Larisa wrote an interesting post on difficulty in WoW entitled Why I Don't Want to Hear Another "WoW is Too Easy" Statement. Her response sums up a lot of my feelings on this issue.
However, I've been thinking a bit more about this issue, and have been looking at guild rankings at Guild Progress. I've also been reading a lot of Regency novels lately, and am inspired to make an analogy which may or may not reflect reality.
In Wrath, I think PvE guilds can be categorized as follows (for raiding purposes). All numbers are approximate:
Royalty - The two hundred guilds which can clear everything, including Trial of the Grand Crusader.
The Aristocracy - The three thousand guilds which can defeat at least one boss in TotGC--or some Ulduar Keeper hard modes--and thus are working their way through hard modes.
The Gentry - The ten thousand guilds which can defeat regular Trial of the Crusader, but haven't been able to advance into the hard modes.
The Bourgeoisie - The next ten thousand guilds which are working their way through Trial of the Crusader. Also includes those guilds working on Naxxramas and Ulduar. Basically any guild that is still working on normal difficulty content.
The Proletariat - Our beloved casuals. All the other guilds which are levelling or making alts or doing 5-mans, and haven't really gotten into raiding yet.
At different points in WoW history, different sections complain about different things. In Vanilla and TBC, a lot of the complaints about raiding came from the Bourgeoisie, who were unable to break into raiding at all.
However, I think the current complaints about WoW being too easy are coming from the Gentry. They can beat regular modes fairly easily, but hard modes are completely beyond their touch. This means that they see hard modes as something for the "crazy hardcore" and not for "normal people". And the problem is compounded in that a lot of people who are active in the WoW community via blogs or forums come from the Gentry.
Whereas both Larisa and I are in guilds which are in the Aristocracy, which can beat some of the hard modes. So to us, complaining that WoW is too easy smacks of whining. The content is there to be beaten.
The real problem is that the Gentry is currently too large. Too many guilds are in that gap between hard modes and regular modes. It needs to be shrunk from both ends. The difficulty of the first two bosses in TotGC should be reduced a little bit, and the difficulty of the last two bosses in TotC should be increased a little bit. That should create a more gradual path. Ulduar is a fairly good example of this, as the jump from Yogg-Saron to the first few hard modes is not that large.1
The Gentry need something to work on, otherwise they will be unhappy. Ideally, a lot of them should be in the lower ranks of the Aristocracy or upper ranks of the Bourgeoisie. Too many guilds in that gap causes a lot of complaining.
1Actually, I think Yogg+4 could be reduced in difficulty. It seems just slightly too hard for it's placement. But it's not all that bad to have a hard end boss.
Wednesday, October 21, 2009
Tuesday, October 20, 2009
State of the Blog
I went on vacation last week, hence the lack of posts. Before I start posting again, I'd like to take a brief moment for some introspection.
Blessing of Kings
This year my posting has been rather streaky. I'll post several days in a row, and then stop posting for a bit. I think I need to spend less time thinking about potential posts, and more time actually writing them.
I should also do more response posts to interesting articles other people have written. There have been a lot of neat posts that I've wanted to talk more about, but after thinking about it for a week, it feels like the discussion has gotten cold. I should strike while the iron is hot, or be more willing to pick up "old" topics.
Spam
I don't get a lot of spam on this blog, but for the last few months, I've been getting a comment in Japanese characters on one post. The comment comes roughly once a day, or once every other day, and always to the same post (Making an Impact). I can't read Japanese, but it looks different each time (or is rotating through a collection). Of course, since I can't understand it, I reject the comment every time. It's really weird.
New Blog?
I'm also thinking about starting a new blog for non-gaming material. Kind of honestly, the only problem is that I'm having a devil of a time coming up with a name for it.
Raider 101
Well, so far Raider 101 is a bit of a bust. Several months ago, it basically got overrun by spammers. I tried pruning it a bit, but eventually surrendered to them.
I don't know. It was a somewhat good idea, but the whole wiki aspect didn't really work out as I planned. Not only did it give the spammers an open doorway, but a wiki is only as good as the last edit. People would make edits that I would consider incorrect, or at least not suitable for basic information. For example, I had the complete 969 Prot rotation listed, but someone cut it in half and I did not notice until a few months later when a comment pointed out that the rotation was incorrect.
Or I had mages organized into four sections: Arcane, Fire, Frost, and Frostfire. Someone decided to replace Fire with the Frostfire information, and delete the FrostFire section.
I don't mind being corrected when I'm wrong, but having to revert incorrect "corrections" got old fast. And when you're dealing with many changes made by spambots, it's the straw that breaks the camel's back.
Finally, I find I don't really have a lot of motivation to keep it accurate. Self-interest is a powerful motivator, and Raider 101 really offers nothing for the people who are most qualified to add information. EJ doesn't have this problem, because it is cutting-edge, and the most qualified people who post also benefit from it.
I'm not really sure what I'll do with the site.
Other Stuff
I hate spam. If I could change one thing about humanity, I would make advertising fail to work. I think everything would work better. Alas, advertising works, and we are stuck with so much nonsense because of that fact.
Blessing of Kings
This year my posting has been rather streaky. I'll post several days in a row, and then stop posting for a bit. I think I need to spend less time thinking about potential posts, and more time actually writing them.
I should also do more response posts to interesting articles other people have written. There have been a lot of neat posts that I've wanted to talk more about, but after thinking about it for a week, it feels like the discussion has gotten cold. I should strike while the iron is hot, or be more willing to pick up "old" topics.
Spam
I don't get a lot of spam on this blog, but for the last few months, I've been getting a comment in Japanese characters on one post. The comment comes roughly once a day, or once every other day, and always to the same post (Making an Impact). I can't read Japanese, but it looks different each time (or is rotating through a collection). Of course, since I can't understand it, I reject the comment every time. It's really weird.
New Blog?
I'm also thinking about starting a new blog for non-gaming material. Kind of honestly, the only problem is that I'm having a devil of a time coming up with a name for it.
Raider 101
Well, so far Raider 101 is a bit of a bust. Several months ago, it basically got overrun by spammers. I tried pruning it a bit, but eventually surrendered to them.
I don't know. It was a somewhat good idea, but the whole wiki aspect didn't really work out as I planned. Not only did it give the spammers an open doorway, but a wiki is only as good as the last edit. People would make edits that I would consider incorrect, or at least not suitable for basic information. For example, I had the complete 969 Prot rotation listed, but someone cut it in half and I did not notice until a few months later when a comment pointed out that the rotation was incorrect.
Or I had mages organized into four sections: Arcane, Fire, Frost, and Frostfire. Someone decided to replace Fire with the Frostfire information, and delete the FrostFire section.
I don't mind being corrected when I'm wrong, but having to revert incorrect "corrections" got old fast. And when you're dealing with many changes made by spambots, it's the straw that breaks the camel's back.
Finally, I find I don't really have a lot of motivation to keep it accurate. Self-interest is a powerful motivator, and Raider 101 really offers nothing for the people who are most qualified to add information. EJ doesn't have this problem, because it is cutting-edge, and the most qualified people who post also benefit from it.
I'm not really sure what I'll do with the site.
Other Stuff
I hate spam. If I could change one thing about humanity, I would make advertising fail to work. I think everything would work better. Alas, advertising works, and we are stuck with so much nonsense because of that fact.
Wednesday, October 07, 2009
Streamlining Blessings, Take 2
I hate having to use PallyPower. But handing out Blessings manually is very annoying, especially if you have two or fewer paladins in the raid.
Here is an idea to make casting Blessings easier. I hesitate to propose this, because it is a nerf to paladins, and everyone is going to complain about that. (Yes, I know my audience.) However, I would rather have a reduction in power--which can be made up somewhere else--in exchange for the smoothing out of gameplay annoyances.
Suppose all normal Blessings--not Greater Blessings--hit the entire party or raid instead of individuals. There would be no more individual blessings, just one button and you Bless the entire raid, starting from the very first rank of Blessing of Might that you get at level four.
This immediately simplifies Blessings, because you can't make complicated assignments. You hand out Might or Wisdom to the raid, not Might to some people and Wisdom to others. However, multiple paladins still hand out different blessings, just like now. You could even have the regular Blessings cost a reagent and last for 30 minutes, though you might have to do some fiddling with the lowest ranks.
This would probably make Kings the first choice of Blessing, followed by Might and then Wisdom. I'm not sure where Sanctuary would fit in.
The biggest problem with this scheme (other than the fact that Blessings become less powerful) is that Blessings become more similar to Auras. A paladin gives 1 Blessing and 1 Aura to the raid, and all raid members get the same Blessing and Aura. However, Auras are still centered on the paladin and are lost when the paladin dies, while Blessings belong to the character, and have a limited duration. Perhaps that is enough differentiation. Another minor issue is that you can no longer do drive-by buffing of random people, which is always fun.
Edit: Heh, I just remembered that I already wrote a Streamlining Blessings post a year ago, which proposed combining Blessings of Might and Wisdom in a single Blessing. Guess this is another solution.
Here is an idea to make casting Blessings easier. I hesitate to propose this, because it is a nerf to paladins, and everyone is going to complain about that. (Yes, I know my audience.) However, I would rather have a reduction in power--which can be made up somewhere else--in exchange for the smoothing out of gameplay annoyances.
Suppose all normal Blessings--not Greater Blessings--hit the entire party or raid instead of individuals. There would be no more individual blessings, just one button and you Bless the entire raid, starting from the very first rank of Blessing of Might that you get at level four.
This immediately simplifies Blessings, because you can't make complicated assignments. You hand out Might or Wisdom to the raid, not Might to some people and Wisdom to others. However, multiple paladins still hand out different blessings, just like now. You could even have the regular Blessings cost a reagent and last for 30 minutes, though you might have to do some fiddling with the lowest ranks.
This would probably make Kings the first choice of Blessing, followed by Might and then Wisdom. I'm not sure where Sanctuary would fit in.
The biggest problem with this scheme (other than the fact that Blessings become less powerful) is that Blessings become more similar to Auras. A paladin gives 1 Blessing and 1 Aura to the raid, and all raid members get the same Blessing and Aura. However, Auras are still centered on the paladin and are lost when the paladin dies, while Blessings belong to the character, and have a limited duration. Perhaps that is enough differentiation. Another minor issue is that you can no longer do drive-by buffing of random people, which is always fun.
Edit: Heh, I just remembered that I already wrote a Streamlining Blessings post a year ago, which proposed combining Blessings of Might and Wisdom in a single Blessing. Guess this is another solution.
Monday, October 05, 2009
Spell Haste: Bad for the Game?
Spell Haste is an interesting stat in theory. It reduces the cast time of your spells, and is supposed to be a double-edged sword, increasing the Damage-Per-Second of your spells, but also increasing the Cost-Per-Second. However, for a variety of reasons, I think having Spell Haste on gear has actually weakened the game in several respects.
1. Speeds up the Game
The most obvious thing spell haste has done is speed up the game. Everyone casts faster, does damage faster, and heals faster. Which leads to people taking damage faster as well. I think that WoW has gotten a little bit too fast, and could stand to be chilled out some.
2. Emphasis on Spamming Casts
You really only see the power of Spell Haste when you are spamming spells. To take advantage of a small reduction in cast time, you need to be hitting buttons immediately, in quick succession.
3. Blurs the line between Short Casts and Long Casts
With lots of spell haste, there's not much difference between spells with short cast time and spells with long cast time. This has causes short cast spells to be undervalued, and instants to be greatly more powerful.
For example, if spell haste did not exist, it's possible that interrupts could go back on the GCD, making it harder to interrupt short spells, and making Curse of Tongues more valuable, even in PvE.
4. Prone to "Magic Numbers"
If an ability rotation includes a spell with a cooldown, spell haste means that certain "magic numbers" will exist. These are values of spell haste that allow you to squeeze an extra cast off while the first spell is on cooldown.
For example, baseline you can go Holy Shock, 3x Flash of Light as a baseline. But there is a value of spell haste where you can squeeze in an extra FoL while HS is still on cooldown. And an even higher value where you can squeeze in a fifth FoL.
I don't think this level of complexity--actively changing a rotation like this--is good behavior for a stat to exhibit. It makes people overly reliant on theorycrafting and spreadsheets.
5. Messes with the Global Cooldown
The Global Cooldown is the "heartbeat" of WoW. I think that allowing spell haste to alter the GCD was a mistake. It plays havoc with the rhythm of the game, and has led to random spells having odd GCDs. In my view, the game just plays much better when there is a standard 1.5s GCD on all abilities.
I also think that too many abilities are now off the GCD, and that has also contributed to the excessive speed.
Conclusions
That's not to say that reducing spell cast times is entirely bad. I think that it is a quite appropriate effect for talents like Improved Fireball. Talents can also allow for a significant change in a specific spell's cast time, rather than a very small reduction in the overall cast time. Reducing cast time on specific spells is a good effect for talents or possibly glyphs, just not a good effect for a gear stat.
However, the general idea of the stat, increasing DPS while also increasing cost-per-second, is a good notion. With the integration of spellpower into Intellect in Cataclysm, perhaps spell haste could be retired as well. Replace it with "spell infusion" a stat which directly increases SP and Cost, without changing cast time. This would give two knobs to balance the stat, rather than indirectly balancing both through cast time.
1. Speeds up the Game
The most obvious thing spell haste has done is speed up the game. Everyone casts faster, does damage faster, and heals faster. Which leads to people taking damage faster as well. I think that WoW has gotten a little bit too fast, and could stand to be chilled out some.
2. Emphasis on Spamming Casts
You really only see the power of Spell Haste when you are spamming spells. To take advantage of a small reduction in cast time, you need to be hitting buttons immediately, in quick succession.
3. Blurs the line between Short Casts and Long Casts
With lots of spell haste, there's not much difference between spells with short cast time and spells with long cast time. This has causes short cast spells to be undervalued, and instants to be greatly more powerful.
For example, if spell haste did not exist, it's possible that interrupts could go back on the GCD, making it harder to interrupt short spells, and making Curse of Tongues more valuable, even in PvE.
4. Prone to "Magic Numbers"
If an ability rotation includes a spell with a cooldown, spell haste means that certain "magic numbers" will exist. These are values of spell haste that allow you to squeeze an extra cast off while the first spell is on cooldown.
For example, baseline you can go Holy Shock, 3x Flash of Light as a baseline. But there is a value of spell haste where you can squeeze in an extra FoL while HS is still on cooldown. And an even higher value where you can squeeze in a fifth FoL.
I don't think this level of complexity--actively changing a rotation like this--is good behavior for a stat to exhibit. It makes people overly reliant on theorycrafting and spreadsheets.
5. Messes with the Global Cooldown
The Global Cooldown is the "heartbeat" of WoW. I think that allowing spell haste to alter the GCD was a mistake. It plays havoc with the rhythm of the game, and has led to random spells having odd GCDs. In my view, the game just plays much better when there is a standard 1.5s GCD on all abilities.
I also think that too many abilities are now off the GCD, and that has also contributed to the excessive speed.
Conclusions
That's not to say that reducing spell cast times is entirely bad. I think that it is a quite appropriate effect for talents like Improved Fireball. Talents can also allow for a significant change in a specific spell's cast time, rather than a very small reduction in the overall cast time. Reducing cast time on specific spells is a good effect for talents or possibly glyphs, just not a good effect for a gear stat.
However, the general idea of the stat, increasing DPS while also increasing cost-per-second, is a good notion. With the integration of spellpower into Intellect in Cataclysm, perhaps spell haste could be retired as well. Replace it with "spell infusion" a stat which directly increases SP and Cost, without changing cast time. This would give two knobs to balance the stat, rather than indirectly balancing both through cast time.
Friday, October 02, 2009
Empirically Measuring Class DPS
I saw a really interesting discussion on EJ about those Top 50 DPS class leaderboards. The argument is that, because the leaderboards take the top 50 parses, the class with high variance--perhaps due to a high crit rate--in their DPS end up higher on the boards than classes with low variance.
For example, if you took two classes that did 5000 DPS, one with a 50% crit rating, and the other with a 20% crit rating. If each class did 100 fights, and you picked the Top 20 fights, the class with the 50% crit rating is going to be on the top. This is because the Top 20 fights are fights with a greater than average critical strike rate, inflating the damage done.
So if the Top 50 boards aren't a reliable way to measure Class DPS, what would be?
One idea is to look at the average DPS across *all* parses. The problem here is that as you drop lower and lower, skill and gear becomes dominant factors. At least the Top 50 parses are probably going to be equally skilled and geared, so you're only looking at the differences between classes. But maybe you can make the assumption that each class is equally likely to have under-skilled and under-geared players. Is that a good assumption? I'm not sure.
For example, if you took two classes that did 5000 DPS, one with a 50% crit rating, and the other with a 20% crit rating. If each class did 100 fights, and you picked the Top 20 fights, the class with the 50% crit rating is going to be on the top. This is because the Top 20 fights are fights with a greater than average critical strike rate, inflating the damage done.
So if the Top 50 boards aren't a reliable way to measure Class DPS, what would be?
One idea is to look at the average DPS across *all* parses. The problem here is that as you drop lower and lower, skill and gear becomes dominant factors. At least the Top 50 parses are probably going to be equally skilled and geared, so you're only looking at the differences between classes. But maybe you can make the assumption that each class is equally likely to have under-skilled and under-geared players. Is that a good assumption? I'm not sure.
Thursday, October 01, 2009
Retribution Nerf in 3.3
Edit: Whoops, I'm wrong. It's a tooltip correction. That's what I get for posting in haste.
Class Channels
There is one feature of Aion that WoW should absolutely steal: class channels.
In Aion, one of the automatic channels you join is dedicated to your class. All Clerics are in the same Cleric channel, all Templars in the Templar channel, etc. I find that these channels are invaluable.
Class channels provide a new or inexperienced player with immediate access to the wisdom of higher-level players of the same class. I've seen discussions on how to gem, advice on which path to take, and general all-around help.
I think WoW players would also greatly benefit from this. To have a place where you can ask questions, which is only populated by people of your class, would be very useful. Even the lurkers can benefit from seeing questions answered. As well, by restricting the channel to a single class, you avoid cross-class arguments and sniping.
In some ways, it's like the class forums, but more immediate. You can ask a question as soon as you have the problem, and get quick feedback.
The only concern is if there would be too many people in the channel for comfort. From my experience in Aion, I find that the class channels are mostly quiet, unless someone has a question.
In Aion, one of the automatic channels you join is dedicated to your class. All Clerics are in the same Cleric channel, all Templars in the Templar channel, etc. I find that these channels are invaluable.
Class channels provide a new or inexperienced player with immediate access to the wisdom of higher-level players of the same class. I've seen discussions on how to gem, advice on which path to take, and general all-around help.
I think WoW players would also greatly benefit from this. To have a place where you can ask questions, which is only populated by people of your class, would be very useful. Even the lurkers can benefit from seeing questions answered. As well, by restricting the channel to a single class, you avoid cross-class arguments and sniping.
In some ways, it's like the class forums, but more immediate. You can ask a question as soon as you have the problem, and get quick feedback.
The only concern is if there would be too many people in the channel for comfort. From my experience in Aion, I find that the class channels are mostly quiet, unless someone has a question.
Wednesday, September 30, 2009
Jane Yolen on Fantasy
Apropos of the previous discussion on Dragon Age, I have always loved the following quote by Jane Yolen:
Perhaps in the process of making a work of fantasy "adult", you end up robbing it of some of its potential power.
And for adults, the world of fantasy books returns to us the great words of power which, in order to be tamed, we have excised from our adult vocabularies. These words are the pornography of innocence, words which adults no longer use with other adults, and so we laugh at them and consign them to the nursery, fear masking as cynicism. These are the words that were forged in the earth, air, fire, and water of human existence, and the words are:
Love. Hate. Good. Evil. Courage. Honor. Truth.
— Jane Yolen, Touch Magic: Fantasy, Faerie & Folklore in the Literature of Childhood
Perhaps in the process of making a work of fantasy "adult", you end up robbing it of some of its potential power.
Monday, September 28, 2009
Dragon Age and Mature Games
EA Bioware sent me some press material for their upcoming RPG Dragon Age: Origins. I loved the Baldur's Gate games back in the day, and I am looking forward to seeing this new game as it is touted as a "spiritual successor" to Baldur's Gate.
Bioware also seems to be positioning this game as a "mature" game, heavy on the blood, violence and possibly sex. It will be interesting to how successful they are. I have no idea how this game will be released in Germany. The very logo is formed out of blood spatter.
I must confess that whenever a work--be it a game, book, or movie--announces that they are trying to be "adult" and "mature" by focusing on violence and sex, I get a sinking feeling. Very often these "mature" works eschew laughter, as if laughter is childish. They go all Sturm und Drang, and end up overly dreary and rather boring.
The single best part of Baldur's Gate was Minsc and his minature Giant Space Hamster Boo. I worry that in Bioware's attempt to be adult, Dragon Age will actively avoid elements like Minsc, and end up a weaker game. But perhaps the Alistair character will fill this void.
A final tip for EA Bioware's advertising team: Using Marilyn Manson to backdrop a fight scene does not demonstrate maturity. It demonstrates a teenager's lack of taste. Let's hope the game has more sense.
Bioware also seems to be positioning this game as a "mature" game, heavy on the blood, violence and possibly sex. It will be interesting to how successful they are. I have no idea how this game will be released in Germany. The very logo is formed out of blood spatter.
I must confess that whenever a work--be it a game, book, or movie--announces that they are trying to be "adult" and "mature" by focusing on violence and sex, I get a sinking feeling. Very often these "mature" works eschew laughter, as if laughter is childish. They go all Sturm und Drang, and end up overly dreary and rather boring.
The single best part of Baldur's Gate was Minsc and his minature Giant Space Hamster Boo. I worry that in Bioware's attempt to be adult, Dragon Age will actively avoid elements like Minsc, and end up a weaker game. But perhaps the Alistair character will fill this void.
A final tip for EA Bioware's advertising team: Using Marilyn Manson to backdrop a fight scene does not demonstrate maturity. It demonstrates a teenager's lack of taste. Let's hope the game has more sense.
Is Fairness Relative or Absolute?
A guild uses basic /random to distribute loot. There are three tanks in the raid: Wendy the Warrior; Daisy the Death Knight; and Patricia the Paladin. All three tanks desire [Ciderhelm's Ring of Effective Health], and it drops in tonight's raid.
Scenario 1: Straight Roll
All three tanks roll on the ring:
Each tank has a 33% chance of winning the item. I think we can all agree that this is as fair as it gets, absent any other information.
Senario 2: Passing
Wendy and Daisy are best friends. Wendy thinks that Daisy is a little undergeared, and she resolves to pass to Daisy if she can. (By passing, I mean Wendy chooses to nullify her roll if and only if Daisy is the second-highest roller.)
Potential outcomes:
Is this fair to Patricia?
My first thought is to say that it is not fair. But then I considered some more.
On the one hand, Daisy now has a 50% chance to get the item while Patricia only has a 33%. That doesn't really seem fair. But on the other hand, note that in both scenarios, Patricia has the exact same chance to win the item. Her chance to win the item doesn't change at all. It's not less likely that she will get the item.
So what is fair? Does fairness depend on only your own chances to win? Or is your position relative to others important as well?
I am not really sure anymore. If the probability of Patricia winning the item decreased, that would be absolutely unfair (under the given conditions). But if the probability doesn't change, fairness seems harder to determine.
Scenario 1: Straight Roll
All three tanks roll on the ring:
| Rolls (H to L) | Winner |
|---|---|
| W, D, P | Wendy |
| W, P, D | Wendy |
| D, W, P | Daisy |
| D, P, W | Daisy |
| P, W, D | Patricia |
| P, D, W | Patricia |
Each tank has a 33% chance of winning the item. I think we can all agree that this is as fair as it gets, absent any other information.
Senario 2: Passing
Wendy and Daisy are best friends. Wendy thinks that Daisy is a little undergeared, and she resolves to pass to Daisy if she can. (By passing, I mean Wendy chooses to nullify her roll if and only if Daisy is the second-highest roller.)
Potential outcomes:
| Rolls (H to L) | Winner |
|---|---|
| W, D, P | Daisy(!!) |
| W, P, D | Wendy |
| D, W, P | Daisy |
| D, P, W | Daisy |
| P, W, D | Patricia |
| P, D, W | Patricia |
Is this fair to Patricia?
My first thought is to say that it is not fair. But then I considered some more.
On the one hand, Daisy now has a 50% chance to get the item while Patricia only has a 33%. That doesn't really seem fair. But on the other hand, note that in both scenarios, Patricia has the exact same chance to win the item. Her chance to win the item doesn't change at all. It's not less likely that she will get the item.
So what is fair? Does fairness depend on only your own chances to win? Or is your position relative to others important as well?
I am not really sure anymore. If the probability of Patricia winning the item decreased, that would be absolutely unfair (under the given conditions). But if the probability doesn't change, fairness seems harder to determine.
Saturday, September 26, 2009
Arthas as a Villain
Arthas needs a victory.
Ever since the Battle at Light's Hope Chapel, Arthas has lost battle after battle. The players enter Northrend, and from zone to zone, they defeat Arthas at every turn. The closest he comes to victory is at the Wrathgate, but the Forsaken interfere and he has to retreat. Even in the latest patch, he's all, "Fools, now you face Anub'arak", and then the players promptly kill Anub'arak. Again.
As a result, Arthas is coming off as a "paper tiger". He shows up, makes a speech, and retreats defeated. A good villain needs to be respected. In a normal story, the heroes can't go from victory to victory. They need to suffer setbacks. For example, The Empire Strikes Back is one long acknowledgement of this necessity.
But in an RPG, can the game really impose failure on the players? To me, a game putting you into a no-win situation seems very unfair. In some ways, this is because we already have failure in the game, but it's just a temporary state. You wipe, and you try again. Victory may be hard, but it is possible. The game forcing you to lose seems like a betrayal of this principle.
But for the good of the storyline, Arthas needs a victory to reinstate him as a real threat.
I don't think that Arthas can score a victory over the players directly without it coming across as contrived.1 The best path is probably to kill at least one major NPC in combat at the start of patch 3.3.
I think there are three candidates that would immediately restore Arthas' credentials as a villain: Jaina Proudmoore, High Overlord Saurfang, or Tirion Fordring. Of these three, Tirion is probably the best choice, as the central opponent of Arthas. As an additional effect, Arthas could shatter the Ashbringer, bringing tears to the eyes of all warriors, paladins, and death knights.
Jaina and Saurfang are also good choices because they tend to be popular with their respective factions. The downside here is that a death would have less impact on the opposing faction.
1 Though it would be hilarious if Arthas killed your little Argent Crusade squire. It would be pretty hardcore to permanently lose a pet. By WoW standards, anyways.
Ever since the Battle at Light's Hope Chapel, Arthas has lost battle after battle. The players enter Northrend, and from zone to zone, they defeat Arthas at every turn. The closest he comes to victory is at the Wrathgate, but the Forsaken interfere and he has to retreat. Even in the latest patch, he's all, "Fools, now you face Anub'arak", and then the players promptly kill Anub'arak. Again.
As a result, Arthas is coming off as a "paper tiger". He shows up, makes a speech, and retreats defeated. A good villain needs to be respected. In a normal story, the heroes can't go from victory to victory. They need to suffer setbacks. For example, The Empire Strikes Back is one long acknowledgement of this necessity.
But in an RPG, can the game really impose failure on the players? To me, a game putting you into a no-win situation seems very unfair. In some ways, this is because we already have failure in the game, but it's just a temporary state. You wipe, and you try again. Victory may be hard, but it is possible. The game forcing you to lose seems like a betrayal of this principle.
But for the good of the storyline, Arthas needs a victory to reinstate him as a real threat.
I don't think that Arthas can score a victory over the players directly without it coming across as contrived.1 The best path is probably to kill at least one major NPC in combat at the start of patch 3.3.
I think there are three candidates that would immediately restore Arthas' credentials as a villain: Jaina Proudmoore, High Overlord Saurfang, or Tirion Fordring. Of these three, Tirion is probably the best choice, as the central opponent of Arthas. As an additional effect, Arthas could shatter the Ashbringer, bringing tears to the eyes of all warriors, paladins, and death knights.
Jaina and Saurfang are also good choices because they tend to be popular with their respective factions. The downside here is that a death would have less impact on the opposing faction.
1 Though it would be hilarious if Arthas killed your little Argent Crusade squire. It would be pretty hardcore to permanently lose a pet. By WoW standards, anyways.
Friday, September 25, 2009
Observation about Other MMOs
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.
Tuesday, September 22, 2009
Champions Online: Dislikes
Now we come to the fun part of reviewing new games: ripping up all the bad parts. To be honest, the greatest part I dislike about Champions Online revolves around one issue: Gear.
Gear
In CO, there 9 gear slots:
All of these slots are pretty much the same: a few stats with some defensives. Most gear has zero effect on how your character looks, and is basically a stat slot. There are a few items which modify how your weapons or powers look.
I find that having gear have an effect on how your character looks is important to me. I like getting a new helm, or a new chestplate or shield. I like that visual reinforcement. Getting a random stat stick with some arbitrary, meaningless name just doesn't appeal to me.
As well, because there are so few slots, you upgrade them at a far faster rate. It's not like getting a weapon in WoW and then getting some use out of it for a few levels while the other slots get upgraded. You barely use an item before it's trashed.
Quests and enemies drop items of the same level as they are. A level 18 quest gives a reward that requires a level 18 or higher to use. Similarly, a level 18 mob only drops gear usable by level 18s or higher. This contributes to the high gear turnover. Additionally, it means that if you start punching above your weight, doing higher level quests, your inventory fills up with gear that you can't use yet.
Finally, mobs don't drop trash, they only drop items. The cumulative effect of this is that it feels like every few minutes you find a new sword that is slightly better or slightly worse than your current sword.
I just find the gear system very annoying and a big hassle. Unlike in WoW, where getting a new piece of gear is an actual reward and something to be anticipated.
Inventory
The inventory system is a pain as well. You can't open all bags at the same time, and upgrading bags is a major hassle.
Crafting
Crafting is a waste of time in this game. It just doesn't organically flow. You end up with bags full of ingredients, and can make nothing useful. I've pretty much ignored crafting after experimenting with the first couple of characters. The game is much more fun when you do that.
Other Issues
Outside of those three sub-systems--which really all have the basic gear design at the heart of the problem--there aren't a lot of other problems with Champions.
Chat could be improved and made easier to use. The general performance of the game could be improved. I play with low-quality graphics to get a decent framerate. There are occasional graphics glitches, my weapons sometimes disappear in combat.
Sometimes there are issues figuring out when you can use an ability after another, often relating to ability animations. For example, I have an ability that allows me to leap backwards out of melee range, Breakaway Shot. I find this ability never seems to work the first time I press the button.
Conclusion
But on the whole, the Gear, Inventory, and Crafting systems are the only things I seriously dislike about Champions Online. The core character creation, powers, and basic gameplay are a lot of fun. Champions Online is definitely worth checking out, especially if you've gotten a bit tired of orcs-and-elves fantasy.
Two caveats: I haven't really tried PvP or grouping, so I have no idea how the game works in those situations.
Gear
In CO, there 9 gear slots:
- 1x Offensive Primary
- 1x Defensive Primary
- 1x Utility Primary
- 2x Offensive Secondary
- 2x Defensive Secondary
- 2x Utility Secondary
All of these slots are pretty much the same: a few stats with some defensives. Most gear has zero effect on how your character looks, and is basically a stat slot. There are a few items which modify how your weapons or powers look.
I find that having gear have an effect on how your character looks is important to me. I like getting a new helm, or a new chestplate or shield. I like that visual reinforcement. Getting a random stat stick with some arbitrary, meaningless name just doesn't appeal to me.
As well, because there are so few slots, you upgrade them at a far faster rate. It's not like getting a weapon in WoW and then getting some use out of it for a few levels while the other slots get upgraded. You barely use an item before it's trashed.
Quests and enemies drop items of the same level as they are. A level 18 quest gives a reward that requires a level 18 or higher to use. Similarly, a level 18 mob only drops gear usable by level 18s or higher. This contributes to the high gear turnover. Additionally, it means that if you start punching above your weight, doing higher level quests, your inventory fills up with gear that you can't use yet.
Finally, mobs don't drop trash, they only drop items. The cumulative effect of this is that it feels like every few minutes you find a new sword that is slightly better or slightly worse than your current sword.
I just find the gear system very annoying and a big hassle. Unlike in WoW, where getting a new piece of gear is an actual reward and something to be anticipated.
Inventory
The inventory system is a pain as well. You can't open all bags at the same time, and upgrading bags is a major hassle.
Crafting
Crafting is a waste of time in this game. It just doesn't organically flow. You end up with bags full of ingredients, and can make nothing useful. I've pretty much ignored crafting after experimenting with the first couple of characters. The game is much more fun when you do that.
Other Issues
Outside of those three sub-systems--which really all have the basic gear design at the heart of the problem--there aren't a lot of other problems with Champions.
Chat could be improved and made easier to use. The general performance of the game could be improved. I play with low-quality graphics to get a decent framerate. There are occasional graphics glitches, my weapons sometimes disappear in combat.
Sometimes there are issues figuring out when you can use an ability after another, often relating to ability animations. For example, I have an ability that allows me to leap backwards out of melee range, Breakaway Shot. I find this ability never seems to work the first time I press the button.
Conclusion
But on the whole, the Gear, Inventory, and Crafting systems are the only things I seriously dislike about Champions Online. The core character creation, powers, and basic gameplay are a lot of fun. Champions Online is definitely worth checking out, especially if you've gotten a bit tired of orcs-and-elves fantasy.
Two caveats: I haven't really tried PvP or grouping, so I have no idea how the game works in those situations.
Wednesday, September 16, 2009
Champions Online: Likes
- I like the feel of combat. It's very arcade-y, very fast with multiple enemies attacking and being killed rapidly. It's not very deep, you don't have a great deal of abilities, but it plays well and is quite enjoyable.
- Character Creation is a long of fun, and you can make widely diverse characters.
- To go along with the last, people-watching is a great deal of fun.
- The animations of powers are very nicely done. It feels very fluid, regardless of how odd your hero is.
- I like the basic powers setup. There's freedom, but also structure.
- I like the fact that it's a single-world. It's useful not to have to worry about servers, and be sure that each zone has players and isn't empty.
- The naming system is pretty good. I was skeptical of using an "@username" suffix, but it works in practice, and it is great to be able your hero with the name you want.
- I really like a lot of the grouping commands. When you start a group, you can make it open. You can right-click someone and there is an option to ask to join their group. This makes grouping very easy and quick. The only thing I would change is that if you ask to join someone's group, instead of getting an error if they aren't in a group, the group forms automatically.
I feel kind of bad that I can't list more likes. The base core of the game is a lot of fun. My dislikes list is probably going to be longer, but on the whole, I tend more to liking the game than disliking it.
Tuesday, September 15, 2009
Swap Heroic Strike and Slam
One of the problems with the warrior class is that in a high-rage situation, warriors have to spam Heroic Strike in addition to their normal abilities. A lot of warriors complain that this makes their gameplay physically stressful, and Blizzard has been looking to alleviate this issue.
However, Heroic Strike is the level 1 ability, the first ability given to new warriors. Any change to it would greatly change the initial levelling experience of warriors.
I think Blizzard should swap Heroic Strike and Slam. A warrior would get Slam at level 1. Then Heroic Strike would be an ability gained at 30 or so, and could be changed into a better form of rage dump.
The other advantage would be that lowbie warriors would have a bit more rage, as they wouldn't lose the rage from the Heroic Strike auto-attack. That means they could press more buttons, and it would make low level fights a bit more fun. I have a lowbie warrior, and Heroic Striking is a little boring. You really live for new abilities, or for Overpower to light up so you don't have to just wait for Heroic Strike.
Plus, with the changes to defensive stance, and since you have Sunder and Revenge, I don't think you'll really miss the threat from Heroic Strike for low level tanking.
As a mid-to-late-game ability, Heroic Strike could be tailored as an ability specifically used in high-rage situations. For example, what if Heroic Strike cost 60-75 rage, but did a correspondingly large amount of damage and threat? Such an ability would be useless at level 1, as it would take forever to build that much rage, but it might be a very valuable late-game ability.
However, Heroic Strike is the level 1 ability, the first ability given to new warriors. Any change to it would greatly change the initial levelling experience of warriors.
I think Blizzard should swap Heroic Strike and Slam. A warrior would get Slam at level 1. Then Heroic Strike would be an ability gained at 30 or so, and could be changed into a better form of rage dump.
The other advantage would be that lowbie warriors would have a bit more rage, as they wouldn't lose the rage from the Heroic Strike auto-attack. That means they could press more buttons, and it would make low level fights a bit more fun. I have a lowbie warrior, and Heroic Striking is a little boring. You really live for new abilities, or for Overpower to light up so you don't have to just wait for Heroic Strike.
Plus, with the changes to defensive stance, and since you have Sunder and Revenge, I don't think you'll really miss the threat from Heroic Strike for low level tanking.
As a mid-to-late-game ability, Heroic Strike could be tailored as an ability specifically used in high-rage situations. For example, what if Heroic Strike cost 60-75 rage, but did a correspondingly large amount of damage and threat? Such an ability would be useless at level 1, as it would take forever to build that much rage, but it might be a very valuable late-game ability.
Monday, September 14, 2009
In-Game Problems vs Out-of-Game Problems
Note: This was originally posted as a response to Larisa at The Pink Pigtail Inn in an article about faction changes.
There is a difference between problems that should be handled "in-game" and problems that should be handled "out-of-game".
Faction/race/gender changes are out-of-game changes. They are changes made because the player outside the game is unhappy, and so we choose to turn a blind eye to the impact that the change has on roleplaying or character history.
It is a mistake to try and handle everything within the rules. Sometimes, you have to step outside the rules and the gameworld, and talk directly to the player.
You see this a lot in regular table-top roleplaying forums. The DM will say that Player A's character is being disruptive and constantly working at cross-purposes to the group. Some DMs try and force the character to work with the group using in-game mechanics such as threats or magical coercion. But the proper response is to talk to the player outside the game, tell the player that he is hurting the game and remove him from the group if necessary.
Similarly, faction change is an out-of-game problem. A player wants to play with friends who are on the other faction. So they can now switch, and everyone in-game pretends that they've been Horde all along. It is an out-of-game solution for an out-of-game problem.
This issue appears with a lot of rule systems. For example, loot systems often get more and more complex as officers try and prevent players from abusing the system. But rather than altering the rules of the loot system, it's often better to talk to the players in question, and get them to work with the system, rather than playing games with the loot rules.
There is a difference between problems that should be handled "in-game" and problems that should be handled "out-of-game".
Faction/race/gender changes are out-of-game changes. They are changes made because the player outside the game is unhappy, and so we choose to turn a blind eye to the impact that the change has on roleplaying or character history.
It is a mistake to try and handle everything within the rules. Sometimes, you have to step outside the rules and the gameworld, and talk directly to the player.
You see this a lot in regular table-top roleplaying forums. The DM will say that Player A's character is being disruptive and constantly working at cross-purposes to the group. Some DMs try and force the character to work with the group using in-game mechanics such as threats or magical coercion. But the proper response is to talk to the player outside the game, tell the player that he is hurting the game and remove him from the group if necessary.
Similarly, faction change is an out-of-game problem. A player wants to play with friends who are on the other faction. So they can now switch, and everyone in-game pretends that they've been Horde all along. It is an out-of-game solution for an out-of-game problem.
This issue appears with a lot of rule systems. For example, loot systems often get more and more complex as officers try and prevent players from abusing the system. But rather than altering the rules of the loot system, it's often better to talk to the players in question, and get them to work with the system, rather than playing games with the loot rules.
Sunday, September 13, 2009
Champions Online: Mechanics Overview
Base Mechanics
Champions Online has some interesting twists on the base mechanics. The basic resource is Energy, which is a cyclical resource much like Rage, Energy, and Runic Power are in WoW. A character starts with a basic auto-attack ability--that differs based on what type of hero you are--which builds energy. Other abilities pause the auto-attack and spend energy. So the basic game-play is to build energy through auto-attack and then spend it on more powerful abilities. This is a very fast cycle, as building the energy meter to full takes 5 or so seconds.
There are a couple of other twists. Energy does not start at full or empty. Rather, there is an "equilibrium point" somewhere in the middle, which marked on a character's energy meter. Energy levels return to the equilibrium point if you are not doing anything. So if you end a fight with more energy than your equilibrium, you will slowly lose energy. If you have less, you gain energy. One of the stats, Recovery, directly affects where the equilibrium is. High Recovery means you start fights with full energy, like Rogue Energy in WoW, while low Recovery acts more like Rage or Runic Power.
Stats
Champions has 8 stats: Strength, Dexterity, Ego, Endurance, Presence, Constitution, Recovery, Intelligence.
The stats are fairly straightforward in what they affect. Strength boosts melee damage, Dexterity increases your chance to crit, Constitution increases your health, etc. There are also some more unusual uses of stats. Ego increases the damage multiplier on criticals, Presence modifies your threat (direction depends on what "role" or stance you are in) and powers your heals, and Recovery modifies your equilibrium as stated above.
Now, the element that makes the game work is something called "characteristic focuses". At levels 5 and 13, you pick a stat (so two characteristic focuses in total) and most of your abilities will scale with those stats. This part is really not explained well at all in the game. I learned about it from an Elitist Jerks thread.
What the characteristic focuses allow you to do is take any power and have it work reasonably well. Now, it's best if your stats match up with your abilities. For example, a melee character should have Strength as a focus, because she would get extra damage from Strength and from the focus. However, that melee character could also take a healing power, and it would still scale with her Strength. It wouldn't be as good as a character dedicated to healing who took a focus in Presence would be, but it would be reasonable for soloing or emergencies. It's not like trying to heal in WoW melee DPS gear would be.
Powers
Any character can take any power. Powers are arranged into thematic frameworks, like Fire, Ice, Telepathy, Claws, etc. However, you can dip into any framework and mix and match as you please. Each framework is arranged into Tiers. Higher-tier powers can be taken if you have X powers from that framework, or X+Y powers from any framework. For example, you can take a higher-level Fire power if you have 5 Fire powers already, or maybe 8 powers from any framework.
Between characteristic stats and power frameworks, the game encourages you stick with one style for your hero. However, you can easily dip into other frameworks. Indeed, there are a couple points where you must dip, and sometimes it is not obvious at all to a new player that you should. I'll explain more thoroughly further down.
There are also three special types of powers: travel powers, block powers, and passive powers. At level 5, you get a travel power such as flight or super-speed. You can have the power on all the time, for a very minor increase in ability costs. The only thing I note is that Champions is a very different experience if you cannot fly.
Enemies can do a charged attack, denoted by an Adam West Batman-style "Pow" icon above their heads. When this happens, you hold shift to block the attack, or you take massive damage. You can also upgrade the basic block to more powerful blocks later on.
The game has four "stances" or roles. Guardian for soloing, Avenger for DPS, Sentinel for tanking, and Protector for support. Each stance has a slot for a passive power. Avenger wants an offensive passive, Sentinel wants a defensive passive, etc. Your character can have multiple builds prepared with different gear and power loadouts so you can switch between playstyles easily.
Finally, you also get points which you can use to improve powers. You can make powers do more damage/healing, or add additional abilities to the power. For example, add a knockback, or hit a second target etc.
Conclusions
Champions Online is set up for a very fast type of game with interesting twists on typical MMO mechanics. The resource cycle is very quick, and enemies tend to have lower health and come in multiples. The game is set up to encourage characters to focus on specific frameworks, but does allow them to mix and match as much as they want.
As well, having characters focus on two specific stats means the gameplay changes depending on the stats selected. For example, my angel focuses on Constitution and Recovery. This means he has a lot of health and starts fights with a lot of energy. My gunslinger on the other hand focuses on Dexterity and Ego. She doesn't have as much health and often needs to wait for a second or two after the fight starts to build up enough energy to use her good powers, but she has a high critical strike rate and her crits hit hard.
However, the game does not really convey some important information to the player. The whole notion of characteristic focuses is very vague. As well, not every framework contains passive powers. For example, there are only five or so defensive passives, so you might not have one in your initial framework.
This is actually a big problem, because in my view it is vital to take a defensive passive at level 5 or 8. The game is very harsh if you don't, because you will die all the time. You may not even know that you made a mistake, because the defensive passive wasn't even in your framework, and you might not know to look to another framework to get one.
So that's my recommendation for new characters. Take a defensive passive power and an AoE attack as early as you can (by level 8 at the most). Soloing becomes much easier if you do that, and may be excessively hard if you don't. As a personal example, I made two Psions. The first took an offensive buff and a healing power, and I promptly got rocked every time I tried to fight something. The second took a defensive power from the Force framework and an AoE attack, and is rampaging through content that the first could not survive.
I'll post more about other aspects about the game. I do like the mechanical underpinnings of Champions. It seems to allow a wide variety of playstyles to be valid without forcing you into only one style of play. However, I think the game doesn't quite communicate the rules, and thus optimal behavior, properly to new players.
Champions Online has some interesting twists on the base mechanics. The basic resource is Energy, which is a cyclical resource much like Rage, Energy, and Runic Power are in WoW. A character starts with a basic auto-attack ability--that differs based on what type of hero you are--which builds energy. Other abilities pause the auto-attack and spend energy. So the basic game-play is to build energy through auto-attack and then spend it on more powerful abilities. This is a very fast cycle, as building the energy meter to full takes 5 or so seconds.
There are a couple of other twists. Energy does not start at full or empty. Rather, there is an "equilibrium point" somewhere in the middle, which marked on a character's energy meter. Energy levels return to the equilibrium point if you are not doing anything. So if you end a fight with more energy than your equilibrium, you will slowly lose energy. If you have less, you gain energy. One of the stats, Recovery, directly affects where the equilibrium is. High Recovery means you start fights with full energy, like Rogue Energy in WoW, while low Recovery acts more like Rage or Runic Power.
Stats
Champions has 8 stats: Strength, Dexterity, Ego, Endurance, Presence, Constitution, Recovery, Intelligence.
The stats are fairly straightforward in what they affect. Strength boosts melee damage, Dexterity increases your chance to crit, Constitution increases your health, etc. There are also some more unusual uses of stats. Ego increases the damage multiplier on criticals, Presence modifies your threat (direction depends on what "role" or stance you are in) and powers your heals, and Recovery modifies your equilibrium as stated above.
Now, the element that makes the game work is something called "characteristic focuses". At levels 5 and 13, you pick a stat (so two characteristic focuses in total) and most of your abilities will scale with those stats. This part is really not explained well at all in the game. I learned about it from an Elitist Jerks thread.
What the characteristic focuses allow you to do is take any power and have it work reasonably well. Now, it's best if your stats match up with your abilities. For example, a melee character should have Strength as a focus, because she would get extra damage from Strength and from the focus. However, that melee character could also take a healing power, and it would still scale with her Strength. It wouldn't be as good as a character dedicated to healing who took a focus in Presence would be, but it would be reasonable for soloing or emergencies. It's not like trying to heal in WoW melee DPS gear would be.
Powers
Any character can take any power. Powers are arranged into thematic frameworks, like Fire, Ice, Telepathy, Claws, etc. However, you can dip into any framework and mix and match as you please. Each framework is arranged into Tiers. Higher-tier powers can be taken if you have X powers from that framework, or X+Y powers from any framework. For example, you can take a higher-level Fire power if you have 5 Fire powers already, or maybe 8 powers from any framework.
Between characteristic stats and power frameworks, the game encourages you stick with one style for your hero. However, you can easily dip into other frameworks. Indeed, there are a couple points where you must dip, and sometimes it is not obvious at all to a new player that you should. I'll explain more thoroughly further down.
There are also three special types of powers: travel powers, block powers, and passive powers. At level 5, you get a travel power such as flight or super-speed. You can have the power on all the time, for a very minor increase in ability costs. The only thing I note is that Champions is a very different experience if you cannot fly.
Enemies can do a charged attack, denoted by an Adam West Batman-style "Pow" icon above their heads. When this happens, you hold shift to block the attack, or you take massive damage. You can also upgrade the basic block to more powerful blocks later on.
The game has four "stances" or roles. Guardian for soloing, Avenger for DPS, Sentinel for tanking, and Protector for support. Each stance has a slot for a passive power. Avenger wants an offensive passive, Sentinel wants a defensive passive, etc. Your character can have multiple builds prepared with different gear and power loadouts so you can switch between playstyles easily.
Finally, you also get points which you can use to improve powers. You can make powers do more damage/healing, or add additional abilities to the power. For example, add a knockback, or hit a second target etc.
Conclusions
Champions Online is set up for a very fast type of game with interesting twists on typical MMO mechanics. The resource cycle is very quick, and enemies tend to have lower health and come in multiples. The game is set up to encourage characters to focus on specific frameworks, but does allow them to mix and match as much as they want.
As well, having characters focus on two specific stats means the gameplay changes depending on the stats selected. For example, my angel focuses on Constitution and Recovery. This means he has a lot of health and starts fights with a lot of energy. My gunslinger on the other hand focuses on Dexterity and Ego. She doesn't have as much health and often needs to wait for a second or two after the fight starts to build up enough energy to use her good powers, but she has a high critical strike rate and her crits hit hard.
However, the game does not really convey some important information to the player. The whole notion of characteristic focuses is very vague. As well, not every framework contains passive powers. For example, there are only five or so defensive passives, so you might not have one in your initial framework.
This is actually a big problem, because in my view it is vital to take a defensive passive at level 5 or 8. The game is very harsh if you don't, because you will die all the time. You may not even know that you made a mistake, because the defensive passive wasn't even in your framework, and you might not know to look to another framework to get one.
So that's my recommendation for new characters. Take a defensive passive power and an AoE attack as early as you can (by level 8 at the most). Soloing becomes much easier if you do that, and may be excessively hard if you don't. As a personal example, I made two Psions. The first took an offensive buff and a healing power, and I promptly got rocked every time I tried to fight something. The second took a defensive power from the Force framework and an AoE attack, and is rampaging through content that the first could not survive.
I'll post more about other aspects about the game. I do like the mechanical underpinnings of Champions. It seems to allow a wide variety of playstyles to be valid without forcing you into only one style of play. However, I think the game doesn't quite communicate the rules, and thus optimal behavior, properly to new players.
Wednesday, September 09, 2009
Tuesday, September 08, 2009
The Newbie Paladin Experience
These newbie paladin whelps are spoiled rotten these days. Back in my day, we had to walk uphill to Stormwind, both ways, in the snow. These kids don't know how good they've got it. They're born with a silver spoon in their mouths. I blame it on the influence of those shilly-shallying blood elves. Seriously, those pansy elves spend so much time preening in front of a mirror, they wouldn't have the muscle to lift my old [Verigan's Fist].
Take that young whipper-snapper Zubon over at Kill Ten Rats. He rolls up a paladin and goes prancing merrily along:
Taunt? What's this damaging Taunt nonsense? Back in my day, paladins didn't need a taunt. We held aggro because we were real men who used Seal of Fury, and the DPS understood they would die if they pulled aggro.
Pull? Bet these fancypants new paladins pull from range too. We had to learn to body-pull, and guess where we learned that? That's right, the school of hard knocks.
And Exorcism could only be used on Undead. Not fake undead, like the Forsaken, but real undead, who would scare the pants off these mincing dandies. Why, I didn't even see an Undead until Darkshire.
Drop a magic hammer right at the start? In my day, we did things properly. First, we debuffed the mob with Judgement of the Crusader. Then we activated Seal of Righteousness (or Seal of Command if we were feeling lucky). Fifteen seconds later we were privileged to Judge again (and re-cast our Seal). These punks are lucky enough to have 10-second Judgements (8 with talents) and they still complain about being a 1 button class.
These youngsters are spoiled. Seals and Judgements scale with Attack Power? Hah, in the old days we stuck with the base damage. If it was good enough for us, it's good enough for them.
Getting mana back? We had to Judge Crusader just to improve our damage to moderate levels. If we wanted to Regenerate we used Seal of Wisdom, and just did white damage to the mob for a few minutes. And we liked it.
Sigh, do these cubs have any redeeming qualities?
Well, Daisy, maybe the kids are going to be all right after all.
On a somewhat serious note, this is a major reason I don't agree with complaints about the "B Team". The modern paladin is light-years more fun than the paladin of 1.0 used to be.
Take that young whipper-snapper Zubon over at Kill Ten Rats. He rolls up a paladin and goes prancing merrily along:
I was amazed to see that she out-nukes the Mage: the damaging taunt does not activate global cooldown...
Taunt? What's this damaging Taunt nonsense? Back in my day, paladins didn't need a taunt. We held aggro because we were real men who used Seal of Fury, and the DPS understood they would die if they pulled aggro.
...so I can Exorcise immediately after starting the pull.
Pull? Bet these fancypants new paladins pull from range too. We had to learn to body-pull, and guess where we learned that? That's right, the school of hard knocks.
And Exorcism could only be used on Undead. Not fake undead, like the Forsaken, but real undead, who would scare the pants off these mincing dandies. Why, I didn't even see an Undead until Darkshire.
Drop a magic hammer as it arrives in melee, get that big first swing in, and the enemy is usually around 25% health.
Drop a magic hammer right at the start? In my day, we did things properly. First, we debuffed the mob with Judgement of the Crusader. Then we activated Seal of Righteousness (or Seal of Command if we were feeling lucky). Fifteen seconds later we were privileged to Judge again (and re-cast our Seal). These punks are lucky enough to have 10-second Judgements (8 with talents) and they still complain about being a 1 button class.
These youngsters are spoiled. Seals and Judgements scale with Attack Power? Hah, in the old days we stuck with the base damage. If it was good enough for us, it's good enough for them.
That takes less than a quarter of my mana, and the blue magic hammer gives me mana for hitting the enemy.
Getting mana back? We had to Judge Crusader just to improve our damage to moderate levels. If we wanted to Regenerate we used Seal of Wisdom, and just did white damage to the mob for a few minutes. And we liked it.
Sigh, do these cubs have any redeeming qualities?
It really is satisfying to crush your enemies with a giant hammer... My only disappointment is that her current best weapon is a big axe rather than a comically huge hammer. I like its numbers, and she gets huge crits all the time due to Retribution talents, but hammertime was both cathartic and classically Warcraft.
Well, Daisy, maybe the kids are going to be all right after all.
On a somewhat serious note, this is a major reason I don't agree with complaints about the "B Team". The modern paladin is light-years more fun than the paladin of 1.0 used to be.
Sunday, September 06, 2009
Champions Online: Characters
I picked up Champions Online a couple days ago and have been trying it out since. I haven't gotten very far, but here are some first impressions. I've never played the other major Superhero game (City of Heroes/Villains) so I have no idea how this game compares to that.
The character creator is very powerful. The first character I made is Cassiel:

The inspiration for Cassiel should be fairly obvious. I took the Supernatural template and Flight travel power. It actually works very nicely. Cassiel uses his fists and chains as weapons. Oddly Cassiel looks better in-game and flying, even at the lower resolution I play at:

The second character I made is Rake. I made a Regency noble, but made her female:

Rake is a Single Blade swordswoman, with the Acrobatics travel power. She's a lot faster and seems to do more damage than Cassiel, but is a lot more fragile.
You can make a lot of different looks with the character creator. It's very powerful. There are lots of interesting characters being made. For example, I teamed up with a machine-gun-toting rat who travelled underground for one quest. Probably half the fun in the game is making new heroes.
The comic book covers are actually generated when you save a costume in the character creator. That's a very nice touch.
The character creator is very powerful. The first character I made is Cassiel:

The inspiration for Cassiel should be fairly obvious. I took the Supernatural template and Flight travel power. It actually works very nicely. Cassiel uses his fists and chains as weapons. Oddly Cassiel looks better in-game and flying, even at the lower resolution I play at:

The second character I made is Rake. I made a Regency noble, but made her female:

Rake is a Single Blade swordswoman, with the Acrobatics travel power. She's a lot faster and seems to do more damage than Cassiel, but is a lot more fragile.
You can make a lot of different looks with the character creator. It's very powerful. There are lots of interesting characters being made. For example, I teamed up with a machine-gun-toting rat who travelled underground for one quest. Probably half the fun in the game is making new heroes.
The comic book covers are actually generated when you save a costume in the character creator. That's a very nice touch.
Wednesday, August 19, 2009
Ask Coriel: Farming Instances at 70
Juniorkow asks:
I would suggest going Protection and using a build like this: 4/51/6.
I think that should give you a good build so you can AoE farm most older instances. Note that it isn't a proper tank build as it is missing Spiritual Attunement (no other healer) and Guarded By The Light (you get Divine Plea at level 71).
You might have mana problems. If you find you are, you might be better off with a Retribution build like: 2/5/54
You'll have to be a bit more careful, but there won't be any mana worries.
I enjoy your blog and was wondering at level 70 could you provide a template to farm old instances ? I dont have wrath yet so just something to keep me busy.
I would suggest going Protection and using a build like this: 4/51/6.
I think that should give you a good build so you can AoE farm most older instances. Note that it isn't a proper tank build as it is missing Spiritual Attunement (no other healer) and Guarded By The Light (you get Divine Plea at level 71).
You might have mana problems. If you find you are, you might be better off with a Retribution build like: 2/5/54
You'll have to be a bit more careful, but there won't be any mana worries.
Introducing New Characters
In the comments to the previous post, Elladrion, makes an interesting point:
It's very true. Garrosh and Varian emerge in Wrath almost fully-formed. There is a questline with Garrosh in TBC, but he doesn't play a major part, and Varian just shows up (and takes credit for Onyxia, to boot).
This is in stark contrast to one of the other major characters in Wrath: Tirion Fordring. Unlike Garrosh and Varian, Fordring is introduced in 1.0 in Eastern Plagueline. He has one of the best and most-loved questlines in the game. It's also a very personal questline for the character, and shows the reasons he decides to reforge the Silver Hand. In a lot of ways, Wrath and the Argent Crusade are sequel to those quests.
I think those quests have a lot to do with how popular Tirion Fordring is. We got to see the character at the beginning of the story, to sympathize and empathize with him. By doing the quests, in a way we were responsible for the character, and the way events turned out. We are more invested in the Argent Crusade and Tirion's storyline.
Tirion illustrates how important doing is to a video game. Garrosh and Varian illustrate how weak merely telling is. The strength of games is that we are not passive consumers, we have to do something to advance the story. That has the potential to make us more involved with the story, and make it more important.
In the abstract, I understand Garrosh's and Varian's story. But I am far more interested in Tirion's story, and that is almost entirely due to the original questline in the Plaguelands.
Would Varian have been more successful if there had been a questline to restore him to the throne? I think so. Similarly, a questline showing Garrosh's conversion to a more aggressive stance would have helped a lot.
There are two major lessons here. First, in an MMO, doing is always better than telling. Second, major storyline characters really benefit from being introduced early and fixing the player's sympathy, before they actually undertake a major role.
There are a lot of other examples. For example, consider the player base's attitude towards High Overlord Saurfang, Chromie, or Bolvar Fordragon vs that towards someone like Rhonin. Early exposure in a more trivial setting really benefits the character when it comes time for them to take the spotlight.
They have no depth, and no charisma to back up their lack of depth. Also, specifically from a horde perspective, I will never be able to get past the entire questline where hellscream is moping around being a little defeatist bitch becuase he's not as great as his father and their people are doomed. You do an entire questline helping them out and at the end of it, he gets even more despondant and whiney becuase it was you that did all the work and not him and oh what a worthless creature he is. Then with no warning wrath comes out and he's all gung-ho rip-roaring kill all alliance with no transition story in between. And Varian wrynn doesn't even have that amount of story (in game) going for him, he just shows up out of nowhere trying to start fights.
It's very true. Garrosh and Varian emerge in Wrath almost fully-formed. There is a questline with Garrosh in TBC, but he doesn't play a major part, and Varian just shows up (and takes credit for Onyxia, to boot).
This is in stark contrast to one of the other major characters in Wrath: Tirion Fordring. Unlike Garrosh and Varian, Fordring is introduced in 1.0 in Eastern Plagueline. He has one of the best and most-loved questlines in the game. It's also a very personal questline for the character, and shows the reasons he decides to reforge the Silver Hand. In a lot of ways, Wrath and the Argent Crusade are sequel to those quests.
I think those quests have a lot to do with how popular Tirion Fordring is. We got to see the character at the beginning of the story, to sympathize and empathize with him. By doing the quests, in a way we were responsible for the character, and the way events turned out. We are more invested in the Argent Crusade and Tirion's storyline.
Tirion illustrates how important doing is to a video game. Garrosh and Varian illustrate how weak merely telling is. The strength of games is that we are not passive consumers, we have to do something to advance the story. That has the potential to make us more involved with the story, and make it more important.
In the abstract, I understand Garrosh's and Varian's story. But I am far more interested in Tirion's story, and that is almost entirely due to the original questline in the Plaguelands.
Would Varian have been more successful if there had been a questline to restore him to the throne? I think so. Similarly, a questline showing Garrosh's conversion to a more aggressive stance would have helped a lot.
There are two major lessons here. First, in an MMO, doing is always better than telling. Second, major storyline characters really benefit from being introduced early and fixing the player's sympathy, before they actually undertake a major role.
There are a lot of other examples. For example, consider the player base's attitude towards High Overlord Saurfang, Chromie, or Bolvar Fordragon vs that towards someone like Rhonin. Early exposure in a more trivial setting really benefits the character when it comes time for them to take the spotlight.
Sunday, August 16, 2009
The Nature of War
In a game like Civilization, most of us have launched a war for the purpose of expanding our nation's territory and power, or to weaken a rival nation. In this, we are following Carl von Clausewitz's observation that "War is merely a continuation of politics." In the context of such a game game, and indeed much of human history, such a strategy of conquest was not considered wrong or immoral.
However, the modern world is moving away from Clausewitz's statement. It is moving towards a view that the only moral war, the only just war, is a defensive war. And this is causing an interesting reaction between game players and developers.
Consider the current plot lines in World of Warcraft. Blizzard wants to heat up the simmering conflict between Alliance and Horde. From a gameplay perspective, war is more interesting than peace. It gives players more things to do. To that end, Blizzard has introduced the characters of Garrosh Hellscream and Varian Wrynn, who are pushing the Horde and Alliance towards a war.
However, these two characters are not very popular with WoW players. I believe that the failure of these characters has more to do with the changing nature of war, than by their actual characteristics. If the only just war is a defensive war, then an aggressive leader is necessarily worse than a leader who is mostly peaceful (for example, Thrall).
As well, whichever faction starts the war is the aggressor, and in the wrong. And Blizzard definitely wants to avoid painting one faction as the bad guy. One of the strengths of WoW is that both the Horde and the Alliance have their good points and bad points.
Other games avoid this in a variety of ways. Often one side is clearly labelled as the bad guys, rendering morality moot. For example, in Warhammer Online, the Chaos faction are the bad guys and clear aggressors. Other games have the war between factions being more of an "eternal war", one that has no real beginning and no real end.
But how do you start a war between two good factions, when starting a war is considered wrong? This would be possible in the times when the Clausewitz dictum held, but I think is all but impossible now.
However, the modern world is moving away from Clausewitz's statement. It is moving towards a view that the only moral war, the only just war, is a defensive war. And this is causing an interesting reaction between game players and developers.
Consider the current plot lines in World of Warcraft. Blizzard wants to heat up the simmering conflict between Alliance and Horde. From a gameplay perspective, war is more interesting than peace. It gives players more things to do. To that end, Blizzard has introduced the characters of Garrosh Hellscream and Varian Wrynn, who are pushing the Horde and Alliance towards a war.
However, these two characters are not very popular with WoW players. I believe that the failure of these characters has more to do with the changing nature of war, than by their actual characteristics. If the only just war is a defensive war, then an aggressive leader is necessarily worse than a leader who is mostly peaceful (for example, Thrall).
As well, whichever faction starts the war is the aggressor, and in the wrong. And Blizzard definitely wants to avoid painting one faction as the bad guy. One of the strengths of WoW is that both the Horde and the Alliance have their good points and bad points.
Other games avoid this in a variety of ways. Often one side is clearly labelled as the bad guys, rendering morality moot. For example, in Warhammer Online, the Chaos faction are the bad guys and clear aggressors. Other games have the war between factions being more of an "eternal war", one that has no real beginning and no real end.
But how do you start a war between two good factions, when starting a war is considered wrong? This would be possible in the times when the Clausewitz dictum held, but I think is all but impossible now.
Friday, August 14, 2009
Tauren Paladins?
Holy Cow! (Be warned: Massive potential spoilers for the next expansion.)
To be honest, I've always thought Tauren would make good paladins. They have a certain nobility. Hopefully they become more Silver Hand-style paladins rather than Blood Knights.
To be honest, I've always thought Tauren would make good paladins. They have a certain nobility. Hopefully they become more Silver Hand-style paladins rather than Blood Knights.
Tuesday, August 11, 2009
Simplifying PvE Retribution
With the change to Crusader Strike in 3.2, Retribution gameplay can be simplified with a couple of macros. The optimum Retribution rotation is a priority First-Come-First-Serve (FCFS) list with:
Basically, you hit whatever ability is off cooldown and at the top of the list.
Regular Gameplay
For the first 80% of the fight--where Hammer of Wrath is not available--you can simplify the ability list using two macros:
Your priority list now becomes:
If the first macro is on cooldown, hit the second. If both are on cooldown, and Art of War is up, hit Exorcism.
This scheme is identical to optimal FCFS, but only uses 3 buttons instead of 5, so you might find it easier to use. It also has the advantage that if you can't AoE (for example, Crowd Control is being used), you can just ignore Macro 2.
Execute Range
Once Hammer of Wrath comes into play, the above system breaks down. However, there is another sequence which comes very close to optimal FCFS play. You lose about 1 second out of every 24 seconds of DPS, which is about a 4% loss from perfect play. However, 2 buttons are a lot easier to press than 6, so you might find that you come out ahead.
The priority list becomes:
As before, if Macro 3 is on cooldown and Art of War is up, pop Exorcism.
Hammer of Wrath > Crusader Strike > Judgement of Light > Divine Storm > Consecration > Exorcism
Basically, you hit whatever ability is off cooldown and at the top of the list.
Regular Gameplay
For the first 80% of the fight--where Hammer of Wrath is not available--you can simplify the ability list using two macros:
Macro 1:Single-Target
#showtooltip
/castsequence reset=4 Crusader Strike,Judgement of Light,Crusader Strike
Macro 2:AoE
#showtooltip
/castsequence reset=10 Divine Storm,Consecration
Your priority list now becomes:
Macro 1:Single-target > Macro 2:AoE > Exorcism
If the first macro is on cooldown, hit the second. If both are on cooldown, and Art of War is up, hit Exorcism.
This scheme is identical to optimal FCFS, but only uses 3 buttons instead of 5, so you might find it easier to use. It also has the advantage that if you can't AoE (for example, Crowd Control is being used), you can just ignore Macro 2.
Execute Range
Once Hammer of Wrath comes into play, the above system breaks down. However, there is another sequence which comes very close to optimal FCFS play. You lose about 1 second out of every 24 seconds of DPS, which is about a 4% loss from perfect play. However, 2 buttons are a lot easier to press than 6, so you might find that you come out ahead.
Macro 3: Execute
#showtooltip
/castsequence reset=target Hammer of Wrath,Crusader Strike,Judgement of Light,Divine Storm,Hammer of Wrath,Crusader Strike,Consecration
The priority list becomes:
Macro 3:Execute > Exorcism
As before, if Macro 3 is on cooldown and Art of War is up, pop Exorcism.
Friday, August 07, 2009
3.2 Impressions
So new patch. Here are some quick thoughts:
- Female paladin T8 chestpieces now cover the stomach. Thank you, Blizzard! I actually really like the look now--even the helm has grown on me--and am hoping to pick up the shoulders soon.
- Healing is weird now. Healing the tank by not healing the tank (except for a random FoL every so often to put up the HoT) feels really awkward. It's really weird when you hit someone with a 20k Holy Light, and they only had 3k damage, but the tank needed the big heal. However, I haven't had a chance to try healing in a raid yet, so I'll reserve judgement. It is a flat out buff numbers-wise though.
- The new daily quests are pretty neat. I like the fact that they are fairly random.
- The 5-man is pretty fun. The transition between jousting and regular combat is a bit abrupt, especially as we all have lances equipped. But other than that it is quick and fun. I particularly like the fact that if you get through a fight without deaths, you get an extra piece of loot. That's a nice touch.
- Badge changes are also good. I like running random Heroics. Having epic gems available for the lowest rank of Badges was a nice touch.
- Speaking of epic gems, I regemmed to all +23 Spellpower gems in order to maximize Flash of Light and Sacred Shield. However, I find that I really don't like not getting the socket bonus. I miss the green text lighting up and the gem border doing that little sparkle. It may be the optimum way to gear, but skipping socket bonuses offends my sense of order.
- I don't like the new Crusader Strike, it's very weak. The new Hand of Reckoning is nice, though. As for the Seal change, I've pretty much switched to using Righteousness most of the time, and only using Vengeance on long boss fights.
- I haven't tried the new raid, but I think the staggered release of bosses may be a good thing. We get new bosses every week, but can still work on Ulduar, rather than dropping it unfinished. After a while, we can start extending the Ulduar lockout timer to work on the last half of the instance.
- The Coliseum also seems to have much higher item level loot than I was expecting. I was expecting the 25-regular to come in at ilvl 239, the same as Ulduar-hard. Instead it comes in at ilvl 245. Loot in heroic mode extends all the way up to 272, which is pretty crazy.
- Speaking of the ilvl 272 cloaks, Blizzard made a mistake on the names. The paladin cloaks (Bolvar's, Lady Liadrin's) have spirit on them, and the mage cloaks (Jaina's, Aethar's) don't. Probably should be switched.
- I really like being able to trade Bind-on-Pickup items in the instance. Makes it very easy to recover from a mistake when handing out loot.
- The new Battleground is interesting. I've only played it twice so far on Horde. The current strategy seems to be grab the airport and parachute into the base. Looks like fun though.
- There are a lot of other nice, small mechanical changes: the new quest log, mount changes, seeing the change in attributes when looking at new gear, being able to see item level, etc. It's not a big content patch, but it has a lot of small changes, fixes and experiments on new ways of doing things. It seems more like a "palate cleanser" to get us ready for Icecrown.
Friday, July 31, 2009
Crowd Control and PvP
Note: This post is from a high-level perspective of what is "fun". I fully admit that I am not an experienced PvP player, and am just going by what is fun or not for myself. I am not calling for any specific class to be nerfed and/or buffed in a vacuum.
Crowd Control--by which I mean effects that cause a player to temporarily lose control of her character--is an important part of PvP. It adds a second layer of strategy over just inflicting and healing damage. To make an analogy, Crowd Control is like executing a pin in chess. You prevent a piece from being used, without actually needing to capture it.
But Crowd Control is also very frustrating to play against. No one likes losing control of their character, even if only for a short while. So Crowd Control is in somewhat of an awkward position. It needs to exist, to add that extra level of complexity, but it also needs to be kept in check or games become miserable.
There are two situations where Crowd Control in WoW goes over the boundary, in my opinion. The first situation is being able to lock down a character for an excessively long time with multiple abilities. At this point, you are simply not being allowed to play, which is extremely frustrating.
The second situation is being killed while being affected by Crowd Control. The primary culprits here are Stuns and Fears. No one likes being stunned and then blown up. It feels very unfair, like the player is unable to even try to defend themselves.
I would offer two suggestions for WoW PvP:
The first change already somewhat exists in WoW. Most abilities are separated into categories, and abilities in each category share diminishing returns. This just removes distinctions between different types of Crowd Control.
The second change is the bigger one, and would probably require balance adjustments. If necessary, glyphs or talents like [Glyph of Polymorph] could be added to make Stuns or Fears more usable.
Crowd Control is necessary in PvP, but it can also be overused and make the game less fun. Separating out Crowd Control from dealing damage lessens the frustration in PvP, and would remove a major source of irritation between classes.
Crowd Control--by which I mean effects that cause a player to temporarily lose control of her character--is an important part of PvP. It adds a second layer of strategy over just inflicting and healing damage. To make an analogy, Crowd Control is like executing a pin in chess. You prevent a piece from being used, without actually needing to capture it.
But Crowd Control is also very frustrating to play against. No one likes losing control of their character, even if only for a short while. So Crowd Control is in somewhat of an awkward position. It needs to exist, to add that extra level of complexity, but it also needs to be kept in check or games become miserable.
There are two situations where Crowd Control in WoW goes over the boundary, in my opinion. The first situation is being able to lock down a character for an excessively long time with multiple abilities. At this point, you are simply not being allowed to play, which is extremely frustrating.
The second situation is being killed while being affected by Crowd Control. The primary culprits here are Stuns and Fears. No one likes being stunned and then blown up. It feels very unfair, like the player is unable to even try to defend themselves.
I would offer two suggestions for WoW PvP:
- All abilities which cause a player to lose control of her character share diminishing returns. No more categories for different types of Crowd Control. Treat them all equally.
- In PvP, all abilities which cause a player to lose control of her character break on receiving damage. This includes Stuns and Fears.
The first change already somewhat exists in WoW. Most abilities are separated into categories, and abilities in each category share diminishing returns. This just removes distinctions between different types of Crowd Control.
The second change is the bigger one, and would probably require balance adjustments. If necessary, glyphs or talents like [Glyph of Polymorph] could be added to make Stuns or Fears more usable.
Crowd Control is necessary in PvP, but it can also be overused and make the game less fun. Separating out Crowd Control from dealing damage lessens the frustration in PvP, and would remove a major source of irritation between classes.
Wednesday, July 29, 2009
Period of Repeating Content
What is the ideal period for content that is meant to be repeated?
For example, WoW has quests which you can do once per day. Raid dungeons, on the other hand, can be done once per week. Is one time interval better than the other?
Part of the issue is that rewards tend to map towards how often the content can be repeated. The shorter the period, the smaller the reward is. Dailies in WoW tend to reward about 10 gold. Rewards are balanced assuming that people will do the content as often as possible. This is because there are people who will do the content as much as humanly possible.
Instead of having a daily quest which rewards 10g, would it be better to have a weekly quest that rewarded 70g?
I think it comes back to how people play. Are people (who are working on repeatable content) more likely to log in every day for small amounts of time, or do they log in less often but for longer play sessions? My personal thought is that the second alternative is a better fit for most lifestyles. Balancing around a period of a week might be better than balancing around a day. You could even make the quests a bit more involved.
However, there are two repeatable quests which I think are good as dailies: The daily Heroic Dungeon and the daily Battleground. These quests work best when there is a large pool of potential players, and having a fresh quest each day means that it will be easier to find a group.
To sum up, repeatable solo content and fixed group content are better off on a weekly basis, as this allows players to better make use of the time they have available, without being pushed to play every day. However, repeatable ad hoc group content is best on a daily basis, to make forming groups as easy as possible.
For example, WoW has quests which you can do once per day. Raid dungeons, on the other hand, can be done once per week. Is one time interval better than the other?
Part of the issue is that rewards tend to map towards how often the content can be repeated. The shorter the period, the smaller the reward is. Dailies in WoW tend to reward about 10 gold. Rewards are balanced assuming that people will do the content as often as possible. This is because there are people who will do the content as much as humanly possible.
Instead of having a daily quest which rewards 10g, would it be better to have a weekly quest that rewarded 70g?
I think it comes back to how people play. Are people (who are working on repeatable content) more likely to log in every day for small amounts of time, or do they log in less often but for longer play sessions? My personal thought is that the second alternative is a better fit for most lifestyles. Balancing around a period of a week might be better than balancing around a day. You could even make the quests a bit more involved.
However, there are two repeatable quests which I think are good as dailies: The daily Heroic Dungeon and the daily Battleground. These quests work best when there is a large pool of potential players, and having a fresh quest each day means that it will be easier to find a group.
To sum up, repeatable solo content and fixed group content are better off on a weekly basis, as this allows players to better make use of the time they have available, without being pushed to play every day. However, repeatable ad hoc group content is best on a daily basis, to make forming groups as easy as possible.
Wednesday, July 22, 2009
Duoing and System Requirements
Spinks has a good post on Duoing in MMOs, where she examines content in MMOs and pairs of players. I'd just like to add another thought to this discussion.
One important point about duoing that’s not often considered is that it has a large impact on system requirements.
A couple or family rarely has two top-of-the-line computers. They might have one edge computer, but the other computer will be a few years older. Then the oldest computer gets an upgrade, and the other person lags behind. Or the second computer won't be a desktop machine, but a laptop geared more towards work and websurfing.
So it’s important that your game be playable on the *second* household computer. I think that is where WoW has a marked advantage. A lot of newer MMOs are definitely playable on the first system, but won’t run on the second system in the household, and so the couple cannot play together.
Where a single-player game can target the spec of the first computer and still count on a purchase, an MMO or co-op multiplayer game really needs to target the second system in order to be considered a viable option for many players.
One important point about duoing that’s not often considered is that it has a large impact on system requirements.
A couple or family rarely has two top-of-the-line computers. They might have one edge computer, but the other computer will be a few years older. Then the oldest computer gets an upgrade, and the other person lags behind. Or the second computer won't be a desktop machine, but a laptop geared more towards work and websurfing.
So it’s important that your game be playable on the *second* household computer. I think that is where WoW has a marked advantage. A lot of newer MMOs are definitely playable on the first system, but won’t run on the second system in the household, and so the couple cannot play together.
Where a single-player game can target the spec of the first computer and still count on a purchase, an MMO or co-op multiplayer game really needs to target the second system in order to be considered a viable option for many players.
Thursday, July 16, 2009
Paladin PvP From the Other Side
I decided to do some battlegrounds with my warlock. I'd forgotten how much fun they are. The BGs also seem to be a lot more competitive these days, as I had a wide range of experiences. Short, quick charges to the end, and also prolonged defenses. Several wins and several losses.
After a few games, I'm beginning to sympathize with all the anti-paladin feeling out there. However, it's not really the damage, or the healing, or even the bubble that's annoying. All of these seem to be more or less comparable to the other classes. I'm just in the crafted tailoring gear, so I have the minimum resilience, but it doesn't seem that bad.
The real annoyance is the Hammer of Justice stun. It's a long stun, and the paladin gets free reign to beat on you while it's up.
It seems like the only comparable class that locks you down for so long is the Rogue. At least rogues have the courtesy to stealth and sneak up on you. When a rogue stunlocks, it feels like she went to some trouble to do so, so you can't really begrudge her that.
In comparison, the paladin just bulldozes ahead, runs straight at you, and stuns you. It just seems effortless for the paladin, and it doesn't seem fair that the paladin should be able to stun you for so long without taking a lot of trouble to do so.
If I were to change Paladins in PvP, I'd take a long look at Hammer of Justice, and find a way to make it more interesting. Maybe a shorter stun with a lower cooldown. Maybe an incapacitate instead of a stun. But it feels too easy as it exists now.
After a few games, I'm beginning to sympathize with all the anti-paladin feeling out there. However, it's not really the damage, or the healing, or even the bubble that's annoying. All of these seem to be more or less comparable to the other classes. I'm just in the crafted tailoring gear, so I have the minimum resilience, but it doesn't seem that bad.
The real annoyance is the Hammer of Justice stun. It's a long stun, and the paladin gets free reign to beat on you while it's up.
It seems like the only comparable class that locks you down for so long is the Rogue. At least rogues have the courtesy to stealth and sneak up on you. When a rogue stunlocks, it feels like she went to some trouble to do so, so you can't really begrudge her that.
In comparison, the paladin just bulldozes ahead, runs straight at you, and stuns you. It just seems effortless for the paladin, and it doesn't seem fair that the paladin should be able to stun you for so long without taking a lot of trouble to do so.
If I were to change Paladins in PvP, I'd take a long look at Hammer of Justice, and find a way to make it more interesting. Maybe a shorter stun with a lower cooldown. Maybe an incapacitate instead of a stun. But it feels too easy as it exists now.
Tuesday, July 14, 2009
Official Paladin Q&A
Blizzard's Paladin Q&A can be found here.
Gap-closer
The quote that is inciting the most controversy is:
Ghostcrawler is getting a fair bit of flack for this statement. However, I think he just used the wrong word. JoJ isn't a gap-closer, but is more of snare. However, using the word "snare", would be impolitic. In a little bit of sophistry, JoJ isn't technically a snare, which means that anti-snare mechanics like druid shapeshifting don't work. JoJ is designed to be the "glue" that allows a paladin to stick to her target once she is in range.
Personally, I don't PvP, so I'm not too sure how good JoJ is. I think it would be neat if it had an additional constraining effect. Something like "prevents teleportation" so the target can't Blink or Demonic Teleport away from the paladin. Another amusing idea I had was that JoJ could prevent the target from changing form. So if a priest was in Shadowform, JoJ would prevent him from dropping out of Shadowform.
Q&A in General
In general, nothing new or interesting came up in the Q&A, other than Ret would get an interrupt effect. I got the sense that Blizzard feels that the paladin class is finished and complete, with only minor tweaking to be done as needed. So if you're not happy with your paladin spec playstyle, it's probably time to switch classes.
Gap-closer
The quote that is inciting the most controversy is:
Judgment of Justice is intended to be the gap-closer for paladins.
Ghostcrawler is getting a fair bit of flack for this statement. However, I think he just used the wrong word. JoJ isn't a gap-closer, but is more of snare. However, using the word "snare", would be impolitic. In a little bit of sophistry, JoJ isn't technically a snare, which means that anti-snare mechanics like druid shapeshifting don't work. JoJ is designed to be the "glue" that allows a paladin to stick to her target once she is in range.
Personally, I don't PvP, so I'm not too sure how good JoJ is. I think it would be neat if it had an additional constraining effect. Something like "prevents teleportation" so the target can't Blink or Demonic Teleport away from the paladin. Another amusing idea I had was that JoJ could prevent the target from changing form. So if a priest was in Shadowform, JoJ would prevent him from dropping out of Shadowform.
Q&A in General
In general, nothing new or interesting came up in the Q&A, other than Ret would get an interrupt effect. I got the sense that Blizzard feels that the paladin class is finished and complete, with only minor tweaking to be done as needed. So if you're not happy with your paladin spec playstyle, it's probably time to switch classes.
Saturday, July 11, 2009
Champions Online and Unique Names
Gamespy has an interesting video where Bill Roper demos character creation in Champions Online, an upcoming superhero game.
It looks pretty neat, but what struck me was an almost throwaway line at the end (at about the 3:10 mark). Roper states or implies that multiple player characters can have the same name:
This is a radical concept. Most games enforce that each character on a server has a unique name. Thus that character can always be identified by that name. Sometimes it's annoying when you have a good name and it's taken, especially if it's taken by a low-level character that is never played.
But at the same time, can you imagine two characters running around on the same server with the same name? There would be mistaken identities and the possibility for identity theft. How would you send mail or whispers to a character?
Basically, you'd end up with all the problems and confusions of names in the real world. Except in the real world, most people are bound by the geography they inhabit, which you can use to be reasonably sure of identity. Joe Smith who lives at 11 Haro Street and works at 21 Bond St in Toronto is different from Joe Smith who lives at 32 Cordova Street and works at 944 Younge St in Toronto.
In a virtual world with multiple people of the same name, it seems like you would have a lot more problems.
I just don't see how non-unique names would work. Maybe you'd have a "superhero name" which is not unique, but also a "secret identity" which is unique. Of course, it's possible that I'm reading too much into that one line and that Roper means something else entirely.
It looks pretty neat, but what struck me was an almost throwaway line at the end (at about the 3:10 mark). Roper states or implies that multiple player characters can have the same name:
Just like you see in comics, sometimes there are heroes which share a name or share a concept for a name. We know that's going to happen, but the important thing is that when I put that name on the character, I'm going to get the name that I want to really put the last finishing touch on my concept.
This is a radical concept. Most games enforce that each character on a server has a unique name. Thus that character can always be identified by that name. Sometimes it's annoying when you have a good name and it's taken, especially if it's taken by a low-level character that is never played.
But at the same time, can you imagine two characters running around on the same server with the same name? There would be mistaken identities and the possibility for identity theft. How would you send mail or whispers to a character?
Basically, you'd end up with all the problems and confusions of names in the real world. Except in the real world, most people are bound by the geography they inhabit, which you can use to be reasonably sure of identity. Joe Smith who lives at 11 Haro Street and works at 21 Bond St in Toronto is different from Joe Smith who lives at 32 Cordova Street and works at 944 Younge St in Toronto.
In a virtual world with multiple people of the same name, it seems like you would have a lot more problems.
I just don't see how non-unique names would work. Maybe you'd have a "superhero name" which is not unique, but also a "secret identity" which is unique. Of course, it's possible that I'm reading too much into that one line and that Roper means something else entirely.
Thursday, July 09, 2009
In Defense of the "B Team"
Eric at Elder Game has written an article claiming that the current Live team working on WoW "is making newbie design mistakes that seem like a benefit on the surface, but are really not good decisions."
I disagree with most of his assessment. The current WoW team has changed some of their practices, and is experimenting with new ones, but I would argue that the current design team is the most successful, and that WoW is in far better shape than it has ever been because of their efforts.
Eric tells the following anecdote about Asheron's Call 2:
If memory serves, AC2 was a failure, and didn't really last long enough to develop a significant endgame. All this talk of "Easy Mode" and "Hard Mode" goes out the window once people stop getting invited to groups because their class is underpowered.
Then you see how important class balance becomes. The point of MMOs is to play with other people. If other people refuse to play with you because of your class, your game has failed at a fundamental level.
By that measure, the current Live team has done a superlative job. Pretty much every spec for every class is respectable in the modern PvE game. That is a massive difference from the situation during WoW 1.0. If you now want to play as a Enhancement melee shaman, go ahead. Survival Hunter, why not. And each of these specs are reasonably different from each other. The current Live team managed to make Discipline priests both viable and play differently than Holy priests, which is nothing short of a minor miracle.
As an example of how much better the game is, last night I got to DPS as Retribution on our guild-first kill of XT-002 Hard Mode. (I was pretty terrible--lol 4k DPS--but it is my secondary spec.) In 1.0 and TBC, I would not have been able to play as Retribution as my primary playstyle in optimum gear, let alone in mismatched leftover gear. I would have been forced to heal. Now, I heal because I choose to heal. For that alone, I think that the current Blizzard team is doing a great job.
It's not just class balance. Ulduar is a superb instance. It has a large variety of bosses, interesting trash, complex fights, and challenging hard modes. It is quite possibly the best instance ever released. Even the hotfixes have improved the pacing and tuning.
I do think Eric has some good points, especially about the fact that some changes are not "clean" enough, and the fact that tooltip changes lag behind hotfixes. Some of the current Live practices could be improved. But I think he is focusing on smaller flaws, and is missing the very large advantages that the current Live practices are bringing.
The current WoW team is doing many things differently from the original team. Changes are coming faster, and they are more open about current and future plans, even if those plans end up changing. Sometimes this makes them seem more fallible, but I think they should be judged by the result. And the clear result in my view is that the current game is leagues ahead of WoW 1.0 and 2.0.
I disagree with most of his assessment. The current WoW team has changed some of their practices, and is experimenting with new ones, but I would argue that the current design team is the most successful, and that WoW is in far better shape than it has ever been because of their efforts.
Eric tells the following anecdote about Asheron's Call 2:
I found that the Feral Intendant class was 30% overpowered, and that’s why so many people were playing a Feral Intendant. Yet somehow, reducing the power of the Feral Intendant to the correct level did not suddenly make the game more fun… thousands of players were complaining and nobody was telling me they were happy about the change. Weird! I double checked my calculations. They were correct. So what had gone wrong?
Turns out that the people who played the other classes available to that race had taken on an “underdog” mentality. The people who played Claw Bearers liked that they were woefully underpowered compared to Feral Intendants. It was like playing the game on Hard Mode. And the people playing Feral Intendants liked playing on Easy Mode. In balancing the game I had failed to understand the needs of the people playing it. I just ham-handedly fixed the equations, instead of solving the problem with the finesse it needed. It was one of my more serious missteps. (And it’s a great example because I think it’s pretty obvious in hindsight. Most mistakes were much more subtle.)
If memory serves, AC2 was a failure, and didn't really last long enough to develop a significant endgame. All this talk of "Easy Mode" and "Hard Mode" goes out the window once people stop getting invited to groups because their class is underpowered.
Then you see how important class balance becomes. The point of MMOs is to play with other people. If other people refuse to play with you because of your class, your game has failed at a fundamental level.
By that measure, the current Live team has done a superlative job. Pretty much every spec for every class is respectable in the modern PvE game. That is a massive difference from the situation during WoW 1.0. If you now want to play as a Enhancement melee shaman, go ahead. Survival Hunter, why not. And each of these specs are reasonably different from each other. The current Live team managed to make Discipline priests both viable and play differently than Holy priests, which is nothing short of a minor miracle.
As an example of how much better the game is, last night I got to DPS as Retribution on our guild-first kill of XT-002 Hard Mode. (I was pretty terrible--lol 4k DPS--but it is my secondary spec.) In 1.0 and TBC, I would not have been able to play as Retribution as my primary playstyle in optimum gear, let alone in mismatched leftover gear. I would have been forced to heal. Now, I heal because I choose to heal. For that alone, I think that the current Blizzard team is doing a great job.
It's not just class balance. Ulduar is a superb instance. It has a large variety of bosses, interesting trash, complex fights, and challenging hard modes. It is quite possibly the best instance ever released. Even the hotfixes have improved the pacing and tuning.
I do think Eric has some good points, especially about the fact that some changes are not "clean" enough, and the fact that tooltip changes lag behind hotfixes. Some of the current Live practices could be improved. But I think he is focusing on smaller flaws, and is missing the very large advantages that the current Live practices are bringing.
The current WoW team is doing many things differently from the original team. Changes are coming faster, and they are more open about current and future plans, even if those plans end up changing. Sometimes this makes them seem more fallible, but I think they should be judged by the result. And the clear result in my view is that the current game is leagues ahead of WoW 1.0 and 2.0.
Tuesday, July 07, 2009
Making an Impact
I don't really understand why so many MMO commentators are obsessed with the idea of players making an impact on the game world.
Scratch that. I understand why they want to make an impact. What I don't understand is how they expect people who don't make an impact in the real world, to all of a sudden be able to make a significant impact in a virtual one.
Very few people actually change the world. Most of us settle for small victories and quiet defeats. That's not bad, that's just how life is. Very few of us are offered Achilles' choice.
But it would be the same in an impactful MMO. You'd have a few people--the hardcore, the Ensidias and the Mittanis--and they would shake the world. A dragon would arise, and they would rush to slay it. You and I, we'd probably arrive on the scene much too late, long after the dragon has been defeated.
Faced with that, I'd much rather have a world of handcrafted, polished content that I can experience. Even if everyone else experiences the same content. Indeed, there are advantages to having shared experiences. Everyone knows who Hogger is, because because everyone has experienced Hogger. Shared experiences help knit a community together.
In the end, I guess I doubt I would be the hero in an impactful world. At least in a static world I can slay dragons, even if everyone else can slay them as well.
Scratch that. I understand why they want to make an impact. What I don't understand is how they expect people who don't make an impact in the real world, to all of a sudden be able to make a significant impact in a virtual one.
Very few people actually change the world. Most of us settle for small victories and quiet defeats. That's not bad, that's just how life is. Very few of us are offered Achilles' choice.
But it would be the same in an impactful MMO. You'd have a few people--the hardcore, the Ensidias and the Mittanis--and they would shake the world. A dragon would arise, and they would rush to slay it. You and I, we'd probably arrive on the scene much too late, long after the dragon has been defeated.
Faced with that, I'd much rather have a world of handcrafted, polished content that I can experience. Even if everyone else experiences the same content. Indeed, there are advantages to having shared experiences. Everyone knows who Hogger is, because because everyone has experienced Hogger. Shared experiences help knit a community together.
In the end, I guess I doubt I would be the hero in an impactful world. At least in a static world I can slay dragons, even if everyone else can slay them as well.
Updates
Blog
I've really been slacking with this blog for the last couple months. I'm not really sure why. There's stuff I want to write about, but I can't seem to take that last step and actually put the words down.
Warlock
I finally got my warlock Valarin up to level 80 last weekend. Now I'm wondering what to do. I could:
Healing
I'm contemplating switching to a 51/20/0 Holy/Protection spec that relies on Sacred Shield and Flash of Light. Between Divinity and Glyph of Seal of Light, that makes FoL 10% stronger. It would also be really good once I got 4-piece Tier 8 and the improved Sacred Sacred Shield.
I'm even considering regemming to [Revitalizing Skyflare Diamond] and then putting a red spellpower gem in every gem slot to maximize the effectiveness of FoL. I'm not sure if this is a good idea, and it seems a bit too expensive to just experiment wildly.
I've really been slacking with this blog for the last couple months. I'm not really sure why. There's stuff I want to write about, but I can't seem to take that last step and actually put the words down.
Warlock
I finally got my warlock Valarin up to level 80 last weekend. Now I'm wondering what to do. I could:
- Do Battlegrounds with Valarin and get some PvP gear.
- Continue questing with Valarin.
- Do Battlegrounds with Coriel.
- Level a new character.
Healing
I'm contemplating switching to a 51/20/0 Holy/Protection spec that relies on Sacred Shield and Flash of Light. Between Divinity and Glyph of Seal of Light, that makes FoL 10% stronger. It would also be really good once I got 4-piece Tier 8 and the improved Sacred Sacred Shield.
I'm even considering regemming to [Revitalizing Skyflare Diamond] and then putting a red spellpower gem in every gem slot to maximize the effectiveness of FoL. I'm not sure if this is a good idea, and it seems a bit too expensive to just experiment wildly.
Monday, June 29, 2009
The Emblem Debate
Changes
Advantages
Disadvantages
Conclusions
If guilds keep moving forward, using the new badge system to push themselves, then this new system will be a success. The playerbase will be in a solid position for Icecrown.
What's more likely to happen is lower-tier guilds farm Naxxramas incessantly, in the belief that they need gear to progress. Then they will start to lose their best players to the higher tier guilds and fall into decline and stagnation.
I wonder if this system would have been better if it had been introduced in 3.1 with Ulduar. Heroics and 10-man Naxx could have been boosted to Emblems of Valor. The jump wouldn't have been that extreme, and would have gotten everyone used to the idea.
- Both the 10 and 25-player instances of the Crusaders' Coliseum drop a new Emblem of Triumph.
- Any dungeons that previously dropped Emblems of Heroism or Valor, such as Naxxramas or Heroic Halls of Stone, will now drop Emblems of Conquest instead. Emblems of Conquest can still be converted to Valor or Heroism.
- The Heroic dungeon daily quest will now reward 2 Emblems of Triumph and the normal daily dungeon quest will reward 1 Emblem of Triumph.
- The existing achievements to collect 1, 25, 50, etc. Emblems of Heroism, Valor, and Conquest have been converted to Feats of Strength since Heroism and Valor Emblems are no longer attainable.
- New achievements have been added to collect various amounts of any combination of emblems.
Advantages
- It will be easier to gear up alts or new 80s.
- More people will be running the heroic daily, making it easier to find a group.
- Lower raid guilds get a bit of a gear advantage, which could push them to catch up to current content.
- Acts as a soft gear reset, hopefully putting everyone into a good position for Icecrown and Arthas.
- Simplifies the emblem system into "best" and "everything else". This is very similar to the PvP setup, and should keep PvP from becoming the best way to gear up (for PvE purposes).
- Gives people who don't raid or PvP--but who can do 5-mans--a path for gear progression.
Disadvantages
- Edge raiders will be required to do heroic dailies--content which they've already done a lot--to maximize progression.
- Will cause some guilds to keep farming Naxxramas, instead of pushing on into new content. Old content needs to be dropped. Choosing to farm Naxx over wiping in Ulduar is the wrong choice, if you want your guild to progress. But many people over-inflate the importance of gear and may choose to farm for emblems. We saw this happen with Badges of Justice and Karazhan in the last expansion.
Conclusions
If guilds keep moving forward, using the new badge system to push themselves, then this new system will be a success. The playerbase will be in a solid position for Icecrown.
What's more likely to happen is lower-tier guilds farm Naxxramas incessantly, in the belief that they need gear to progress. Then they will start to lose their best players to the higher tier guilds and fall into decline and stagnation.
I wonder if this system would have been better if it had been introduced in 3.1 with Ulduar. Heroics and 10-man Naxx could have been boosted to Emblems of Valor. The jump wouldn't have been that extreme, and would have gotten everyone used to the idea.
Saturday, June 20, 2009
3.2: Retribution Paladins
Changes
Seal Changes
With Seal of Blood removed, Blizzard appears to be pushing Seal of Vengeance as the sustained damage seal, and Seal of Command as the burst damage seal. SoV needs 5 hits to get the full debuff rolling before it starts dealing damage, but looks to do more damage overall than SoC, especially if you pick up Seals of the Pure in the Holy Tree. This looks like a pretty good design to me.
General Rotation Changes
I'm not really a fan of the direction Blizzard is taking Retribution. I really liked the model of 3 abilities with 6-10s cooldowns. It felt measured with lots of open GCDs to do hybrid things. The upfront burst was a problem, but I think it could have been fixed without moving in the direction that Blizzard has gone.
The thing is is that I like the "few big hits" model. I'm not really a fan of the rogue/deathknight "many small hits" style. It feels wrong and frantic for a 2H weapon class. But it also appears to be the only model that this Blizzard dev team can balance, so all the melee classes are trending towards it. For paladins, that has resulted in Consecration and Exorcism being part of the regular rotation, and a weak, quick Crusader Strike.
As for the Art of War change, I don't think it makes much of difference. Ret crits a lot, so it should be available whenever it is off cooldown. It will be used a lot less in PvP though. I don't think this change will result in any extra thought or deliberation on the paladin's part.
Vindication
This is a good change for Vindication. It becomes useful in PvE, provides another alternative to Demo Shout, and let's the warriors do more DPS. All good.
Conclusions
The Ret changes are probably mathematically sound, and will probably result in Ret doing the proper amount of damage in PvE, while reigning in their burst in PvP. However, I'm not sure I will like the resulting button-mashing playstyle. It just doesn't feel right for a 2H class.
- Exorcism: Now has a 1.5 second cast time, but can once again be used on players.
- Seal of Blood: This ability has been removed.
- Seal of the Martyr: This ability has been removed.
- Seal of Vengeance and Seal of Corruption: These seals have been redesigned to deal substantially more damage. Now, once a paladin has 5 copies of the debuff from these seals on his or her target, on each swing the paladin will deal 33% weapon damage as Holy, with critical strikes dealing double damage.
- Art of War: Now only applies to melee critical hits, but will make your next Flash of Light or Exorcism instant.
- Crusader Strike: Damage reduced to 75% weapon damage to match the new 4-second cooldown.
- Seal of Command: Redesigned. This seal now deals 36% weapon damage on every swing, and deals substantially less judgement damage.
- Vindication: Redesigned. Now lowers target attack power, is consistent and does not stack with Demoralizing Shout.
Seal Changes
With Seal of Blood removed, Blizzard appears to be pushing Seal of Vengeance as the sustained damage seal, and Seal of Command as the burst damage seal. SoV needs 5 hits to get the full debuff rolling before it starts dealing damage, but looks to do more damage overall than SoC, especially if you pick up Seals of the Pure in the Holy Tree. This looks like a pretty good design to me.
General Rotation Changes
I'm not really a fan of the direction Blizzard is taking Retribution. I really liked the model of 3 abilities with 6-10s cooldowns. It felt measured with lots of open GCDs to do hybrid things. The upfront burst was a problem, but I think it could have been fixed without moving in the direction that Blizzard has gone.
The thing is is that I like the "few big hits" model. I'm not really a fan of the rogue/deathknight "many small hits" style. It feels wrong and frantic for a 2H weapon class. But it also appears to be the only model that this Blizzard dev team can balance, so all the melee classes are trending towards it. For paladins, that has resulted in Consecration and Exorcism being part of the regular rotation, and a weak, quick Crusader Strike.
As for the Art of War change, I don't think it makes much of difference. Ret crits a lot, so it should be available whenever it is off cooldown. It will be used a lot less in PvP though. I don't think this change will result in any extra thought or deliberation on the paladin's part.
Vindication
This is a good change for Vindication. It becomes useful in PvE, provides another alternative to Demo Shout, and let's the warriors do more DPS. All good.
Conclusions
The Ret changes are probably mathematically sound, and will probably result in Ret doing the proper amount of damage in PvE, while reigning in their burst in PvP. However, I'm not sure I will like the resulting button-mashing playstyle. It just doesn't feel right for a 2H class.
3.2: Protection Paladins
Changes
Blocking
Blocking becomes a bit better, though Shield of Righteousness is nerfed slightly. The real problem with Block though, is that it just isn't as attractive as Avoidance.
Blessing of Sanctuary
I guess Blizzard is trying to set up a system where the first paladin does Kings+Sanctuary, while the second paladin does Might+Wisdom. This change does solidify Sanctuary the priority blessing for tanks. To be honest, the real issue is that Greater Blessings are done on a per-class basis, but the desired order depends on the specific spec. The real problem with Sanctuary is that it makes handing out Blessings more of a hassle.
Actually, you know what might be cool--but possibly overpowered--is if Sanctuary wasn't a separate Blessing, but rather an Improved Blessing of Kings. If you had the Sanctuary talent, your Blessing of Kings gives the 3% damage reduction. It's potentially too good, but this would make handing out Blessings so much easier.
Ardent Defender
This is a major change. I think the "unleapfrogable" nature of the new Ardent Defender is possibly too good. It's the equivalent of just getting 10% more health. I'd be somewhat surprised if this went Live as is.
The automatic Avoid Death is cool. The only issue I can see is not knowing whether the effect is available or on cooldown. This could be important for coordinating external cooldowns. If the effect is on cooldown, you might need to call for a Hand of Sacrifice to survive a burst of damage.
Other Changes
Righteous Fury becomes more stance-like. Seal of Vengeance becomes stronger, but this is balanced by the Shield of Righteousness nerf. The Vindication change allows a Prot paladin debuff the mob, freeing up a warrior or warlock to do more DPS.
Conclusions
Overall, Protection doesn't change that much. Blocking becomes a bit stronger, a Protection Paladin effectively gets more health, and she obtains a new cooldown and debuff. Coupled with the Death Knight nerfs, this should leave paladins in a decent position.
- Block Value: The amount of bonus block value on all items has been doubled. This does not affect the base block value on shields or block value derived from strength.
- On-Use Block Value Items: All items and set bonuses that trigger temporary increases to block value have been modified. Instead of increasing their block value amount by 100% like other items, they have all had their effect durations doubled. This applies to Glyph of Deflection, Gnomeregan Autoblocker, Coren's Lucky Coin, Lavanthor's Talisman, Libram of Obstruction, Tome of the Lightbringer, Libram of the Sacred Shield, the tier-8 paladin Shield of Righteousness bonus, the tier-5 paladin Holy Shield bonus, and the tier-5 warrior Shield Block bonus.
- Blessing of Sanctuary: This blessing now also increases stamina by 10%. This effect is not cumulative with Blessing of Kings.
- Righteous Fury: No longer has a duration or mana cost, remaining until cancelled or death. Also cancelled when a Paladin activates a different talent specialization.
- Seal of Vengeance and Seal of Corruption: These seals have been redesigned to deal substantially more damage. Now, once a paladin has 5 copies of the debuff from these seals on his or her target, on each swing the paladin will deal 33% weapon damage as Holy, with critical strikes dealing double damage.
- Shield of Righteousness: Now deals 100% of shield block value as damage instead of 130%.
- Ardent Defender: Redesigned. Currently, any damage taken by the paladin while at 35% health or below is reduced. Instead, any attack that would reduce the paladin to 35% health or below has its damage reduced. In addition, once every 2 minutes an attack that would have killed the paladin will fail to kill, and instead set the paladin's health to 10/20/30% of maximum.
- Vindication: Redesigned. Now lowers target attack power, is consistent and does not stack with Demoralizing Shout.
Blocking
Blocking becomes a bit better, though Shield of Righteousness is nerfed slightly. The real problem with Block though, is that it just isn't as attractive as Avoidance.
Blessing of Sanctuary
I guess Blizzard is trying to set up a system where the first paladin does Kings+Sanctuary, while the second paladin does Might+Wisdom. This change does solidify Sanctuary the priority blessing for tanks. To be honest, the real issue is that Greater Blessings are done on a per-class basis, but the desired order depends on the specific spec. The real problem with Sanctuary is that it makes handing out Blessings more of a hassle.
Actually, you know what might be cool--but possibly overpowered--is if Sanctuary wasn't a separate Blessing, but rather an Improved Blessing of Kings. If you had the Sanctuary talent, your Blessing of Kings gives the 3% damage reduction. It's potentially too good, but this would make handing out Blessings so much easier.
Ardent Defender
This is a major change. I think the "unleapfrogable" nature of the new Ardent Defender is possibly too good. It's the equivalent of just getting 10% more health. I'd be somewhat surprised if this went Live as is.
The automatic Avoid Death is cool. The only issue I can see is not knowing whether the effect is available or on cooldown. This could be important for coordinating external cooldowns. If the effect is on cooldown, you might need to call for a Hand of Sacrifice to survive a burst of damage.
Other Changes
Righteous Fury becomes more stance-like. Seal of Vengeance becomes stronger, but this is balanced by the Shield of Righteousness nerf. The Vindication change allows a Prot paladin debuff the mob, freeing up a warrior or warlock to do more DPS.
Conclusions
Overall, Protection doesn't change that much. Blocking becomes a bit stronger, a Protection Paladin effectively gets more health, and she obtains a new cooldown and debuff. Coupled with the Death Knight nerfs, this should leave paladins in a decent position.
Thursday, June 18, 2009
3.2: Holy Paladins
Test Realm Patch notes are available. There's lots of changes, so I'll take them one section at a time.
Sometimes I feel that no one at Blizzard plays a paladin. Then I see patch notes like these and I know that no one plays a paladin. These are the changes which effect Holy Paladins.
Changes
Mana Regeneration
Major reductions in mana regeneration. Our regeneration from critical heals is halved. There is about a 20% nerf in regen from Replenishment and the change to Divine Intellect. We do get an increase in effectiveness from mp5. On the whole, mana conservation and controlling overhealing will become a lot more important. I don't think that Holy Light will be able to be used as heavily as before.
However, I think this is a good thing. I called for Illumination for Holy Light to be cut to 30% back in December. We've been ignoring mana for too long, and it will be good to have to consider it once again.
Beacon of Light
First, let's get one thing straight: This is a complete buff for paladins. The new Beacon effectively doubles paladin throughput.
However, it's also a terribly stupid idea which doesn't actually solve any problems that paladins were facing.
In my experience, the fights where I feel the most constrained as a paladin are fights like Mimron Phase 2 or XT's Tantrum. Fights with a lot of raid-wide damage. The new Beacon does not really change much for these fights. It also doesn't change much for the 3rd or 4th paladin healer in a raid. Those paladins are still useless and can't really contribute. Tank healing is already been taken care of by the first couple paladins. I know that having 3-4 paladin healers is not ideal, but it is a much worse position than having 3-4 of any other class.
Second, it changes the dynamic between healer and tank. Paladins will be tank healers who never, ever cast heals on the tank. We heal the tank by not healing the tank. Even if everyone else in the raid is at full health, it is better to cast a heal on a random DPS than it is to cast it on the tank.
This is just wrong. I like casting heals on the tank. I think that going from spamming heals on the tank to spamming heals on everyone but the tank is just stupid, and not in line with what a healer should be doing.
Honestly, I don't see how Blizzard can manage to miss the mark so completely. We're fine as tank healers. Our problem comes when when the tanks are already being taken care of by others. If that ever happens, our usefulness goes to zero. The new Beacon does nothing to rectify that situation.
Other Changes
The other changes are pretty decent. Imp Lay on Hands gives another cooldown that's useful all the time. The new Flash of Light/Sacred Shield interaction adds some more ablation on the tank, while still preserving the doubled throughput. Judgement of Light is reigned in, and now will probably be cast by Holy paladins, allowing the Rets to maintain full Wisdom uptime. All good tweaks.
Conclusions
Mana regen changes hurt but are necessary. Beacon changes are a buff, but are stupid and miss the mark. The other small tweaks are good.
Sometimes I feel that no one at Blizzard plays a paladin. Then I see patch notes like these and I know that no one plays a paladin. These are the changes which effect Holy Paladins.
Changes
- Mana Regeneration: All items that provide "X mana per five seconds" have had the amount of mana they regenerate increased by approximately 25%.
- Replenishment: This buff now grants 1% of the target's maximum mana over 5 seconds instead of 0.25% per second. This applies to all 5 sources of Replenishment (Vampiric Touch, Judgements of the Wise, Hunting Party, Enduring Winter Frostbolts and Soul Leech).
- Lay on Hands: The buff from this ability now reduces the physical damage taken by the target by 10/20% instead of increasing the target's armor. (I assume this is Improved Lay on Hands)
- Sacred Shield: When a paladin casts Flash of Light on a target with this buff, they also now place a heal over time effect on the target, healing that target for 100% of the Flash of Light amount over 12 seconds.
- Judgement of Light: Now heals for 2% of the attacker's maximum health instead of a variable amount based on the spell power and attack power of the judging paladin.
- Beacon of Light: The healing amount on the Beacon of Light target is now based on the total healing done (including over-healing) instead of the effective healing done. Radius increased to 60 yards. Multiple Paladins can now have this active on the same target. Buff indicating a player is within range of the Beacon target is no longer displayed.
- Divine Intellect: This talent now gives 2/4/6/8/10% increased intellect instead of 3/6/9/12/15%.
- Illumination: This talent now returns 30% of the mana cost of the spell instead of 60%.
Mana Regeneration
Major reductions in mana regeneration. Our regeneration from critical heals is halved. There is about a 20% nerf in regen from Replenishment and the change to Divine Intellect. We do get an increase in effectiveness from mp5. On the whole, mana conservation and controlling overhealing will become a lot more important. I don't think that Holy Light will be able to be used as heavily as before.
However, I think this is a good thing. I called for Illumination for Holy Light to be cut to 30% back in December. We've been ignoring mana for too long, and it will be good to have to consider it once again.
Beacon of Light
First, let's get one thing straight: This is a complete buff for paladins. The new Beacon effectively doubles paladin throughput.
However, it's also a terribly stupid idea which doesn't actually solve any problems that paladins were facing.
In my experience, the fights where I feel the most constrained as a paladin are fights like Mimron Phase 2 or XT's Tantrum. Fights with a lot of raid-wide damage. The new Beacon does not really change much for these fights. It also doesn't change much for the 3rd or 4th paladin healer in a raid. Those paladins are still useless and can't really contribute. Tank healing is already been taken care of by the first couple paladins. I know that having 3-4 paladin healers is not ideal, but it is a much worse position than having 3-4 of any other class.
Second, it changes the dynamic between healer and tank. Paladins will be tank healers who never, ever cast heals on the tank. We heal the tank by not healing the tank. Even if everyone else in the raid is at full health, it is better to cast a heal on a random DPS than it is to cast it on the tank.
This is just wrong. I like casting heals on the tank. I think that going from spamming heals on the tank to spamming heals on everyone but the tank is just stupid, and not in line with what a healer should be doing.
Honestly, I don't see how Blizzard can manage to miss the mark so completely. We're fine as tank healers. Our problem comes when when the tanks are already being taken care of by others. If that ever happens, our usefulness goes to zero. The new Beacon does nothing to rectify that situation.
Other Changes
The other changes are pretty decent. Imp Lay on Hands gives another cooldown that's useful all the time. The new Flash of Light/Sacred Shield interaction adds some more ablation on the tank, while still preserving the doubled throughput. Judgement of Light is reigned in, and now will probably be cast by Holy paladins, allowing the Rets to maintain full Wisdom uptime. All good tweaks.
Conclusions
Mana regen changes hurt but are necessary. Beacon changes are a buff, but are stupid and miss the mark. The other small tweaks are good.
Ad Infinitum Recruiting
I don't often do this, but summer is here, and my guild could use a few good recruits. I'll put up the blurb:
<Ad Infinitum> was formed three years ago on the premise that raiding smart could be just as effective as raiding a six day a week schedule.
We see end game content and do hard modes while maintaining a schedule that allows time to do other things. We manage this by coming to raids prepared and ready to accomplish our goals. Fundamentally, we believe the most efficient use of our precious time is to prepare for content through discussion and theorycrafting before we even enter a raid zone.
When: Wednesday, Sunday, Monday (as needed); Invites 6:45pm PST, First Pull 7pm PST.
Where: US-Lethon[PvP] Server
Who: People who are Achievement Driven and Progression Oriented
http://www.wowprogress.com/pve/us/lethon/rating.ach
Things to consider:
- Gear: Be prepared for T8 Achievements and Hard Modes
- Know your role: Our standard is set high. Raiding is not a tourist attraction. Raid members not only understand but can explain all details of an encounter. Trials are called upon in raid to explain boss mechanics so be ready for pop quizzes.
- Attention to Detail: We raid for 4 hours a night. Be as mentally fresh, focused and excited at the end as when we started.
- Connection/Hardware: Is your connection reliable? Do you get more than 15 FPS? Do microwave ovens disconnect you from the interwebs?
- Attitude: Raiding is a team sport with egos checked at the door. We have honest, direct, and productive conversations about raid performance.
Apply:
http://ai-lethon.com/forums/viewtopic.php?f=6&t=2974
Openings:
Druid (Balance) - medium
Druid (Restoration) - high
Hunter (Survival) - high
Priest (Holy) - high
Shaman (Elemental) - medium
Shaman (Enhancement) - medium
Shaman (Restoration) - medium
Warrior (Arms) - medium
Rogue - medium
Deathknight - medium
Contact:
Tanks: Trixie
Healers: Aibe
Caster DPS: Bannination
Physical DPS: Rukei
God Luck, We hope to see you there
~ The Officers
We're a pretty decent guild. You're expected to know how to play, know your basic theorycraft, gem/gear properly, etc. We're not a Top 100 guild or anything, but the people in the guild do care and try hard. We do try to stick pretty close to the 3 nights per week + 4 hours per night. We're generally good about starting on time and finishing on time. We don't like unnecessary AFKs, but we have a break in the middle. Raiders are expected to use a Flask and stat Food at all times, even on farm bosses.
Lethon is a PvP server, but it's a fairly quiet one. It used to be low-pop, but was a Recommended server for a while, so it is now medium to high-pop. The Auction House is pretty wacky, but you can find most things you need. It's Pacific Standard Time, and the majority of the guild plays on Pacific time.
Loot system is DKP with English Bid. That's like a standard Auction with multiple rounds of bidding. There are three pools of DKP: Normal, Tier Set, and Vanity. Main-spec before Off-spec, Pawn (our Raider rank) before Members/Trials.
A final note: we aren't joking about "Trials are called upon in raid to explain boss mechanics so be ready for pop quizzes." Before a boss, especially one we haven't done before, the raid leader will sometimes call on someone to explain the fight. That person is expected to give an overview of the fight, the main boss abilities, and the general strategy. So you should have either read up on it earlier, or have enough wit to pull up a browser window with WoWWiki. You don't have to get it perfect, but you shouldn't go in blind.
If this sounds like a guild you'd be interested in, you can apply at the link above. If you have questions, feel free to ask in the comments, email me, or roll a character on Lethon and bug an officer.
<Ad Infinitum> was formed three years ago on the premise that raiding smart could be just as effective as raiding a six day a week schedule.
We see end game content and do hard modes while maintaining a schedule that allows time to do other things. We manage this by coming to raids prepared and ready to accomplish our goals. Fundamentally, we believe the most efficient use of our precious time is to prepare for content through discussion and theorycrafting before we even enter a raid zone.
When: Wednesday, Sunday, Monday (as needed); Invites 6:45pm PST, First Pull 7pm PST.
Where: US-Lethon[PvP] Server
Who: People who are Achievement Driven and Progression Oriented
http://www.wowprogress.com/pve/us/lethon/rating.ach
Things to consider:
- Gear: Be prepared for T8 Achievements and Hard Modes
- Know your role: Our standard is set high. Raiding is not a tourist attraction. Raid members not only understand but can explain all details of an encounter. Trials are called upon in raid to explain boss mechanics so be ready for pop quizzes.
- Attention to Detail: We raid for 4 hours a night. Be as mentally fresh, focused and excited at the end as when we started.
- Connection/Hardware: Is your connection reliable? Do you get more than 15 FPS? Do microwave ovens disconnect you from the interwebs?
- Attitude: Raiding is a team sport with egos checked at the door. We have honest, direct, and productive conversations about raid performance.
Apply:
http://ai-lethon.com/forums/viewtopic.php?f=6&t=2974
Openings:
Druid (Balance) - medium
Druid (Restoration) - high
Hunter (Survival) - high
Priest (Holy) - high
Shaman (Elemental) - medium
Shaman (Enhancement) - medium
Shaman (Restoration) - medium
Warrior (Arms) - medium
Rogue - medium
Deathknight - medium
Contact:
Tanks: Trixie
Healers: Aibe
Caster DPS: Bannination
Physical DPS: Rukei
God Luck, We hope to see you there
~ The Officers
We're a pretty decent guild. You're expected to know how to play, know your basic theorycraft, gem/gear properly, etc. We're not a Top 100 guild or anything, but the people in the guild do care and try hard. We do try to stick pretty close to the 3 nights per week + 4 hours per night. We're generally good about starting on time and finishing on time. We don't like unnecessary AFKs, but we have a break in the middle. Raiders are expected to use a Flask and stat Food at all times, even on farm bosses.
Lethon is a PvP server, but it's a fairly quiet one. It used to be low-pop, but was a Recommended server for a while, so it is now medium to high-pop. The Auction House is pretty wacky, but you can find most things you need. It's Pacific Standard Time, and the majority of the guild plays on Pacific time.
Loot system is DKP with English Bid. That's like a standard Auction with multiple rounds of bidding. There are three pools of DKP: Normal, Tier Set, and Vanity. Main-spec before Off-spec, Pawn (our Raider rank) before Members/Trials.
A final note: we aren't joking about "Trials are called upon in raid to explain boss mechanics so be ready for pop quizzes." Before a boss, especially one we haven't done before, the raid leader will sometimes call on someone to explain the fight. That person is expected to give an overview of the fight, the main boss abilities, and the general strategy. So you should have either read up on it earlier, or have enough wit to pull up a browser window with WoWWiki. You don't have to get it perfect, but you shouldn't go in blind.
If this sounds like a guild you'd be interested in, you can apply at the link above. If you have questions, feel free to ask in the comments, email me, or roll a character on Lethon and bug an officer.
Tuesday, June 16, 2009
New Paladin Mount in 3.2!
From the Under Development page:
Exciting!
Rumor identifies this as the possible new mount:

Looks pretty good.
New Mount: A new Argent Crusade paladin-only charger will be available.
Exciting!
Rumor identifies this as the possible new mount:

Looks pretty good.
Saturday, June 13, 2009
My Brute
Here's a neat little web game: My Brute.
It's silly and fun. It's basically a Pokemon-type game where you have a fighter and the fighter fights duels. It levels up and gets weapons and abilities. The graphics and style is very well done.
However, look at the sign-up process. It's elegant and streamlined, and is quite beautiful. If you're looking at making a web game or RPG, take a look at what these people do. They don't require you to sign up ahead of time, signing up is done after the fact.
It's silly and fun. It's basically a Pokemon-type game where you have a fighter and the fighter fights duels. It levels up and gets weapons and abilities. The graphics and style is very well done.
However, look at the sign-up process. It's elegant and streamlined, and is quite beautiful. If you're looking at making a web game or RPG, take a look at what these people do. They don't require you to sign up ahead of time, signing up is done after the fact.
Saturday, June 06, 2009
A Classic
I was wandering around YouTube, and came across this classic video. Old-school paladins should remember this.
Friday, June 05, 2009
Cooldown Rotations
One of the current controversies in the tank world are tanking cooldowns. These are abilities which greatly reduce the amount of damage taken for a few seconds. Though originally created as emergency measures--Shield Wall originally had a 30 minute cooldown--Death Knights were given cooldowns that could be used multiple times a fight. This meant that if a fight had a predictable spike in damage, the Death Knight could line up their cooldown to mitigate that spike, making them much easier to heal.
Since spike damage is generally what kills tanks, this made Death Knights the tank of choice on such fights. The other tanks had their cooldowns improved to match the Death Knight. However, the Death Knight still has the best cooldowns, and is often considered the best tank because of this. Paladin tanks, who only have one cooldown, are considered the worst.
However, two healer classes, Priests and Paladins, also have cooldowns that they can use to mitigate spike damage. Holy Priests have Guardian Spirit, Disc Priests have Pain Suppression, and Paladins have Hand of Sacrifice (coupled with Divine Shield to keep the paladin from dying). Instead of just relying on tank cooldowns, you can set up a cooldown rotation with your paladins and priests to help mitigate damage.
Personally, I find cooldown rotations a lot of fun as a healer. It gives you a chance to coordinate with your fellow healers. It adds a little extra spice to healing, and saving a tank from death with a well-timed use of a spell which is not spammed is fun. Honestly, that's the most fun as a healer, using a spell at precisely the right time to save someone.
Tanks have tanking rotations, where they trade-off mobs. DPS have interrupt rotations, as they trade-off interrupting spells. I think adding cooldown rotations for healers would add a little extra element to the game. It's something more than healing spam, and requires us to work together a bit more.
I think Resto Druids and Resto Shamans should each get a cooldown (like Hand of Sacrifice, etc.) so they too can join in the fun. Then I think that the number of cooldowns the tanks have should be reduced, or the cooldown timers greatly increased so that they go back to being emergency buttons. That should reduce the disparity in tanks, while improving the gameplay for healers.
Since spike damage is generally what kills tanks, this made Death Knights the tank of choice on such fights. The other tanks had their cooldowns improved to match the Death Knight. However, the Death Knight still has the best cooldowns, and is often considered the best tank because of this. Paladin tanks, who only have one cooldown, are considered the worst.
However, two healer classes, Priests and Paladins, also have cooldowns that they can use to mitigate spike damage. Holy Priests have Guardian Spirit, Disc Priests have Pain Suppression, and Paladins have Hand of Sacrifice (coupled with Divine Shield to keep the paladin from dying). Instead of just relying on tank cooldowns, you can set up a cooldown rotation with your paladins and priests to help mitigate damage.
Personally, I find cooldown rotations a lot of fun as a healer. It gives you a chance to coordinate with your fellow healers. It adds a little extra spice to healing, and saving a tank from death with a well-timed use of a spell which is not spammed is fun. Honestly, that's the most fun as a healer, using a spell at precisely the right time to save someone.
Tanks have tanking rotations, where they trade-off mobs. DPS have interrupt rotations, as they trade-off interrupting spells. I think adding cooldown rotations for healers would add a little extra element to the game. It's something more than healing spam, and requires us to work together a bit more.
I think Resto Druids and Resto Shamans should each get a cooldown (like Hand of Sacrifice, etc.) so they too can join in the fun. Then I think that the number of cooldowns the tanks have should be reduced, or the cooldown timers greatly increased so that they go back to being emergency buttons. That should reduce the disparity in tanks, while improving the gameplay for healers.
Subscribe to:
Posts (Atom)