Sunday, October 13, 2019

Blizzard's Response is Disgraceful

Blizzard responded to the outcry late Friday evening, reducing the suspension to six months. This is a cynical attempt to defuse the community outcry, while desperately trying to stay in the good graces of the Chinese government.

There is one single truth at the heart of this matter: Bliztchung did nothing wrong.

He played fairly. He won the tournament fairly. In an interview after the tournament, where he was only one being interviewed, he expressed support for a political position that was important to him.

There is nothing wrong with this conduct. Indeed, it is even admirable.

There is a long and storied tradition of athletes in our culture espousing political positions, criticizing the government or the state. Blitzchung's actions fit squarely within that tradition.

The issue is not that the punishment was too severe. It's that Bliztchung was punished at all. Punishing admirable conduct is unjust, no matter how you dress it up or point to overly-broad rules.

Blizzard's response is an attempt to mollify the community, while at the same time persuading them that what Blitzchung did was wrong. That criticizing the Chinese state is wrong. Once you agree with that, the degree of punishment is only a detail, one month, six months, a year, a lifetime. The important part is that China and Blizzard have convinced you that criticizing the Chinese state is wrong.

J. Allen Brack and Blizzard are a disgrace to the gaming community and to our society. The Chinese government has ordered them to squelch dissent. Blinded by greed, they have chosen to act as agents of repression. Blizzard has gone past mere trade, and into active collaboration.

Tuesday, October 08, 2019

Time To Boycott Blizzard

From /r/wow's summary of events:
Earlier today Blizzard announced that Hearthstone player Blitzchung will be stripped of his price money for "Grandmasters Season 2" and be banned from participating in official Hearthstone tournaments for a year. This is following him proclaiming support for the protests in Hong Kong in a live post-match interview on stream. The two casters conducting the interview were reportedly also fired.
I am deeply disappointed in Blizzard. I don't expect them to support Hong Kong explicitly, or anything like that. Indeed, maybe they don't. But Freedom of Speech--especially in political matters--is the core Enlightenment value, the one from which all the others flow.

Blizzard has decided that preserving access to the Chinese market by appeasing the repressive Chinese government is worth betraying those values. I am disgusted by their spinelessness.

I have cancelled my subscription, and will boycott Blizzard, until such time as they come to their senses and remember who they should be.

For Blitzchung, I repeat his words, the ones which got him banned:
Liberate Hong Kong, revolution of our age.

Thursday, October 03, 2019

Heroic Azshara Down!

We finally got Heroic Azshara down! It's a pretty good fight. It feels crazily chaotic at first, but as you repeat it, it becomes more and more tractable. A good fight for seeing and mastering phase by phase.

It also feels like a fight where, as individuals get a handle on mechanics, especially decrees, it seems to stabilize for everyone else as well. Decrees are orders from Azshara to soak a mechanic, stay moving, stand still, group up, or be solo. Then you get 2 random ones in heroic. It's very hard at first because everyone is running around like a chicken with their head cut off. But then people start to move predictably, and it becomes easier for people with the more complicated combinations.

Tuesday, October 01, 2019

Oct 2019 Updates

Posting dropped off a cliff in the last two weeks. Let's see if I can do better this month.

World of Warcraft

I finished getting the Nazjatar companions up to level 30, and have basically stopped doing Nazjatar. I'm now working on getting the level 3 Azerite Essences from Mechagon.

It's weird, but I like Nazjatar better than Mechagon, but I'm not really too sure why. Possibly because flying in Nazjatar is less annoying than Mechagon. Or possibly Mechagon feels the same every time you go to it. Get chests, kill Rustfeather, do quests in the same area. Nazjatar felt a little bit more varied. Or perhaps it was easier to skip the parts of Nazjatar that you disliked.

Like all of the Alliance, I'm also working on the Bee mount. My current plan is just to kill Honey Smasher and do an event if it pops while I'm in the area once a day until Revered. Then farm for jelly with the item that shows jelly on the minimap.

Raid-wise, we're working on Heroic Azshara. We've mastered the decrees and are working on killing the Phase 3 adds and Phase 4.

World of Warcraft Classic

I levelled a whole bunch of classes to the level 10 to 15 range. Then for some reason I picked up my rogue and just ran with it. My rogue is level 20 now.

It's interesting playing DPS again. You have no control over the group and since tanks and healers are so rare, you just grin and bear it. Like I did Deadmines, and the healer seemed to be playing a game where he let the tank's health drop to as near zero as possible before getting a heal. Is it really too much to ask for people to just play sensibly?

I do like all the rogue quests that encourage you to use skills like Stealth and Pickpocket. Retail WoW could really use some class quests again.

Heh, perhaps the most shocking change in Classic that I've forgotten is that Sap takes you out of stealth. I used Sap for the first time on one of a large group, hoping to stealth past. Instead I came out of combat and was promptly slaughtered by the rest of the group. Combined with being unable to Sap people in combat, Sap is surprisingly useless in Classic.

Tuesday, September 17, 2019

First Open World Death in Classic

I finally had a character die out in the world in Classic. (I did have a few deaths on my druid in a dungeon). As predicted, it was because of stupidity, rather than the game being hard.

I was on my level 13 Warrior, and I joined a group of around the same level to kill Defias. After that, the group wanted to kill gnolls, so I tagged alone. They went to the southern gnoll camps, the ones with level 16 or so gnolls. That's +3 levels, so high enough to be dangerous, but there were four of us.

Surely it would be easy enough if we pulled carefully.

After killing one mob, I turned around and noticed the healer had managed to pull four level 16 mobs and was half-dead. Like an idiot I charged in instead of running away. And shortly thereafter we were all dead.

Otherwise, I'm pretty much just making low level alts in Classic. I have 7 characters between levels 7 and 15. Maybe I should just give up on Classic. It hasn't managed to really capture my interest. It really feels like the best or most optimum way to play is to play in as tedious a manner as possible. And the game is already tedious enough.

Wednesday, September 11, 2019

Two Murlocs

There's a debate running in the WoW blogosphere about the difficulty of Classic WoW. I had an experience last night which may shed more light on the issue.

I made a Human Warrior and was running around Elywnn Forest doing the quest that requires killing murlocs. I came across the dead body of a paladin, let's call him Dave, near one of the murloc camps. A few minutes later, I came across Dave again. He had pulled two murlocs and was at half-health. I jumped in and helped him kill the murlocs.

Several minutes after that, Dave starts ranting in General Chat about murlocs, and how when you attack one in a camp another comes, and you keep dying. The reaction in chat was not particularly charitable, telling him to form a group, or attack the lone murlocs instead of groups.

So here you have two perspectives:

  • Classic WoW is difficult. If you get into a fight with two murlocs, there is a high chance you will die.
  • Classic WoW is easy. The solution is trivial. Don't attack two murlocs.

Both perspectives are true, but I think neither perspective encompasses the whole.

In some ways, it comes back to my old posts on Small Decisions. Attacking murlocs is a small decision. The solution is trivial, don't attack two, only attack one. It's very similar to having to deal with ammo. Don't start a fight when you are low on arrows, go back to town and restock. Many of the commenters on those posts felt that small decisions with obvious solutions were a bad idea, and just busy work. For example, killing lone murlocs isn't hard. But you have to patrol more to find them, and it is more tedious.

Modern WoW has smoothed away most of those small decisions, instead choosing fewer large decisions that occur less frequently. For example, the equivalent of two murlocs in Classic might be an elite in Retail, which may happen only once in any given zone.

However, it's not obvious that this was the right decision. Many small decisions with easy solutions, and yet obvious consequences, might be better for the game than fewer, larger decisions.

Thursday, September 05, 2019

Throne of Eldraine Trailer

Wizards of the Coast released a trailer for their latest Magic: the Gathering set, Throne of Eldraine. Apparently, these high-quality trailers might be a regular thing from now on. The trailer for War of the Spark was pretty good.

This trailer is a little ... different.

As one person on Reddit put it, "I didn’t expect to be rooting for a gingerbread lady to kill Garruk when I woke up today, but here we are I guess."

Tuesday, September 03, 2019

WoW Classic Observations, Part 2

More WoW Classic observations:

  • Ragnaros and Onyxia have been killed already, pretty much putting a stake through the heart of the "Classic is hard!" crowd. As someone observed, Queen Azshara has about as many mechanics as all of Molten Core combined.
  • I was a bit surprised when Ragnaros died. I thought Hydraxian Waterlord rep would gate the kill. But apparently you can grind Hydraxian Waterlord rep in Silithus or something, so people were able to obtain enough Aqual Quintessence to spawn Ragnaros.
  • I'm really not feeling the druid. After playing a bit more and trying to analyse why, I think I just don't like shape-shifting for some reason. Druid is also the one original class I've never really been able to level on Retail either, and I think it is for much the same reason. Maybe it's part of my aversion to transmog, where I like seeing my character look change as I level.
  • I did try to tank Ragefire Chasm at level 12. This was probably a small mistake, as many enemies are level 15 and bosses are level 16. It did get better when I dinged 13 in the middle of the dungeon. Also, druid is completely missing AoE threat and a ranged pull in Bear form (at that level), so gathering mobs was a little difficult. Apparently you get Swipe at 16, in time for Deadmines or Wailing Caverns, which would have made life a lot easier.
  • I've been trying several other classes, but I really cannot pick a class to focus on.
  • We are beginning to see more and more posts suggesting that--for a lot of players--Blizzard was right when they said "You think you want it, but you don't." I think Classic is actually improving the view of Retail by highlighting the things Retail does better.
  • I think the wider WoW community is beginning to coalesce around the phrase "Retail is a better game. Classic is a better world." I've seen it posted in multiple discussion threads by multiple people, and it is always highly rated and gets positive responses. In a month or so, I predict this will be the accepted wisdom in the WoW community.

Thursday, August 29, 2019

More WoW Classic Thoughts

Tuesday was raid night in BfA so I didn't play much Classic. We did log on after the raid to set up a Classic guild, which was mostly a round of collecting silver and signatures from people running to Razor Hill. I did get a chance to play more on Wednesday. Here are some random thoughts:

  • It looks like Blizzard bit the bullet and drastically increased the number of layers per server. While this has greatly reduced queues, it will probably cause them grief when it comes time to collapse those layers. But I guess they're kicking the can down the road, and figuring that queues later are better than queues now.
  • I find it pretty funny coming across skeletons in Mulgore. You can tell that, yup, a lowbie got jumped by a few mobs and died here.
  • Speaking of which, I've seen some people claim that these deaths are evidence that Classic is hard, and I don't think that's correct. It's very easy to avoid dying in Classic. Pull carefully, don't attack more than one mob at a time, run away if a second one engages. It's more that people are impatient, and willing to push the edge. And then sometimes they misjudge and die.
  • I've got Corhal up to level 10, though I haven't done the druid quest (bear form, I believe) yet. I'm not really "feeling" the druid, though. I'm not sure if I should keep going, or try a different class. After all, I will have bear and cat forms eventually, and those might be more interesting than casting.
  • The one thing I really, really like in Classic is the chat. Now maybe this is just because it is launch, but it is very nice to see conversations going on. I do think that the amount of downtime does help, though. It's very easy to type something quickly while drinking or eathing to regen mana and health after a fight.
  • It's funny to see much of the lowbie conversation revolve around bags. Six-slot bags are the equivalent of epics in Mulgore.

Tuesday, August 27, 2019

Classic WoW Launch!

Yesterday, WoW Classic launched. There were major queues on many (if not all) of the servers. I was at work during the actual launch. When I got home, there was about a 90 minute queue on Atiesh. So I left it running and went and did some chores.

When I finally got in, I made a male Tauren druid named Corhal. In contrast to many of the other posts I've seen, the starting area was fairly empty. There were a few other people, but there was plenty of space for questing. It was also fairly quiet, with no chat, which I found unusual.

It's possible that I was one of the first to be assigned to a fresh layer, as it seemed like there were more people as time went on, and chat became livelier. One positive about the chat is that people seemed disinclined to talk about current WoW. Another amusing thing about Mulgore chat is that people keep losing the ghost wolf for the Rite of Vision escort quest, and have to be directed by chat to the cave with the quest.

In any case, I did all the initial quests, and grouped up with a warrior and a hunter to do the quests in Bristleback Ravine. We even found a quest in a cave that I had never seen before!

I ended up logging off when I got to Bloodhoof village, at level 5. Fun times. Hopefully the queues calm down quickly.

Monday, August 26, 2019

Social Addons in Classic WoW

Blizzard announced that they would take steps to break a Looking-For-Group addon for Classic WoW:
We’ve been closely following the community discussion around this add-on for WoW Classic, as well as analyzing it to make sure we understand how it works. After careful examination, we believe the nature of ClassicLFG is incompatible with our social design for Classic. Thus, in an upcoming patch (in the weeks following launch), we will be adding restrictions to the Classic add-on API that will significantly limit this add-on and others like it. 
In line with what we shared at BlizzCon last year, we intend to be very careful about allowing add-on functionality that might undermine aspects of the social dynamics that are core to the Classic experience, even in cases like this where it’s clear that the addon author had no ill intent and was simply trying to provide a service to the Classic community. Ultimately, if a streamlined group-finding system was something we considered compatible with Classic, we would have kept the modern Premade Group Finder tool rather than choosing to remove it from the Classic client. 
It’s difficult to articulate a clear-cut rule for exactly when an add-on crosses the line. However, when an add-on goes beyond presenting information or providing aesthetic customization, and attempts to create an interconnected social network that relies on other players also using that same add-on, we are likely to scrutinize it particularly closely.
I did predict that the addon community would attempt to replicate the "convenience" of modern WoW. But it is very interesting that Blizzard is going to take steps to stop them. In particular, Blizzard singles out the automation of social networks as perhaps the primary difference between Classic and modern WoW.

It is perhaps ironic that this is mimicking society at large. Facebook, Tinder, Instagram, Twitter. Instead of older, more manual methods like writing letters, assemblies/dances, writing articles for publication, etc.

I'm not really sure where I am going with this. Maybe the old, manual, ways were better for social cohesion. Maybe the modern, automated, ways are better as they make it easier to find like-minded people, or just to get things done without all the social maintenance required.

Either way, Classic is going to be a very intriguing experiment.

Wednesday, August 14, 2019

Classic Name Reservation

My guild has decided to go Horde for Classic. We are making characters on Atiesh, one of the North American PST PvE servers. I think most people in the guild will be treating their Classic characters like an alt on retail

I jumped on and reserved three names on Atiesh. I'm not sure if they really fit Horde characters, though.

Going Horde immediately solved the dilemma of playing a paladin or not. It's simply not an option for Horde. Now, however, I have no idea what I want to play. I'm thinking about an Undead Priest, an Orc Warrior, a Tauren Druid, or maybe an Undead Mage. Or maybe a Rogue of some sort.

I am ruling out Hunters, Warlocks, or Shaman. I'm leaning against dealing with ammo, soul shards, and pets. And Shaman, seems to much like the same problems as Paladins. Though now that I am writing things down, maybe it would be nice to play one of these classes.

Heh, in some ways it would have been easier if we had gone Alliance. I probably would have just ended up with my default of Human Paladin.

Thursday, August 01, 2019

Heroic Ashvane, Orgozoa, Queen's Court

We killed Lady Ashvane, Orgozoa and the Queen's Court in the Eternal Palace Heroic raid tonight.

We struggled the most on Ashvane, simply not getting enough damage before getting overwhelmed. I think that will become easier as we get used to the fight, especially breaking the coral. We were not doing well with it. I did get a new healing mace from Ashvane, though.

Heroic Orgozoa, I think is undertuned compared to Ashvane. We actually one-shot it. I think it would have been fine if it had come before Ashvane, but after Ashvane it was a little easy.

Heroic Queen's Court took us a few tries, but it's one of those fights where there are a few mechanics which absolutely have to be handled perfectly, but once you get those down, the rest of the fight is straightforward.

Perhaps it is because we didn't have a lot of turnover from last tier, but we're really moving along at a steady clip in Heroic Eternal Palace. I rather imagine the next two bosses are going to take a few weeks.

Tuesday, July 23, 2019


Been a while since my last post. I'm not sure what happened. There was so much content released recently that I've been spending all my time playing instead of writing.

World of Warcraft

I've basically been alternating between Nazjatar and Mechagon. I'm still Revered with both factions. I haven't had a chance to do the Mechagon dungeon yet.

For the Eternal Palace raid, we've cleared it on Normal, and have killed the first three bosses on Heroic. It's a pretty good raid, with some interesting fights.

Final Fantasy FFXIV

I finished the main story, did the new dungeons, and have tried the new raid on Normal difficulty.

The new raid, Eden, is pretty interesting. I actually like the story a lot, better than the MSQ. It's interesting, and I have no idea where they are going with it.

SE is introducing a lot of new mechanics in this raid. For example, there's a delayed timer mechanic. You get the marker for the next mechanic (basically stack or spread) like normal and boss does the cast. But then the cast finishes, the marker disappears and a countdown starts over your head. When the countdown disappears, whatever mechanic originally targets you goes off.

It's a pretty good raid overall.

Tuesday, July 09, 2019

FFXIV Shadowbringers MSQ Review

This post contains significant spoilers for Shadowbringers.

I finished the Main Story Quest for FFXIV: Shadowbringers last night. I have mixed feelings on it. I should note that everyone else seems to be raving about the story, and are extremely happy about the expansion. So I appear to be out of step with the community at large.

When I see a new story or game, there are two dimensions along which I evaluate it: execution, and ambition. And perhaps I value ambition too highly. I'd rather see something where the creators aim high, and stumble. Of course, the best works are those which combine the two successfully.

Shadowbringers is a case of superb execution, but also far less ambition than the previous expansions. And that makes Shadowbringers somewhat of a disappointment to me.

I should start off with the good. The small moments, the characterisation, the interactions with the Scions, the dungeons and trials, all are absolutely excellent. The best FFXIV has ever been.

However, suppose I told you a story about a demon invasion. The demons invaded, conquered the lands, and magically created an eternal night. People wandering outside might get attacked and killed by roaming demons. Demons sometimes transform their prey into new demons. The hero needs to lift the night by killing the demon lords. There's one human kingdom which allies with the demons. None of the kingdoms are particularly new or interesting, mostly because they're all remnants of older kingdoms from before the invasion.

This is a pretty cliche fantasy story. One that's been done many times. Yet this is exact same story of the first 80% of Shadowbringers, only with a palette swap. Instead of being shown as "demons", the enemies are shown as "angelic". Instead of eternal night, it's an eternal day. Only there is zero difference in behavior. The change is only skin-deep.

The last 20% is an Ascian story. But it did not feel much different than the Lahabrea story from ARR. The execution was superb, true, with a great villain and set-pieces. But ultimately it was just a retread of what had happened before. There were moments where I thought the Ascian would do something new, take the story in a different direction, and break new ground. But ultimately that never happened, and everything fell into the old patterns.

I would rate Heavensward as the best expansion, then Stormblood, then Shadowbringers, and finally ARR. Stormblood stumbled a bit in execution, but I thought it was more interesting and more ambitious than Shadowbringers.

Monday, July 01, 2019

FFXIV Shadowbringers Dungeon Trust System

This post may contain minor spoilers for FFXIV: Shadowbringers. I am trying avoid major ones, though.

Final Fantasy XIV launched early access for its latest expansion, Shadowbringers, this weekend. I'm still in the middle of the story, so no comments on that yet. However, I thought I'd take a look at one of the new systems introduced: Trusts for dungeons.

The new 4-man dungeons in Shadowbringers can be done entirely with NPCs. The NPCs available depend on the story line leading to the dungeon. All the roles are covered, though, so the player can choose any role.

I've done the first three dungeons using the Trust system, playing as a tank. In general it works quite well. The NPCs do mechanics correctly, they move out of AoEs, and stack appropriately. It's actually pretty useful, as you can just mimic them if you don't know what to do for a particular mechanic. You cannot give the NPCs any orders, they just do their thing, as if you were playing with other players.

There's also no queue time for the dungeons when using a Trust. It works better with the story, as using the same NPCs makes it feel more seamless, and allows SE to add appropriate commentary.

SE also tried to add some personality into how the NPCs do things. For example, there's one fight which creates a chasm between the party and the boss. There's a thin zig-zagging bridge you can use to cross the chasm. One NPC, who's something of a hothead, just ran across the bridge with no hesitation. Another one, a magic-user, used a personal teleport spell to get across. The third NPC is timid, and she slowly and hesitantly walked across. She did not make it across before the rest of us finished that mechanic.

So why play with normal people instead of using a Trust? The biggest difference is that the NPCs are slow and have lower DPS. They do not AoE at all, and single-target everything. Even in pulls which have eight small things, and are quintessential AoE pulls, the NPCs will kill one by one. It isn't that bad, as they will focus the same target, and are generally very predictable, so tanking is easy.

The first dungeon I did with a Trust took 35 minutes, with no wipes. I estimate it would have taken around 25 minutes with a normal group of players. So using the NPC Trust increases the time taken by 50% or so. However there is no queue time.

As a result of this, I think people will be very happy to use Trusts for the first time through the dungeon, while doing the story. But after that, when leveling other classes, they'll probably choose to play with other people. A few people--who really don't want to play with others--will stick with Trusts. It was pretty clever of SE to use time as the factor to separate players and NPCs, while ensure that ultimate success is still the likely outcome.

Thursday, June 27, 2019

8.2 Nazjatar

World of Warcraft released patch 8.2, Rise of Azshara, this week. It introduced two new zones, Nazjatar and Mechagon. You go to Nazjatar first. I haven't really started Mechagon, so these are just impressions of Nazjatar.

Nazjatar is an interesting zone. The story line unlocks a faction which you ally with. For Alliance, it's the Waveblade Ankoan, who are basically fish-men. There are a lot of quests, and things to find and unlock.

Gameplay-wise, the zone is a combination of dailies and world quests, which actually work fairly well together. A lot of the dailies are more general, like "kill 15 Naga", which you can do anywhere on the island. You also choose one of three Ankoan companions who fight alongside you, and have three specific daily quests to level up. So you try to do dailies and World Quests at the same time, completing the dailies on the way to and from the World Quests.

I chose the hunter companion, who honestly comes across as a bit emo. I think I'll try the shaman next.

The combination of having some quests which are tied to a specific location, and others which are more general, is very good. It allows you to play a mini-optimising game with your quests each day.

There's also lots of puzzle quests in Nazjatar. Everyone was complaining about this one where you have to rescue someone by bouncing on jellyfish. I thought it was pretty easy, as I one-shot it. Maybe it was beginner's luck, but all you need to do is turn and face the next platform/jellyfish as you are being bounced.

Nazjatar also has Benthic armour, which you can buy and upgrade with the currency found in the zone. I'm not entirely certain if it's something a raider should pursue, or if it's mostly for solo players, alts, and filling in holes. I blew most of my currency on fixing an Abyssal device, which doesn't seem to do anything, but might be used in crafting later. So gear is mostly moot for me at this point.

One thing is that the armour is random, but whatever stats it has is maintained as it upgrades. So it's possible that the ideal is gambling until you get a piece with the best secondaries and a socket, and then upgrading that. The initial armour is very cheap as well, which lends itself to this strategy.

Edit: Apparently the secondaries and special Benthic bonuses are fixed for each item slot. All belts have the same secondaries and Benthic bonus, etc. So if you want to gamble, it's really only for tertiary stats like leech and sockets.

Second Edit: Apparently the above is not quite right. Some slots have multiple "types" of Benthic armor. Each type has specific secondaries and bonuses. Like there are three different plate legs.

All in all, Nazjatar is a pretty interesting zone, with a variety of activities. It should be interesting to see how things unfold, especially as there is a second zone to balance it out.

Sunday, June 23, 2019

A Worrying Sign for Classic?

My latest experiences in the WoW Classic Beta have made me more pessimistic about the success of the WoW Classic. To wit, the early zones, Elywnn Forest and Westfall, are already dead. Honestly, they died faster than many of the other "failed" MMOs which I've tried.

I ended up deleting all the characters I made and started fresh with a Priest. There are very few (like on the order or 5 or less) people in Elywnn Forest. Local chat is completely dead.  I got up to Hogger, and then spent time on the weekend going, "LFG Hogger".  After three different sessions, I finally got a level 9 dwarf hunter to take pity on me and we teamed up and killed Hogger.

Westfall is pretty much the same. There isn't even anyone just hanging out in Goldshire. In Retail, there's always people dueling or jumping around in Goldshire.

Classic is a game which requires other people. If there are no other people around, it becomes a very frustrating experience.

Now, maybe everyone is on higher level characters, and focusing on them. Though Stormwind was pretty empty as well. Maybe people aren't playing because it is Beta, and they're saving their powder for when Classic launches.

I guess my advice to people thinking about Classic is to make sure you do not miss the initial wave of players. If you fall behind, Classic will rapidly become a lot less fun.

Thursday, June 20, 2019

Classic Stress Test Thoughts

Blizzard started a stress test for Classic yesterday, where anyone in NA with a WoW subscription could try Classic. The servers will be up for a day or two, if you didn't get to try Classic out.

I found the test quite funny. Blizzard was clearly testing their server stability, as they put way too many people in the zone for game-play purposes. I made a mage, and I had a lot of trouble finishing the very first quest. I'd start casting a Fireball at a kobold, and someone would tag it before the cast finished.

In the end, I resorted to running up to the kobold, hitting it with my staff to tag it, and only then start casting Fireballs.

The conversation in the zone was very lively, and everyone was remarking how this was totally unlike retail servers where it's silent. That's true, but the Beta servers were like that at the start, and now they're dead silent.

If I was making an MMO, I would strongly consider adding a world chat channel that everyone on the server is in.  There's a critical mass of people necessary to get chat going. For zone chat, it really only exists in the starting zones, and really only at launch.

Or maybe, like Blizzard is having layers for the world, have "layers" for chat that expand and contract depending on the number of people. Maybe the game starts with one chat for the starting zone, and all the other zones have the same chat. Then as people starting levelling up, maybe the first two zones share the same chat, and so on.

Wednesday, June 12, 2019

Classes in an Alternate Burning Crusade

Continuing on from my previous post on races, another major mistake The Burning Crusade expansion made was with classes. Specifically allowing Alliance Shamans and Horde Paladins.

I've discussed this before, but I think that the Alliance in particular lost a lot of its identity when the Horde got paladins. Especially as the Silver Hand opened up to both factions, but the Horde had separate orders for the Blood Knights and Sunwalkers.

In an alternate TBC, paladins could stay Alliance, and shamans could stay Horde. As long as Blessing of Salvation (and the equivalent totem) is removed, there would be no real imbalance.

Then, assuming an alternate Wrath comes along, perhaps the Horde could get Death Knights, and the Alliance gets Demon Hunters (since both Night Elves and Blood Elves are Alliance in my alternate timeline).

I think reinforcing the faction division mechanically, with different classes that play significantly different, would be a much better path. WoW chose to homogenise the factions. In the long run, I think that was not a good decision.

Tuesday, June 11, 2019

Personal Loot Needs an 'Any Specialization' Option

Quick thought from raiding tonight. Personal Loot needs an 'Any Specialization' option.

Right now, you can choose 'Current Specialization' or pick a specific specialization. But at this point in farming, an 'Any' option would be really nice. If you're a Holy Paladin, you might get a Ret weapon, or a Prot trinket, without giving up the chance to get a Warforged Holy item.

The other option is basically switching loot specializations on all the different bosses, which is rather fiddly. As well, it's unfortunate when one specific boss has items from different specs, and you have choose which spec to forego.

Perhaps a small change, but I think it would make Personal Loot a bit better.

Monday, June 10, 2019

Graehl's FFXIV Videos

I came across Graehl on Youtube. He makes FFXIV informational videos which are absolutely superb. They're clean and efficient, and present new data beautifully.

Check out his video introducing the new Dancer class:

The class looks really cool. The "dance" mechanic is quite novel for MMOs (even if it is just Simon Says), and I'm quite intrigued as to how it will work in actual group content.

Speaking of FFXIV, I'm really excited about Shadowbringers, especially the class overhauls. However, I don't really want to play FFXIV right now, and level classes with the old mechanics. Ironic.

Tuesday, June 04, 2019

Revisiting the Deadmines

I finally reached a point where I could take on the first Alliance dungeon, the Deadmines. Luckily a guildie was looking for a final DPS spot, and I was the quickest to respond. The group was a warrior tank, a paladin healer, a rogue, a hunter, and my paladin. All about level 17 or 18.

The run was ... interesting.

It wasn't bad. People generally knew what they were doing. But we didn't use any crowd control. The warrior tank didn't really have any AoE threat, but played as if she did. So the rogue and I often ended up tanking individual mobs.  The warrior also didn't have any ranged weapons, likely because she had not gone to Darnassus to train them yet. So every pull was a body pull or a charge.

I did enjoy playing the old-style paladin. Mostly dealing damage, tanking the occasional mob, throwing out a heal every so often. Especially on VanCleef, when the healer went out-of-mana at about 30%, so I healed the last bit.

We did wipe once in the middle, too many goblin runners.  The hunter had run out of ammo, so he took a spirit res to buy some more. Then the others ran out of the dungeon to help him get back, though he did die once on the way. I stayed in the dungeon to make sure it didn't reset.

Most of the bosses were fairly easy. After VanCleef, we jumped down to get Cookie, but pulled too many mobs and died. At that point the healer called it, and the group disbanded. In total, the run took about an hour and half.

I'm not really sure what to think about that run. On the one hand, it wasn't entirely successful. We wiped twice. It took a fairly long time. We didn't even clear the entire dungeon.

On the other hand, it was memorable. It made for a better story than the fast, efficient, successful runs of modern WoW. Is that valuable? It's good for your first run of a dungeon to be memorable, but I rather expect you want your hundredth run of that same dungeon to be fast, efficient and successful.

Sunday, June 02, 2019

Races in an Alternate Burning Crusade

Assuming Classic is a success, what is the future of Classic servers? The most probable option is that Blizzard releases The Burning Crusade for Classic, following the same path as Classic.

But playing with Classic Beta has lead me to believe that TBC made several big mistakes, which weakened the setup of Classic WoW. In some ways, an alternate TBC, with several changes and essentially new content, would be a better future. Of course, Classic would have to be spectacularly successful for Blizzard to green-light something like this. And even then, they may not, believing that fidelity to what was released is more important.

The biggest mistake, in my opinion, was having the Blood Elves join the Horde.

In Classic, the Horde has a very strong identity. They are the monsters, banding together for survival. In the immortal words of Zangief from Wreck-It Ralph, "You are bad guy, but this does not mean you are bad guy."

The blood elves really weaken this. They're pretty elves. Blizzard tried their best to give them a dark backstory, but when you join a group where 4 of 5 characters are blood elves, it just doesn't feel like the Horde, not the way a Classic Horde group does. Now, maybe Blizzard did need a pretty race to balance the factions numerically, but that balance came at the cost of the Horde's identity.

What I would suggest is that the Alliance gets the Blood Elves, and the Horde gets the Worgen. Werewolves are classic monsters, and would fit in with the Horde. Of course, this would invalidate pretty much all of current WoW's story lines.

A later expansion could give the Horde goblins, and the Alliance draenei. Keeping the Horde's identity as the "monstrous" faction, and keeping the Alliance as the "normal RPG" faction would serve make the factions more distinct.

Thursday, May 30, 2019

Revisiting Tera Online

I've been playing Tera Online over the last few weeks. It's pretty interesting to see what they've changed.

They've streamlined leveling a fair bit. You just follow the main story quests and you don't have to do any of the zone quests. The story quests give you armor, and special relic weapons drop at certain level ranges which gives you a good weapon. Monsters are a bit easier to defeat while leveling. Most leveling dungeons have been repurposed for 3-people of any class, rather than needing a tank or healer.

I leveled a Castanic Valkyrie to 65, the start of current content. The Valkyrie is a spear-wielding class with several AoE moves, so her combo chains have lots of spins. She also builds combo points on enemies, and detonates them for large amounts of damage.

For the most part following the story quests worked well, though there were a couple of points near the end where they ended up in a dungeon for which I had outlevelled the instance finder, but was tedious to solo. That was fine for the most part, I just went back and finished up when I reached 65.

Technically, 65 isn't the cap, the real cap is 70. But apparently it takes weeks to level up from this point. Current content is a long grind, I guess.

For the most part, I really enjoyed my time in Tera. I still think the combat is excellent. The stories were not exactly good, but they were fun in a cheesy way. It was nice to see the conclusions to all those stories I started so long ago.

If you treat it as kind of a quasi-single-player game, levelling a character to 65 in Tera Online is a lot of fun. I don't know if I'll continue playing, or if I will try out a new character, but I really enjoyed the time I spent in the game these last few weeks.

In any case, here's the highlight of all Tera Online posts. Let's see what sort of ludicrous armor my character has to wear. Actually, I find this the most hilarious part of Tera, seeing the different, shameless, armor styles. Here's my Valkyrie in her current armor (from the login screen):

Tuesday, May 28, 2019

Classic Thoughts, Part II

Other People in Classic

A long time ago, I observed that:
It's a little unfair to the developers, but the best reason to play WoW instead of other MMOs is that you don't have to listen to people talking about WoW.
Well, now you can play WoW while listening to people constantly talk about WoW. Either castigating Battle for Azeroth or reminiscing about 15 years ago. It's non-stop, and it's like these people don't have any other conversation.

Truthfully, it makes me less inclined to play Classic.

Grouping and Questing

Regarding the discussion of grouping and questing, I came across this old post of mine from TBC days: Is Questing Anti-Social. An excerpt:
I think people don't group because they are ambivalent about approaching strangers. Maybe it's fear of rejection, a desire not to impose on someone else, or feeling bad about asking for help. But my experience is that a lot of people are perfectly willing to group up, they just don't want to be the one to ask. And because you can solo most quests, they don't ask unless they have to.
I think we are already seeing this issue in the Beta. Classic is a game which works best when groups are formed easily. But people simply don't like to group.

Will Classic Weaken Guilds on Live?

My current guess is that Classic will attract a great deal of attention on launch. But over the next three months, it will lose 90% of its audience. It will still stabilise at a few hundred thousand, numbers any other MMO would envy.

I don't think that Live will lose significant numbers to Classic. However, I wonder if the "type" of people who switch from Live to Classic will matter.

Basically, the type of people who will be very attracted to Classic are the highly social and the organizers. They'll be the ones who will be able to handle the grouping, who have a rolodex of friendly tanks or healers. In Live, though, these are the people who form the strong core of guilds. Guild leaders, officers, etc.

Numerically, these people are outnumbered by the rank-and-file. But they're the type of people who's loss hurts the most. I look at my current guild, and I think I have a general sense of who would be most interested in Classic. If we lost half of them at the same time, it would hurt us a lot.

I think something similar happened before, when 10-man raids were introduced. The core of many existing raid teams focused on 10-mans, but a lot of the rank-and-file ended up dropping away.

Monday, May 27, 2019

Classic Thoughts From The Weekend

More observations and thoughts on WoW Classic, from the Beta:
  • I am really unsure how successful Classic will be. Sometimes I think it will do well, but then I see three groups going "LF Tank for DM" in Westfall chat, and I become more sceptical.
  • One group even offered to pay the tank 15 silver. It's been years since I've seen that. Also, it is amusing how 15 silver is a valuable reward in Classic.
  • I made a whole bunch of alts and tried the various classes up to level 7 or so. Paladin is the most boring, all the other classes are reasonable.
  • Rogue is the one class which feels the most similar to modern classes, and you can see how many classes have become more like the Rogue over time.
  • I think the best way to play Classic is to be super-aggressive about grouping. Someone is in the same area as you doing the same quest? Send them an invite, do the quest, and then say good bye.
  • This is especially important for paladins. Add a single group member and game-play smooths out and efficiency spikes.
  • In some ways, I think Classic levelling is a better game than Live when in a group, but a significantly worse game when solo. When you're in a group in Classic, even at very low levels, there is a noticeable feeling of the group being stronger than the sum of its parts.
  • The question then becomes how easy is it to get a group while levelling.

Friday, May 24, 2019

Classic Updates, Heroic Mekkatorque Woes

WoW Classic Beta

I haven't had much time with the Classic Beta. I got up to the quest with the Defias Pillagers, who have killed me multiple times so far. I think I'm a bit underlevelled. I probably should have gone and done the quests in the dwarf area.

I'm really not feeling the paladin, though. Currently Classic Beta feels very lonely and paladin game-play is very boring. I think I'm going to try out a few different classes this weekend.

I did roll a Tauren Druid, but have only reached level 3 with it.

Heroic Mekkatorque

We're still having a lot of trouble with Heroic Mekkatorque. We can beat it every week, but it always takes us five or more pulls every week. It's simply not on farm status. Unlike all the other fights, it feels like we haven't improved on that fight even after killing it several times. In contrast, we can one-shot Heroic Jaina now.

Because Heroic Mekkatorque can take us up to two hours, it's in an awkward position for completing all the content, and actually getting both Daza'lor and Crucible down in one week.

I think there must be a better strategy out there, though I'm not sure what we're doing wrong. My guess is that our tank movement and raid positioning is ad-hoc, and makes things more difficult than it has to be. Like maybe there's a better way to position the group that makes the fight more standard and less variable.

If anyone can link me a particularly clean H-Mekkatorque kill video, I would be grateful. All the videos I can find have messy kills, usually because they're first kills.

Tuesday, May 21, 2019

Audience Inconsistencies, Class Quests

Audience Inconsistencies

Sometimes I feel sorry for Blizzard. They get so many conflicting signals from the audience that it must be quite hard to figure out what the right thing to do is. For example, right now:

Players: Classic is amazing with it's difficulty and inconveniences. It's awesome when players have to be careful about what enemies they attack and avoid. Retail should be more like Classic

Blizzard: In Patch 8.2 absorbs will no longer prevent daze. You need to be more careful about avoiding enemies, and not just mounting up and running straight through them all.

Players: Why does Blizzard hate fun?!?

Class Quests

I hit level 12 in the Classic Beta yesterday. Apparently there's an entire quest around getting Resurrection that I completely forgot about!

I really enjoyed that quest. It's small, and involved a lot of running, and wasn't that difficult. But it was very paladin-specific. I also liked that it wasn't world-shaking, but first about providing linen to an orphanage for clothes, and then resurrecting someone who was investigating the Defias. It fit nicely with learning the Resurrection spell. Though that does raise questions about who you can actually resurrect or not resurrect story-wise.

Monday, May 20, 2019

Classic Westfall: Where Dreams Meet Reality

First Death

I finished Elwynn Forest and moved on to Westfall, where I had my first death. I got attacked by a Coyote and a Coyote Packleader and foolishly decided to fight when my bubble was on cooldown. It's interesting because if it had been three coyotes, I would ran away right at the start and survived.

I also had a second death a bit later, fighting a Defias Trapper, and not realizing that a Defias Smuggler was throwing knives at me from a distance.

Dreams meet Reality

If Elwynn Forest is the zone where you see all the advantages of Classic, Westfall is where you start to see some of the disadvantages. And you realize that there was a reason Blizzard changed things.

Like one of the first quests is to kill 30 Defias, 15 trappers and 15 smugglers. You have to make a circuit of several camps, killing one Defias at a time. You run away if two of them attack you. You sit and drink after killing three or four. The respawn time is long so you have to find multiple camps.

There are some advantages to this playstyle, though. You explore a lot of the map. You usually end up working on several quests at the same time. For example, kill a couple Defias in camp A, then kill some boars for livers on the way to camp B.

Truthfully, it is kind of boring. Another thing which made it worse is that Westfall chat wasn't working in the Beta. There's a saying that MMOs are glorified chat channels, and that's true to an extent. But the chat channels work with the slow pace. The slow pace gives you time to read chat and respond in between killing a mob or two. And the chat channel makes the slow pace bearable.

Another element is that the way paladins interact with a couple of mechanics pushes solo gameplay to be even less interesting. Mana regen in Classic is governed by something called the "5 second rule". Mana only starts regenerating a full 5 seconds after you last used an ability. For most classes, this isn't an issue, because you have to spend mana to deal damage. For paladins, though, the abilities are all front-loaded. If you Seal, Judge, Seal at the start of the fight, mana regen will kick in after 5 seconds. Then if you just auto-attack, you'll get most of your mana back during the fight. The only damage you are missing out on is Judgement, and it isn't that much. Especially if Judgement gets resisted, which is rage-inducing because you realize that you killed your mana regen for nothing.

Fights are slightly longer, but you don't have to sit and drink. But game-play is atrociously boring. Press three buttons at the start, and then auto-attack for 30 seconds.

Now, obviously, playing any other class might be more interesting.

Saturday, May 18, 2019

WoW Classic Beta!

I got a WoW Classic Beta invite, and it is hilarious!  I remade my paladin, and here she is at level 10.

Classic Coriel in Goldshire
You can see the Seals, Judgement and (5 minute!) Blessing of Might on the bars. I had forgotten just how few buttons the classic paladin uses. (The question mark is a mouseover macro for Holy Light that seems to have a bug with the tooltip. I have reported the bug.)

It feels very much like the vanilla WoW that I remember. It's pretty slow, level 10 took me maybe four or so hours. Lots of running around. Combat is somewhat dangerous. I haven't died yet, but I've had to use bubble and run away four times. Twice from gnolls, and twice from murlocs. I'm wearing a mix of leather and mail, and I've even been wearing greys!

The major difference so far between Classic and retail is how much interaction there is with other people, and how the mechanics push you to interact. For example, tagging is absolute here, there are no shared tags at all. So I've ended up making impromptu groups for almost every named quest mob with the others who are waiting for the mob.

People seem to make liberal use of buffs, randomly buffing people nearby. Priests and Mages give me Stamina and Intellect, and I give them Blessing of Might. Though, this may just be the beta crowd. If you get in over your head (very easy to do!), and someone is nearby, they'll often help out.

I even traded some linen to someone who was leveling tailoring in exchange for two six-slot bags.

It's a very interesting experience to see exactly what you miss, and what you don't miss from retail, and what you wish was in retail.

So far, things I miss from retail:
  • AOE looting. I kill two murlocs and I always forget to loot the second one.
  • The bag clean up button. Apparently I use this constantly in retail. I open my bags, and reach for the button before I remember that it doesn't exist.
Things I don't miss from retail:
  • Quest markers and sparkles. The map and mini-map in Classic are very basic, and don't do very much. The mini-map doesn't even show new quests. After playing Classic, it's clear that I pay more attention to the map in retail rather than the actual world. In Classic, bringing up the map doesn't really add any information, so you pay more attention to the world. I am beginning to think that the balance between map and world in retail has tilted too far towards the map, and the map simply does too much.
Things I want from Classic back in retail:
  • The spinning uppercut animation for Hammer of Justice. It's so much better than the current animation. Every time I use Hammer of Justice in Classic, it annoys me that it got removed from retail.
Overall, WoW Classic has clearly got that vanilla feel, with all the advantages and disadvantages thereof. It's a unique opportunity to compare and contrast the two versions, rather than relying on nostalgia and unreliable memories.

Thursday, May 16, 2019

WoW Classic and Layers

When WoW Classic launches (Aug 27!) it will use a new tech for managing server populations called "layers". From BlizzardWatch:
Called “Layering,” the new system will help reduce queue times and improve server stability for the launch of WoW Classic. Layering is tough to explain without a metaphor, and thankfully Blizzard came up with a good one while explaining it to press and content creators recently. 
Imagine a tray with an empty glass. The tray is a single server in WoW Classic. The empty glass is a layer. When you log into the game on launch day, you’ll be with a flood other players: the water that we’re going to pour into the glass. Once the glass is full, we add another empty glass and start filling it up with water, or players, too. Each new glass is a new layer that consists of two to three thousand players — which means any single server could handle tens of thousands of players at the same time but without all of them being crowded into the same place in-game. The only way to see players from another layer is to group up with them —otherwise they don’t interact.
A layer is basically an invisible server. You get assigned to an invisible layer, and you only see other people who are assigned to that same layer. If you join a guild, you get transferred to that guild's layer. So you should see the same guilds and characters over time.

If the population of two layers drops down, the layers are merged, just like a server merge. Only because the original and final layer ids are unknown, and character names are unique across both layers, the merge should be unnoticeable. Other than seeing a bunch of new people running around Stormwind.

The interesting thing will be to see how many traditional "servers" WoW Classic launches with. Perhaps it's theoretically possible that WoW Classic could have a single server (or maybe 3 for PvE, PvP, and RP) and have 1000 layers.

Of course, naming characters would rapidly become very, very hard. And I wonder if there is value in having a named subcommunity, rather than everyone thrown into one giant pot. Is it good to feel like you belong on Lightbringer, while others belong to Skywall?

Wednesday, May 15, 2019

Cinematic: Safe Haven

Blizzard dropped a new cinematic on us in the lead up to patch 8.2 titled Safe Haven.

It's a pretty good cinematic. It looks like Thrall is coming back to the Horde.

I really wonder what Blizzard is planning for Sylvanas. They said she won't be Garrosh 2.0, but she's sure looking like it. I also don't think they're handling her character very well. She's supposed to be the cool-headed, competent archetype, but she seems to be making rash and foolish decisions all through this expansion.

Ah well, we'll see how this turns out in the patch.

Thursday, May 02, 2019

Ahead of the Curve: Uu'nat

Heh, I thought it would take another couple of weeks, but we tweaked our strategy and how we handled the Tears and got a kill!

Defiant-Doomhammer kills Heroic Uu'nat
  Here's a screenshot from our Jaina kill which I never posted:

Defiant-Doomhammer defeats Heroic Jaina

Uu'nat was a pretty decent fight. Using the same three artifacts with the same double-edged powers in both fights of Crucible was an interesting twist. Ultimately, though, I think it was a touch gimmicky. I still think Jaina Proudmoore was the best designed fight this tier (and probably the best from the last several tiers).

Wednesday, May 01, 2019


World of Warcraft

We're working on Heroic Uu'nat at the moment. It will probably take a couple more weeks, I think. We're currently working on steadying Phase 2 and figuring out Phase 3.

Otherwise, things are pretty steady in WoW. One thing about the server transfer is now all my other characters are stuck on the old server, and it's a bit of pain to switch servers. So they're basically gathering dust now.

I am very slowly leveling a Shadow Priest. I decided to do questing-only, with no heirlooms. I like upgrading gear and watching my character change appearance as I level. But it's quite slow without heirlooms. I think I would like Blizzard to separate out the XP gain from the heirlooms. Since quest gear now scales with level, you don't really need heirlooms unless you don't want to bother with gearing entirely. Perhaps XP gain while leveling becomes a stat that you could permanently increase through various mechanics, including heirlooms.

Final Fantasy FFXIV

I'm pretty much done with Stormblood, and waiting for the next expansion. I've been leveling Ninja using the AI Squadron in dungeons. It's not bad, but it can be tricky to force the tank to take aggro on everything.

The only thing I have really left undone in Stormblood is Eureka. But I'm at an awkward stage in Pagos where I'm too low level for the bosses, but I find it hard to get a smaller challenge log group going. Content that requires groups is really hard to do if you can't find groups.

Torchlight II

I ended up deleting this. The problem here was that Torchlight is one of those games which doesn't allow you to respec. I was putting all my points into one main ability and a bunch of passives. This worked well, but got boring. I really wanted to try different builds, but that would have required making new characters. The story wasn't really gripping me, so I eventually decided that I wasn't interested in finishing the game.


I haven't played much since the patch. I did log in and do some missions and a stronghold for the daily one day. It was actually a pretty good day in terms of loot, with two Legendaries and four or five Masterworks. I haven't tried the new stronghold yet, though.

Wednesday, April 24, 2019

Mythic Champion of the Light

We had a weird raid last evening. First, we went and did Normal Crucible of Storms. I think we did this mainly to get another look at Uu'nat before we start working on the Heroic version.

Then we killed Heroic Restless Cabal again. Interestingly, this was harder than our previous kill because we were trying to fully use the Promise of Power mechanic, instead of just dispelling it early.

After Cabal, the raid leader noticed that we had exactly 20 people in the raid, so we tried the first boss of Mythic Dazar'Alor: Champion of the Light. She was fairly easy, and we actually one-shot her. I think that because it was Mythic, everyone paid a lot more attention to the mechanics.

Loot-wise, it was pretty lucrative, as I got a warforged i425 shield! I also realised that our raid does not have a single 2H Strength DPS character. No Warriors, Retribution Paladins, or Death Knights. As a result, there's no one for me to leech Retribution weapons from. I was wondering why I haven't replaced my Retribution mace since Uldir.

We then tried Mythic Jadefire Champions, but that was a big step up in difficulty and coordination. We made some decent progress, but then people had to leave. So we finished up the night with the first three bosses in Heroic Dazar'Alor.

Pretty good night, all in all. It's rather unlikely that we'll have exactly 20 people again, so that's probably our only foray into Mythic this tier. To be honest, I don't mind. I do kind of miss the intricacies of Mythic raiding, but that's more than outweighed by not having to worry about roster issues or the bench.

Monday, April 22, 2019

Heroic Jaina, Heroic Restless Cabal

Heroic Jaina Proudmoore

Last week, we killed Heroic Jaina and got the Ahead of the Curve feat for Battle of Daz'alor. The fight took us a fair amount of time overall, as we had a lot of problems with Phase 3.

We ended up switching to having most of the raid get frozen early during Bloodlust, and having a small group break people out. That proved to be the strategy which got us past P3, and Jaina went down shortly after.

I really like the Jaina Proudmoore fight. It feels like fighting a powerful frost mage. It matches the story quite well. There's a solid variety of mechanics, but nothing feels too contrived. Jaina using Iceblock in response to Bloodlust is simply hilarious, an outstanding mechanic.  Once you master each portion of the fight, you generally have it down. Wipes never feel arbitrary, but always because you made an identifiable mistake.

Heroic Restless Cabal

After we got Jaina, we still had an hour or two left in the raid, so we went back to Crucible of Storms, this time on Heroic. The first boss took us about an hour. It's basically the same as Normal, only this time you have to do all the mechanics correctly.

If you did the fight properly on Normal, and didn't try to overpower mechanics, Heroic is just more healing and damage required. It's less difficult than Jaina.

After Restless Cabal, we took a look at Heroic Uu'nat. This one looks a lot harder, and it looks like a fun challenge to finish the rest of the tier. I also think that--unlike Cabal--we didn't do half the mechanics properly in Normal, so we'll have to learn to do them correctly.

Thursday, April 18, 2019

Torchlight II

Since I signed up for Origin Access Premium for Anthem, I decided to see if there were any other interesting games on the service that I might like to try. I noticed Torchlight II, and thought that it would be a good light game to play. I did play the original Torchlight back in the day.

Torchlight II is very much like Torchlight. An ARPG like Diablo, but much more light-hearted. There are more pets than just the dog this time around. I also believe that there is multi-player this time, though I am playing it as single-player.

Outlander, Embermage, Berserker, Engineer

There are four classes:
  • Outlander - Two pistols, traps
  • Embermage - pretty standard elemental mage
  • Berserker - Dual-wielding fast melee attacks
  • Engineer - 2H melee, cannon, or 1H+Shield, with tech special abilities like bots

I'm playing an Engineer, which feels a lot like a heavy hitting melee class. A Warrior who occasionally pulls out a bot.

In some ways, there are two types of RPGs: ones where you can respec freely (like Diablo III); and ones where character decisions are set in stone. Torchlight II is the latter type. In some ways it's a little restrictive, because it stops you from experimenting. I took a main attack and a healing bot, and have otherwise been putting my points into passives. You also have to put points into your stats.

There are some interesting elements here. Gear has either a level requirement or an ability requirement. So you can use the gear early if it matches the stats you are focusing on. Or you can wait a couple of levels and it will be fully unlocked. It's an interesting way of pushing you to choose specific types of gear without locking the gear to a specific class.

Combat is fairly normal for this genre, with lots of potion-chugging. The story is decent enough, nothing too unique.

So far, Torchlight II has been a pretty fun game. It's not a game you'll play for years, but it's pretty solid. A good bonus for Origin Access, or if you find it on sale somewhere.

Wednesday, April 17, 2019

Crucible of Storms

Yesterday, the Crucible of Storms raid in WoW opened. It's a small raid with two bosses, with about the same difficulty and item level as the latter half of Battle For Daz'alor.  Similar to the Trial of Valour raid from Legion.

First off, there is a quest line leading to this raid. If you have not done so, do a Naga invasion. There's usually one active at all times. A mob will drop the item which starts the quest chain. It's a pretty neat quest, and actually leads into the mechanics used in the raid.

The items in particular seem to have less stats, but an equip effect which is somewhat double-edged. For example, I got a belt which heals you for 70k if you drop below 35%, but deals 60k damage to you over 6 seconds. I gave the belt to one of our tanks to try out.

We decided to try the new raid on Normal, and extend the Jaina lockout from last week. The raid was fairly easy on Normal difficulty.  The fights revolve around three artifacts. In the first fight you have work around the different artifact powers, and in the second fight you have to use those same powers to your advantage.

One very interesting mechanic introduced is effects that turn you hostile to the other people in the raid, but do not mind control you. So you're still attacking the boss, but you can't be healed, can't heal others, and you take damage from cleaves.

For Holy Paladins, you have to be careful with Holy Shock. It's very easy to accidentally Shock someone else in the raid for damage if you don't realise that they're hostile.

All in all, it was a fun raid, with some very unique mechanics. The loot is particularly interesting, with lots of weird effects.

Monday, April 15, 2019

Star Wars News

Apparently there was some sort of Star Wars celebration over the weekend, as several different announcements were made.

Star Wars IX: The Rise of Skywalker

"The Rise of Skywalker"? Seriously? Is that really the best Disney could come up with?

I hope Rey doesn't turn out to be of the Skywalker bloodline. I really liked VIII's reveal that she had no special heritage. Hopefully "Skywalker" will turn out to be a title or name she assumes. Or maybe it refers to Kylo Ren, who is a Skywalker.

Star Wars Jedi: Fallen Order

Is it just me, or are the game devs making better Star Wars movies than the movie people?

Apparently, Fallen Order is a pure single-player game, with no micro-transactions. A bold move for EA, we'll see how it pans out.

The trailer feels a little reminiscent of Kyle Katarn and the Jedi Knight games. I liked those games back in the day, so hopefully this one will turn out well.

The Old Republic: Onslaught

No snazzy trailer here, but SWTOR announced that the next expansion will launch in September. The quick feature list is:
  • New Storyline
  • New Planet - Onderon
  • New Planet - Mek-Sha
  • New Flashpoint - Corellia
  • New Operation - Dxun
  • New Species - Nautolan
  • New Level Cap - 75
It feels very much like the first two expansions, Hutt Cartel and Shadow of Reven. That Bioware is going back to more normal MMO style rather than extreme story-centric Eternal Empire expansions.

They also announced that they're trying to do some interesting things with gear, including more sets and items which changes your abilities. A little like the old Glyph system in WoW. It should be interesting to see how things turn out.

Monday, April 08, 2019

Random Thoughts on Battle For Azeroth

Just some thoughts about Battle For Azeroth which have been bouncing around in my head over the last little while.


A lot of people seem to think BFA is a "bad" expansion. I confess that I don't really see this. To me, BFA seems more or less like Legion. I liked Legion, and I like BFA.


The base zone stories in BFA are quite good. I do think that effectively requiring you to level both a Horde and an Alliance character will be deemed a mistake in hindsight. But as I have max level characters on both sides, it's not much of a barrier.

As for the faction war story, I didn't have very high expectations, thanks to my predictions about the nature of war. I think BFA has shown that the basic logic of those posts were sound and correct. However, Blizzard has managed to exceed my expectations in the handling of the war. So where many other people seem to be disappointed, I'm actually impressed that they did as good a job as they did.

Azerite Armor

Azerite armor was a decent attempt at fixing the issues with both artifact weapons and legendaries in Legion. However, Azerite armor really demonstrated that character power must be monotonically increasing, as mathematicians would put it. Players will not accept a temporary reduction of power now in exchange for future power later.

And as always, it falls victim to people theorycrafting the best options, and everyone ignoring all the others.

Island Expeditions, Warfronts

In my opinion, the last two expansions gave us several solid "evergreen" systems. For example, Warlords gave us the modern LFR/Normal/Heroic/Mythic raiding structure, which is quite good. Legion replaced dailies with World Quests and Emissaries.  Legion also gave use Mythic Keystones, which are excellent small-group content for players in the higher tiers.

I believe that Blizzard is looking for a new system or mechanic for players below that tier, for whom Mythic Keystones are not a good fit. Players who are casual, and primarily use Group Finder to make groups instead of guilds or Party Finder. Basically the type of player who currently tops out in Heroic Dungeons or LFR.

Blizzard basically took two cracks at the problem with Island Expeditions and Warfronts. I'm not sure either was entirely successful. Though here, it's hard to tell. The vocal part of the WoW player base, the people who post on the forums, are not the target audience, they're in the tier above. Overall, Warfronts have probably been better received than Island Expeditions.

I think Blizzard has been looking for something for this group of players for a long while. Their last attempt was Scenarios in Mists of Pandaria, and given that Scenarios never appeared again, we can gather that they weren't successful.

Friday, April 05, 2019

Epic's Digital Storefront

Lately, one problem I've been having with the gaming community is that so many issues go like this:

A pretty lame "surpised pikachu" meme.
My foray into outdated memes

Case in point is Epic's new digital storefront. Everyone is complaining about games being exclusive on Epic's store. But this was entirely predictable and expected.

When Epic announced the store, the major point which set them apart from Steam was that Epic's cut would be 12%, compared to Steam's 30%. Developers would get 88 cents of every dollar instead of 70 cents.

But developers are not Epic's customers. Developers are Epic's suppliers!

The only point in giving a supplier a better price is so that they will sell the product to you instead of selling it to your competitors. Or in other words, exclusives. Epic's entire strategy is centred around exclusives, and has been from the very beginning.

It is an interesting strategy, certainly. Steam is so consumer-focused that it is hard to see what Epic could have offered that could compete consumer-side. They could have offered a lower average price. Of every Steam dollar, give the developer 70 cents, take 12 cents, and effectively "give" the consumer 18 cents. But Steam sales are so steep that pretty much all the cost-conscious consumers would probably wait for those rather than buy at the default Epic price.

There is the curation issue, I suppose. People complain that there's a lot of junk on Steam. But is this a real problem for consumers, given that you can search for the specific game you want? I don't think Steam has gotten to the point where search fails, which is where curation becomes really valuable.

Ultimately, I think Epic's exclusives strategy was entirely predictable. It's also possibly the only strategy with a chance of breaking Steam's hold on the market. I expect that while Epic may pay lip service to complaints about exclusives, they're going to ignore the community clamour, and follow this strategy until they get established.

Wednesday, April 03, 2019

Anthem's Development

Jason Schreier has written an article on Anthem's development: How Bioware's Anthem Went Wrong. It's a very interesting read, and explains a lot about why Anthem is as it is.

In particular, there's a saying, "It's better to make a bad decision than no decision at all" which I think really applies here. It seems like until Mark Darrah came on board, the leadership kept flip-flopping. The whole going back and forth on flight, which is a core game system, is a real indicator of problems.

As the article states, you have to design your entire world very differently if you can fly. Think of the current Anthem world, which is very vertical to take full advantage of the ability to fly.

EA comes off surprisingly well in this. Other than the directive to use Frostbite, which is not unreasonable, they seemed very hands-off until presented with an unacceptable product. They seemed to be the only adults in the room willing to exercise judgement.

One thing that I've seen a lot of people talk about is that Bioware did not like referencing Destiny, preferring Diablo 3. I don't think this is as bad as people are making it out to be. The problem with referencing something too close to your project is that you'll often just end up making a slightly-better version. Of course, if you ignore that game, you might end up making the same mistakes as the first game. It's a hard line to judge. I think the decision to avoid looking at Destiny is defensible.

I do like Anthem, though. I enjoyed levelling through the story, and the basically game play is very fun. It's a good secondary game. I play for about an hour every other day or so. Log in, go through all the dailies, slowly improve my Javelins.

The fact that the team managed to put this together after such a rough development process is actually somewhat heartening. Hopefully they will be given enough resources to improve it further. The fact that they have a clearer identity and vision now should be very helpful.

Sunday, March 31, 2019

War of the Spark Trailer

Wizards of the Coast unveiled the trailer today for the latest Magic: the Gathering set, War of the Spark. This is the culmination of the story for the last seven years or so. The trailer quite quickly hit 4 million views, so it's clearly struck a chord in the gaming community.

You know, if someone had described this trailer to me, I would have been skeptical. Time flowing backwards, showing events in reverse. The unironic use of a cover of Linkin Park's In the End. And yet, it works.

Perhaps the aspect that makes it work is that the central character is Lilliana Vess, the necromancer planeswalker who represents the color Black. Black is selfish and ruthless, and Lilliana is all of those things. In the Magic community, Black's tagline is "Greatness, at any cost."

Yet Lilliana is still very popular, and is perhaps the character that WotC has done the best job with.

Friday, March 29, 2019

8.1.5 Horde War Campaign, Heroic Mekkatorque, Heroic Blockade

Horde War Campaign

I finished the Horde War Campaign. It's basically the prequel to Alliance-side. I do like how Blizzard is implementing the choices. It's not a huge change, but my Blood Elf Warrior is a Sylvanas loyalist, so it's fun setting it up as an infiltrator into the rebel's plans, and reporting to Nathanos. In essence, your character is directly responsible for the last cutscene where Zelling is killed and Baine arrested.

The more interesting part of the Horde quests was the continuing Vol'jin story. This was actually very extensive. I'm not really sure where this is going, perhaps Vol'jin will become a loa in Rezan's place. But if you don't have a max level Horde character, I strongly recommend levelling one to see this story.

I've mentioned this before, but you really need both an Alliance character and a Horde character to get the full impact of the BFA story. I'm still not sure that this was the best of ideas on Blizzard's part.

Heroic Mekkatorque

We had multiple sub-5% wipes on Mekkatorque on Tuesday. So last night, we jumped right back into it and killed him within two pulls. It was a very messy kill, with only the two tanks and a healer alive at the end.

I'm not sure why we have so much trouble with that last phase. We go into it with a full raid, and then just start getting picked off. I think part of it might be tank movement. We drag the boss around quite a lot, instead of moving him in a predictable manner. I think adjusting to that is where we lose people at the end.

Heroic Stormwall Blockade

In contrast, Blockade was much easier. We spent an hour and a half, and got a fairly clean kill. Really, the only difference is that you have to know how to do both boats, as the tidesages switch at 50%. Otherwise, it's very similar to normal, just with a bit more damage, and a bit stricter timing.

We even got to spend an hour on Heroic Jaina. That fight is going to take us some time to learn, I think. We got to phase 2 though it all falls apart quite quickly. Haven't made it to the ice wall yet.

Wednesday, March 27, 2019

FFXIV Tokyo Fanfest

It's been a while since I've checked into FFXIV. SE had the Tokyo Fanfest last weekend, where they revealed most of the details about the next expansion: Shadowbringers.  Here's the full trailer:

SE also revealed details about the new jobs and races in the expansion, and the reveals were surprising controversial.

Other than the previously revealed Gunbreaker, the second new job will be Dancer. Dancer is going to be a ranged DPS class that uses throwing weapons. It's in the same category as Bards and Machinists. FFXIV differentiates between "ranged DPS" and "caster DPS". Ranged DPS are usually more support oriented.

Apparently a lot of people were expecting Dancer to be a healer. The forums are full of salt from disappointed healers.

SE also revealed the new races: Hrothgar (male-only bestial cat people); and Viera (female bunny girls). There's only one of each gender, and that decision is even more controversial than Dancer.

SE's reasoning was pretty logical from their point of view. Apparently they only wanted to make two more rigs because of the amount of work multiple races cause. They wanted to do Hrothgar, but they knew that players would be extremely disappointed if Viera were never made. So they swapped female Hrothgar for female Viera.

Personally, I'm okay with having races with only a single gender represented, especially in a game where race is mostly cosmetic. Gender-locked classes are more annoying.

All in all, Shadowbringers is looking pretty good. The final Main Story Quest installment for Stormblood just came out yesterday. I haven't done it yet, but hopefully I'll be able to get to it soon.

Tuesday, March 26, 2019

Level Squish and Zones Done

The WoW development team is discussing a potential "level squish", reducing the maximum level to something much lower. With 120 levels, new abilities are spread out, and there are large gaps where nothing much changes when you level up.

One of the problems I have these days with blogging is that it seems I've already written about the topic of the day. This time we have a post from 2009: Time to Max Level. In that post, I propose that the time to max level should be roughly the same, regardless of what the maximum level is.

Rather than looking at time, though, let's take a look at a different angle:

How many zones should a new character complete before you reach the current expansion?

I suggest that this should be a constant. That a new character should do about eight zones before reaching the current expansion. That's enough time to level up, see several different stories and feel that you are ready to take on the latest content.

However, there are far more than 8 zones in the current levelling path. It would be better to construct multiple paths from beginning to the current expansion, then allow a new character to pick her path at the start.  The current options would be something like:
  1. Kalimdor
  2. Eastern Kingdoms
  3. Outlands and Northrend
  4. Cataclysm and Pandaria
  5. Draenor and The Broken Isles
You start an new character and can choose to go to Outlands or Cataclysm zones or Draenor right away. The first continent gets you about half-way, and the second continent gets you to the current expansion.  That's about enough time that you'll be satisfied with leveling, and the multiple paths means that each alt can have a different experience.

When Battle for Azeroth is done, maybe it becomes a second-half zone, and when the expansion after that is done, the two of them become a sixth path for alts.

Another advantage this would have is that it breaks up the weirdness in timelines that happens with Outlands and Northrend. You don't suddenly go back into the past after doing post-Cataclysm Azeroth.

The biggest problem, though, is that if you're a completely new player, you'll only see a small fraction of the total story on your way to the current expansion. On the other hand, it won't take you forever to get there either. And each zone can be paced appropriately and not go by in a blur.

Other people's posts on level squish:

Tuesday, March 19, 2019

Kul Tiran Recruitment, Heroic Rastakhan

Kul Tiran Recruitment

The quest line to unlock the Kul Tiran Allied Race was really well done. It had you revist all the zones in Kul Tiras, and had several callbacks to the levelling experience.

Being able to name the new Alliance flagship was a very nice touch, especially as Blizzard got the location names to match what you picked. I went with Tiffin's Melody.

The only issue I had is that Blizzard tried too hard to "surprise" you with the fact that shipwright was female. In fact, it was really obvious because a lot of the sentence construction and word choices used were unusual, and served no purpose beyond veiling the shipwright's gender. And whenever writers do this, they invariably make the character female.

Whenever authors do this it feels as though they are condescending to the audience. Like the audience is so obviously prejudiced that they cannot possibly conceive of a female shipwright, and so it falls to the enlightened writer to educate the audience.

Heroic Rastakhan

We also killed Heroic Rastakhan. Surprisingly, this was the first night we attempted him, and the previous boss had taken a while. But Heroic Rastakhan isn't that different from Normal. We actually tried a different strategy to start, but then we gave up and went back to our Normal positioning.

The only real difficulty is the phase where the raid is split in two, and once you have that down, the fight is pretty much done.

We then tried Heroic Mekkatorque for an hour or so. I think that fight may take us a few nights. It seems pretty obvious that we aren't executing correctly on Normal, as we had a lot of gigavolt charges blowing up in the middle of the raid. That should have been a mechanic we mastered previously.

Friday, March 15, 2019

8.1.5 Alliance War Campaign

The Alliance War Campaign for 8.1.5 is fairly reactive. Things are happening horde-side, and the Alliance is basically watching the fallout. Shades of this older post of mine:
Now in Pandaria, we see the end result of that. One side had to go evil to make the war "fit" with modern sensibilities. Thus one of Garrosh or Varian had to go bad, and Garrosh was the one chosen. 
That sets up two stories: a civil war within the Horde, and the Alliance attempts to finish Garrosh. Of those two stories, the civil war is always going to be the more interesting story.
There's a nice cutscene, though:

The writers' work with Jaina has been the major standout this expansion. They've done an excellent job with her all around.

I wasn't really on-board with all the "Garrosh 2.0" complaints about the storyline earlier. But it's looking more and more like this expansion will be a re-tread of the Pandaria story line. There's some differences, notably Sylvanas is treating the rest of the Horde much better. But her character and motivations are really mysterious. There's been no attempt to get Horde players to sympathise with her or her aims, even if you disagree. That lack makes it really seem like they're setting her up to be deposed.

Oh well, there's still plenty of time left in the story. Perhaps Blizzard will surprise us.

I think this story illustrates the disadvantages of "going big". If Sylvanas hadn't burned down Darnassus, there's actually a lot more room for the story to manoeuvre. But because she did, the story points in one direction. Though imagine a scenario where Sylvanas sues for a peace or truce that leaves her as Warchief still. Anduin agrees to this truce (as his nature inclines him to), and that causes a schism in the Alliance as the Night Elves, Worgen, and Kul Tirans strongly disagree. That would be an interesting turn of events, and move the "civil war" over to the Alliance side.

Wednesday, March 13, 2019

Patch 8.1.5, Heroic Conclave, Glimmer Build

Patch 8.1.5

Patch 8.1.5 launched yesterday. As it was raid night, I only did Magni's quest to get 10 ilvls for the Azerite necklace. That quest was pretty short, featuring a return to Uldir and a couple of cutscenes. It felt a bit more like set up for future developments (in 77 cycles, a nod to the 77 day patch cycle of Legion).

I'll probably continue the main campaign line next, though I'm considering making a Kul Tiran druid. Of course, I've never actually finished levelling an Allied race character. So it will probably languish as an alt.

Heroic Conclave

We got Heroic Conclave down tonight. Pretty fun fight, though I think we still aren't positioning the frog quite correctly. In particular, I use Avenging Crusader during the Paku phase, which means I have to be in melee on the edge, and inevitably I get bounced when the frog jumps there.

Also Conclave is a little annoying because you have to look through translucent mobs to marks on the ground beneath them. The translucent mobs don't actually do anything but act as timers (and a marker in the case of Paku), so it is unfortunate that they take up space in the arena.

Avenging Wrath Buff

Paladins got a small buff to Avenging Wrath in this patch:
Avenging Wrath now causes your next Holy Shock, Light of the Protector, Templar’s Verdict, or Divine Storm to critically strike.
A little unusual for a mid-expansion buff. I'm not really sure what prompted this change.

Edit: Apparently a bunch of cooldowns for different classes got a small effect on use. I guess Blizzard just wanted to add some "punch" to these abilities.

Glimmer Build

I tried the Glimmer build in the raid. My Retribution chest had Glimmer so I reforged that to try it out.

My verdict: I disliked the build.

I was performing a little worse than normal, but a lot of that was unfamiliarity with the build, and generally Holy Shocking the wrong target. In particular, the same people often took damage, and I would instinctively Holy Shock someone who already had Glimmer on them.

What I found, though, is I really disliked the number of Crusader Strikes you use. The priority is Holy Shock > Light of Dawn > Crusader Strike, and sometimes it felt like I was spending half my GCDs on Crusader Strikes instead of healing.

As well, it felt like you had to be stricter about staying in melee. The old build, you want to be in melee, but it's not strict about it. If the boss is moving, you can heal and then catch up to melee. I did do a fair bit more DPS with the Glimmer build than normal, though. And mana seemed much more forgiving with the Glimmer build.

In any case, I switched back when we took a break in the raid to the standard Judgment of Light build. Given that we did get Conclave after that, maybe I'll take it as a sign that the JoL build is the one for me.

Monday, March 11, 2019

Anthem Loot Issues

On Friday before the patch, there was a brief window where loot in Anthem dropped like crazy. The patch restored loot rates to normal. Since then the Anthem community has been clamouring for loot rates to return to that pre-patch state.

In my opinion, Anthem loot rates are correct up to Grandmaster 1. Every difficulty should have a purpose:
  • Easy - for people who find Normal too hard, or perhaps people soloing
  • Normal - go through the initial story
  • Hard - finish levelling to max, equip Javelin with epics
  • GM1 - replace epics with masterworks
  • GM2+ - replace masterworks with better versions
I think that GM1 loot rates are fine for that primary job. It won't take you very long get masterworks for most of your slots. At which point you should move up to the next level.

It's like Torment I in Diablo 3. Torment I doesn't actually drop that many legendaries, probably a bit less than one per rift. You farm Torment I until you have legendaries for most slots, and then you move up.

Anthem, however, does make that last stage, where you are chasing better versions of your masterworks, more difficult than it needs to be. I do think that drop rates in GM2 and especially GM3 could be increased a fair bit.

I also think the community outcry is excessive. It's been two days, over a weekend. I think it's unreasonable to expect a response on an issue like this so soon. 

In some ways, maybe this is Bioware's fault for trying to respond to earlier issues so quickly. Rather than giving them credit for that fast response time, it's just conditioned the audience to expect that, and become upset when responses don't appear that fast.