Sunday, January 17, 2010

Crowd Control

A lot of people feel that Crowd Control should be more prominent. You should have to Polymorph more, or Banish, or even Sap. I am not entirely sure I agree with this. I'm not sure I disagree with it either. I remember the days of Sapping or Sheeping, and they were kind of cool.

However, when I think of Crowd Control, I think of those demons in Tempest Keep. The ones with the Buzzsaws of Doom. You may remember them. If you failed to CC them, they started launching buzzsaws at the raid, doing massive damage before you could get them locked down again. Even the gap between Banishes was dangerous. Kind of honestly, I would rather not see trash like that again.

The thing about Crowd Control is that, in order for it to be used, the mob must be too dangerous to leave active while other mobs are alive. That means if you make a slight mistake, it often leads to a wipe. If the mob is any less dangerous, then it will just be tanked down.

Another problem is that mob must eventually be tanked and killed. You can't really make an untankable mob and expect people to control that. So the controlled mob exists in this zone between "can be tanked" and "cannot be tanked". And the better the gear you get, the more the mobs move to the "can be tanked" category.

I suppose if you really wanted to enforce Crowd Control, you have to create dependencies between mobs in the same pack. For example, Mob A applies a debuff to the tank increasing Fire Damage taken by 500%. Mob B does Fire damage. The optimal solution here is to fight the two mobs seperately, either by using two tanks or crowd controlling one until the other is dead.

I think that would be a fine mechanic to use once or twice. But if every trash pack started having these dependencies, just to force people to use Crowd Control, it would soon seem contrived.

Saturday, January 16, 2010

Top WoW Videos - #5 - Big Blue Dress

Since Saturday is a pretty slow day, I thought I'd take a look at what I think the best WoW machinima videos are over the next few weeks, and in true Blessing of Kings style, over-analyze them to death.

We'll start with #5, Big Blue Dress, by Cranius.



Now, I'm not precisely sure that Big Blue Dress is the fifth-best WoW video, but I couldn't think of anything else I would put above it. Plus, Cranius does have a very good track record with his other videos as well.

Big Blue Dress is also nominally a PvP video. PoM-Pyro has always been a classic PvP mage tactic, and it's amusing to see a video devoted to it.

Finally, the kicker is the absolutely hilarious gnome chorus, which just fits the video perfectly.

Friday, January 15, 2010

Limited Attempts on Putricide

I really like the limited attempts model on Professor Putricide. For those who are unaware, Putricide is the last boss in the Plague Wing of Icecrown Citadel. You get 10 attempts on Putricide each week, after which you cannot engage him in combat any more.

I like the 10-attempt limit. It's a good number, large enough so that it gives you room to maneuver, but small enough that it really restricts you and causes a good stratification among the guilds. The 50-attempt limit in Trial of the Grand Crusader was way too many. Many weeks, we never even used up all 50. In contrast, only 10 attempts makes it feel like you need to make each attempt count, while still giving you time to talk things over.

(We haven't beaten Putricide yet. We've pushed into Phase 3 a couple times, and have 5 attempts left for our next raid day.)

I'm not sure how the rest of ICC's raid model will work. From what I understand, the attempt limit will increase, but each end boss will share attempt counts. I.e. Maybe next week you will get 15 attempts to defeat both Putricide and Blood Queen Lana'thel. The number of attempts will keep increasing. As well, eventually the faction leaders will provide a raid buff to help guilds complete ICC.

Personally, I think that seems a little bit complicated. I think a better model would be to have attempts on the bosses be independent of each other. Then, the number of attempts should remain at 10 always. For example, you get 10 attempts at Putricide, and then 10 attempts at Blood Queen Lana'thel. Only the faction leader buff will "nerf" the instance as time progresses.

I think this model would be easier to understand, and easier to make decisions about. You don't need to juggle number of attempts and bosses. Additionally, the 10 attempts provides a real limit for all guilds, and will produce the nice stratification that the Putricide limit has created.

Thursday, January 14, 2010

Lowbie Tank Tales: Authority

One of the interesting things about tanking is how the rest of the group automatically defers to you.

I've ran Gnomeregan a fair bit, and now know the easiest way to get to the boss with a minimum of fuss.1 When I'm on my tank, the group falls in behind me and we move through the instance smoothly.

On the other hand, when I'm on my rogue, generally people don't know which way to go, and the group stops for discussion. I can tell them the way to go, but they never seem to listen to me. Half the time we go in a crazy direction, and the group never makes it to the end boss. This happens even I am the nominal Party Leader.

Generally, my tank is perceived to have much more authority than my rogue, even though there's not a lot of difference between the two characters. It's like WoW players are trained to defer to the tanks.

Maybe it's just that the tank goes in first. Maybe being the first person in the battle confers an aura of leadership, in the style of ancient generals and kings.

I find the automatic mantle of authority to be a very interesting part of tanking, even if I'm not completely sure why the tank is assumed to be in charge.



1. Generally, always go left, and don't jump down. Jumping down with an inexperienced group inevitably causes more problems than it's worth.

Wednesday, January 13, 2010

Trauma and Paladins

I got a new mace from ICC tonight: [Trauma]. It replaced my mace from Ulduar.

It's rather underwhelming so far. The proc does like 0.6% of my healing.

According to Ghostcrawler:
Estimates of Bryntroll at 8 to 10% of dps seem exaggerated to us. Something at the 3 to 3.5% seems more typical. It should be eminently possible for healers to get 3 to 3.5% healing out of Trauma.

I'm not sure what data Ghostcrawler is seeing, but I get nothing close to this. And I'm usually healing tanks, so it should be hitting the melee DPS as well.

The worst part is that [Trauma] is pretty much the only upgrade for a healing paladin in ICC-25. The only other alternative is a sword with hit rating.

I hope Blizzard takes a look at this weapon and upgrades the proc effect for paladins.

As well, they really need to drop an alternative weapon type that paladins can use. The other healing classes get daggers and staves in addition to maces. Paladins can use caster swords, but Blizzard always seems to put hit rating on the swords, restricting the swords to the DPS casters.

Edit: I forgot to mention that in addition to being a lackluster proc, effect-wise, it also lacks flash, which is a very common complaint for healing effects. In comparison, [Nibelung] spawns Val'kyrs to smite your enemies for you! Why does healing never get the cool stylish effects?

Tuesday, January 12, 2010

More on Tanking and Healing

Gordon responds to the previous post:
Secondly, I'd like defined "harder" in this context. I think leveling a healer or a tank (with that spec) is tougher and more time consuming than leveling a DPS class. Yes, tanks could level as a DPS spec but then would suffer the consequences in their grouping ability and/or be forced to pay the 1,000g to allow for dual speccing. DPS classes don't face this obstacole.

I disagree with this. First, you could always tank and heal normal instances regardless of what spec you have. The base class always includes the necessary tools to heal and tank. Back in 2008, I wrote a post about Retribution Tanking for WotLK normal dungeons. It's really only when you hit end-game heroics and raids that you need to spec for your role.

Second, the new Dungeon Finder makes leveling as a tank or healer significantly easier than it used to be. I've taken a warrior from 15 to 32, and it's been blazingly fast. I would rank it as faster than questing. Not to mention that character has much superior gear for her level. She's almost all blues, without really trying.

With the Dungeon Finder, it is quite possible that tank and healer leveling has become easier than leveling as DPS.

Also, I think there's a fair argument to suggest that both tanking and healing are more stressful roles than DPSing because you are really carrying the weight of your group or raid on your shoulders. I know people will vehemently disagree with me on that point but so be it.

In my opinion as a long-time healer, the idea that "you are really carrying the weight of your group or raid on your shoulders" is an illusion. It is an illusion born of unfamiliarity with the role and the fact that you are an obvious point of failure.

It's true that if the tank or healer makes a major mistake, the group wipes. If you're new to healing, this idea can seem intimidating. This is especially true when you're faced with a new role. DPS is familiar, it's what you did all through your leveling experience.

So when faced with an unfamiliar role, where failure is obvious, it's not really unexpected that the roles of tanking and healing would be invested with more weight than they deserve.

However, once you tank or heal for a while, the unfamiliarity goes away. Once you get as comfortable with healing as you were with killing mobs, it doesn't seem harder or easier, just different.

The first time I tanked on my warrior at 15, I was very nervous. Now, at 30, I'm jaded. I know my role, I know my purpose, and I can take care of my end. That's how fast the acclimation process goes.

You don't have the weight of the raid on your shoulders. It just seems like you do at first. And practice cures you of that illusion.

Monday, January 11, 2010

Should Tanks and Healers Get the Biggest Rewards?

Gordon, from We Fly Spitfires, recently wrote a controversial guest post on World of Matticus, Tanks and Healers Should Get The Biggest Rewards.

I think a lot of the controversy comes there are several issues entangled together in this piece. If we unravel the issues, I think a clearer picture emerges.

Gordon says:
Tanks and healers are the most important classes for any group...These are the two most important classes that exist in any MMORPG. But the DPS? They’re just meat in the room.

This statement is true for certain levels of play, but completely and utterly false at different levels. At the lowest levels of skill--for example, normal dungeons, easy heroics, Naxxramas--yes, the tanks and healers are the most important. A solid tank and healer can carry the DPS to victory. A bad tank or healer will probably wipe the raid.

But at the higher levels of play, the DPS takes on more and more importance. Good DPS becomes supremely valuable, much more so than tanks and healers. Excellent DPS can carry decent tanks and healers on difficult content, while the reverse cannot happen. In my view, the single greatest difference between Royalty guilds and the rest of us is that their DPS players are significantly better than most of the DPS in lower tier guilds.

I mean, it’s in our culture to reward those that do the most and work the hardest, right?

This line goes to the heart of the issue. Gordon assumes that tanks and healers do the most and work the hardest. But he never actually proves that they do.

In my experience, good DPS works just as hard as tanks and healers do. They theorycraft, get the best gear, and hone their rotations on the target dummies. Kind of honestly, the DPS in my guild do more work than I do.

I think a lot of the problem here is that Gordon is conflating "scarcity" with "moral value". Specifically, it is undeniable that tanks and healers are less popular roles than DPS. But that does not mean that DPS players players choose DPS because they are lazy. Or that tanks choose tanking because they are noble souls devoted to the betterment of humanity.

There are many other reasons. DPS is more active. You are actively killing the enemy, not just holding the line the way the tanks and healers do. The DPS archetypes are often more popular and may resonate in the imagination to a greater degree. Hunters, mages, and rogues in particular are very iconic archetypes. Retribution is much closer to the archetypal paladin image than Holy is.

So I don't think that tanks and healers "deserve" the biggest rewards. "Deserve" implies connotations about moral value that I do not agree with, especially given how important superb DPS is in the harder levels of the game.

However, it might still be a good idea to give tanks and healers higher rewards. A higher reward might nudge more people into trying tanking or healing. It's like the new rewards for Oculus. If you complete Oculus, you don't "deserve" better rewards. It simply isn't that hard, especially after it was nerfed. But the rewards do encourage people to stick with Oculus, leading to a better game experience.

Similarly, a higher reward might convince some DPS to switch to tanking or healing. More tanks and healers mean faster dungeon queues for everyone, making everyone a winner. Extra badges would be a bad idea, because that would gear tanks and healers up faster, encouraging them to stop earlier. However, extra gold might be an interesting incentive.

But to reiterate, extra incentives to play a certain role does not mean that role is morally superior to the others.

Sunday, January 10, 2010

Resource Theory

There are a few main types of resources that drive class abilities in most MMOs. This is a categorization of the ones I've seen.

1. Net-Loss Resource

This is a resource which, at the end of the encounter, is lower than it starts. The classic example of this is mana. Classes with mana start at full, and spend it as the fight progresses.

One of the advantages and disadvantages of mana is that all abilities are available right at the start. As well, there is no innate restriction to using any sequence of abilities, until the entire resource is exhausted. This can cause burst damage in PvP, but it does grant the character maximum flexibility to deal with whatever situation may arise.

The major problem with net-loss resources is that they are very dependent on encounter length. If the encounter is longer than the resource can sustain, the character cannot do anything. If the encounter is shorter, the resource does not constrain the character in any significant way.

Net-Loss resources work best when their rate of consumption depends on something in addition to time.

In my view, Net-Loss is the best resource type for healing, because healing depends on damage done. Additionally, having the most flexibility to deal with unusual situations is very valuable when healing.

2. Cyclical Resource

Cyclical resource are used up and renewed multiple times in an encounter. The cycle length is much smaller than encounter length.

The main advantage here is that total time does not really constrain the class. The class is constrained by ability costs and the rate at which the resource regenerates.

There are two main subtypes here: resources which start at full, and resources which start at empty. There are also systems which use a resource that starts somewhere in between, but those system tend to act like whichever extreme is closer.

Full-phase resources (such as Rogue Energy in WoW) allow characters to take immediate actions when an encounter starts. This gives the player something to do as the fight starts, but offers the possibility of burst damage in PvP.

Zero-phase resources (such as Warrior Rage in WoW) require characters to wait before they can take actions. This usually guarantees that the other side has a chance to do something, but is often not as much fun as taking actions right off the bat.

In my view, zero-phase has the potential to be more strategic, but it depends on how fast the resource is acquired, and how important the trade-off between building or expending the resource is. One example of a strategic zero-phase resource is power points in Wizard 101.

One interesting pattern often used is Two Linked Opposite-Phase Cyclical Resources. One resource starts at full, and as it is used, it generates the other resource which powers different actions. Examples of this in WoW are Rogues, where Energy generates Combo Points, and Death Knights, where Runes generate Runic Power. This patter is used because it is relatively simple, but deep enough to be interesting, and provides gameplay where several abilities are used at different times.

I think that cyclical resources are the best for both tanks and DPS characters. Generally, threat and damage depend more on time than anything else, and the other resource systems tend to be too good, or not good enough, depending on encounter length.

3. Net-Gain Resource

This, I suppose, is more a theoretical resource than anything. I'm including it mostly for completeness purposes. This is a resource which increases over time.

The only resource I can think of that does this is Land (potential mana available for that turn) in Magic: the Gathering. On turn 1, you have access to 1 mana. On turn 2, you have access to 2 mana, and so on.

This resource depends heavily on encounter length. If the encounter is long, the resource ceases to constrain the player at all.

This might actually be an interesting resource type for a PvP game. It would make the early stages of the game very strategic, while the final stages would end in a flurry, ensuring the game does not drag out.

Saturday, January 09, 2010

Pally DPS Song

Courtesy of TheGreyFoo, this one is for all the old-school Classic paladins.



His Spacebar Clown is also very good.

Friday, January 08, 2010

Actions and Consequences

In a comment to the previous post, Kring asks:
If the game is designed to have non-revertible changes, isn't it kind of cheating if you return to an old save game to change a non-revertible event?

Isn't it a failed design if you revert to cheating because the game isn't fun if played in the way it was designed to be played?

Well, I don't really know. On the one hand, if you only ever follow one decision path, you'll miss a lot of content. There's a lot of dialog options which you might want to choose just to see what happens. Generally, the snarky options are great examples here. I might want to lip off to the king just to see what the writers did, but I don't want it to be permanent. The thing about non-reversible changes is that they often make you play very conservatively, instead of taking chances.

The freedom to go back and revisit old decisions is also the freedom to see all of the game's content. Depending on how "wide" the game's decision tree is, if you never revisit decisions, you may only see a small fraction of the total content. And that seems like a waste of the creator's hard work.

On the other hand, consequences don't really mean anything if you can wipe them out easily. And then you get into the question of is it worth getting a consequence if you don't like the actions you took to get there. If you feel the actions you took were right and just, should you not then accept the consequences of those actions?

Sometimes though, it's hard to tell what the consequence of your action will be. This is especially true in games, where the information given to you can be limited. There's an example of in Dragon Age in the Dwarven section. You're supposed to pick between two potential leaders. The problem is that you really can't tell what the significant difference between the leaders is. I started helping one leader, then accidentally did something for the other leader that got me stuck with him. And quite frankly, they were both pretty much the same, so I didn't really care and just went with it.

If a game makes some consequences seem arbitrary, shouldn't the player have the freedom to revisit those actions?

So I'm not really sure which way it goes. Personally, I think you should give extensive saves, and let the player decide for themselves. If someone wants to keep to the narrow path, they can easily do so themselves.

Finally, I'll conclude with a quote I've always liked from Lois McMaster Bujold from one of her Vorkosigan books:
His mother had often said, When you choose an action, you choose the consequences of that action. She had emphasized the corollary of this axiom even more vehemently: when you desired a consequence you had damned well better take the action that would create it.
- Lois McMaster Bujold, "Memory", 1996

Thursday, January 07, 2010

Archival Saves

I have to confess that I haven't actually beaten Dragon Age yet. I am really close to the ending. However, I made a choice much earlier that will mean I will not get the ending I want. In addition, I have a problem in that I did some quest that required me to turn in 20 health potions, and now I don't have enough potions remaining to beat the fight currently blocking me.

My first thought was to go back to an earlier saved game, but I realized that I hadn't made a backup save in the timeframe I wanted. I'd have to redo a large section of the game.

It occurred to me that Saved Game systems are rather primitive. Most games have a couple of autosaves, a quicksave, and some manual saves. I think saving progress could be done much better.

For example, you could take a cue from various archival schemes. Consider a scheme where you saved the last 5 quicksaves, then retained every fifth quicksave after that. That would give you a solid history of saved games, while not wasting that much space.

Or since the "important events" tend to be known in a game, you could make a save after each section of the game is completed. This would make it much easier to go back to an earlier point and continue on.

I think saving games could be more automated. Relying on the player to keep correct saves is brittle. A game developer should look at saves more like the creation of a history of that playthrough. Of course, the difficulty part would be accounting for forks in that history.

Perhaps representing the saved game timeline as a tree would be interesting. A player could move through the tree to pick the point she wants to start a new branch. Older, or stubby, branches which did not go anywhere could be pruned away to save space.

Or perhaps just use a linear time model, with dense amount of saves closer to the present, and a sparser amount of saves in past. After all, there's only one instance of an individual playthrough running at any one point in time.

Whichever way, I think save game schemes could be better than the current standards.

Wednesday, January 06, 2010

How To Do Top DPS Video

Here's a very nice video about how to improve DPS after you have the basics (gear, gemming, rotation) down. It's by a hunter, Kripparrian, from the guild Exodus:



Direct Link

I think the best point is to think 2 or 3 abilities ahead. So you aren't reacting, but executing a plan.

Tuesday, January 05, 2010

Lowbie Tank Tales: Floating Rage, Hand of Reckoning

Floating Rage

Thanks to the people who suggested floating Rage from encounter to encounter. That makes a huge difference. At these levels, a Sunder and Revenge are enough to hold a mob until it dies, leaving lots of Rage for the next encounter. I only needed to use Bloodrage when the healer needed to drink.

The Best Laid Plans of Blizzard Designers...

I was in this one Wailing Caverns run with a 18 Ret Paladin, who seemed to be a newish player, or at least new to paladins. He was a pretty good guy, but he seemed to be putting out a ton of threat. I'd Sunder and Revenge, and then move on the next mob. But then I'd notice that the mob was attacking the paladin. I checked for Righteous Fury, but he didn't have it on.

This kept happening until I had a suspicion and checked Recount. The paladin was using Hand of Reckoning as part of his DPS rotation!

When I asked him about it, he responded that it did damage to the mobs, which I couldn't refute.

In a way, I can't really blame him for that (at least, not that much). All the poor guy has for DPS abilities is Judgement every 8s. When he got HoR at level 16, he must have been excited that he got another button to press. And HoR does pretty good damage for Ret and Prot specs.

I couldn't really get him to stop doing that, so I just let him take some hits, and Sundered to grab the mob back. Still, it is an amusing side-effect of having a damaging Taunt.

Monday, January 04, 2010

Low Level Warrior Tanking

With the new Dungeon Finder, I've found that I really enjoy running the old, low-level instances. There's something pure about a group of lowbie characters facing old-school challenges like Deadmines and Shadowfang Keep in greens and blues. Before talents really make a major difference, where people use the old meat-and-potatoes abilities instead of the fancy-shmancy expansion abilities. Where drops are actual upgrades instead of pure disenchant fodder. Where you enter Wailing Caverns, get lost, and finally finish several hours later, defending a tauren healing a night elf from a giant murloc.

After a couple of runs with dual-wielding or two-handed tanks, I decided to make a warrior and level and gear strictly through the Dungeon Finder. A warrior that, further more, would tank properly with: 1) a shield; and 2) Defensive Stance. The DPS warrior tanks did a lot of damage and didn't really die, but they couldn't hold aggro at all. My rogue kept pulling off them and she doesn't even have any heirloom gear.

So far, my warrior has made it level 19, and I've tanked Ragefire Chasm, Wailing Caverns, and Deadmines.

The thing I've found with low level warrior tanks is that they are really dependent on getting hit once at the start of the fight. Once I get enough Rage to Sunder or Revenge even just one time, the mob is stuck to me, and no one can touch me in threat for the rest of the fight.

However, many DPS like to hit the mob before it hits the tank. That makes it much harder for the warrior to recover and you have to start burning taunts. So far, the main culprits have been paladins. I think it's because Judgement has a slight range on it, and because they have mail armor so they're not scared of the mobs. It's terribly enraging to see a mob running towards me, my finger hovering over the Sunder button, and then see a golden hammer hit the mob's head and "Changed Target" flash on my screen right before the mob reaches me.

Now I truly understand the fuss warriors made over Rage and priest shields. It must have been extremely annoying to them to be shielded right before the start of the fight and not be able to get any Rage at all.

I wonder if the warrior experience would have been slightly better if the "rest level" of Rage had been twenty instead of zero. (It seems appropriate that Warriors get to be slightly angry all the time.) If out of combat, Rage rose or fell to 20 rage. This would give warriors enough rage to use one or two moves at the very start of combat and make them not so dependent on getting hit right off the bat.

That's one of the advantages of Paladins and Death Knights when tanking. Their resource starts at full, so they aren't dependent on getting that initial hit.

Sunday, January 03, 2010

Elegant Design: Glyph of Life Tap (WoW)

Since a lot of the time I focus on things that I dislike in games, I thought it would be interesting to take a look at some small elements that I consider examples of elegant design.

First up, [Glyph of Life Tap].

In the beginning, there was Life Tap. And the warlocks looked at it and saw that it was good.

So the following scenario unfolded in dungeon after dungeon:

1. Warlock pew-pews until she runs dry.
2. Warlock Life Taps all the way back to full mana.
3. Healer has a heart attack when they see that someone just dropped to 10% health unexpectedly.

Efforts to get the warlocks to Life Tap more often met with failure. It's not that they meant to make life excessively exciting for the healers, it's just that you don't really think about mana until you run low.

But Glyph of Life Tap changes that. It encourages the warlock to Tap every 30 to 40s, keeping their damage buff up (which is what the warlock really cares about) while simultaneously keeping the warlock's mana levels up and keeping the health hit manageable for the healer.

I like Glyph of Life Tap because it nudges the warlock to play in a group-friendly manner, while still preserving the full use of Life Tap. A more heavy-handed solution might have been to impose a 20 second cooldown on Life Tap. But this would make Life Tap more rigid and less versatile. Because Life Tap affects your health, there are many situations where you need to postpone using Life Tap--or use it early--and make up for it later by Tapping multiple times.

Saturday, January 02, 2010

Disenchanting Option

The new disenchanting option in the default loot systems is interesting. Coriel is an enchanter, so it's always available whenever I do a random heroic.

In general, I like the option when doing random heroics. It's very convenient, and it saves me the trouble of handing out shards at the end. I'm somewhat sympathetic to those enchanters who feel it has taken away the profitability of enchanting, as they're probably correct. But I don't really look at professions as a means to make money, so more convenience for me is more important.

It's an interesting change, as it was a game system change that was driven by a social behavior. Enchanters were gathering unwanted items and handing out shards at the end of runs. Blizzard didn't really make this change for gameplay reasons, but to preserve a emergent social behavior that the playerbase had agreed to. This seems like a rare move for them, and I wonder if there are any other examples of social behavior that was later codified into game law.

However, I don't think the DE option is perfect. In fact, I think that the Disenchant Option should be disabled in the Group Loot system.

The DE Option is perfect for random heroics because of the forced loot system and transitory nature of the groups. You can't really trust the enchanter to stick around and hand out shards. As well, since you can't trade permanent items cross-server, the downside to accidentally DE'ing an item is low. After all, you can just run more heroics.

However, in other situations, I think the chance of making an irreversible mistake with the DE button is too high. Let's say you're in a raid that wants to use Group Loot with a "Need for main-spec, Greed for Off-spec, pass otherwise" rule. Right away you can see that someone accidentally hitting DE is going to cause problems.

It's especially annoying because Blizzard allowed Bind-on-Pickup items to be temporarily trade-able to other people in the raid. That made loot distribution a lot easier, because you could recover from mistakes. Did Deborah the Death Knight accidentally roll need on a caster staff? No problem, just trade it to the right person.

But the DE button cuts against that. It allows people to make unrecoverable mistakes with loot, which leads to drama and GM tickets. Simply disabling the DE button in Group Loot would eliminate all those problems. After all, you can still disenchant items manually if necessary.

To sum up, the Disenchanting Option is a good fit for the Need Before Greed system used in Random Dungeons, but it is not a good fit for the Group Loot system used elsewhere in the game.

Friday, January 01, 2010

PuG Tales

Actually, I don't really have a whole lot to say about grouping through the Dungeon Finder. It's pretty much been, in the words of Scott Jennings, "Bam! Loot! Dog!"


In any case, I'm sort of surprised at seeing some of the negative stories about Dungeon Finder groups going around. Pretty much all of mine--knock on wood--have been successful. No comments about low DPS, no snarkiness or elitism, just clean and competent groups.

This includes heroics run on Coriel and Valarin, as well as low level dungeons run on a couple alts. Maybe they've been somewhat quiet, but everyone says "Hi" at the start and "Thank you" at the end, and really, what more can you ask for?

There have really only been two negative happenings. In one Culling of Stratholme, two DPS ran ahead and died, so the tank ditched us in the middle of the waves. I ressed them, the DK switched to tanking gear, and we carried on until we got a new tank from the Dungeon Finder. We even made the Drake Timer (albeit just barely, with literally seconds to spare).

The only other place that regularly has problems is Gnomeregan. And that's mostly because it's Gnomeregan. Low-level, long, a confusing layout, with somewhat rapid respawns: it's a recipe for unsuccessful runs.

Even Oculus isn't that bad. Speaking of Oculus, I've never found it difficult, but I do find it a bit annoying. It's very start-and-stop. You get on drake, fly a few feet, and get off the drake. Rinse and repeat again and again. I wonder if it would have been a better instance if it had been more like Malygos. If you spent the first half running around, and then the last half entirely on dragonback, rather than switching all the time.

Still though, the Dungeon Finder has been very successful and a lot of fun for me so far.

Saturday, December 12, 2009

Icecrown Citadel: Lower Spire

I got drafted into a 10-man, so I got a chance to see what all the new bosses are like.

Lord Marrowgar

Lord Marrowgar seems...off to me, somehow. The coldfire and bone spikes are fine, but I just don't like the whirlwind phase. Which is kind of odd, because I really liked Leotheras, which featured the same switching between whirlwind and normal.

Perhaps it's because Marrowgar is so large. Leotheras was much smaller, so when he whirlwinded, it felt like you could avoid him if you were clever. For Marrowgar, I just head for the hills. As well, because of his size, everyone goes out of range for healing.

That's actually one of my pet peeves about certain raid fights. I dislike fights where people go in and out of range seemingly at random.

Lady Deathwhisper

Lady Deathwhisper is an okay fight, but nothing really special, at least on 10-man. I think this will be more interesting in 25-mans, as the extra mobs will add more complexity to the fight. Actually, looking at WoWWiki, Mind Control alone will make life interesting.

Icecrown Gunship Battle

The Gunship Battle is simply awesome! Airships, cannons, repelling boarding parties, boarding the opposing ship in turn, jet packs, Muradin Bronzebeard, High Overlord Saurfang! This fight has so many different elements, and yet they all combine beautifully to form an insanely fun fight.

I particularly like the way Saurfang is used as a phase-enrage timer, with his self-stacking buff. It gives the players a chance to engage him in combat, makes it imperative to board the enemy ship, kill the targets, and get out quickly, but also retains Saurfang's essential badass-ness.

Simply a great, great fight.

Deathbringer

(Not sure if Deathbringer's identity is considered a spoiler, but I will err on the side of caution. Note that the link to fight reveals his identity.)

Deathbringer is an interesting fight. It's a good fight, with interesting and challenging mechanics.

However, I wonder if Deathbringer will be disproportionately harder for Gentry guilds than it will be for Aristocracy and Royalty guilds.

Basically, Deathbringer stacks Blood Points whenever he deals damage. When he reaches 100 Blood Points, he puts Mark of the Champion on a random raid member, and they take damage whenever Deathbringer deals damage. So the Marks act as a soft enrage for the fight.

The thing is that some of the abilities which grant Deathbringer Blood Points are avoidable. So Gentry guilds will be hit with a double penalty. First, Gentry DPS is lower than Royalty/Aristocracy DPS, so more Marks will be handed out. Second, Gentry are more likely to make small mistakes when it comes to the avoidable Blood Points. People won't be far enough apart for Blood Boil, or they'll get hit by Blood Beasts. So not only will the Gentry get more Marks because their fight will be longer, they will accumulate those Marks at a faster rate.

I think that combination, that double penalty, might make the fight harder than expected for lower level guilds. If any of the available fights gets nerfed in Icecrown, I expect this one to be the first. And the vast majority of Aristocracy and Royalty guilds won't understand why.

Conclusions

So far, the first few bosses are pretty good. I loved Gunship Battle and Deathbringer, and enjoyed Lady Deathwhisper. Only Marrowgar didn't seem that fun to me.

Thursday, December 10, 2009

Patch 3.3 First Impressions

Dungeon Finder

Awesome! Fast, reasonably balanced groups. A good variety of instances. I've even used it for low-level groups with alts (did Shadowfang Keep, Blackfathom Depths, Scarlet Monastery Graveyard, and Regular Old Kingdom) and everything worked pretty well.

Regular heroics are nice, but the low level dungeons are what interest me the most. I've always liked doing those dungeons with a level appropriate group, but it used to be so hard to form a group. Now hopefully, it will be much easier.

You know, in a few months there are going to be some sick skilled tanks available. Imagine levelling to max purely by running dungeons with PuGs. Those tanks who come out of that are going to be really good.

Finally, it's an interesting observation how much more fun you can make the game by taking control away from the players. There's no formal Gearscore, no Achievement-linking, no looking for a specific class, no choosing the instance ahead of time. You just get told, "Here's your instance, and here's your group. Go to it." And everything works out nicely.

A lot of times I think we make things more difficult for ourselves than they need to be.

New 5-mans

Forge of Souls is okay. Personally, I think it may have been a little extreme to take the James "Godfather of Soul" Brown homage to that level. But it's still an decent instance, if somewhat short. I'm not really sure what was happening on that last boss.

I adore Pit of Saron. I like the layout, the fact that it's not on rails like so many other instances. Ick and Krick are great, as is that giant boss. The ice tunnel is superb fun, and is possibly the best reuse of a raid mechanic ever. The final boss is pretty good too.

Actually, the ice tunnel deserves more discussion. It's the perfect combination of challenge and set-piece in a long while. The mechanics are relatively simple, but they really drive home exactly what Blizzard wants you to feel. They could have made the rockfall just do random damage, but avoiding the ice circles keeps you constantly moving, making the entire experience feel more urgent.

Halls of Reflection is pretty good. I suspect my feelings on HoR are colored by the fact that it bugged out on me the first three times I attempted it. But I finally completed it in the end. It is fairly hard for a heroic, especially the first fight. Lots of lore fun in the instance as well. The final fight has the greatest enrage timer in the history of WoW.

Other Impressions

The new map and quest guide are pretty slick.

I like the tag on gear that tells you what equipment set an item is in.

Some of the new interface options are interesting. However, there seem to be some automatic changes which you may not like. For example, auto-self-cast got turned on.

The new "@" syntax for macros is very nice. You can replace "target=" with "@". It shortens the macro, and makes it more understandable. For example, "target=mouseover" becomes "@mouseover".

I haven't gotten a chance to see the new raid instances yet. Hopefully I'll get a peek on the weekend.

Monday, December 07, 2009

Paladins and Patch 3.3

Patch 3.3 is almost upon us. Here's a look at the changes for paladins.

Divine Intervention

Divine Intervention: This ability now also removes Exhaustion or Sated from a target if the recipient is out of combat when the effect ends. In addition, the cooldown on this ability has been reduced from 20 minutes to 10 minutes. Cannot be used in Arenas.

With the decreased cooldown and removal of Exhaustion, this ability can now be used without fear. Good for wipe recovery and reducing repair bills.

Flash of Light

Flash of Light: This spell no longer causes a heal-over-time effect unless the player has the Infusion of Light talent.
Infusion of Light: This talent now causes the paladin's Flash of Light spells to heal the target for 50/100% of the Flash of Light healing amount over 12 seconds [if Sacred Shield is on the target].


Though the patch notes (so far) haven't explicitly stated it, this refers to the FoL+Sacred Shield HoT. You will still need Sacred Shield to be on the target. Pretty much nothing changes for Holy paladins, but Ret and Prot paladins lose that HoT. A PvP change more than anything.

Lay on Hands

Lay on Hands: This ability will place Forbearance on the paladin if used on his or herself. It will not place Forbearance on others.

A slight nerf to Protection paladins in PvE, and to all paladins in PvP. Blizzard is trying to cut down on the number of "extra lives" a paladin can use in a row.

Aura Mastery

Aura Mastery: This effect of this talent has been reduced in duration to 6 seconds.

A PvP nerf. The main effect this will have in PvE is that it will make timing this ability more unforgiving. Usually you use AM during a boss special attack. 10 seconds did give some margin for error, so you might hit AM a couple of seconds too soon and still cover the duration of the attack.

Repentance

Repentance: This crowd control effect will no longer break early from the damage done by Righteous Vengeance.

Small boost to make Repentance more usable on a target you've already attacked.

Divine Sacrifice

Divine Guardian: This talent no longer increases the amount of damage transferred to the paladin from Divine Sacrifice. Instead it causes all raid and party members to take 10/20% reduced damage while Divine Sacrifice is active. In addition, the duration has been changed to 6 seconds, however the effect does not terminate when Divine Sacrifice is removed before its full duration.
Divine Sacrifice: Redesigned. The effect of Divine Sacrifice is now party-only and the maximum damage which can be transferred is now limited to 40% of the paladin's health multiplied by the number of party members. In addition, the bug which allowed Divine Sacrifice to sometimes persist despite reaching its maximum damage has been fixed. Divine Sacrifice will now cancel as soon as its maximum damage value is exceeded in all cases. Finally, damage which reduces the paladin's health below 20% now cancels the effect early.


Okay, DS is now party-only, so it becomes much less valuable than it used to be. However, hopefully the new design allows the paladin to survive using DS without the bubble. If that is so, you get to use DS much more frequently.

The raid damage reduction gets moved to the next tier and cut in half to -20% for 6 seconds. As with Aura Mastery, the timing becomes less forgiving. However, you will get to use it without the bubble (hopefully). A less powerful effect usable more often.

I suspect that most Holy paladins will still take DS+DG, and may even end up using it more. However, I think most Ret paladins will drop the talent, and use the points in Retribution, probably making Vindication standard.

Conclusions

On the whole, not a lot has changed for paladins. Minor nerfs to a couple of situational abilities, but Divine Intervention becomes usable again. Divine Sacrifice becomes weaker, but might be usable more often. It really depends on how likely a paladin using Divine Sacrifice is to gib herself. Personally, I hope that DS and the bubble become fully de-linked. The bubble can go back to being an individual emergency defense, rather than being saved for Divine Sacrifice all the time.