Before we get to my idea for the honor system that rewards skill instead of time, we should define what skill is. In my view:
Skill is the ability to defeat an opponent in a fair fight.
Seems logical. If two characters fight each other, the more skilled player should win most of the time (all other things being equal).
The hard part, in World of Warcraft, comes with finding a fair fight. If a level 50 is attacked by a level 60, is that a fair fight? If a level 60 is attacked by 2 level 55s, is that a fair fight? What about if a character is fighting a mob, and another character jumps him? What if the character fighting the mob is higher level than the attacker?
Also, when does a fight end? In the zerg at Tarren Mill, how do you tell when one side wins? Is each individual death the end of a fight, or does it matter if one side pushes the other side back?
If you look at all the possibilities, it seems very hard to actually determine if a fight was fair or not, especially in world PvP. However, if we can see that Battlegrounds are reasonably fair. Both sides start with roughly equal numbers, level, and position. There is no interference from outside. There is a defined starting point and ending point. For the most part, the team that wins the Battleground is more skilled than the side that loses.
So my proposal is to make honor dependent on performance in Battlegrounds.
The basic idea is that each character has a PvP rating, like a chess rating. When a character's team wins a Battleground, her rating goes up proportional to the combined rating of the opposing team. If she win a victory against a good team, her rating increases more. If she loses, her rating goes down.
Then rating determines how fast you progress through the ranks, and what the maximum rank you can attain is. Each week, during Tuesday maintence, your increase in rank based on rating is applied. You would need to play a certain number of matches in the week (say 3) to be eligible for a change in rank. A person who has an average rating might only be able to reach Rank 5 (and take 8 weeks to get there). A person one standard deviation higher might reach Rank 8 in the same time. Rank 14 would need a *very* high rating (three or four standard deviations, probably).
There are a lot of benefits to this proposal. First, ratings are an intuitively simple idea. Everyone understands them. If a Grand Marshal is someone who wins all the time, that just makes sense. Second, since your rating changes with each game, you don't need to play a great many games. However, you need to win in the games you do play.
Third, since ratings depends on victory rather than kills, it also rewards players who play for the victory. People who heal, who play defense, who use strategy and tactics. Leadership becomes a valuable asset, as leadership leads to victory. Right now, I find that a lot of Rank 13/14s aren't really leaders, but loners who just rack up kills.
Fourth, since you now have ratings, you could match players by skill level. The game could match players of equal skill level. Higher rated players get to play other higher rated players.
Now, there are some negatives to this proposal. People who solo and join pickup groups will be at a disadvantage compared to people who run in teams. Matching using rating could moderate this a bit.
The biggest downside though, is that it will completely kill world PvP. World PvP just does not fit into the rating system. You simply cannot guarantee the "fair fight" that the rating system depends on.
The only idea I have to encourage world PvP is to have faction-wide goals. For example, if one of the six Race leaders (Thrall, Magni, etc.) is killed, everyone in the enemy faction gains an extra quarter-rank on Tuesday, and everyone in the friendly faction loses a quarter-rank. By making the gain or loss faction-wide, there is extreme incentive on both sides to help. Otherwise, how would you know which defenders to penalize? Making it zero-sum ensures that people don't simply trade leaders. As well, it may promote larger strategies like having one raid feint at one leader while another raid goes after a different leader.
Perhaps there could be other goals. Maybe each small town (Southshore, Tarren Mill, etc.) could have a flag like the nodes in Arathi Basin. If a flag is held by the opposing side for a full 24 hours, the town is declared "defeated" for the week and everyone gains and loses 10% of a rank on Tuesday. (Nothing changes in town other than the flag, all npcs and quests would stay the same.)
However, even if something like the world goals is not implemented, I think that performance in the Battlegrounds should be the primary determiner of skill and rank. It is as close to a fair fight as you will find in WoW, and is a much better and simpler measure of skill than the current system.
Sunday, April 16, 2006
Saturday, April 15, 2006
PvP, Skill, and the Honor System, Part I
The Honor System in World of Warcraft is fundamentally flawed. Most people expect the Honor system to measure skill in PvP, and it really does not. A Grand Marshal or High Warlord should be the most skilled fighters on the server, and often they are not. The flaw in the Honor System can be summed up as follows (Coriel's First Law of Skill):
If the metric used to measure skill cannot decrease, you are not measuring skill, but time.
Intuitively, this idea is pretty clear. In most other games, your skill metric can go down as easily as it goes up. Consider poker, where you can measure skill with money won. A good player wins more money than an bad player. In fact, a bad player often loses money. And this possibility to win or lose money occurs on every hand. If you could never lose money in poker, the person with the most money would be the person who could play the longest.
Another example is the batting average in baseball. You get a hit, your batting average goes up. You strike out, your batting average goes down. Or how about chess? You win a match, your rating goes up. You lose a match, your rating goes down.
Pretty much every game other than WoW gets this. Yet in WoW's PvP system, your honor total cannot decrease. If you go into a Battleground, or attack another player, you will never end up worse than when you started. And so the people who gain rank are the ones who play the most, not necessarily the most skilled players.
Now, there are all sorts of potential ways to change the metric so it more truely measures skill. For example, you could do Kills minus Deaths. Or Kills per Death. Or Kills per unit time played. Or some sort of rating system, where if you are defeated, your rating goes down proportionally to the rating of the one who killed you. The important thing is that each PvP encounter must be a risk, that your honor should have the potential to decrease as well as simply increase.
Of course, being a random anonymous internet pundit, I have a preferred alternative to the current Honor System. That will be the subject of Part II.
If the metric used to measure skill cannot decrease, you are not measuring skill, but time.
Intuitively, this idea is pretty clear. In most other games, your skill metric can go down as easily as it goes up. Consider poker, where you can measure skill with money won. A good player wins more money than an bad player. In fact, a bad player often loses money. And this possibility to win or lose money occurs on every hand. If you could never lose money in poker, the person with the most money would be the person who could play the longest.
Another example is the batting average in baseball. You get a hit, your batting average goes up. You strike out, your batting average goes down. Or how about chess? You win a match, your rating goes up. You lose a match, your rating goes down.
Pretty much every game other than WoW gets this. Yet in WoW's PvP system, your honor total cannot decrease. If you go into a Battleground, or attack another player, you will never end up worse than when you started. And so the people who gain rank are the ones who play the most, not necessarily the most skilled players.
Now, there are all sorts of potential ways to change the metric so it more truely measures skill. For example, you could do Kills minus Deaths. Or Kills per Death. Or Kills per unit time played. Or some sort of rating system, where if you are defeated, your rating goes down proportionally to the rating of the one who killed you. The important thing is that each PvP encounter must be a risk, that your honor should have the potential to decrease as well as simply increase.
Of course, being a random anonymous internet pundit, I have a preferred alternative to the current Honor System. That will be the subject of Part II.
Wednesday, April 12, 2006
Epic Charger!

At long last, I finished the paladin epic charger quest. I've had this quest for so long, and failed it so many times. After a while, I just stopped attempting it.
Today I joined a guild group trying the quest and we rocked Scholomance. We had one heart-stopping moment during the 3rd wave of spirits when three people died. Luckily we got some space and were able to resurrect them.
Then we faced Death Knight Darkreaver. I used my Holy Mightstone, which I had been saving for this day for months, and we just destroyed him!
Awesome, awesome day!
Tuesday, April 11, 2006
Guild Philosophy
I joined another raiding guild in the end. This guild is less hardcore than my previous guild, and I find it suits me a bit better. For one thing they let the paladins melee in Molten Core!
(Honestly, I think the leadership is new to raiding in general, and don't realize that most guilds believe paladins are supposed to stay at the back. And we paladins are not enlightening them. :) )
Getting to melee makes Molten Core so much more fun! I find healing and cleansing can easily be done from the front lines. There are times when it's better to stay back (for example, when I need to help keep the main tank up), but the guild leaves the choice up to the individual paladin. This is actually quite liberating. I find that having the option to melee makes the game more fun, even if I choose not to take it.
Now, I'm not sure that paladins meleeing is the absolute optimal strategy. We are only on Gehennas. However, we have problems getting more than 30 people in the raid, and we did take down Magmadar for the first time with only 33 people. That seems like a pretty good accomplishment, so I'm willing to reserve judgement. And I'm having a lot more fun, so that has to count for something.
In all honesty, I think a lot of the problems at the raid level, from loot issues to class behaviour stem from the arrogance of some raiders. A lot of them believe that they know how to play your character better than you do. That's why they impose restrictions on you and on themselves. They do not trust you to make the correct decisions for your character, and so they try to make the decisions for you.
A good guild, in my opinion, needs to adopt the view that: The person who can best play your character is you. In the end, it all comes down to trust. If you trust that your people know how to play, you trust that they will only take loot they will use well.
There's a quote I've always liked. It's possibly a bit extreme for something as mundane as guilds in an MMO, but for what it's worth:
(Honestly, I think the leadership is new to raiding in general, and don't realize that most guilds believe paladins are supposed to stay at the back. And we paladins are not enlightening them. :) )
Getting to melee makes Molten Core so much more fun! I find healing and cleansing can easily be done from the front lines. There are times when it's better to stay back (for example, when I need to help keep the main tank up), but the guild leaves the choice up to the individual paladin. This is actually quite liberating. I find that having the option to melee makes the game more fun, even if I choose not to take it.
Now, I'm not sure that paladins meleeing is the absolute optimal strategy. We are only on Gehennas. However, we have problems getting more than 30 people in the raid, and we did take down Magmadar for the first time with only 33 people. That seems like a pretty good accomplishment, so I'm willing to reserve judgement. And I'm having a lot more fun, so that has to count for something.
In all honesty, I think a lot of the problems at the raid level, from loot issues to class behaviour stem from the arrogance of some raiders. A lot of them believe that they know how to play your character better than you do. That's why they impose restrictions on you and on themselves. They do not trust you to make the correct decisions for your character, and so they try to make the decisions for you.
A good guild, in my opinion, needs to adopt the view that: The person who can best play your character is you. In the end, it all comes down to trust. If you trust that your people know how to play, you trust that they will only take loot they will use well.
There's a quote I've always liked. It's possibly a bit extreme for something as mundane as guilds in an MMO, but for what it's worth:
"You? I know you! You trust beyond reason."
She met his eyes steadily. "Yes. It's how I get results beyond hope.'"
- A Civil Campaign, Lois McMaster Bujold
Monday, April 03, 2006
Paladins in PvP
Paladins in PvP is a very complicated topic. Paladins are deeply flawed in PvP combat, but in many ways the flaw is not with the paladin, but rather with the surrounding structure.
I believe that a skilled paladin has a good chance against every other class in one-on-one combat (except warlocks, no one can beat warlocks). This is especially true if the paladin plays to her strengths. The best strategy for a paladin is to be a rock, and let your opponents break themselves on you.
Let me illustrate this with my strategy for fighting mages:
Anyways, following this strategy I can usually beat an equally-geared mage more than half the time. Occasionally the mage will get a string of crits and blow you away, but it's a reasonable fight.
The problem, however, is that the fight takes three to four minutes. All paladin fights take a long time. All the other classes kill quickly or are quickly killed. The paladin's strength is her survivability and ability to outlast her opposition. Unfortunately, the way the Honor System and Battlegrounds are implemented really hurt the paladin.
The Honor System rewards those classes which can get a lot of kills. Since there is no penalty for dying, a character who can kill someone really fast is at an advantage over someone who kills slowly. Every class can spec for high DPS except the paladin. So every class can rack up honor faster than the paladin.
The other problem is that a paladin has high survivability, but low DPS. However, the paladin's survivability drops dramatically if faced with superior numbers. For example, if I am guarding a node in Arathi Basin by myself, and one Horde player comes by, I can draw out the fight for a very long time (several minutes if need be). Long enough for reinforcements to arrive. However, if two Horde players come by, I will die *very* quickly. I will die just as fast as any other class would. The extra survivability does not help in that case.
(The exception to the above is if I have the bubble up. Then I can stall for 12 seconds, and then die immediately after.)
So the number of times that paladin survivability actually plays a role is a lot lower than it appears. In my view, it only makes a difference in equal number fights, which are fairly rare.
The implementation of Battlegrounds also hurts the paladin. Survivability means that you do not die easily. But what happens if you do die? You are kept out of the battle for an average of 15s. This is a very short time when you consider how long it takes a paladin to kill someone. The penalty for dying is very low and this devalues the effect of survivability. Dying a lot is okay if you can kill a lot before you go. I suspect that if the resurrection timers were increased from 30 seconds to 2 minutes (giving an average time dead of 1 minute), paladins would become much more powerful in PvP.
Battlegrounds are designed for the high DPS style of the other classes, and thus the low DPS style of paladins is disadvantaged.
I believe that a skilled paladin has a good chance against every other class in one-on-one combat (except warlocks, no one can beat warlocks). This is especially true if the paladin plays to her strengths. The best strategy for a paladin is to be a rock, and let your opponents break themselves on you.
Let me illustrate this with my strategy for fighting mages:
- I generally turn on Fire Resistance Aura and try to close to melee range using a 2H weapon.
- The Seal I use for most of the fight is Seal of Justice.
- I usually put up Blessing of Light, and switch to Blessing of Wisdom if my mana gets low.
- When I take damage, I start healing very early (around the 80% mark) with Flash of Light. The idea is to heal through the damage and run the mage out of mana. When he's out of mana, I can kill him at leisure.
- Save Hammer of Justice until after the mage Blinks out of a Seal of Justice proc.
- Save Divine Shield (bubble) for when the mage sheeps you, but don't use it right away. Stay in sheep and let your health regenerate. Most PvP mages will start a Pyroblast when you are sheeped. You need to wait until the Pyroblast is almost finished casting, then bubble out of the sheep and take the Pyroblast on your bubble.
Anyways, following this strategy I can usually beat an equally-geared mage more than half the time. Occasionally the mage will get a string of crits and blow you away, but it's a reasonable fight.
The problem, however, is that the fight takes three to four minutes. All paladin fights take a long time. All the other classes kill quickly or are quickly killed. The paladin's strength is her survivability and ability to outlast her opposition. Unfortunately, the way the Honor System and Battlegrounds are implemented really hurt the paladin.
The Honor System rewards those classes which can get a lot of kills. Since there is no penalty for dying, a character who can kill someone really fast is at an advantage over someone who kills slowly. Every class can spec for high DPS except the paladin. So every class can rack up honor faster than the paladin.
The other problem is that a paladin has high survivability, but low DPS. However, the paladin's survivability drops dramatically if faced with superior numbers. For example, if I am guarding a node in Arathi Basin by myself, and one Horde player comes by, I can draw out the fight for a very long time (several minutes if need be). Long enough for reinforcements to arrive. However, if two Horde players come by, I will die *very* quickly. I will die just as fast as any other class would. The extra survivability does not help in that case.
(The exception to the above is if I have the bubble up. Then I can stall for 12 seconds, and then die immediately after.)
So the number of times that paladin survivability actually plays a role is a lot lower than it appears. In my view, it only makes a difference in equal number fights, which are fairly rare.
The implementation of Battlegrounds also hurts the paladin. Survivability means that you do not die easily. But what happens if you do die? You are kept out of the battle for an average of 15s. This is a very short time when you consider how long it takes a paladin to kill someone. The penalty for dying is very low and this devalues the effect of survivability. Dying a lot is okay if you can kill a lot before you go. I suspect that if the resurrection timers were increased from 30 seconds to 2 minutes (giving an average time dead of 1 minute), paladins would become much more powerful in PvP.
Battlegrounds are designed for the high DPS style of the other classes, and thus the low DPS style of paladins is disadvantaged.
Saturday, April 01, 2006
Reckoning
I know this verges on heresy for a paladin, but I really don't approve of the Reckoning talent. I appreciate the fact that Reckoning-bombs are very powerful. Yet it feels like a bug, one which the developers left in because paladin PvP melee is useless.
A bit of background first. Reckoning is a 5-point talent in the Protection tree:
This talent seems like a tanking talent, or one that works when you are trading blows with an enemy. You're in melee, you get critted and you wack the mob back with your free attack. Except that's not quite how it works. You don't actually get a free attack. Instead, the time to your next weapon swing is shortened to zero. Sometimes, if you've just swung your weapon, this is close to a free attack. Other times, if you're about to swing, it's essentially nothing.
If you are not attacking someone when you get critted, the free attack happens when you attack for the first time. And for some reason, this will stack. Two crits gives you two free attacks. Three crits, three attacks, and so on. It used to be that you could store an arbitrary number of attacks. Then a paladin soloed Lord Kazzak. Within 48 hours, Reckoning was hotfixed to only store 4 charges.
Note that there is no actual UI support to determine how many Reckoning charges you have. It's completely hidden. However, delaying the attack is important, because the talent shouldn't punish the paladin for being in the middle of a heal when she gets critted.
So the actual way that Reckoning is used is that the paladin will stand around healing herself and hope people attacking her crit. After she stores 4 charges, she targets someone, usually a cloth-wearer, and unleashes 4 simultaneous attacks. This burst damage is often enough to kill someone (or at least heavily damage them).
I think it's pretty clear that people are not using Reckoning as the developers envisioned it. The lack of UI support, the talent not mentioning the charge cap, and the fact that the original version allowed for infinite attacks, all point to this conclusion. I think that it was unintended behaviour--a bug, in fact--that the developers decided was not worth the cost of fixing. And yet this bug is one of the best strategies for actually killing someone in PvP!
To me, this just seems wrong, and is somewhat emblematic of the entire development attitude towards the paladin. Reckoning, as it is meant to be used, is flawed. It does not give you the extra attack it promises! It's only because the talent is bugged, and the bug exploited, that Reckoning is in anyway useful.
I think the developers need to fix Reckoning, even if it upsets all the Reckoning-bomb paladins. Reckoning should give ONE actual instant extra attack. If this fix makes paladins even weaker in PvP, then new abilities should be added, or old ones enhanced. The paladin class shouldn't have to rely on a bugged implementation of an ability to deal damage in PvP.
A bit of background first. Reckoning is a 5-point talent in the Protection tree:
Reckoning
Requires 20 points in Protection
Gives you a 20/40/60/80/100% chance to gain an extra attack after being the victim of a critical strike.
This talent seems like a tanking talent, or one that works when you are trading blows with an enemy. You're in melee, you get critted and you wack the mob back with your free attack. Except that's not quite how it works. You don't actually get a free attack. Instead, the time to your next weapon swing is shortened to zero. Sometimes, if you've just swung your weapon, this is close to a free attack. Other times, if you're about to swing, it's essentially nothing.
If you are not attacking someone when you get critted, the free attack happens when you attack for the first time. And for some reason, this will stack. Two crits gives you two free attacks. Three crits, three attacks, and so on. It used to be that you could store an arbitrary number of attacks. Then a paladin soloed Lord Kazzak. Within 48 hours, Reckoning was hotfixed to only store 4 charges.
Note that there is no actual UI support to determine how many Reckoning charges you have. It's completely hidden. However, delaying the attack is important, because the talent shouldn't punish the paladin for being in the middle of a heal when she gets critted.
So the actual way that Reckoning is used is that the paladin will stand around healing herself and hope people attacking her crit. After she stores 4 charges, she targets someone, usually a cloth-wearer, and unleashes 4 simultaneous attacks. This burst damage is often enough to kill someone (or at least heavily damage them).
I think it's pretty clear that people are not using Reckoning as the developers envisioned it. The lack of UI support, the talent not mentioning the charge cap, and the fact that the original version allowed for infinite attacks, all point to this conclusion. I think that it was unintended behaviour--a bug, in fact--that the developers decided was not worth the cost of fixing. And yet this bug is one of the best strategies for actually killing someone in PvP!
To me, this just seems wrong, and is somewhat emblematic of the entire development attitude towards the paladin. Reckoning, as it is meant to be used, is flawed. It does not give you the extra attack it promises! It's only because the talent is bugged, and the bug exploited, that Reckoning is in anyway useful.
I think the developers need to fix Reckoning, even if it upsets all the Reckoning-bomb paladins. Reckoning should give ONE actual instant extra attack. If this fix makes paladins even weaker in PvP, then new abilities should be added, or old ones enhanced. The paladin class shouldn't have to rely on a bugged implementation of an ability to deal damage in PvP.
Wednesday, March 29, 2006
Idiosyncrasies, Dungeon 2 sets, Patch 1.10
I realize something odd about my playstyle today.
Whenever I get an item with a "Use:" ability, I drag it to the interface and make a button so I can use the item easily. I do this with every item I have except the hearthstone. For some reason, whenever I want to hearth, I open my bags and click on the hearthstone. In all my time of playing, it never once occurred to me to make a hearthstone button.
In other news, patch 1.10 came out yesterday. It contains the Dungeon 2 armor sets, which are replacements for the Dungeon 1, or Tier 0, sets. For paladins, the replacement for Lightforge is Soulforge. Soulforge is actually pretty sweet, and is possibly better than Lawbringer (Tier 1 epic armor from Molten Core) for general play. Lawbringer is better for healing, though.
I did the first quest, which was fairly easy, and obtained my [Soulforge Bracers]. I started the second quest and then realized that it requires player-made materials. So naturally the prices of these materials have skyrocketed. Good old Adam Smith. I think I'll wait for a while and finish up the quest in a week or so.
Patch 1.10 does look pretty nice. I *really* like the new griffon UI, especially as it allows the Alliance to bypass the Ironforge chokepoint. The reputation pane changes are interesting as well. I haven't seen any weather yet, but it should be neat.
Whenever I get an item with a "Use:" ability, I drag it to the interface and make a button so I can use the item easily. I do this with every item I have except the hearthstone. For some reason, whenever I want to hearth, I open my bags and click on the hearthstone. In all my time of playing, it never once occurred to me to make a hearthstone button.
In other news, patch 1.10 came out yesterday. It contains the Dungeon 2 armor sets, which are replacements for the Dungeon 1, or Tier 0, sets. For paladins, the replacement for Lightforge is Soulforge. Soulforge is actually pretty sweet, and is possibly better than Lawbringer (Tier 1 epic armor from Molten Core) for general play. Lawbringer is better for healing, though.
I did the first quest, which was fairly easy, and obtained my [Soulforge Bracers]. I started the second quest and then realized that it requires player-made materials. So naturally the prices of these materials have skyrocketed. Good old Adam Smith. I think I'll wait for a while and finish up the quest in a week or so.
Patch 1.10 does look pretty nice. I *really* like the new griffon UI, especially as it allows the Alliance to bypass the Ironforge chokepoint. The reputation pane changes are interesting as well. I haven't seen any weather yet, but it should be neat.
Monday, March 27, 2006
Guild Karma
I was in a raiding guild for a while. It had just started up with a new server, and we had progressed quite fast through Molten Core (3 weeks to Ragnaros). One thing about this guild was that we had a *lot* of paladins. We had 14 paladins on the roster, and on one great raid we took 8 of them to Molten Core! Paladins were the one class that generally had excess people online when it came to raids. It was fun times.
The loot system we had was really good, where you could blind-bid DKP on items you wanted, with no class restrictions. Of course, most of us were new to the Core, so we saved our DKP for our set pieces and healing weapons. I did bid small amounts on crazy weapons, just in case the warriors were unwilling to spend DKP on them. By and large, I felt the system worked, and trusted us to make good decisions on gear.
I left the guild two weeks ago. We had just subdued Majordomo Executus, and were on our way to spawn Ragnaros. The guild leader (a DPS warrior) announced that any 2H weapons that Rag dropped would be exclusive to warriors, as they could get the greatest use out of them. I was very unhappy about changing the loot system in the middle of a raid, especially as I really liked the previous system, so I left the guild the next day.
Today I saw a post by my old guild on the realm message boards. They were trying to recruit paladins.
You reap what you sow.
The loot system we had was really good, where you could blind-bid DKP on items you wanted, with no class restrictions. Of course, most of us were new to the Core, so we saved our DKP for our set pieces and healing weapons. I did bid small amounts on crazy weapons, just in case the warriors were unwilling to spend DKP on them. By and large, I felt the system worked, and trusted us to make good decisions on gear.
I left the guild two weeks ago. We had just subdued Majordomo Executus, and were on our way to spawn Ragnaros. The guild leader (a DPS warrior) announced that any 2H weapons that Rag dropped would be exclusive to warriors, as they could get the greatest use out of them. I was very unhappy about changing the loot system in the middle of a raid, especially as I really liked the previous system, so I left the guild the next day.
Today I saw a post by my old guild on the realm message boards. They were trying to recruit paladins.
You reap what you sow.
Friday, March 24, 2006
Tools for End-Game Casual Guilds
I think that Blizzard needs to implement certain tools to help the casual guilds overcome barriers that prevent them from raiding. A few tools would go a long way to making the game more accessible to all players. All these tools can be done out of game, but if they were in-game it would be a lot easier and intuitive to accomplish. The fact that a tool is out-of-game is itself another barrier.
Also, these tools don't necessarily have to be very complex. The bare minimum should be good enough.
1. Allow guilds to form alliances
The biggest barrier to endgame raids is the lack of numbers and class balance. The easiest solution is to form guild alliances, where several small guilds team up to tackle the raid instances. An alliance would be created at the guild level, with officers or guildmasters being able to commit their entire guild to the alliance.
The option to form or join an alliance would only exist if there is a level 60 in the guild. Otherwise, alliances would be overused in the lower game, and you'd probably start getting 10 guilds of 5 people forming an alliance that would have normally been a guild of 50. Alliances are aimed at the endgame, and should probably only be available at endgame.
Guilds in the alliance would get a common channel, and share a common schedule (see suggestion 2).
2. Have a schedule where officers can post raids
Raids need to be scheduled. If there is one place in-game where the schedule can be seen, it will be a lot more effective than getting people to visit a website. A guild needs a common schedule, and a guild alliance needs a common schedule. It doesn't need to be very complex. Date, time, and event is good enough. The ability to do sign-ups would be amazing, but is not strictly necessary.
3. Have a base loot system with memory
Almost every raid guild uses a memory-based system to distribute epic loot (DKP, Zero-Sum DKP, Suicide Kings, etc.). I think that if Blizzard included a default system, that would be good enough for most guilds' purposes. If a guild felt that Blizzard's system wasn't good enough, they can always make their own system, as they do now.
I would suggest Spend-All DKP as the default system. Every time an epic drops, each player gets a point. The loot box that pops up has two buttons: Spend and Pass. If you hit Spend, and you have the most points, you get the item and lose all your points.
It's a simple and relatively fair system. Blizzard only needs to keep track of one additional piece of information: the amount of epic points that a character has. As well, the system would work across multiple guilds or guild alliances, as your point total is now inherent in your character, rather than tallied by the guild.
4. Have a guild bank
A guild bank, accessible by multiple people and with contents visible to the guild, would help guilds pool resources in order to accomplish goals. This would allow a casual guild to better work together. Right now, guild banks tend to be extra characters created by the officers. Such banks lack transparency which--in addition to trust issues--means that a lot of members are not aware of the contents of the bank, and are unable to take full advantage of it.
I think that these 4 tools would go a long way to enabling casual guilds to do raid content. Each tool lowers the barriers to entry for a casual guild, and makes it more likely that more people will experience the raid content that Blizzard puts so much time into.
Also, these tools don't necessarily have to be very complex. The bare minimum should be good enough.
1. Allow guilds to form alliances
The biggest barrier to endgame raids is the lack of numbers and class balance. The easiest solution is to form guild alliances, where several small guilds team up to tackle the raid instances. An alliance would be created at the guild level, with officers or guildmasters being able to commit their entire guild to the alliance.
The option to form or join an alliance would only exist if there is a level 60 in the guild. Otherwise, alliances would be overused in the lower game, and you'd probably start getting 10 guilds of 5 people forming an alliance that would have normally been a guild of 50. Alliances are aimed at the endgame, and should probably only be available at endgame.
Guilds in the alliance would get a common channel, and share a common schedule (see suggestion 2).
2. Have a schedule where officers can post raids
Raids need to be scheduled. If there is one place in-game where the schedule can be seen, it will be a lot more effective than getting people to visit a website. A guild needs a common schedule, and a guild alliance needs a common schedule. It doesn't need to be very complex. Date, time, and event is good enough. The ability to do sign-ups would be amazing, but is not strictly necessary.
3. Have a base loot system with memory
Almost every raid guild uses a memory-based system to distribute epic loot (DKP, Zero-Sum DKP, Suicide Kings, etc.). I think that if Blizzard included a default system, that would be good enough for most guilds' purposes. If a guild felt that Blizzard's system wasn't good enough, they can always make their own system, as they do now.
I would suggest Spend-All DKP as the default system. Every time an epic drops, each player gets a point. The loot box that pops up has two buttons: Spend and Pass. If you hit Spend, and you have the most points, you get the item and lose all your points.
It's a simple and relatively fair system. Blizzard only needs to keep track of one additional piece of information: the amount of epic points that a character has. As well, the system would work across multiple guilds or guild alliances, as your point total is now inherent in your character, rather than tallied by the guild.
4. Have a guild bank
A guild bank, accessible by multiple people and with contents visible to the guild, would help guilds pool resources in order to accomplish goals. This would allow a casual guild to better work together. Right now, guild banks tend to be extra characters created by the officers. Such banks lack transparency which--in addition to trust issues--means that a lot of members are not aware of the contents of the bank, and are unable to take full advantage of it.
I think that these 4 tools would go a long way to enabling casual guilds to do raid content. Each tool lowers the barriers to entry for a casual guild, and makes it more likely that more people will experience the raid content that Blizzard puts so much time into.
Wednesday, March 22, 2006
A Comment on the Difficulty of MMOs
Gitr posts a comment:
I think a lot of veteran MMO players underestimate or forget how unique the aggro mechanism is. Most non-MMO games (and real life, for that matter) use positioning instead of aggro to determine how fights work. I cannot think of a single-player game which really has the same concepts.
Most games: The dragon does not attack the priest because the warrior is blocking the way.
MMORPGs: The dragon does not attack the priest because the warrior has more 'threat'.
The first time you do Deadmines is often the first time you are really exposed to the tank-healer-dps trinity that is at the heart of current MMORPGs. Previously, you've been soloing, or fighting mobs where straight-out dps is a solid tactic.
I know that it took me a great while to truely understand it. WoW is the first game I've played that used aggro-based mechanisms. I played a warrior first, and the concept that 'threat' is different than--but linked to--'damage' was hard to really grasp.
Yes, and that's what is so amazing about the people that suck so incredibly bad at an instance as easy as Deadmines.
Can they even tie their shoes? Have they ever played a computer game that requires using a mouse AND keyboard at the same time?
I think a lot of veteran MMO players underestimate or forget how unique the aggro mechanism is. Most non-MMO games (and real life, for that matter) use positioning instead of aggro to determine how fights work. I cannot think of a single-player game which really has the same concepts.
Most games: The dragon does not attack the priest because the warrior is blocking the way.
MMORPGs: The dragon does not attack the priest because the warrior has more 'threat'.
The first time you do Deadmines is often the first time you are really exposed to the tank-healer-dps trinity that is at the heart of current MMORPGs. Previously, you've been soloing, or fighting mobs where straight-out dps is a solid tactic.
I know that it took me a great while to truely understand it. WoW is the first game I've played that used aggro-based mechanisms. I played a warrior first, and the concept that 'threat' is different than--but linked to--'damage' was hard to really grasp.
Casuals Guilds vs. Raiding Guilds
There are two types of guilds in WoW: Casual guilds and raiding guilds. I believe that the WoW endgame is really only accessible to raiding guilds, and that players wishing to experience the endgame need to join a raiding guild. I also think that Blizzard needs to focus on this difference and, with a few tools, could make it much easier for casual guilds to move into raiding.
Here is a comparison of the main differences between raiding guilds and casual guilds:
Raiding Guilds:
Casual Guilds:
Raiding guilds are structured the way they are because that is generally the most efficient way to raid. A casual guild, in contrast, is not set up to raid very well, and these differences are often barriers that prevent casual guilds from really experiencing the endgame of WoW.
Hopefully my next post will explore some ideas that could really help casual guilds overcome these differences.
Here is a comparison of the main differences between raiding guilds and casual guilds:
Raiding Guilds:
- Are composed mainly of level 60 characters.
- Strive for a balanced roster, with equal numbers from each class.
- Aim for about 64 members. Enough redundancy to ensure that events happen, but few enough to allow everyone a chance to raid.
- Activities are scheduled in advance.
- Loot is handed out using a system with 'memory'. What happened last run changes how loot is distributed this run.
- Have formal mechanisms to pool resources to make necessary gear. Classic example is Dark Iron gear for tanks.
Casual Guilds:
- Characters range from level 1 to 60.
- Are usually not concerned with the class of members.
- Size usually varies wildly from ten people to hundreds. However, normally do not have a lot of 60s.
- Most activities happen on an ad hoc basis, depending on who is online.
- Loot is distributed using a 'memoryless' system, most often the random loot systems built into the game. Casual guilds generally are not concerned with what happened last run, except in a generally vague manner. People may pass because someone hasn't gotten something in a while, but it doesn't happen in a formal manner.
- Pooling resources is done rarely or on an ad hoc basis.
Raiding guilds are structured the way they are because that is generally the most efficient way to raid. A casual guild, in contrast, is not set up to raid very well, and these differences are often barriers that prevent casual guilds from really experiencing the endgame of WoW.
Hopefully my next post will explore some ideas that could really help casual guilds overcome these differences.
Monday, March 20, 2006
Analogy Update
From a thread in the WoW Raid & Dungeon forums.
Me:
Amelia (60 Priest):
/bow Amelia
Me:
Raiding is like playing in an orchestra. 5-man is like improvising jazz.
Amelia (60 Priest):
I think you badly overstate the skill required to do either of these things...more accurately:
"Raiding is like playing in a middle school marching band, 5-man is like open mike night at your local karaoke bar."
/bow Amelia
Thursday, March 16, 2006
Difference Between Casuals and Hardcore
In a comment, Maybe offers the following reason on why the hardcore "deserve" epic loot:
I disagree with the idea that a casual player would not be willing to come to wipe after wipe. I think that this is a common misconception on the part of the hardcore. In fact, a lot of casual players would be more willing to come to BWL than many so-called "raiders". You see this reflected in many posts on the WoW Raid & Dungeon forums. It's fairly common to see a post by a guild leader complaining that attendance for Blackwing Lair--with its many wipes and little loot--is much lower than attendance for Molten Core, which has few wipes and lots of loot.
Casual and hardcore are two ends of a spectrum. We all have elements of both casual and hardcore. Some people lean more towards one end or the other. In my view, the difference between a hardcore player and a casual player has to do with the process vs. reward outcome. A hardcore player aims for the "optimal" outcome regardless of the process, while a casual player will settle for a "good-enough" outcome if the process is interesting enough.
For example, take levelling. A hardcore player will try to get to 60 as fast as possible, even if it involves just grinding away on the same mob over and over. Grinding is the "optimal" way to get to 60. A casual player will quest, even if questing takes more time. Questing is "good-enough" for them because it is more interesting than grinding.
The same perspective carries over to gear. If a hardcore player decides that Blackhand Doomsaw is the "optimal" weapon, she will run Upper Blackrock Spire over and over, until she finally gets the Doomsaw. The casual player will probably acknowledge that the Doomsaw is the best weapon, but will be satisfied with his Bonecrusher. The Bonecrusher is "good-enough".
This also carries over to time spent in the game. The hardcore spend vast amounts of time, because that's necessary for the "optimal" outcome. Just look at the grind required to become Rank 14 in the PvP system. The casual player may spend one night a week playing WoW, because that's good enough for them. On that one night though, they'd be willing to come and wipe with the guild on Blackwing Lair.
Another example is Molten Core vs Zul'Gurub. A hardcore player is more likely to want to do MC, because the rewards are so great. A casual player would prefer to do ZG, because it's more interesting, even if the rewards are less powerful.
[Edit: I'm not sure the above paragraph is clear enough. I'm basing it on a personal experience. The guild I was in did a ZG run and an MC run each week, while learning each instance. The ZG run was stopped--even though people liked running ZG--in order to concentrate our efforts on mastering MC (ie multiple attempts, trash runs for materials for Fire Resistance gear, etc.). I do not think a casual guild would have made the same choice. I think they would have been more willing to accept slower progress in MC, but keep the ZG run as well. I don't think the decision to stop ZG was necessarily wrong (we did spawn Ragnaros in 3 weeks) but it was a "hardcore" decision.]
A casual player who is in a raid guild will come to Blackwing Lair wipes (maybe not every night of the week, but whenever they play). The process is interesting enough. A lot of hardcore players will also come, because the rewards are so great. The problem lies in getting the casual player to join the raiding guild. The rewards are great, but the process seems so much more of a hassle than non-raiding content.
A casual player is not less willing to raid (and wipe) than a hardcore player. However, a casual player is less willing to join a raiding guild than the hardcore player. This may seem like the same thing, but I think there is a subtle and important difference. In my opinion, Blizzard would be best served to cutting down the barriers that keep casual guilds from raiding.
However, if your guild is entering a new instance like BWL, and nobody in the guild has been there before, then that is a different story. My guild took 2 months to figure out how to down the first boss of BWL (even after reading all the strats online). That's 2 months of 40 people coming to the instance week after week knowing that they will probably wipe a bunch of times each night, getting no loot or gold in the process and having to spend their own gold on repairs (which can be quite substantial). That kind of dedication defines a "hardcore" player, and I think deserves epic rewards.
I disagree with the idea that a casual player would not be willing to come to wipe after wipe. I think that this is a common misconception on the part of the hardcore. In fact, a lot of casual players would be more willing to come to BWL than many so-called "raiders". You see this reflected in many posts on the WoW Raid & Dungeon forums. It's fairly common to see a post by a guild leader complaining that attendance for Blackwing Lair--with its many wipes and little loot--is much lower than attendance for Molten Core, which has few wipes and lots of loot.
Casual and hardcore are two ends of a spectrum. We all have elements of both casual and hardcore. Some people lean more towards one end or the other. In my view, the difference between a hardcore player and a casual player has to do with the process vs. reward outcome. A hardcore player aims for the "optimal" outcome regardless of the process, while a casual player will settle for a "good-enough" outcome if the process is interesting enough.
For example, take levelling. A hardcore player will try to get to 60 as fast as possible, even if it involves just grinding away on the same mob over and over. Grinding is the "optimal" way to get to 60. A casual player will quest, even if questing takes more time. Questing is "good-enough" for them because it is more interesting than grinding.
The same perspective carries over to gear. If a hardcore player decides that Blackhand Doomsaw is the "optimal" weapon, she will run Upper Blackrock Spire over and over, until she finally gets the Doomsaw. The casual player will probably acknowledge that the Doomsaw is the best weapon, but will be satisfied with his Bonecrusher. The Bonecrusher is "good-enough".
This also carries over to time spent in the game. The hardcore spend vast amounts of time, because that's necessary for the "optimal" outcome. Just look at the grind required to become Rank 14 in the PvP system. The casual player may spend one night a week playing WoW, because that's good enough for them. On that one night though, they'd be willing to come and wipe with the guild on Blackwing Lair.
Another example is Molten Core vs Zul'Gurub. A hardcore player is more likely to want to do MC, because the rewards are so great. A casual player would prefer to do ZG, because it's more interesting, even if the rewards are less powerful.
[Edit: I'm not sure the above paragraph is clear enough. I'm basing it on a personal experience. The guild I was in did a ZG run and an MC run each week, while learning each instance. The ZG run was stopped--even though people liked running ZG--in order to concentrate our efforts on mastering MC (ie multiple attempts, trash runs for materials for Fire Resistance gear, etc.). I do not think a casual guild would have made the same choice. I think they would have been more willing to accept slower progress in MC, but keep the ZG run as well. I don't think the decision to stop ZG was necessarily wrong (we did spawn Ragnaros in 3 weeks) but it was a "hardcore" decision.]
A casual player who is in a raid guild will come to Blackwing Lair wipes (maybe not every night of the week, but whenever they play). The process is interesting enough. A lot of hardcore players will also come, because the rewards are so great. The problem lies in getting the casual player to join the raiding guild. The rewards are great, but the process seems so much more of a hassle than non-raiding content.
A casual player is not less willing to raid (and wipe) than a hardcore player. However, a casual player is less willing to join a raiding guild than the hardcore player. This may seem like the same thing, but I think there is a subtle and important difference. In my opinion, Blizzard would be best served to cutting down the barriers that keep casual guilds from raiding.
Monday, March 13, 2006
Casuals vs. Raiders, Part II
There was a post on the WoW forums where someone asked the question "Why do people raid?". In large part because of Scholo/Strath raids, a lot of casual players simply don't think that 40-man raids can be challenging. After all, people raid Scholomance with 10 raiders because it is easier than going with 5 players. If 10 people is easier than 5, surely 40 is easier than 10. There are also few raid-style fights in 5-man. In my opinion, you really don't understand what the attraction of raiding is until you actually try one. The only real attraction a casual player sees is that raiders get epic loot.
Raiding is like solving a puzzle. The attraction of raiding lies in figuring out the puzzle, coming up with a strategy, and executing that strategy with a large number of people. It does require skills, but different skills than a 5-man does. A 5-man is more in the moment, more about anticipating and reacting to unexpected events.
Raiding is like playing in an orchestra. 5-man is like improvising jazz. Both require skill, but the skills required are different.
Of course the question then becomes: why do raids deserve epic loot, and 5-mans do not? The answer is that raids are not necessarily harder than 5-mans, but they can be more intricate. To go back to the music analogy, with a saxophone you can do a lot of crazy things while improvising jazz, but you simply cannot have a violin solo in the middle as you don't have a violin. Similarily, you cannot make a 5-man fight that lasts longer than one healer's mana bar. You cannot count on there being more than one healer in the group. But a raid fight can be arbitrarily long, thanks to the existence of healing rotations, where one healer regenerates mana while another heals, with a switch when a healer runs out of mana.
However, I do think that WoW overly rewards raiders, at the expense of casual players. Molten Core is a bit too easy or simple for the quality and quantity of rewards that it gives out. However, Blizzard seems to be making an effort to improve the imbalance in 1.10, increasing the quality of rewards available from 5-man dungeons.
Raiding is like solving a puzzle. The attraction of raiding lies in figuring out the puzzle, coming up with a strategy, and executing that strategy with a large number of people. It does require skills, but different skills than a 5-man does. A 5-man is more in the moment, more about anticipating and reacting to unexpected events.
Raiding is like playing in an orchestra. 5-man is like improvising jazz. Both require skill, but the skills required are different.
Of course the question then becomes: why do raids deserve epic loot, and 5-mans do not? The answer is that raids are not necessarily harder than 5-mans, but they can be more intricate. To go back to the music analogy, with a saxophone you can do a lot of crazy things while improvising jazz, but you simply cannot have a violin solo in the middle as you don't have a violin. Similarily, you cannot make a 5-man fight that lasts longer than one healer's mana bar. You cannot count on there being more than one healer in the group. But a raid fight can be arbitrarily long, thanks to the existence of healing rotations, where one healer regenerates mana while another heals, with a switch when a healer runs out of mana.
However, I do think that WoW overly rewards raiders, at the expense of casual players. Molten Core is a bit too easy or simple for the quality and quantity of rewards that it gives out. However, Blizzard seems to be making an effort to improve the imbalance in 1.10, increasing the quality of rewards available from 5-man dungeons.
Thursday, March 09, 2006
Friday, March 03, 2006
Upcoming Dungeon Changes
Heh, the day after I post about raiding the 5-man instances, Blizzard puts up the test patch notes for 1.10. Of special interest is the following:
Good work, Blizzard. With this move, Blizzard corrected a huge mistake, and made end game a whole lot more appealing. I seriously doubted that Blizzard would make such a big change with the expansion coming in a few months. I am really glad to see I was wrong.
Along with the new Armor Sets, the high-level 5-10 man dungeons have received some changes regarding loot. Many items have been improved in quality and use. In addition, several epic items, such as Headmaster's Charge and the Runeblade of Baron Rivendare, have had their drop rates significantly increased. In order to preserve the challenge of these dungeons, they have had their instance caps lowered. Stratholme, Scholomance, and Blackrock Depths now allow a maximum of five players inside, and Blackrock Spire allows a maximum of ten. [Emphasis mine]
Good work, Blizzard. With this move, Blizzard corrected a huge mistake, and made end game a whole lot more appealing. I seriously doubted that Blizzard would make such a big change with the expansion coming in a few months. I am really glad to see I was wrong.
Wednesday, March 01, 2006
Casuals vs. Raiders, Part I
There is a lot of debate and acrimony over casuals versus raiders in WoW. "Casual" players feel that Blizzard inordinately caters to the raiding players, rewarding them with better gear and interesting content. Raiding players, meanwhile, think that casual players just want epics handed to them, and are unwilling to put in the work. As someone who was a casual player for many months, before finally becoming a raider, I feel I have an interesting perspective on things.
Here are some points that I'd like to discuss:
1. Raiding looks harder than it is.
For a casual player, raiding is very intimidating. The raiding guilds force you to apply, almost like applying for a job. You hear horror stories of guilds expecting people to commit 12 hours a day. You can no longer just log on and do stuff. Instead, activities are formally scheduled. You don't get loot in a run, instead earning DKP which you exchange in some fashion for loot. The system used to give out DKP can be insanely baroque. The guild may demand that you spec a certain way, or play your character in an very specific way. You may be forced to download and install mods and accessories such as Teamspeak. The attitude of some raiding guilds is also very arrogant, as if Molten Core is incredibly hard, and you have to be an awesome player to even think of going inside.
Here's a big secret: raiding is not that hard. You go in, and you do what you've always done. If you can follow orders, you can raid. Most raiding guilds don't raid that much, and usually only in 3-5 hour increments. Molten Core is not very hard. If you can 5-man the endgame instances like Scholomance, Stratholme, and Dire Maul, you're more than competent enough to handle Molten Core. Raiding is not really about raw skill, it's about strategy. Coming up with the correct strategy for the raid as a whole, and then executing it well are the key points of raiding.
Scheduled runs are also more beneficial to the casual player than you think. If you know that MC is on Thursday nights, you can clear your schedule on that night. A hardcore player, on the other hand, is always online and really has no schedule to clear.
A lot of the problems with raiding stem from the player base. In many ways, raiders are extremely conservative in their approach. They are often unwilling to consider doing something in a different manner than the "established" strategy. You first encounter this when raiding Scholomance, etc. Often times, people looking for Scholo raids will demand a very precise make-up of the raid. You *must* have two priests, you *need* a mage, etc. Newsflash: You're already going in with twice as much firepower as you need. As long as you have the basics covered (tank, healer, dps), you'll probably do just fine.
Similarly, you don't need mods. Decursive is just laziness. The global cooldown gives you more than enough time to manually select your next target to be cleansed. CT_RaidAssist is nice, but is not really absolutely necessary. But the conservative nature of a lot of raiders insists that such extras be download and used.
Personally, I think that if casual players just gather enough courage to apply to the raiding guilds--especially ones that are just starting out--I think that they will find that they can raid just as well as the hardcore players. They may not be able to make every single raid that the guild does, but they will be more than able to contribute, see all the cool content in WoW, and get epic loot.
2. Raiding Scholo, Strath, etc. is an aberration.
I think the ability to raid a 5-man instance is a mistake for WoW. If the 5-mans were capped, people would be forced to do the instances properly. They would learn the skills appropriately, and be able to complete quests. The endgame content would last much longer, and you could properly bridge to the raiding content. I've been a 60 for months, and I still have a ton of unfinished quests.
In addition, I think the "raids" are a bad introduction to raiding in general. They really bring out the "loot" side in people. People raid just to get loot. These small raids aren't that fun, and are very easy. Real raid instances are more interesting and challenging. One of the great joys in raiding is having a plan and executing it well, something which is just not present in a Strath/Scholo raid. Instead it's pretty much pure firepower.
So a casual player who gets to 60 has a very distorted idea of what raiding is like. Small raids are an aberration, that really hurts the casual player's view of the end game in WoW.
3. Converting a casual guild to a raiding guild is hard.
A teaser for my next post. :)
Here are some points that I'd like to discuss:
1. Raiding looks harder than it is.
For a casual player, raiding is very intimidating. The raiding guilds force you to apply, almost like applying for a job. You hear horror stories of guilds expecting people to commit 12 hours a day. You can no longer just log on and do stuff. Instead, activities are formally scheduled. You don't get loot in a run, instead earning DKP which you exchange in some fashion for loot. The system used to give out DKP can be insanely baroque. The guild may demand that you spec a certain way, or play your character in an very specific way. You may be forced to download and install mods and accessories such as Teamspeak. The attitude of some raiding guilds is also very arrogant, as if Molten Core is incredibly hard, and you have to be an awesome player to even think of going inside.
Here's a big secret: raiding is not that hard. You go in, and you do what you've always done. If you can follow orders, you can raid. Most raiding guilds don't raid that much, and usually only in 3-5 hour increments. Molten Core is not very hard. If you can 5-man the endgame instances like Scholomance, Stratholme, and Dire Maul, you're more than competent enough to handle Molten Core. Raiding is not really about raw skill, it's about strategy. Coming up with the correct strategy for the raid as a whole, and then executing it well are the key points of raiding.
Scheduled runs are also more beneficial to the casual player than you think. If you know that MC is on Thursday nights, you can clear your schedule on that night. A hardcore player, on the other hand, is always online and really has no schedule to clear.
A lot of the problems with raiding stem from the player base. In many ways, raiders are extremely conservative in their approach. They are often unwilling to consider doing something in a different manner than the "established" strategy. You first encounter this when raiding Scholomance, etc. Often times, people looking for Scholo raids will demand a very precise make-up of the raid. You *must* have two priests, you *need* a mage, etc. Newsflash: You're already going in with twice as much firepower as you need. As long as you have the basics covered (tank, healer, dps), you'll probably do just fine.
Similarly, you don't need mods. Decursive is just laziness. The global cooldown gives you more than enough time to manually select your next target to be cleansed. CT_RaidAssist is nice, but is not really absolutely necessary. But the conservative nature of a lot of raiders insists that such extras be download and used.
Personally, I think that if casual players just gather enough courage to apply to the raiding guilds--especially ones that are just starting out--I think that they will find that they can raid just as well as the hardcore players. They may not be able to make every single raid that the guild does, but they will be more than able to contribute, see all the cool content in WoW, and get epic loot.
2. Raiding Scholo, Strath, etc. is an aberration.
I think the ability to raid a 5-man instance is a mistake for WoW. If the 5-mans were capped, people would be forced to do the instances properly. They would learn the skills appropriately, and be able to complete quests. The endgame content would last much longer, and you could properly bridge to the raiding content. I've been a 60 for months, and I still have a ton of unfinished quests.
In addition, I think the "raids" are a bad introduction to raiding in general. They really bring out the "loot" side in people. People raid just to get loot. These small raids aren't that fun, and are very easy. Real raid instances are more interesting and challenging. One of the great joys in raiding is having a plan and executing it well, something which is just not present in a Strath/Scholo raid. Instead it's pretty much pure firepower.
So a casual player who gets to 60 has a very distorted idea of what raiding is like. Small raids are an aberration, that really hurts the casual player's view of the end game in WoW.
3. Converting a casual guild to a raiding guild is hard.
A teaser for my next post. :)
Monday, February 27, 2006
Continuing Adventures in Molten Core
On Friday, our raid killed Gehennas, at which point I volunteered to leave the raid so another person could go. The guild continued on and dropped Garr, Baron Geddon, and Shazzrah. Saturday, I rejoined the raid and we attempted Golemagg. We had a bit of trouble with the trash mobs leading to Golemagg, and we ended up wiping three times on Golemagg before calling it a night.
Sunday, we tried Golemagg again, this time with 8 paladins! For some reasons, the paladins show up for all the raids, unlike a lot of other classes. We wiped again, and then we tweaked our strategy a little, assigning paladins to specifically heal the off-tanks, instead of healing everyone. This time the fight was smooth and we killed him easily. We moved on to Sulfuron, but we have trouble with people disconnecting and then having to wait in the queue. We did attempt Sulfuron 3 times, but on the third try, some of the trash mobs respawned in the middle of the fight. The raid was basically called, and we decided to take Monday off, and restart the instance on Thursday.
Still, taking down 7 bosses on our first MC run is a pretty good accomplishment. I think we are beginning to reach the limits of our gear, though, and another couple of weeks just to gear up with epics would probably help a lot. I still don't have any epics from the Core, though I do have a lot of DKP. Just waiting for Paladin gear to actually drop.
I did try out some of the options in CT_RaidAssist. The amount of effort people put into automating these fights amuses me. Automatic Decursing of the raid is standard. I was playing with Mana Conserve, which checks the target's health 0.5s before the healing spell finishes casting, and cancels the spell if the target's health is too high. It's somewhat useful, as I did end up cancelling two or three spells a fight.
Sunday, we tried Golemagg again, this time with 8 paladins! For some reasons, the paladins show up for all the raids, unlike a lot of other classes. We wiped again, and then we tweaked our strategy a little, assigning paladins to specifically heal the off-tanks, instead of healing everyone. This time the fight was smooth and we killed him easily. We moved on to Sulfuron, but we have trouble with people disconnecting and then having to wait in the queue. We did attempt Sulfuron 3 times, but on the third try, some of the trash mobs respawned in the middle of the fight. The raid was basically called, and we decided to take Monday off, and restart the instance on Thursday.
Still, taking down 7 bosses on our first MC run is a pretty good accomplishment. I think we are beginning to reach the limits of our gear, though, and another couple of weeks just to gear up with epics would probably help a lot. I still don't have any epics from the Core, though I do have a lot of DKP. Just waiting for Paladin gear to actually drop.
I did try out some of the options in CT_RaidAssist. The amount of effort people put into automating these fights amuses me. Automatic Decursing of the raid is standard. I was playing with Mana Conserve, which checks the target's health 0.5s before the healing spell finishes casting, and cancels the spell if the target's health is too high. It's somewhat useful, as I did end up cancelling two or three spells a fight.
Saturday, February 25, 2006
Paladin Tanking Idea: Guard
Eyonix, one of the Customer Managers at Blizzard, mentioned on the paladin boards that Blizzard is looking at ways to improve Paladin tanking. One of their goals, however, is specifically NOT to give paladins a Taunt-like ability. So there are now many posts on the boards tossing out different ideas. Here's mine, reposted for fun:
Here's an idea for tanking (sort of) that I think is reasonably different from warrior tanking, but is still flavourful for paladins.
Every paladin at level 10 gets a passive ability called Guard.
Guard
If the paladin is in front of the enemy, [melee] attacks made against a party member have a 50% chance of hitting the paladin instead.
Basically, the paladin can't force the mob to attack her, but she can put herself between the mob and her ally. This keeps the other person alive longer, and hopefully gives the paladin enough to time to truely regain aggro. It requires positioning, and since the mob isn't attacking the paladin, she can't "walk" it away or similar.
Then in the Protection tree we can have:
Improved Guard (5 pts)
Requires 0 points in Protection
Improves the paladin's chance to Guard a party member by 5/10/15/20/25%.
Frustrate (1 pt)
Requires 20 points in Protection
If the paladin successfully Guards a party member, has a 25% chance of forcing the enemy to attack the paladin for 6s.
Basically, deep in the protection tree, the paladin gets a kind of taunt. It's not very good, but relies on using the Guard mechanic. Plus the flavor is very obvious: "Stupid paladin blocking my attacks. Die Paladin!"
Perfect Defender (1 pt)
Requires Frustrate, 30 points in Protection
100 mana, 10s duration, 2 min cooldown
Increases the paladin's chance to Guard a party member by 25%. In addition, the first time the paladin successfully Guards a party member, the enemy is forced to attack the paladin for 6s.
This gives you pretty close to a guaranteed Taunt. You still have to do it through the Guard mechanics, so it's not as good/versatile as a true Taunt.
As well, the Guard mechanic would give us an added dimension in PvP. It doesn't seem likely that we are going to get any damage anytime soon, but we could use Guard to protect mages and priests, as we are supposed to do.
One more thing I'd like to mention is that I feel it is important for mechanics to 'fit' the class as much as possible. Divine Intervention is a terrible, terrible mechanic. You can only cast it on another person, who must be a resser AND in a position where she won't draw aggro when the fight ends. Compare that to the Warlock soulstone, or Shaman self-res. And yet the flavour of Divine Intervention--the paladin sacrificing herself to save her companion--is so strong, that the spell somehow works.
Hopefully this idea fits the flavour and 'sense' of being a paladin.
Here's an idea for tanking (sort of) that I think is reasonably different from warrior tanking, but is still flavourful for paladins.
Every paladin at level 10 gets a passive ability called Guard.
Guard
If the paladin is in front of the enemy, [melee] attacks made against a party member have a 50% chance of hitting the paladin instead.
Basically, the paladin can't force the mob to attack her, but she can put herself between the mob and her ally. This keeps the other person alive longer, and hopefully gives the paladin enough to time to truely regain aggro. It requires positioning, and since the mob isn't attacking the paladin, she can't "walk" it away or similar.
Then in the Protection tree we can have:
Improved Guard (5 pts)
Requires 0 points in Protection
Improves the paladin's chance to Guard a party member by 5/10/15/20/25%.
Frustrate (1 pt)
Requires 20 points in Protection
If the paladin successfully Guards a party member, has a 25% chance of forcing the enemy to attack the paladin for 6s.
Basically, deep in the protection tree, the paladin gets a kind of taunt. It's not very good, but relies on using the Guard mechanic. Plus the flavor is very obvious: "Stupid paladin blocking my attacks. Die Paladin!"
Perfect Defender (1 pt)
Requires Frustrate, 30 points in Protection
100 mana, 10s duration, 2 min cooldown
Increases the paladin's chance to Guard a party member by 25%. In addition, the first time the paladin successfully Guards a party member, the enemy is forced to attack the paladin for 6s.
This gives you pretty close to a guaranteed Taunt. You still have to do it through the Guard mechanics, so it's not as good/versatile as a true Taunt.
As well, the Guard mechanic would give us an added dimension in PvP. It doesn't seem likely that we are going to get any damage anytime soon, but we could use Guard to protect mages and priests, as we are supposed to do.
One more thing I'd like to mention is that I feel it is important for mechanics to 'fit' the class as much as possible. Divine Intervention is a terrible, terrible mechanic. You can only cast it on another person, who must be a resser AND in a position where she won't draw aggro when the fight ends. Compare that to the Warlock soulstone, or Shaman self-res. And yet the flavour of Divine Intervention--the paladin sacrificing herself to save her companion--is so strong, that the spell somehow works.
Hopefully this idea fits the flavour and 'sense' of being a paladin.
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