Showing posts with label World of Warcraft. Show all posts
Showing posts with label World of Warcraft. Show all posts

Monday, May 02, 2016

Yet Another Look At Garrisons

With all the various controversies in WoW over the last couple weeks, I decided to play it again for a little bit. My plan is to at least finish the Legendary ring on my character in preparation for Legion.

I mixed up my playing style a bit, and came to an interesting realization: Garrisons are really enjoyable as "winding down" content.

Basically, you log in and do whatever your main goal is. Join a raid, do a heroic dungeon, hit up Tanaan, whatever. You defer the Garrison stuff to the end of the play session. After you're done your main content and are thinking about logging out, you spend the last 5 or 10 minutes taking care of your Garrison.

I find this works really well. Garrisons don't take much effort, and there's a nice sense of tidying up before you log. It's perfect for the end of a play session. You log out while seeing your followers off on their adventures. As well, being at the end, I find myself more willing to ignore the parts of the garrison which are completely unnecessary. Like the herb garden, since I have no need for herbs.

A player named Torvald had an excellent post where he postulated that doing garrison stuff up front drains a player's "stamina" and enthusiasm for other content. I find that simply moving the garrison to the end of the play session eliminates that entirely. Maybe it still drains your stamina, but you were planning to log off anyways.

There are a couple problems with this style of play though. First, it's sub-optimal. Since missions are timed, you lose out on the time during your play session. Second, it requires you to defer some easy gratification, some easy rewards. And as we all know from various experiments involving children and marshmallows, deferred gratification is not an easy thing.

The thing, though, is that incentivizing the player to do the garrison stuff at the end seems very hard. They could remove some of the time pressure by making missions based on days, rather than timed, where they all finish at the same time at night.

But you're still faced with the deferred gratification problem. The marshmallow dangling in front of your face when you first log in. You can't put a timer on it, because the player might be logging in quickly just to do garrison tasks.

The only idea I had was that while your followers are hanging around your garrison, they give you a stacking buff which increases gold, xp, and valor gained by 1-2% per follower, up to 50% when you have a full complement of 25. That way you want to delay sending your followers on missions while you are doing content, but you're perfectly happy to send them off while you are logged off.

In conclusion, I think that garrisons are much more enjoyable when moved to the end of a play session. But I think actually nudging players into that playstyle will be hard sell.

Thursday, April 21, 2016

Vanilla Servers, Part II

A lot of replies to the last post felt that I do not understand what attracts people to the idea of vanilla WoW servers. I, of course, disagree with that.

People who clamor for vanilla servers generally want two things:
  1. Vanilla content - the quests, zones, and classes that existed at that time.
  2. Vanilla "feel" - a return to an era where server community was important, where guild and reputation mattered, where the difficulty was slightly higher and required groups to interact more.
Of these two, I think getting the first one is extraordinarily unlikely. Blizzard would essentially be launching and maintaining a completely separate game. I think that the risk is too high. So given that this is basically not going to happen, I don't see much point in expending energy over it.

The second item, however, I believe might be possible. It would be a variant on the current game, and would be a lot easier to maintain. Fixes for the current game would hit both server types. It might even be good for the game by segregating the audience a little bit. The people who insist on increased challenge would have a home.

Of course, even maintaining server variants is more effort. There's already two variants in PvP/PvE. Another orthogonal variant makes four possibilities. But I think it's still less risky and less effort than a full vanilla server.

Wednesday, April 20, 2016

WoW Legends Server Idea

I think opening an actual Vanilla WoW server, with Vanilla quests, classes, talent trees, and other systems would be way too much work for too little reward.

However, I do think that, for a reasonably small amount of effort, Blizzard could make a version of the current game that reasonably approximated the original experience. I'll call such a server a "Legends" server.

A Legends server would have:
  • A constant Legends debuff which reduced health, damage done, healing done, and XP gained by about 50%.
  • Looking For Group/Raid disabled
  • Heirlooms disabled
  • No server transfers
  • No cross-realm zones
  • Battlegrounds/Arena disabled
  • One character per account per server
  • Pet Battle Queue disabled
  • No Starter Edition accounts
  • No Death Knights / Demon Hunters, classes which start at a higher level
  • Black Market Auction disabled
I think that would be enough to create a Vanilla-like experience. You'd still have the same quests, classes and talents as the regular game. But a lot of the elements which Vanilla champions say hurt communities would be disabled. I also think that the amount of work required to create such a server would be relatively low.

You'll note that the one thing I did not add was a level cap of 60, or disabling access to expansions. I think that will be very buggy, and end up eating a lot of QA and bugfixing resources. It would also require class design to be tuned for a cap of 60. Raids at 60 would have be tuned again. As well, there is gear from the expansions available at 60 that outstrips raid gear, and trying to keep that gear out of the hands of capped 60s might be a lot of work.

I think trying for a lower cap is simply unfeasible. Better to simply have the same game as the regular servers, just with some added restrictions. The Legends debuff could be reduced at the real maximum level too, if that turns out to be an issue.

I think a compromise like this could worthwhile for Blizzard to experiment with. Personally, I think a lot of people would roll on the server, but most would soon go back to the regular game.

Tuesday, April 19, 2016

Vanilla Servers and Paladins

Vanilla Servers

I gather there was a little tempest over one of the Vanilla WoW pirate servers. So much so that people are calling for Blizzard to officially support Vanilla servers. Personally, I think the demand for Vanilla servers is overrated. I think that if Blizzard opened one, a lot of people would join, and then the vast majority would quit within three months.

Not to mention that it would be a pretty expensive undertaking. Unlike pirate hobby servers, Blizzard has to pay the people working on their Vanilla servers. People are expensive.

Maybe I'm a little cynical about gamers, but if there is this pent-up demand for a Vanilla-like experience, why don't people go and play one of the current MMOs that offer a similar experience? Games like RIFT or EQ2 or FFXIV? I'm sure the potential audience will always  have a reason why the option you have to pay for is not good enough.

The Vanilla Paladin

Azuriel has declared that a lot of the Vanilla and TBC design was garbage. That may be so, but he has singled out the paladin class as an example. Thus I am forced to defend it.

The vanilla Paladin was not badly designed. Rather, it was designed for a game that soon became obsolete. The paladin was designed for 5-man groups, where the make up was [tank, healer,  2x dps, paladin]. The paladin would back up the tank and healer at the same time.

That's why the vanilla Paladin appears to be so passive. Its combat is very passive. But that's so you could run up to a mob, Judge, Seal and then focus on your group. You'd throw out heals, cleanses, and Blessings as appropriate. The UI was designed for this, so that you could throw spells on groupmates without losing your main target, even without mouseovers. You could tank one mob, or small adds, when the warrior took the rest of the group.

Shamans were the opposite. Shaman support was passive, through totems mainly, but their damage was active. Paladins had active support, but passive damage.

The thing is that this system does not scale into raids. [3x tanks, 3x healers] is stronger than [2x tanks, 2x healers, 2x paladins]. And obviously solo play is fairly boring. Though honestly, I kind of liked it. It was very steady and relentless.

But the Vanilla paladin in 5-man groups is still my favorite MMO playstyle, across all the MMOs I've tried.

Sunday, March 27, 2016

Dippling a Toe Back Into WoW

Hearthstone has a promotion where you can get Lady Liadrin as a hero if you level a new character in World of Warcraft. Despite the fact that I am not actually playing Hearthstone, I decided to take the opportunity and level a new character. You can level to 20 without a subscription, making it very easy.

I created a Night Elf Druid, and mainly quested until 16, and then did a few dungeons to hit 20. Leveling to 20 was not a particularly fun experience. Here are the major issues as I see them.

Time-to-Kill

The Time-to-Kill for most mobs was really short. I didn't have any heirlooms, so I was just in quest greens. It's one thing to make the game easier for new players, but almost everything died in 2 global cooldowns. Very often only one if the first ability crit. It's actually kind of annoying because I was Feral, and it seemed very hard to get into the rhythm of using combos. Rake, Shred, and the mob would die before I could use a finisher.

It's one thing to have a short TtK in a game like Diablo, where you're pretty much spamming your mouse button. But in a game where you have an actual rotation where abilities work with each other, you really should at least get to use a full rotation before the mob dies.

If you want to make the game easier on new players, the better path would be to reduce mob damage, but keep a decent time to kill of at least 4-5 GCDs.

Heirlooms

I've said this before, but heirlooms are a mistake. One thing I didn't realize before, though, is that make group play for the non-heirloomed character singularly unfun.

I switched to Resto for the dungeons. The other players were in heirloom gear so they charged through the dungeon at max speed. I tried to heal, but my heals did so little because they had so much health and I had relatively few stats. But because they were pulling everything at once, they sometimes took enough damage to make things dangerous.

I think a lot of issues I have with group play in the current version of WoW have their genesis here. If people get into bad habits early, it's a lot harder to get them to "accept" proper play much later.

And that's not even getting into PvP, which I imagine must be horrific for the new player without heirlooms.

Stories

The revamp of the old world in Cataclysm was another mistake. It's been years since I played through Darkshore, and I don't remember the original zone very well. But the current Darkshore feels like it expects you to have played the old version. It feels like a continuation of that story, and it's kind of disconcerting to be dropped into the middle of things.

Conclusions

In some ways, the current early game of World of Warcraft feels hostile to new players, despite the fact that it's so trivially easy mechanically. You get all these neat abilities that combo together, and you can't get the satisfaction of executing a combo successfully, because the mob dies when you sneeze on it. Playing with other experienced players is like playing with cheaters because they're so far above you. And all the stories feel like you started reading a book in the middle rather than at the end.

Thursday, January 21, 2016

PvE Endgame Difficulty Tiers

Judging by the main three PvE MMOs (WoW, SWTOR, FFXIV) that I'm following, the PvE endgame is gradually converging onto the same model.

Essentially, there are 3 difficulty tracks. We can call them softcore, midcore, and hardcore. Here's how each MMO handles the difficulty tracks:



Softcore Midcore Hardcore
World of Warcraft LFR, Normal Heroic Mythic
The Old Republic Story Hard Nightmare
FFXIV: ARR Crystal Tower (24), Hard Primals Binding Coil (8), Extreme Primals Savage Binding Coil
FFXIV: Heavensward Void Ark (24), Alexander (8) Extreme Primals Savage Alexander


The softcore layer is also the layer that allows for random transient groups.

Each of these games have issues with the layers, though different issues.

WoW's major issue is that LFR is a complete joke. As well, it's essentially the same content repeated multiple times. Finally, because Mythic is a fixed size, and Heroic is not, the transition between Heroic and Mythic can be hard to navigate.

TOR's major issue revolves around Nightmare modes. In theory they were supposed to give better gear than Hard modes. However, there's been a "bug" which means they drop the same gear. Bioware has also announced that the fix is to give Nightmare a "chance" to drop better gear. This is primarily to people from getting the best gear too fast. But there is one highlighted Hard mode each week which drops guaranteed best gear. So TOR is in the awkward position of having a Hard mode instance guarantee better gear than the Nightmare version, which has the hardcore players unhappy.

Additionally, it's been over a year since a new TOR operation was released, so most players in the midcore and hardcore streams have done the current content a lot.

For FFXIV, in ARR, Binding Coil was out of reach for the softcore tier, which is composed of the largest number of players. In Heavensward, SE tried to fix that, moving the 8-man raid into the softcore tier. Unfortunately, that hollowed out the midcore content. The midcore are left with throwing themselves futilely at Savage, or just settling for the easier softcore content.

As well, the way loot was handled damaged this structure further. The current Extreme Primals had their rewards obsoleted really quickly.

Anyways, that's a look at the current state of endgame difficulty in PvE MMOs. I confess that I liked the FFXIV:ARR system the best. It struck a good balance between repeating content and making content exclusive. I've never actually done Binding Coil, but I think there was enough other content that it never felt necessary.

Sunday, January 03, 2016

Holidays

I hope everyone had a happy New Year's Day, and will have a great 2016!

This past week, I was contemplating the difference in holidays between WoW, SWTOR, and FFXIV.

On one side, WoW and SWTOR both have somewhat grindy holidays. WoW used to have rare drop mounts, or collecting hundreds of eggs during Easter. SWTOR's Life Day holiday involves throwing hundreds of snowballs at people to collect the random parcels which are the currency.

In contrast, FFXIV holiday events are usually a short questline, maybe with a couple FATEs thrown in. If you complete the questline, which usually takes about an hour and can be done at low levels, you get all the rewards for the holiday. The grind is totally absent.[1]

Perhaps I'm reading too much into this, but it feels like the games have different philosophies towards holidays. WoW and SWTOR both say:

It's a holiday, so you probably have a lot of free time. Here's a way for you to spend that time.

FFXIV, in contrast, says:

It's a holiday, so you probably have other plans. Here's a short piece of content that you can quickly do to celebrate in-game, before you go.

Truthfully, the WoW/SWTOR attitude is probably more accurate for many of their players. But I like FFXIV's attitude better.

1. And it's not like FFXIV has any objection to grinds, as the Relic weapon questline proves.

Thursday, December 10, 2015

Proof of Competence

Once again we are discussing the issue of cookie-cutter specs created by theorycrafters and the high-end, and those specs being enforced by the playerbase at large.. An article on BlizzardWatch started the current issue, and Talarian offers his viewpoint.

I think that most of the comments are approaching this from the wrong angle. Everyone seems to assume that the players who insist on cookie-cutter specs are being irrational and "mean", denying other players the option to be creative. But what if the players insisting on cookie-cutter specs are entirely rational, and entirely correct in their reasoning?

So let's start there. Why do players insist on cookie-cutter specs?

Well, let's say you're a raid leader and you have two applicants: Chris and Sam. Chris' spec is drastically different from the accepted theorycraft, as are his secondary stats. Sam, on the other hand, is texbook cookie-cutter. Which of the two is more likely to be the better player?

You may not like to hear this, but 99% of the time Sam will be the better player. And it won't even be close. Sam will probably do twice the damage that Chris does. Adherence to the cookie-cutter spec is usually a sign the player has done outside research, who at least has read a guide and knows the best rotation.

Essentially what the raid leader is looking for is a "Proof of Competence". A cookie-cutter spec is one such proof. Yes, this is unfair to good players who want to experiment, but from the raid leader's point of view, she cannot infer that. The information she has is limited, and it's best to follow the Proof of Competence, even if she occasionally turns down a good player.

So how can we encourage a wider variety of specs? The answer to that revolves entirely around the Proof of Competence.

First, you could substitute something else as the Proof of Competence. Examples here are logs showing good performance, or achievements. These are often harder to obtain, though. Requiring a cookie-cutter spec is better than requiring people to have already beaten the fight you are working on.

Second, you can not allow the opportunity to view the Proof of Competence. For example, you could not allow inspection of specs. But that doesn't stop people from just asking questions. Another example is LFR, where the group is automatically put together. It's much easier to take a variant spec into LFR.

Third, you could make the spec matter a lot less. Throughput talents almost always have a "right" answer. If all talents were utility talents, most people would not care so much. For example, SWTOR talents are almost entirely utility talents, and no one cares what talents you take. However, the downside is that they require something different as a Proof of Concept. In SWTOR, pick-up groups usually require that you have already beaten the instance previously (by linking the achievement), which makes life hard for newer players.

Fourth, you could make content easier. Arguably LFR and Normal Mode in WoW are like this. People are less likely to insist on a Proof of Competence when success is likely.

Fifth, you can encourage extended groups such as guilds, and diminish the viability of transient pick-up groups. The thing about a Proof of Competence is that you only have to demonstrate it once, at the start of the relationship. Once the other players are confident in you, you have a lot more freedom. If the great mage in your group wants to experiment with a different spec tonight, the rest of the group is often happy to let her try. People in established raid groups have far more leeway to experiment with spec choices than people who run with pick-up groups.

In conclusion, players are being entirely rational when they insist on cookie-cutter specs. If you want to allow your players the freedom to choose their talents, you have to address the need to prove competence. From my point of view, cookie-cutter specs are actually among the least restrictive Proofs of Competence. Pretty much every other option is worse.

Monday, November 09, 2015

Holy Paladins in Legion

Blizzard has started releasing Class Previews. Here's the Paladin preview. They say that are aiming going back and strengthening the core fantasy of each of the specializations. Here's what they plan to do for Holy paladins:
We love the unique identity of the Paladin healer and are modifying the gameplay to better support it. Single-target healing from Beacon of Light remains their marquee ability, but other abilities and talents have been adjusted to encourage Holy Paladins to be near the people they want to heal—including melee characters, when necessary. This is incentivized by Lightbringer, a new Mastery, which increases healing on allies near you. This is further reinforced by the addition of a row of Aura talents that provide a variety of localized beneficial effects, and refinements to some spells, such as Light of Dawn returning to being a cone.
It looks like Paladin healing will remain roughly the same, but with a bit more emphasis on positioning. That's pretty good, I've always enjoyed spells like Light of Dawn and the old Holy Radiance. As well, Auras were a core part of the Vanilla paladin, and it's good to see them come back.

Of course, for this plan to work, holy paladins can't be targeted by range effects. We'll see if their encounter design team actually remembers this.
Talents will also provide players with options to incorporate offensive capabilities while healing. When allies are in need, Light of the Martyr allows the Holy Paladin to rapidly heal them by sacrificing personal health. Finally, we’re addressing gameplay restrictions caused by Holy Power—in which players often feel forced to use abilities in specific orders or ratios—by removing it in favor of making Mana the primary resource.
That's good. Healing works best when it is fairly simple resource-wise. Holy Power didn't really add much to the healing experience.
To give you an idea of the Holy Paladin in action, here’s a basic look at their core combat abilities: 
Holy Light
2.0% Mana, 40 yd range, 2.5 sec cast
A slow but efficient spell, healing a friendly target for a moderate amount. 
Flash of Light
4.0% Mana, 40 yd range, 1.5 sec cast
A quick but expensive spell, healing a friendly target for a moderate amount. 
Light of the Martyr
2.5% Mana, 40 yd range, Instant
Sacrifices a moderate amount of your own health to instantly heal an ally for a moderate amount.
Cannot be cast on yourself.
Light of the Martyr is an interesting spell. Divine Intervention is always cited as a defining paladin ability, but it has proven too difficult to bring back. Light of the Martyr aims to get some of that same flavor back. It's should be especially interesting in PvP, as it is instant but with an important PvP cost. I'm not sure it will be much use in PvE, even though PvE damage is more predictable, making the spell safer to use.
Light of Dawn
4.0% Mana, 1.5 sec cast, 12 sec cooldown
Unleash a wave of healing energy before you, healing up to 5 injured allies within a 15 yd frontal cone for a moderate amount. 
Holy Shock
1.5% Mana, 40 yd range, Instant, 10 sec cooldown
Instantly trigger a burst of Light on the target, dealing moderate Holy damage to an enemy, or moderate healing to an ally.
Holy Shock has double the normal critical strike chance. 
Infusion of Light
Passive
Your Holy Shock criticals reduce the cast time of your next Holy Light by 1.5 sec or increase the healing of your next Flash of Light by 50%. 
Beacon of Light
0.5% Mana, 60 yd range, Instant, 3 sec cooldown
Place a Beacon of Light on a friendly target.
Your heals on other party or raid members will also heal the Beacon of Light target for up to 50% of the amount healed. Your Flash of Light and Holy Light on the Beacon of Light target will also refund 40% of their Mana cost. 
Mastery: Lightbringer
Proximity to your target causes your spells to heal for up to 30% (with Mastery from typical gear) more.
The mastery is pretty interesting. One suggestion I would make is to rename it to Devotion Aura and make sure there is a buff on affected parties. This makes it more like the Auras of old, and I think is a small cosmetic change that would make it a lot more appealing.

I'm not entirely sure if Blizzard intends the bonus to scale depending on the distance between you and the target. For example, 30% if you're right on top of each other, 15% at 5 yards, 0% at 10 yards. I hope they don't do this, and have a flat bonus for everyone within a certain range, especially as you will never be right on top of the tank.
Additionally, to provide a glimpse at how some talents may build upon this, here’s one example of a Holy-specific talent: 
Beacon of the Lightbringer
Passive
The maximum bonus from Mastery: Lightbringer is increased by 24%, and it now increases your healing based on the target's proximity to either you or your Beacon of Light, whichever is closer.
An interesting talent, allowing you to add a second Mastery circle to the raid, and compensate for positioning. Since Beacon will be on the tank, this Mastery circle should cover both the tank and the melee groups, if the Holy paladin does not want to stand in melee.

All in all, the changes to Holy Paladins look good. The changes for the other classes and specs are also looking very good, with some classes (Shadow Priests, for example) seeing significant overhauls.

Sunday, November 08, 2015

Legion Cinematic



The Legion Cinematic was released at Blizzcon this past weekend. As is traditional, we note that it is quite good, but not as good as the Wrath cinematic. The explicit call out to the Wrath cinematic at the very start is nice.

Again, technically the cinematic is very well done. In particular, the Blizzard cinematic team did an excellent job with Varian. He may very well be the best CG human I have seen. They nailed the look and feel of an aging warrior king, one who has been fighting all his life.

The trailer has no orcs! It's kind of sad that is now a good thing, and shows how much Blizzard overused the orcs in the last two expansions. Instead the Horde side is represented by Sylvannas, who is always good to see. She also looks very good, like a proper undead banshee queen.

This cinematic has one really superb scene, where the skycarrier is crashing and Varian closes his eyes. It's the one moment where Blizzard is willing to do less, and it pays off. Otherwise the scenes are a touch too busy.

Still though, it's a great cinematic, and starts off Legion on a high note.

Wednesday, November 04, 2015

Has Final Fantasy XIV caught World of Warcraft?

The latest news is that World of Warcraft lost another 100,000 subscribers, and is now at 5.5 million subscribers. This is a pretty small loss compared to the previous quarters, and is somewhat unusual given the content drought WoW is going through.

That 5 million number has come up recently in another context, though. FFXIV announced it had over 5 million "registered accounts".

No one is quite sure what SE means by registered accounts, though. Last year, SE said FFXIV had 2 million registered accounts and 500,000 daily logins. With 500,000 daily logins, that 2 million number is almost certainly subscriptions. So if "registered accounts" were what we would call subscriptions last year, then I think it's reasonable to believe that they are subscriptions this year as well.

As well, consider the latest trailer FFXIV has put out for the 3.1 patch. The last frame explicitly says, "Join Over 5 Million Adventurers Worldwide". This again cuts strongly in favor of FFXIV having 5 million current subscribers or equivalents.

Of course, the distribution of subscribers is probably different. WoW probably has more NA/EU players, while FFXIV has more Japanese players.

But in my view, FFXIV is now roughly the same size as WoW. With a new FFXIV content patch coming next week, and no new content in sight for WoW, it's possible that FFXIV will actually surpass WoW and claim the crown of "largest subscription MMO" in the near future.

It certainly puts a different light on Blizzard's decision to stop reporting subscription numbers. It's one thing to report losses when you're still at the top. It's another to confirm that you've slipped to second place.

Wednesday, October 14, 2015

DPS Meters and Player Behavior

Whether DPS meters are good or bad is a hotly debated topic. I saw an interesting Reddit post by WitcherMog that approaches the question from a different angle.

In FFXIV, there are no in-game damage meters. However, you can run an external parser that reads your combat log and gives information for your group. FFXIV runs on a  "don't ask, don't tell" policy when it comes to meters, though. If you reference them in chat, it's considered harassment, and you get punished by SE. So meters are pretty much the province of individuals and high-end static groups.

WitcherMog ran 100 instances with his parser active and compared player behavior with parser results. He found that harassment of other group members for being slow or wiping uniformly came from low-dps players.

The negative behavior indulged in by high-powered players (as measured by gear level) was to slack off during fights. Of course, negative behavior in either case only occurred in a minority of runs.

This is not quite the same negative behavior exhibited in games with public meters. In WoW, any harassment is more likely to come from good dps towards the low dps.

The results do make sense. In a game without meters, a good dps makes the run faster and less likely to wipe. So really, she has nothing to complain about, as all visible outcomes are positive. Meanwhile the low dps player believes he is doing fine, believes that he is really a good player, so obviously any problems must come from the other players.

In a game with meters, on the other hand, the poor player cannot blame others for visibly bad outcomes, because each individual performance is quantified. However, even if the outcome is visibly good, a negative high-dps player can feel aggrieved that she is "carrying" the group, and incite harassment of the others that she feels are not playing up to par.

So it's really a choice of picking your poison. Without meters, runs that have negative outcomes like excessive slowness or wipes incur harassment from the very people who most likely cause the problem in the first place. With meters, a run that is successful might very well still see harassment, just because one player thinks another player is not living up to an arbitrary standard.

There's no obvious best choice here. Would you rather have poor players never realize that they're bad, or have good players hold others to an unnecessary standard?

Of course, we must reiterate that, especially in FFXIV, we are talking about a minority of outcomes. Most runs are successful and go just fine.

Monday, September 28, 2015

Starting Raiding In Warlords of Draenor

Atherne asks:

I've been thinking about this and have decided to try Raiding. I'll need to gear up an appropriately leveled character. Yours is the first Wow blog I ever read because I was looking for tips for my Paladin. My thought is, I always play Paladin, Shadow Priest and Warlock well in dungeons, so I should pick one of those for a first try. Any advice? Also, what Raid should I try first to see if I do well and like the format? Thanks!

I've decided to respond in a separate post so that I can get input from other people, especially people who are currently raiding in WoW.

I would suggest picking the character and specialization that you like the best and are most comfortable with. The only hard position is tanking, as tanks are generally held to a higher standard than everyone else.

The way I see it, there are three paths you can take:

1. Looking For Raid

Just sign up for LFR with your character. I would follow the Legendary quest, as it takes you through all the current raids in order.  It's pretty much like a dungeon run, only with a lot more people. You can read up on the fights in the Dungeon Journal, and that will give you a decent idea of what's going to happen.

If you sign up as DPS, your queue time will be fairly long. You can sign up for multiple wings to help with this.

This path is the easiest to get into. You can do it on your own time and on your own schedule. It's also the least rewarding path, though. However, you will see all the content and get your feet wet.

2. Pre-made Groups in the Group Finder

Here you would find a Normal Mode group for the raid you are interested in. Start with Highmaul if you can find it. You will probably need to watch some video guides, as it is expected that you will know the fights.

In some ways these might be the hardest groups to join, as these types of groups are often leery or unwilling to take completely new players. As well, most people are focusing on the latest raid, so it might be hard to find groups for the older raids.

The advantage here again is that you can do it on your own schedule. However, there's no guarantee that you'll find a group willing to take you on a specific day.

3. Find a Guild

Here you have to look for a guild which does Normal raids at a regular day and time where you can attend. You'll probably have to apply on their website, or at least talk to an officer in-game. Here you'll have to do whatever the group is currently working on.

From an organizational standpoint this is the most work. As well, you'll have to raid on a specific schedule. However, this is also the path which is most likely to be successful for a new raider. Because you are willing to commit to the guild, the guild is willing to commit to you, to invest in training you in how to raid.

This is also the most rewarding path, in my opinion. Working on mastering fights as a group is what raiding is all about to me, and this is the path which exemplifies that. But there's no doubt this is also the path which requires the most commitment from you.

The most important part here is to make sure you are compatible with the guild you choose. That your schedules match, and that you like the atmosphere in the guild.

Conclusions

Those are the options as I see it. LFR and Group Finder are easier schedule-wise, but does put a little more burden on you to learn fights and improve on your own. It's much easier to learn how to raid from an existing raid guild, and is also more rewarding, but the price is that your time is no longer fully your own.

Note that if you choose to look for a guild, you can still do LFR until you find one.

Thoughts and tips from other readers? What would you do if you were completely new to raiding?

Thursday, September 17, 2015

Return to WoW Ends Ignomiously

Yesterday, I posted that I had decided to play WoW a bit more. By the end of the evening, though, I had cancelled my account.

The reason: I joined an LFR run, and it was absolutely atrocious. Tanks letting the mobs cleave into the group. People (non-tanks) running off and pulling extra packs in an attempt to clear things faster. Rushing ahead and starting the boss fight so that people get locked out.

It was such a bad experience that I asked myself if getting the Legendary ring was worth a couple more months of this. I decided it was not. Then I asked myself if getting flying was worth a couple months of grinding blue bars, and decided that was not worth it either.

The end result is that I cancelled my WoW account.

Now, I don't know if it will stick, or if I'll get bored and start playing again. I'll probably check Legion out, I guess.

Somewhere along the line, WoW lost its basic group gameplay "skeleton". Even though WoW is technically a trinity game, it no longer feels like a trinity game. It feels closer to a zerg than to anything else. And the zerg is simply not fun.

Wednesday, September 16, 2015

Grinding Blue Bars

I've been playing WoW a bit more lately. I decided that I'd like to at least get flying and the Legendary ring on my paladin.

I've come to the conclusion that the single worst mechanic in Warlords is the one where you fly to an area and then grind things until a blue bar is full. It's a terrible, terrible mechanic, and it is all over Warlords.

I hated this mechanic when it appeared in Guild Wars 2, and I hate it in WoW.

It's kind of interesting, because it's not that different from getting three daily quests to do in a specific area, at least in overall execution. But I think what makes it different is that the blue bar is just indiscriminate. You do everything you can as fast as you can.

Whereas the daily quests at least have specific targets. Part of doing dailies is a mini-optimization game where you learn how to complete the specific requirements in a minimum amount of time. As well, the daily quests can have a bit of story added in, and require specific targets like a boss.

Basically, for me, a structure like:

  • Do 3 of Item A and 3 of Item B and 3 of Item C

just feels better and is more interesting in actual play than:

  • Do 9 of [Item A or Item B or Item C]

Filling several smaller bars is better than filling one big bar. I strongly hope that Legion drops these blue bar areas and goes back to having different daily quests.

Wednesday, August 26, 2015

Gaming Updates

I thought I'd make a quick post about what I'm doing in various games.

The Old Republic

I took a fourth character, my Trooper, to 60. As well, in preparation for Fallen Empire, I've been trying to cap out my companions' affection and stories.

In operations, my group managed to kill Underlurker, making us 5/10 HM. We've killed him three times so far, but it's still pretty sketchy, and we haven't been able to get time on the next boss. The big issue is that we are continually missing one or two people each week and have to get a PuG.

As for the rest, it looks like the rest of the guild outside our 8-man group has disappeared. I'm not sure what we'll do about that.

Final Fantasy XIV

The issue I'm having in FFXIV is that I don't really have a new goal to concentrate on. My main class, paladin, is pretty much done unless I want to venture into the harder content, Extremes or Alexander. But at that level it does require some work in finding decent groups or a static team.

So I'm desultorily levelling Miner, White Mage, Monk, and Mechanist. I'm just bouncing between them with no real enthusiasm.

Others

I'm not really playing anything else. I did reinstall WoW, intending to at least get flying in Draenor, and see the new raid. But I haven't touched it for a couple of weeks. I think I'm just going to quit until the expansion.

I also reinstalled Diablo 3 to see the new patch. I got Kanai's Cube, but I don't really have any use for it. It seems to be aimed at the people who are more advanced in the D3 endgame than I am. I am only at Paragon 100 or so.

Monday, August 17, 2015

PvP Changes in Legion

There are some very interesting changes coming for PvP in Legion:
  • No PvP-specific gear - Heh, I actually talked about this last year, and I'm amused to see that Blizzard is actually trying for it. PvP will reward gear, but it will be just like PvE gear.
  • Stats based on specialization - When you enter a PvP area, the stats from your gear are ignored. Instead you seem to get a set of stats based on your class specialization and item level. That template is common to everyone in your specialization. So if you have two Retribution paladins, one in Mastery gear and the other in Critical Strike gear, they will both have the same stats in PvP.  This allows you to just keep one set of gear on you at all times. This also gives Blizzard another knob they can tune which only affects PvP. For example, if Fire Mages are fine in PvE, but too weak in PvP, they can buff the Fire Mage PvP stat template.
  • Item level scaling is lower than PvE - In PvE, 15 ilevels correspond to about a 10% increase in power. In PvP, 15 ilevels will correspond to a much lower number, maybe 3% or so. So while improving your gear does make you better in PvP, it's a much smaller increase. The gap between high and low end will be much smaller.
  • Trinkets, set bonuses, and enchants do not work - Again, this eliminates much of the need to seek out specific pieces of gear.
  • PvP talent track - PvP has a separate talent track. As you earn "PvP XP", you advance along the talent track. You get what looks like passives and improved variants of abilities.
  • The talent track resets - Once you reach the end of the talent track, you can reset it, earning a cosmetic reward. I guess you can do this multiple times. Ideally, this means that people who PvP a lot don't have fixed advantage over other people. A full-time PvPer might actually be in the early part of track, working towards another cosmetic reward.
Overall, these changes look very interesting. A huge amount of experimentation, including a significantly reduced role of gear, something that PvPer's have been claiming they want for a long time.

There are some concerns of course. How will the talent track reset play with the serious PvPer crowd? If a maxxed talent track gives a significant advantage, wouldn't high-end PvPers be encouraged to avoid resetting it? That would probably make them unhappy, as they couldn't get any of the cosmetic rewards. Unless, of course, there are no rewards for getting a high rank or rating. But that seems just as weird.

How will Artifact Weapons interact with the PvP gear templates? Will your weapon become just a stat stick, or will it retain its power? How will that interact with your choices that you've made while leveling it?

Still, exciting times for PvP, and these changes should also make it a lot easier for PvE players to casually dip into PvP.

Tuesday, August 11, 2015

Ravenholdt or Riot

It always amuses me to compare the WoW player culture with Blizzard's WoW dev culture. A lot of the time they're the same. But sometimes there's a clearly inexplicable gap between the two.

Take the rogue class order hall, for example. If you asked the rogue community, they would all pick Ravenholdt Manor as the iconic rogue location. And with good reason. It has been the "rogue place" ever since Vanilla. Multiple class quests, as well as the legendary rogue dagger questline, have centered around Ravenholdt.

But Blizzard wants to put the Rogue order in the Dalaran sewers.

That is as pure an instance of tone-deafness on the part of the dev team as I can recall. First, no one really wants to end up in the sewers. Second, the Dalaran sewers used to be the PvP area, back in Wrath. That's what most people who were around back then associate with the location. Third, Dalaran is the mage city, and really has nothing to do with rogues.

Maybe if Ravenholdt didn't exist, the sewers would have been an okay choice. But it does exist, and it seems quite pointless to throw away all the history and resonance Ravenholdt has built up.

In any case, the Rogue community is trying to convince Blizzard to change course. Whether they'll succeed or not, I don't know. A lot of it might just come down to art time. If Blizzard has already finished the artwork and modelling for the Dalaran sewers, they may just stick with their decision.

Still, though, I take this instance as a caution against being too clever and dismissing bonds that the players have built up over the history of the game. Wherever possible, Blizzard should take advantage of those bonds, and allow them to do the heavy lifting.

Friday, August 07, 2015

Initial Thoughts on Legion

WoW's next expansion is Legion. I think it looks pretty interesting. A number of bloggers seem to think that it lacks a "game-changer", but I don't think a game-changer is really necessary.

Demon Hunters

The most interesting thing about demon hunters is that it is elf-only. This is pretty radical. For a while now, WoW has trended towards fewer restrictions. Classes have opened up to more races. For example, pretty much every race could be a monk or death knight. Demon Hunters represent a significant departure from that philosophy. Only high elves and blood elves can apply.

It's perfectly justifiable lore-wise. I think it's a better philosophy than the "all races can be all classes" ideal that WoW seemed to be heading to before.

The other interesting thing is that the Demon Hunter only has 2 specializations: one tank, one dps. Blizzard seems to be trying to move towards more distinctive specializations, and it will be interesting to see how the specializations for the other class weapons change.

Artifact Weapons

Taking a page from LOTRO's Legendary weapons and FFXIV's Relic weapons, Legion will introduce an artifact weapon for each specialization. This weapon looks like it will level up and improve over the course of the expansion, including cosmetic options.

Retribution Paladins will get the Ashbringer. It will be interesting to see weapons the other classes get. One neat idea I've seen is that Holy Paladins can use 2H maces, and Uther the Lightbringer's hammer was a 2H mace. That would be an outstanding artifact weapon for Holy Paladins.

Class Orders

After years of shying away from class quests and class-specific content, Blizzard is also reversing that stance and re-emphasising classes with class orders. Basically, each class gets a shared location where they reform an organization from the lore. It looks to be somewhat like the garrison, with followers or champions that you can recruit as well.

I strongly approve of this direction. Class lore is one of the strengths of Warcraft, and embracing it again is a great idea. Having a special location you share with others of your class is also good, and it will be interesting to see what locations are chosen.

Whatever is chosen, I expect the druid area to be a 24/7 dance party.

Story / New Areas

The story seems pretty solid. The Legion is one of the great enemies in Warcraft, and is always fun. There seems to be less emphasis on orcs (other than Gul'dan) which is good. The new areas all look interesting.

Class Changes

Legion seems to be bringing some extensive class changes. Blizzard has hinted that they want to try and differentiate the specializations more, and make them more focused around the class "fantasy". For example, Survival hunters are apparently becoming melee with a pet, which is pretty crazy. Beastmaster will be ranged with a pet, and Marksmanship will be ranged without a pet.

It will be interesting to see what they do with the other specializations.

Conclusions

Overall, I think the expansion looks pretty good. While there are no "game-changers", there looks to be lots of meat to delve into. If Blizzard can get the expansion out in a timely fashion, say November or December, I think they have a winner on their hands.

Tuesday, July 07, 2015

Garrisons, Part III: Followers

I like the basic design of garrison followers. I liked recruiting them, leveling them up, and improving their gear. However, as with everything else, I think followers had some issues.

Mission Planning

Mission planning was just too complicated and tedious. There's a reason everyone used Master Plan, and that there was such an outcry when it stopped working with the 6.2 patch. Maximizing rewards by assigning followers to missions was an easy thing to automate, so it was automated.

I think Blizzard would have done better to make this simpler. For example, one thing they could have done is limit the number of available mission slots to match the number of characters you have. Thus you can't get 100% on all missions but must choose the missions you most want to win.

Or alternatively, perhaps at the beginning of the week you organize your followers into parties, with one tank, one healer, and three DPS. Then you are presented with 4 missions and you assign a party to each mission. By reducing the number of possible options, you greatly reduce the solution space, and make it much easier to do follower missions by hand.

Timed Missions

I don't think that timed missions were a good fit for MMOs. Timed missions might be good for mobile games, because your phone is always on you. But I don't think they match the rhythm of an MMO.

I think missions should have been more like dailies. They all complete at the same time each night. Then you can assign new missions sometime during the next day. I think that daily or weekly reset is a more natural fit for an MMO.

Follower Presence

Garrisons had a neat element where your followers would hang around your garrison and interact with you and other NPCs in small ways. Unfortunately, 99% of the time followers were out on a mission, so you rarely saw this element.

I think Blizzard should have just left your followers hanging around, even if they were technically assigned to a mission. Or possibly have the non-active followers hang around. (I don't actually know if this happens or not, I only have one inactive follower.)

Bodyguards

I like the follower bodyguard. I run with the draenei paladin tank. If I'm in a quest with Yrel, that's three paladins running around, delivering holy justice to the orcs. Good times.

However, the fact that you can click on the follower to bring up dialogue drives me nuts. It happens when I try to loot, and it happens an awful lot. Regular hunter and warlock pets don't have this issue, and I really wish Blizzard had thought more about this. The barracks should have just given a "Go Home" ability that you could put on your bars.

Conclusions

Overall, followers were a pretty good idea, and an interesting part of WoD. But the four issues above kept them from being great.