@frogpitgaming

No DMs. Find me on YouTube: https://nitter.cf/t.co/zShpJ402ch Contact: frogpitgaming@gmail.com

A swamp
Joined December 2025
Jared Goff is the Chris Osgood of quarterbacks. Gets *zero* respect outside of Detroit because everyone made up their minds about him 6-8 years ago on what he is/isn’t. And some within this town think the Lions can do better. Jared Goff is a top tier QB in the NFL in 2026.
Jared Goff threw all three of his touchdown passes over 10 air yards against the Cardinals. Goff currently ranks among the top three QBs in completions (36), yards (780) and touchdowns (7) on passes over 10 air yards this season. #DETvsAZ | #OnePride
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Mythic isn’t a sealed-off difficulty island. WoW is vertically integrated. The top end establishes the assumptions that then propagate downward through almost everything: That’s why treating the current raid issues as “well, only a tiny number of people do Mythic” misses how WoW is actually structured. Blizzard designs the game around what the highest-end players are capable of breaking, optimizing, automating, or trivializing. Then the countermeasures needed to constrain those players become part of the baseline game for everyone else. You see it in class design. If top players can squeeze absurd value out of layered cooldown interactions, Blizzard tunes around that ceiling. Then the average player gets the same class with the same button density, same maintenance mechanics, and the same rotational failure states. They just execute it all much worse. You see it in encounters. If Liquid and Echo can solve a mechanic with communication, custom tooling, positional assignments, and hundreds of pulls, Blizzard adds another layer of complexity or tightens the timing. That design language doesn't remain quarantined to the last Mythic boss. It becomes part of Blizzard's encounter vocabulary, and it trickles down to CE guilds, AotC guilds, and casual Normal guilds. Heroic and Normal are still descendants of the same flawed design philosophy and the players in those brackets inherit the problems of that philosophy. And then it feeds into M+ too. Classes get balanced around coordinated high-end groups extracting maximum utility, so dungeon encounters expect interrupts, stops, defensives, dispels, externals, movement, target priority, and increasingly precise cooldown coordination. A casual player isn't playing some completely different WoW. They're playing the same systems at a lower numerical pressure. The game is not really casual WoW and then optional hardcore Mythic mode. It's much closer to one systemic game whose design ceiling is established by the best players, with difficulty progressively sanded off as you move downward. If Blizzard decides that RWF players can solve this because they have people on payroll that can create a custom solution for it, then the encounter remains harder. That harder encounter contributes to the design standards for future encounters. Those standards affect class kits and UI needs. Those kits affect M+ and raid expectations. Those expectations affect Heroic. Those expectations influence what guides tell people to run. Those guides influence what PUGs demand. Eventually some guy trying to do a +6 is being rejected because he doesn't have the correct build that was created around a problem solved by players doing content orders of magnitude beyond his ability. On top of this, when encounters increasingly rely on individual pass/fail execution the skill gap between individual players creates social problems rather than mere personal DPS differences. Blizzard is not just designing content for the top 100 players in the world. They are using the capabilities of those players to determine what the game is allowed to ask of everybody at every level. RWF is not just an entertaining edge case, it acts as the R&D department for difficulty escalation. And this gets absolutely absurd next to the accessibility argument. If Blizzard really wanted a simpler and more accessible WoW after combat-addon restrictions, then they need to be able to say "We do not care if Liquid kills this boss in 40 pulls". Because as long as preventing that outcome remains a design priority, Blizzard is still letting the most extreme outlier of players set the tone for everyone else. You cannot simultaneously optimize around "make the game broadly accessible" and "ensure the world's best 100 players, with extraordinary resources, cannot solve it TOO quickly" without the second objective exerting enormous pressure on the first. This heavily contributes to guild attrition and to WoW’s reputation for being hostile or inaccessible outside its committed player base. And I am SURE most of the RWF players do not appreciate how Blizzard does this either. This is not an attack on them.
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What is there to even be hyped for? Another boss that drops gear that will be replaced immediately once the next season begins? Another invasion mechanic that drops catchup gear?
I love how nobody is hyped for this lmfao
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They could simply stop catering to them at all because they don't actually pay the bills. But RWF and MDI are the only time there are eyes on the game outside of expansion announcements and launches. The people designing the game all come from high-end raiding backgrounds and only care about that group. Everyone else basically subsidizes the game for the RWF guilds and Blizzard likes it that way.
retail raiding has a "the last two bosses are fucking insane" problem caused by wanting something to challenge rwf guilds blizz needs to come up with a separate thing to keep these guilds occupied that the rest of the raiding population doesn't have to engage with
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The duel tournament is a fun idea on paper but in practice it financially incentivizes degenerate behavior like this. Blizz also can't just ban it because it's massive publicity for their game and the average gamer following the event will make excuses for the streamers that cheat.
All these dumbass streamers getting heated over the stupid fucking duel tournament on the wow Forever beta just gives me the warm fuzzies. Did you know they're actually not reporting bugs so that they can get an advantage?That and buying gold; it makes me so happy to see them sad
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Painful truths.
this week is a strong reminder that most mythic guilds are held together by like 2-5 ppl that are willing to put in 10x more time and effort than the raiders that watch a 5 min vod before each boss if those guys get tired or quit wow, the whole guild explodes instantly
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VG Frogman retweeted
You want to know what’s funny about some of these clowns? Some of you even admit you know NOTHING about the trend, yet you bitch over and over about Shad only reading five of the books. YOU ARE NO DIFFERENT! You know NOTHING about the trend, NOTHING about the context, NOTHING about anything that’s happened over the past two weeks, yet you want to police fanfic, say fanfics are bad and lazy, then ignore the fact that many stories you love and talk about are “what-if” fanfic ideas spun off and inspired by something else. You are the biggest fucking clowns. Shad made solid point after solid point, and some of you act like the biggest woke feminists while calling him one. Look in a mirror, you have become the DEI woke slop, needing to call everything DEI, woke, or feminist just to keep your war machine of a channel going. You water down the words because you so badly need to find a new thing to slap the buzzwords on, just so you have a fight to fight, even if it comes at the cost of attacking things that aren’t even what you claim. You have become the thing you claim to hate.
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>There have to be fundamental changes to the world and WoW itself to have true horizontal progression. Yes, that IS the idea. Otherwise, you just get Retail again. I swear people don't even know the history of this game. The vertical progression is exactly how we got no attunements, LFR, and the seasonal content treadmill. You are literally begging for Retail 2.0 with superficial Classic aesthetics.
This has been where I questioned horizontal progression in WoW when it was announced. WoW is vertical progression at its core. There have to be fundamental changes to the world and WoW itself to have true horizontal progression. I'm not sure that is possible.
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The end result of this is that nobody wants to grind from Tier 1 to Tier 14 if they come into the game later. There will be far less guilds and groups running the lower tiers. If any exist at all. Then Blizzard needs to introduce catch-up content that lets lapsed and new players access the newest tiers, thus fully invalidating all of the previous content. Congratulations you have now recreated Retail WoW! It's so funny watching people recreate the game we already have from first principles. How do you guys think Retail got to the state it's in? Like this!
The reality of WoW is that it's fundamentally a Vertical game. Even Vanilla and Classic are Vertical, albeit a much slower and more natural curve in that regard. With Forever WoWs level being capped at 60 and the introduction of new raid tiers every 4-6 months, means that in 5 years, we'll have at a bare minimum of 10 new raid tiers, upto as many as 14. With ZERO Vertical power progression, you can stop playing after Tier 1, and then come back 5 years later and still be 100% viable. I'm not saying it's bad game design, but people do want some sort of treadmill. And we know that the devs are raising the power level marginally each raid tier. So Tier 1 = 100% power. Tier 2 = 105% power. Tier 3 = 110% power. So after 5 years, with 10 new tiers, you'd only be 50% stronger than a player with Tier 1 gear. Which I think is a good way of cosplaying Horizontal Progression in a game that is by default Vertical.
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I love how this went from a random all-22 post, to a drafting game, and now we have NFL combine stats for each 'mon. I love the internet. By tomorrow we will have a full on ROM hack of Pokemon x NFL .
It's like people don't even know the Pokémon Combine stats when making their picks
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60% chance to have a 98% chance to win or a 99% chance to have a 96% chance to win, I am taking the 99/96 every single time.
Fascinating that going here has a higher win probability than kicking, i would have never guessed that given time/score
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A $100k tournament means it's fiscally irresponsible to not RMT and basically do everything you possibly can to get even a slight edge. It's why these "community events" are always a bad idea. They promote degenerate behavior, cheating, and generally give anyone with an audience and clout an inherent insurmountable advantage.
Ban ALL consumables + hound trinket, random items on use. ALLOW only grenades,1 pot per person & First aid. Everyone shall use the exact same consumables/items its impossible to catch up with all this gold drama. You need minimum 300-400g to have a chance @TipsOut #wowforever
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We are winning the championship and there is nothing you can do to stop us.
Me and the boys came up with the All 22 of Pokemon from original 150 (no legendaries) I think we nailed it
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Solid changes. Now we won't have dungeon spamming like Era devolved into, but people also won't feel like dungeons are a waste of their time.
Reposting myself is kinda weird but one thing I did want to make sure I mentioned that did NOT get mentioned in the podcast is that we are also fixing a bug with XP in dungeons. In previous beta builds, the XP earned per kill was awarded based on the highest level person in the group. If you are running, say, deadmines with 4 level 20s and 1 level 25, the amount of XP you get is extremely low per kill. With this fix, you should now receive XP based on your level relative to the mob as intended. This, combined with the 20% increase to base kills in dungeons should make it feel better and more even. XP gain is not going to be what it was in era, but it should feel significantly better now. We understand that some of you want to dungeon cleave to 60, but this is another one of those things that has to pass muster with our core pillars. That playstyle being the optimal way to level does not pass that muster and we need to hold firm on these balance adjustments. As it stands now after the adjustments, with perfect xp/hr play, the leveling rates in dungeons will be very close, if not equal to the speed you can level with optimal questing play. That's how much better it was to level in dungeons in Era. Maintaining that balance is vital to our "World is the Main Character" and "Nurture and Protect Social Experiences" pillars together. Once the scales tip and dungeons become the clear winner, it has a cascading effect on player behavior and we have to consider that impact holistically.
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Because every Retail WoW story goes like this: Bad guy: This...is your...END *Dark orchestral music Good guys: No...this is...our HOPE *Swelling hopeful orchestral music* Bad guy: All according...to my PLAN *vanishes in a cloud of smoke or dies* Good guys: We heckin' did it *Looks smugly at the camera* *More swelling hopeful orchestrals* Other good guy:....for now.... *Everyone gives a resolved expression*
Se va a cumplir un mes desde que se presentó la cinemática de Eclipse. Ni un comentario. Ni un mínimo de hype. Ni un solo debate. Hace demasiado tiempo que retail se ha convertido en esto y no tengo mucha esperanza en que TLT (y lo que venga después) vaya a arreglar algo
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Tom Brady is the greatest Quarterback to ever play the game and he became that way through hard work and discipline, not by being the greatest athletic talent the sport had ever seen. He became the best by working harder than everyone else for longer. Shut the fuck up.
“You don’t study for the spelling bee” is a deep and important aspect of American culture. I was at a baseball game discussing some young players with a buddy one time and he said to me offhandedly, “hard work is fine, but nothing beats talent.” Americans have this sort of sense that there’s something a little off about working really hard to get good at something that you’re not naturally good at. You’re never really going to be on the same level as the guy who has a natural talent. We have room in our hearts for scrappy little guys who work hard, but we are by default suspicious of grinders and strivers. If you were really meant to do it, then you’d be naturally good at it. You sign your kids up for little league, but you don’t take it too seriously unless they show remarkable early talent. Yes, this sounds sort of ridiculous if you take it too literally. No, nobody is saying that there’s any kind of practical test for this or that anybody should be excluded because we found out that they secretly studied too hard. But this is a part of American culture. And if you can’t understand it, then that just marks you out as foreign to that culture to an even greater degree.
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>imaginary problem As if Era didn't devolve into everyone spamming cleave groups to 60 and then further devolve into everyone paying boosters to power level them to 60 on their alts.
I have no dog in the race but have been watching and seeing how hard they nerfed dungeon experience was shocking. Blizzard trying to fix an imaginary problem.
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Classic Andy pretends like we didn't do this already back in 2019. You didn't need a dedicated 5 man. Everyone just ran cleave groups nonstop and non-cleave classes were excluded. Then once everyone else hit cap it became impossible to find leveling groups for alts that weren't paying someone for a power leveling boost. Fuck off with the dishonesty. We know how you people play this game and it's degenerate as fuck.
Lots of people complaining about dungeon leveling. Here's a hard truth for most people: Most of you won't have a dedicated group of 5 and grind out those dungeons from 14-60. Most of you are complaining about it because youre favorite streamer is complaining about it.
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