guilds. Vi anser att det är viktigt att se problem från olika synvinklar och lösa dom internt istället - detta innebär att ledningen alltid är beredda på att ge folk en extrachans så länge vi ser att viljan och ambitionerna finns hos spelaren i fråga.
      ==VAD VI SÖKER==
      För oss är det viktigt att hitta spelare som främst dyker upp till raids och som kan spela sin klass, men det är också viktigt att ställa vissa krav på dig som söker sig till oss i Överskattad - dels för att hålla god kvalitet i raids, men också för att bygga upp en trivsam atmosfär och ett i särklass socialt och trevligt team. Därför ställs följande krav:
      [ul]* Du är aktiv och engagerad i din klass när det kommer till gear (via t.ex. mythic+, simcraft samt patch-changes).
      * Du dyker upp i tid och informerar minst 24h innan raiden hålls.
      * Du kommer till raids med fullt fokus och fullt förberedd, taggad på att pusha framåt(runes, flasks, pots, respecc tomes, healing pots och påläst på taktiker).
      * Du kan ta konstruktiv kritik för att kunna förbättras som spelare (vi är aldrig elaka när vi ger denna kritik - det är endast för att vi ska kunna utvecklas som team).
      * Du tål wipes och har tålamod och förståelse att det krävs för att komma framåt - ragequitting gynnar ingen.
      * Du är hängiven och pålitlig och sköter dig när du inte spelar med guilden (för att undvika att dåliga rykten om guilden sprids).
      * Du har respekt för andra spelare, andra spelares nationalitet och har förståelse över att folk inte har samma bakgrund/uppväxt.[/ul]
      Vi söker ALLTID duktiga spelare inom alla klasser och specs - så tveka inte på att slänga in en applikation på vår hemsida eller whispra oss ingame!
      ==KONTAKTA OSS==
      Kika in på vår hemsida: http://www.overskattad.se och släng in en apply, alternativt kontakta oss ingame för en intervju över discord:
      Turbs (GM), btag: turbofarfar#2932
      Dominato (Officer), btag: wizziz#2458
      Tyrena (Officer), btag: endast ingame kontakt
      Hoppas vi hörs av!