Saturday, November 13, 2010

Requirements for Cataclysm Chaotic Metagem

Note to new readers. Blizzard is changing these gems in a future patch. You may want to hold off before spending a ton of money on regemming.

Suicidal Zebra and Graylo have commented about the meta-gem requirements for the Chaotic meta-gems.
Chaotic Shadowspirit Diamond Activation Requirements:
New: Requires more Blue Gems then Red Gems.

In my opinion, they are both using a sub-optimal gemming pattern to take advantage of these gems, and as a result, their valuation of these meta-gems is lower than it should it be.

This is what I think the optimal gemming method is:

Assumptions

1. I assume that our goal in gemming to maximize our Red primary stat (Str, Int, Agi) while still activating the meta-gem. We can always fiddle around with the secondary stats with reforging.

2. I assume that we will hit the socket bonuses. Since we're already messing around with red and blue gems, it's a small step to get the yellow sockets too.

Description of problem

Let each gem have a "meta-score". This how that gem affects the count for activation of the meta-gem. For example, red gems are -1, and blue gems are +1. The end goal is to have a net meta-score of +1, as that is exactly the minimum to activate the meta-gem.


Socket ColourGem ColourMeta-scoreRed Primary Stat Amount
RedRed-120
Orange-110
Purple010
YellowOrange-110
Yellow00
Green+10
BluePurple010
Green+10
Blue+10


As you can see from the table the best gems to maximize both Meta-score and the Red Primary Stat are Red, Green, and Purple. You want to put Red gems in Red sockets and Purple gems in Blue sockets. That leaves Green gems in Yellow sockets as your method of balancing the Red gems.

The second tier of Orange and Blue are last resort gems, only to be used when the number of sockets doesn't work out nicely.

Algorithm

(Note: for the purposes of this algorithm, prismatic sockets count as Red sockets. You will also need to keep track of your current meta-score as you are gemming.)

1. If half or more of your sockets are Red, put Purple gems in Red sockets until the number of empty Red sockets is just less than half of the number of total empty sockets.

2. Put Red gems in the empty Red sockets.

3. Put Green gems in the empty Yellow sockets until your meta-score reaches +1 or you run out of Yellow sockets.

4. If there are empty Yellow sockets remaining, alternate Orange and Green gems until you run out of Yellow sockets. (If you don't care about socket bonuses, you can use Red gems instead of Orange gems in this step.)

5. If your meta-score is 0 or lower, put Green gems in Blue sockets until your meta-score reaches +1. (You can use Blue gems in this step if you still want more of your Blue stat.)

6. Fill the remaining empty Blue sockets with Purple gems.

Basic Idea

That looks a little bit complicated, but the underlying idea is fairly simple:

You use your Yellow sockets to balance your Red sockets (Green gems against Red gems), and then you zero out your Blue sockets using Purple gems.

The extra steps are just to compensate for cases where the number of sockets doesn't easily match the basic idea.

Example

My character right now (in DPS gear) has 9 Red sockets, 1 Prismatic socket, 9 Yellow sockets, and 2 Blue sockets. Remember that Prismatic counts as Red.

1. My Red sockets are less than half of my total sockets (10 out of 21) so I move to step 2.

2. I fill all 9 Red sockets and 1 Prismatic sockets with Red gems. Meta-score is -10, with +200 primary stat.

3. I put Green gems in all 9 Yellow sockets. Meta-score is -1, with +200 primary stat.

4. I don't have any Yellow sockets remaining so I move on.

5. Meta-score is 0 or less, so I add 2 Green gems to 2 Blue sockets to bring it up to +1. If I needed more hit, I could use 2 Blue gems instead. Meta-score is +1, with +200 primary stat.

6. I don't have any remaining Blue sockets, so I am finished.

Net result: Meta-gem activated, +200 primary stat, all socket bonuses. If I have excess hit rating from the Green gems, I can use reforging to convert the extra hit rating into another secondary stat.

Friday, November 12, 2010

Thoughts on the Authenticator

In a thread on the Guild Relations Forum, Karamoone of Dark Iron expresses a view on the Blizzard Authenticator that I've often seen espoused by various "power users" or highly technical people:
I don't get malware on my PC, and if I did I'd look at blocking the infection vector (to prevent things like my credit card number and SSN from getting snagged) rather than just slapping on a band-aid to protect access to one video game. If I played on insecure PCs I'd get one in a heartbeat, but I only play on one PC. I'll probably set up the phone number authenticator, since it doesn't involve any additional annoyance in my normal style of play, but that doesn't count for the 'require authenticator' ranks in a guild.

This authenticator madness seems to me to be driven by a bunch of people with really unsafe computing habits who pick up malware routinely, but don't want to believe they're being incautious so choose to believe that everyone has a parade of keyloggers on their systems.

...

But really, I think if you're going analogize to home security, it really makes more sense to analogize the house to a computer than to a single video game, since the house has multiple valuable things in it and isn't used just for the one game. The game account is better represented as a collection of RPG character sheets or a single board game. So really, getting the authenticator is like getting a safe to store the paper character sheets for your RPG characters while leaving your credit cards, emergency cash, SSN card, and title documents out in the open on your desk, and the attitude some people are expressing is like not worrying about a break-in because they couldn't get to your character sheets.

I think this attitude is somewhat hubristic. I've never been hacked or had a virus, and I try my best to keep my computer secure. But I'm only human, and I can make mistakes. Maybe some of the hackers are smarter than me, and might outwit me. Maybe one of the people I rely on to help me keep my computer safe will themselves make a mistake and let me down. (And this is the worst, because sometimes I might not realize that they let me down.)

To go back to the analogy, a house has multiple vectors for a break in. They might come through the doors, the windows, maybe even the wall or the roof. I can harden each potential attack vector, but I might make a mistake. Or maybe a new attack that I did not anticipate will appear. Adding the safe to protect my RPG sheets might be good idea if I care that much about them, or if losing them will negatively affect other people.

I looked at the authenticator and decided the trade-off was worth it. It was fairly cheap, and typing in the authenticator code is pretty quick and doesn't add that much more to the login process. Plus, I got a corehound.

Considering an extra layer of security is never to be sneered at.

As well, consider that this layer of security is verifiable. If you are in a partnership with someone else online or at a distance, you can't tell if she follows good computing practices. All you have to go on is her word that she is doing things correctly. An authenticator can be verified, and acts as a guarantee. You hope that your partner is doing everything else correctly, but if it turns out she isn't, at least she had an authenticator which helped protect your interests.

In many ways, your authenticator is not so much about protecting your interests--though it definitely does that--but about signalling to others that their interests will not be attacked through you.

Thursday, November 11, 2010

A Proposal for Raid Loot in Cataclysm

When I look back at how loot dropped in Wrath, there are two major items that I disliked.

1. I never really understood why normal loot needed to be strictly better than the heroic loot of the previous tier. The same, or even slightly worse, seemed more logical to me. But loot being strictly better in the new instance meant that the previous instance was dropped instantly, and added to gear inflation concerns.

2. I really did not like having multiple recolors of the tier sets. It really devalued the uniqueness and recognizability of the tier sets. Of the 25-ish different tier sets released this expansion, I doubt that I can even name a handful on sight. Which is far different than the previous two tiers.

So here's my proposal for how loot should be handled in Cataclysm:

Normal C1 raids would drop C1 gear of all slots, including the tier set. Heroic C1 raids would drop the normal C1 gear plus one C2 ring/trinket/necklace/cloak (maybe relics and throwing weapons too). Basically, you only get access to one tier of cloth/leather/mail/plate at a time.

When the C2 raids come out, they drop C2 gear of all slots, including the tier sets. And the heroics give you one additional C3 piece of jewelry or cloak.

This has two important effects. First, there is only one tier of armor at any one time. There are no recolors or anything similar. Gear inflation is kept to a minimum, especially that of armor and weapon inflation.

Second, the heroic loot is usually available to the widest pool of players as possible. All healers can go for the heroic healer ring. You won't end up with the situation where a heroic paladin healer plate drops and everyone groans. As well, since rings and trinkets have two slots, the normal rings and trinkets of the next tier will still be valued.

A high-end edge raid would still see significant upgrades in heroics, just from upgrading all her jewelry. But she would also see good upgrades in normals, while not completely obsoleting the heroics of the previous tier.

I think that this would strike a good balance between reward and upgrades from tier to tier. Tier armor would be more unique, and hopefully more recognizable.

Wednesday, November 10, 2010

Hard Mode Triggers

In Ulduar, hard modes were triggered by an in-game mechanism that was unique to each fight. For example, Yogg had the Keepers, Thorim had the race in the tunnel, and Mimiron had his Big Red Button.

With Trial of the Crusader and ICC, the hard mode trigger was changed to a switch on the interface. This was done to make creating fights easier on the developers, but it has resulted in qualitatively worse raid fights and hard modes. Hard Modes in ICC are uninteresting compared to those in Ulduar, and mainly consist of the boss hitting much harder, having more health, and maybe one new mechanic.

Ulduar hard modes were better because they told a different story than the normal mode fight. This is because the in-game trigger causes the fight to have a determinant phase. And how the determinant phase unfolds changes the story, and seems to have encouraged the developers to make a more interesting hard mode. For example, reaching Thorim before Sif leaves, causes Sif to jump down and join the fight. It makes sense story-wise, and adds a new element to the fight that is not simply more health,damage, or a new debuff.

The determinant phase is not always part of the fight. For example, on Flame Leviathan, the determinant phase is the towers before the fight. But again, the determinant phase causes the hard mode to change in storyline, which results in a better fight.

It's interesting to note that the one Ulduar hard-mode that is generally regarded as worse than the others is Hodir, and Hodir's hard mode does not have a determinant phase. It's a straight timer, and thus is much less interesting than the other fights.

The determinant phase also had the advantage of tying the boss fight to the rest of the instance. As good as the Lich King fight is, for all intents and purposes the rest of ICC may as well not exist when it comes to the storyline of that fight. In contrast, Yogg's hard mode involves the Keepers that you rescued, strongly tying Yogg to the rest of the instance. In Ulduar, the boss fights feel more a part of the instance, and I think that is in large part because of the way the hard modes were designed.

The in-game hard mode triggers are a much better mechanism than the interface trigger. It may have been harder for the developers to make fights, but they rose to the challenge in Ulduar, and it resulted in much better fights and a more engaging raid instance as a whole.

Tuesday, November 09, 2010

Star Trek Online: Weekly Episodes and Design Inheritance

I'm not playing Star Trek Online, but I have been following Tipa's descriptions of the weekly episodes that the STO Live team is putting out. Each week they put out a new short quest line. The story arc completes over several weeks and then a new arc starts.

I thought it was a really good idea, because it fits in beautifully with the source material. Star Trek was an episodic TV show that aired weekly, and mimicking that structure has a certain resonance. What they are doing just feels very Star Trek-y to me, as an outside observer.

And of course, it gives you incentive to subscribe, to "tune in" every week to see the new episode.

Tangentially, before this, Star Trek Online always seemed like the design inherited from the wrong games to me. Inheriting design from DikuMUD style-RPGs like EQ and WoW, with destroyed enemies dropping loot and gaining levels and ships never seemed to quite match the feel of the televsion show. I remember seeing that you could buy and sell officers on the auction house/marketplace, and--green-skinned Orion slave girls aside--that felt really out of place in the Start Trek universe.

I've always thought that the better games for STO design to have inherited from would have the Sims games. Focusing on your officers, and giving them needs and desires, and then balancing that against the various adventures you go on, might have fit the IP a bit better.

Monday, November 08, 2010

Winning and Losing

I read an interesting article by Barry Rubin the other day:
My son is playing on a local soccer team which has lost every one of its games, often by humiliating scores. The coach is a nice guy, but seems an archetype of contemporary thinking: he tells the kids not to care about whether they win, puts players at any positions they want, and doesn’t listen to their suggestions.

He never criticizes a player or suggests how a player could do better. My son, bless him, once remarked to me: “How are you going to play better if nobody tells you what you’re doing wrong?” The coach just tells them how well they are playing. Even after an 8-0 defeat, he told them they’d played a great game.

...

Or am I right in thinking that sports should prepare children for life, competition, the desire to win, and an understanding that not every individual has the same level of skills? A central element in that world is rewarding those who do better, which also offers an incentive for them and others to strive, rather than thinking they merely need choose between becoming a government bureaucrat or dependent.

...

When the opportunity came to step in as coach for one game, I jumped at the chance to try an experiment. I’ve never coached a sport before, and am certainly no expert at soccer despite my son’s efforts. Still, I thought the next game could be won by simply placing players in the positions they merited, and motivating them to triumph.

...

They played harder, with a bit more pressure and a less equal share of personal glory than they’d ever done before. But after the victory, they were glowing and appreciative, amazed that they had actually won a game. Yes, winning and being allowed to give their best effort as a team was far more exciting and rewarding for them than being told they had done wonderfully by just showing up, that everyone should be treated equal as if there were no difference in talents, and that the results didn’t matter.


I really wonder how Mr. Rubin’s column would have turned out if his team had lost. If his team had tried to win, played their better players more, and yet still lost, maybe because they made more mistakes, or because the other team was flat-out better.

I’m not disagreeing with Mr. Rubin’s central point. This no winners/no losers thing is silly, and is doing a disservice to those youngsters. But at the same time, I think that stopping at "winning matters" was the easy, facile point. In a lot of ways, losing matters more. How to lose gracefully, how to deal with the sting of losing even though you did your best, how to draw lessons from your loss so you improve. Those are the really important lessons of childhood games, and those are much harder to teach than the simple "winning matters".

In some ways, I think the unspoken reason behind the whole no winners/no losers idea is to avoid those lessons about loss, rather than any real animosity towards the idea of winning. We fear the the concept of losing so much that we denigrate the concept of winning. After all, if there are no winners, then there are no losers.

Sunday, November 07, 2010

Pandaren Pet and F2P

One of the things mentioned at Blizzcon was that Blizzard donated $1.1 million from the sale of the Pandaren pet to the Make-A-Wish foundation. That's great for the Make-A-Wish foundation, but I'm not sure what it says for the viability of item shops.

$1.1 million sounds like a lot. Blizzard donated $5 from each Pandaren, so we can infer that 220,000 people bought a pet. Sounds like a lot. But Blizzard has approximately 4 million subscribers across North America and Europe. So just 5.5% of Blizzard's subscriber base were willing to pay for this pet, even though a significant portion of the money went to charity.

Blizzard would have to sell *27* items of equivalent appeal just to make the money they make from one month of subscriptions.

This is the part I just don't believe about F2P and item shops. Every indication I've seen suggests that only a tiny fraction of the potential audience is willing to pony up money if they aren't forced to.

I just don't think that games where 5% of the players support the game and the other 95% just leech can be financially stable enough to thrive.

Saturday, November 06, 2010

Class Anthems: Warrior

It's Saturday, so let's look at some machinima. I was thinking about class anthems, short videos which focus one class and make them seem awesome. Something that makes you want to roll a character of that class after watching the video. For example, Blind for rogues.

Here's an anthem for warriors, Red Eye Lobine's music video for Pillar's Frontline:



Ah, good old orc warriors. The Intervene->Spell Reflect was particularly stylish.

So what other videos would be good anthems for other classes? I think of a couple, like Cranius' Big Blue Dress for mages. Oddly, though, I can't really remember any videos that would have been a good paladin anthem.

Friday, November 05, 2010

Rated Battlegrounds: A Compromise?

If rated battlegrounds are not going to have automatic group creation, I think that will hurt them as transient content. But what if Blizzard pushed rated battlegrounds towards the extended content side of the spectrum?

Instead of rotating the three brackets (10v10, 15v15, and 25v25) every week, making assembling teams very hard, what if each season focused on a specific bracket?

For example, PvP Season 9 could focus on 10v10, and the rated battlegrounds would be Warsong Gulch, Battle For Gilneas, and Twin Peaks. PvP Season 10 could focus on 25v25 and the rated battlegrounds would be Alterac Valley and Isle of Conquest. PvP Season 11 would focus on 15v15, with the rated battlegrounds being Arathi Basin, Eye of the Storm, and Strand of the Ancients.

The big advantage of this is that you could form your team at the start of the season and play with the same people for the entire season. You would only need to find a new team after the season ends, which is a natural point of change in many cases.

I think this change would encourage team play and mitigate the frustration involved in assembling a PuG group each week. You would win or lose with your team, and if you did well, your entire team would be rewarded at the end of the season.

Meanwhile, if you didn't want to form a permanent team, you would PuG a team each week, just like you would in the current design. You don't really lose anything under this system.

I think this might even lead to better gameplay, as focusing on a few specific battlegrounds for longer period of time might lead to more strategies and counter-strategies being created. You wouldn't need to master all 8 battlegrounds at once, you would focus on two or three at a time.

And the other battlegrounds would still be available as unrated options if you wanted to indulge. Blizzard could even remove the current rated battlegrounds from the unrated pool to keep things different.

Thursday, November 04, 2010

Rated Battlegrounds: A Missed Opportunity?

Apropos of our discussion yesterday, Blizzard posted a FAQ on Rated Battlegrounds. The key points I want to pull out are:
1. Rated Battlegrounds are broken down into three brackets. 10v10, 15v15 and 25v25. These brackets rotate weekly and can be viewed in-game via the calendar by activating the battleground holiday filter.

2. Players must create a raid with the full number of players required for the current bracket before entering the queue. Any level 85 player of your faction may participate in the battle (regardless of guild association).

As I've mentioned before, I think there are two main types of group content: transient and extended. I think the current design of rated battlegrounds falls in-between the two types, and thus is more awkward than it needs to be.

Extended content works best when you have the same team each week. Where you work together as a team and gradually become better and better. Things like raiding and Arenas. However, for rated battlegrounds, the size of the team needs to change from week to make, making it extremely awkward to have a consistent team. One week you go with 10, the next with 15, the next with 25. It's a scheduling nightmare. You'll have to do substitutions and all sorts of shenanigans to get everyone in the guild their full quota of points, if you approach rated BGs from an extended content point-of-view.

From the transient side, there's no automatic group creation. Again, I believe that automatic group creation is a killer feature for transient content, that transient content is essentially crippled without automatic group creation.

With this design, rated battlegrounds will become like pugging raids today. However, if you think that Gearscore is bad today, you are not prepared for the hell that will be rated battlegrounds. Lose a game, and recriminations will start flying, even if the team that won was simply better. Those the group leader sees as weak will be kicked from the team after the first game, and the next 30 minutes will be wasted as the team lead tries to find the perfect current "overpowered" class with the best gear and rating possible.

Rated battlegrounds seem perfect for an automatic matching system. Just match people of similar rating together, and let them fight opposing teams of similar rating. Transient content should be approached in a transient manner. If people want to queue up with groups, let them, but the differing battleground sizes will always make that hard to do consistently week after week.

Creating a successful Pick-Up Group for a raid right now is a time-consuming and frustrating exercise. I'm not sure why Blizzard wants to use it as the model for Rated Battlegrounds, especially when the automatic group creation of the Dungeon Finder seems like a far better path.

Wednesday, November 03, 2010

Leechers and Automatic Group Creation

Sometimes I think that if Gevlon did not exist, it would be necessary to invent him.

His latest brainwave is a mod that kicks and blacklists people from the Wintergrasp raid. Basically, if he or other mod users see people leeching or being stupid, they can kick them out from the raid, preventing them from gaining much of the rewards that the people in the raid get.

The thing is that for as long as PvP has had rewards, there have been leechers. People who sit in the Battleground doing nothing, essentially forcing their team to play at a disadvantage, while racking up the rewards that the rest of the team earns. Because the other players cannot impose consequences for negative behaviour, that negative behaviour flourishes. Automatic detection of negative behavior hasn't really helped.

What's interesting is that in the PvE implementation of automatic group creation, there is a mechanism to allow players to punish negative behavior: Vote-kicks. The group can vote to kick a player from the group and get a new player. All of a sudden, behavior that reduces the chances of success has consequences.

And I think that by and large vote-kicking, or the threat of being vote-kicked, has worked. There is far less obvious leeching in dungeons than in PvP.1

Gevlon's mod is essentially a vote-kick system for Wintergrasp, albeit with only one vote.

It begs the question: would PvP battlegrounds benefit from a vote-kick system like the one the Dungeon Finder has? Automatic detection of negative behaviour can usually be outwitted, but I think it's fairly obvious to the entire team when one person is slacking.

The sad truth is that when there are no consequences for bad behaviour, people often behave badly. There have been no consequences in PvP for a long while, and maybe it is time there should be.

1. We can debate about people doing low dps in random dungeons another time. To me, at least they're trying to hit the mobs, even if they aren't very effective. It's much better than them sitting at the front of the instance leeching xp and loot.

Tuesday, November 02, 2010

Living with Loot Council

As most long-time readers know, I'm not the biggest fan of Loot Council. I much prefer DKP systems that leave the decision-making up to the players. So when my guild decided to switch to Loot Council, I viewed the move with some trepidation. I really did like our previous English-bid DKP system. But a lot of the guild felt uncomfortable with the "adversarial" nature of that system, and so we decided to change it up.

So what has Loot Council been like so far?

First off, I would like to note that I really like the implementation of Loot Council that our leadership came up with. We have three people on the council: our long-time loot officer, the guild master, and one non-officer raider. The non-officer raider changes each raid and is chosen more or less randomly. The guild master only casts a vote if the other two members disagree.

On the whole, Loot Council has worked out more or less okay. Loot distribution is a little bit faster, and there's definitely a much lower burden on the loot officer. There's not a lot of record-keeping to worry about.

But at the same time, I don't really see the Loot Council leading to a "better" distribution of loot than the previous system did. This is the flaw in Loot Council. The council is human, and thus, is likely to make mistakes and be unable to capture every piece of information necessary to make the ideal decision.

It's not like the council makes outrageous mistakes. But sometimes things can be subtle. For example, let's look at one example of loot distribution that I consider a mistake:

An i277 caster/healer cloak dropped. Of the people who wanted it, several had i264 cloaks, and one had an i258 cloak. The i277 cloak was given to the i258 guy because it was the largest upgrade. Certainly it is a defensible decision, or so it seems. But the thing is that most of the i264 cloaks were Emblem cloaks, purchasable from a vendor. So either the i258 cloak was better than than the i264 cloak, in which case the i277 cloak was a bigger upgrade for someone else, or the i258 cloak was worse than the i264 cloak, in which case the i258 guy wasn't willing to spend the Emblems to upgrade. In that case, the people who took initiative to upgrade their gear outside of raiding got passed over in favor of someone who didn't.

Certainly it's a very small mistake. I would have just considered the i258 and i264 cloaks more or less the same and had everyone roll for it.

The other amusing Loot Council folly was counciling 4 i277 tokens in row to a disc priest to help with Heroic Lich King. Said priest promptly quit right after getting the fourth token. Now obviously, the priest could have pulled similar shenanigans in the DKP system, blowing all his DKP right before quitting. But when something like this happens in Loot Council, it's the Council's error, their misjudgment thrown into stark relief, rather than the impersonal nature of DKP earned and spent.

But so far, Loot Council doesn't lead to obviously "worse" results than the previous system. And the savings on administrative overhead are huge. Plus, the guild seems much happier with this system than the previous one.

And that is a very important part of loot systems. Your guild has to believe in your loot system. You can have the most technically and mathematically sound system in the world (*cough* Vickrey bidding *cough*) and if the guild does not buy into it, it will fail. Similarly, a terribly flawed system can succeed if everyone is willing to work with it.

Monday, November 01, 2010

How was your Wrath?

As the pre-Cataclysm events started today, I guess it's time to look back at Wrath of the Lich King. How was your Wrath experience?

Mine was pretty good. I joined and stayed with one guild throughout this expansion. I moved up from a Gentry level guild into one that is definitely Aristocrat. I got to see all the content in the expansion, which was my major goal this time around. I got to drop raiding down to a nice, steady 3 nights/week.

I even got my Ulduar drake a couple weeks ago, which I think was my last major goal (one of the ICC or Ulduar drakes). There's still stuff left on the table: Heroic LK, Heroic Halion, Yogg+0, ICC drake. My guild actually has the ICC drake, but I was waitlisted the one night we did Neck-Deep in Vile. :/

I would have liked to PvP a bit more, I guess. I didn't do much PvP at all, but it might have been nice to explore that facet of the game.

I also seem to have lost interest in alts. I'm actually heading into Cataclysm with fewer max-level characters than I took into Wrath (my hunter is still at 78). I actually have a lot of random alts stuck at many different levels, but I can't seem to care enough to actually level them to max.

But really, all in all, I'm satisfied with how this expansion went.

How was your Wrath expansion?

Tuesday, October 19, 2010

Light of Dawn

First, to quote the inimitable Jong:
Also, holy pallies are shooting lazers out of their hands.

On the first night of raiding post-patch we went to Icecrown Citadel. I tried using Light of Dawn, but I just wasn't impressed by it. It didn't seem to do anything, and was always on cooldown.

But then last night, we went to Ulduar. And I fell in love with the spell.

The thing is that raid damage is fundamentally different in ICC than it was in Ulduar. In ICC, raid damage is constant and heavy. Aura damage fights and many random sources of damage abound. In this environment, Light of Dawn seems exceedingly feeble, and the long cooldown just makes it pointless.

But in Ulduar, raid damage generally follows a pattern. The boss does a special move and the entire raid takes damage. The raid damage is not constant. In this environment, Light of Dawn shines. XT has a tantrum; all the paladins bust out Light of Dawn in response.

And that interaction is just incredibly fun to me. Perhaps it was because those points used to be the worst part of healing for a paladin. Sure, once in a while you could use Aura Mastery or Divine Sacrifice, but most of the time you were frantically single-targeting the people with the lowest health, cursing your lack of tools.

The best analogy I could come with was back when I played Magic: the Gathering.
Opponent: I Fireball you for 7,000,000 damage.
Me: Counterspell.

Light of Dawn feels like our counterspell:
Raid Boss: Ha, ha. Eat my super-move of mega raid damage.
Holy Paladin: Light of Dawn.

Obviously, it's not a complete panacea, you still have to heal everyone up. But it feels fun when I use Light of Dawn in Ulduar.

It even makes the choice of glyphing Light of Dawn more obvious. Does the move you want to counter occur every 20-30 seconds? If yes, glyph Light of Dawn. If it occurs every 30+ seconds, glyph something else.

Now, we don't really know what raid damage in Cataclysm will be like. Hopefully it will be more like Ulduar than ICC.

Sunday, October 17, 2010

Odds and Ends

Ghostcrawler on Holy Paladins

Nice long post by GC on the state of holy paladins. Very interesting read.

Right now, I think we're a little skewed because mana restrictions aren't in yet. With infinite mana at 80, the other classes are able to put out a lot of healing to multiple targets, which is our weak point. We don't get our main AoE spell until 83, and Beacon got drastically weakened. However, when mana restrictions become stronger, things may be more equal.

Cataclysm trailer

The Cataclysm trailer is online. It's pretty good, but I think the Wrath trailer was just more elegant.

Lord of the Rings Online

Since Lord of the Rings Online went F2P, I've been giving it a whirl. I've been levelling a Guardian. It's fun, but I'm approaching the point where I need to decide whether to pay for stuff or not.

Reforging

As predicted, Reforging has become mandatory for endgame raiding. Kind of honestly, it's a serious annoyance. I haven't reforged my Holy gear, because I'm not having mana problems, and the theorycraft on the other three stats is all over the place.

But then I reforged Ret gear, and trying to maximize stats while hitting the hit cap, expertise cap, and haste softcap was a trying exercise.

Ahh well, I expect someone will make a program to tell you what the optimal reforging pattern is.

Sunday, October 10, 2010

Holy Paladin Spec and Glyphs in 4.0.1

Well, 4.0.1 is almost upon us, and with it comes the biggest shakeup in the game systems that we've seen in a long time. Here are some thoughts on Holy's new spec and glyphs for level 80. For the glyph's section, I'm looking at the Holy-focused glyphs only.

Talent Spec

Looking at the talent trees, I think there are two major decision points for Holy Paladins:

Long-range or short-range Judgements?

Judgment gives a 9% haste buff, but you need to spend 4 talent points if you want to be able to judge effectively from range. If you think you can survive without long-range Judgements, that frees up 4 points which you can spend on other talents.

Divinity or Crusade?

Divinity gives +6% to all your heals. Crusade gives +30% to Holy Shock. At 80, you don't have enough talent points to get both.

You will be using Holy Shock a lot, and 30% is a large enough buff that it can actively change how you use the spell. With Crusade, maybe you'll be able to Holy Shock in a place where you would have had to use Flash of Light.

In contrast, Divinity adds 6% to all your healing. It's constant and works with everything.

My thoughts

Right now, I'm leaning toward taking Long-range Judgements and Crusade. I'll have to relearn how to play Holy Paladin, and not needing to mess around with range, and being able to judge like normal will reduce the learning curve.

As for Crusade/Divinity, at 85 we will be taking both talents. There's a risk that if I don't take Crusade, I may end up not using HS like I should, because it will be much less powerful than it will be at 85.

Sample Builds

LR+Crusade: 31/0/5
LR+Divinity: 31/3/2

SR+Crusade: 31/2/3
SR+Divinity: 31/3/2

Prime Glyphs

Divine Favor - Increases the duration of Divine Favor by 10 sec.
Holy Shock - Increases the critical effect chance of Holy Shock by 5%.
Seal of Insight - While Seal of Insight is active, the effect of your healing spells is increased by 5%.
Word of Glory - Increases the healing done by Word of Glory by 10%.

My choices are Holy Shock, Seal of Insight, and Word of Glory. Those are the spells that will get used all the time.

Major Glyphs

Beacon of Light - Increases the duration of Beacon of Light by 30 sec.
Cleanse - Reduces the mana cost of your Cleanse by 20%.
Divine Plea - Your Divine Plea provides an additional 5% of your total mana.
Divinity - Your Lay on Hands grants twice as much mana as normal and also grants you as much mana as it grants your target.
Light of Dawn - Reduces the cooldown of Light of Dawn by 10 sec and the amount healed by 20%.
Hand of Salvation - Hand of Salvation no longer permanently reduces threat over time but instead reduces all threat as long as Hand of Salvation lasts.
Long Word - Your Word of Glory heals for 50% less up front, but provides an additional 50% healing over 6 sec.

My choices are going to be Beacon of Light, Divinity, and Long Word.

I don't think we need to worry about mana just yet, so Cleanse is out. As for Divine Plea, I don't think we will use it on cooldown. If it turns out that paladins are using it on cooldown, I expect it to be nerfed until we only use it in emergencies. Or possibly by macro'ing '/cancel Divine Plea' to all our healing spells.

Light of Dawn is a 20% increase in effectiveness if you are using it on cooldown. But it feels like the type of spell you save for exactly the right time, not a spell that you use every chance you get. Hand of Salvation is interesting, but I think that permanent threat reduction is going to be more useful. Temporary threat reduction can save someone after they pull, but we already have Hand of Protection for that.

Long Word makes WoG different than HS, and I think that will be important, rather just having WoG be a HS clone.

Minor Glyphs

Blessing of Kings - Reduces the mana cost of Blessing of Kings by 50%.
Blessing of Might - Reduces the mana cost of your Blessing of Might by 50%.
Seal of Insight - Reduces the mana cost of Seal of Insight by 50%.
Lay on Hands - Reduces the cooldown of your Lay on Hands spell by 2 min.

I think our Minor glyphs are the most boring out of all the classes. I'm taking Lay on Hands and Seal of Insight. Kings and Might is a toss up, but I'll take Kings for style.

Tuesday, September 28, 2010

A Blind Guild?

How viable do you think a guild that insisted on doing content "blind" would be? By "blind", I mean not reading boss strategies or watching videos. Maybe not even using Boss Mods.

I've greatly enjoyed the few times I've gotten to tweak boss strats. But I'm not really in the first stare of Royalty guilds, both by talent and inclination. So I don't really have the opportunity to do things like that in the natural course of play.

I guess I'm just looking at Cataclysm, and idly thinking about what I'd like to do in that expansion. I like my current guild, but I'm just wondering if I would perhaps enjoy something different.

There are a lot of issues with a blind guild, though. You'd have to get people who would not cheat. Progress would be a lot slower. Probably would be a lot less loot.

As well, you'd have to consider the type of people who would be attracted to this sort of guild. Would they use the no-strat policy as an excuse to slack off in other areas? If you're already handicapping yourself by not using outside resources for boss fights, would people still be willing to use outside resources for rotations, or insist on full consumables.

Sometimes it feels that people are "efficient" in all things, or efficient in none. I think that this is a point which is under-appreciated by those people who wish that people were less concerned about spec or gems. The choice is rarely between a 100% efficiency player and a 95% efficiency player, it's between a 100% player or a 50% player.

The thing is that the players you need to make a blind guild relatively successful are also the players who will seek out strategies, watch videos or ask people who have already beaten the fight.

I think you might be able to get a 10-man normal blind guild running. But I like 25-man heroics, and that may be a bit too much to ask.

Monday, September 27, 2010

Response to Tobold on Board Games Philosophy

Tobold recently wrote a post on Board Games Philosophy that I thought was rather interesting. He explores the concept of "Eurogames" vs "Ameritrash", which is described as:
As RPS describes it, "Eurogames are the board games you can play in polite company" and "If you’ve ever rolled a dice to hit the guy sitting to your left with a poisoned lance, causing him to storm out of the door and march back to his mum’s house with tears in his eyes, you’ve played some prime Ameritrash."

Tobold feels that Eurogames are a much more popular genre than Ameritrash. But I am not so sure.

First, let's get rid of the prejudicial names. I observe that there are two main styles of adversarial games: Last One Standing, and First to the Mark.

Last One Standing games feature people being knocked out as the game goes on. The winner is the person who survives and defeats all her opponents. Examples include Monopoly, poker, Axis & Allies, and Diplomacy.

First to the Mark games usually feature everyone gaining score, with the winner being the first person to reach a predetermined state. Examples include Settlers of Catan, Clue, and trick taking games like whist or euchre.

There's also a third type, High Score at Time. But these games are often just one of the other two types with a time limit. If you remove the time limit, it's often pretty obvious which category they fall into. For example, Risk is a Last One Standing game, only with a time limit. Scrabble is a First to the Mark game with a time limit.

As you can see from the examples, it is not at all obvious that First to the Mark games are innately more popular than Last One Standing games.

I think that both game types have strengths and weaknesses. To me, Last One Standing games are often better when the stakes are higher. Poker dominates the other card games when it comes to gambling. On the other hand, Last One Standing games are very annoying if the elimination period is very long. It's no fun being the first person knocked out when the game continues for a significant period of time. As well, two people can often team up against a single other person, and the out-numbered person can rarely survive.

With First to the Mark games, everyone usually gets to keep playing the game until the very end. On the other hand, one thing I loathe about this type of game is the presence of kingmakers. Kingmakers are players who absolutely cannot win, but can determine which of the two leaders will win the game. Often times, a kingmaker's support will have nothing to do with the game, but much to do with outside relationships.

First to the Mark games are also less adversarial than Last One Standing games. A lot of people might say that this is an advantage, but I am not so sure. Many times, First to the Mark games don't really feature a lot of interactivity between the players. It's like each player is playing solitaire, and the fastest player wins.

In more interactive First to the Mark games, negative interaction comes in the form of "refusal to help". Somehow I find that an outright attack in Last One Standing game is just more honest and less frustrating. An attack is what one expects. Maybe it's just me, but I take getting attacked in a wargame--or even getting betrayed in Diplomacy--much better than someone refusing to trade in Settlers of Catan.

So both types of games have strengths and weaknesses, and I think it is incorrect to say that one type is obviously better or popular than the other. But one thing is that Last One Standing games are best when they reset quickly, and that is often against the nature of MMOs.

Sunday, September 19, 2010

4.0 Paladin Healing (at 80)

I copied Coriel over to the PTR this weekend and tried some heroics. Some thoughts:

1. I don't think the mana requirements are in at 80.

Now maybe the mana requirements drastically increase from 81-85, but at level 80 they're negligible. The only way to run dry would be to spam Divine Light (the big heal) or Flash of Light (now an expensive, fast heal).

2. Holy Shock and Word of Glory are the go-to heals.

They're fast, cheap and heal for a decent amount. I was using Holy Shock on cooldown, tossing WoG when I hit 3 Holy Power, and filling in with Holy Light on non-tanks and Divine Light on the tanks.

3. Beacon of Light is now dirt-cheap.

It's so cheap that Beacon is a no-brainer now. Just put Beacon on the tank and heal as if Beacon did not exist. It only transfers 50%. If you heal a non-tank, the tank gets a little heal as a side-effect. If you heal the tank, you get a boost of Holy Power.

4. Flash of Light is obsolete.

Holy Shock is instant, costs 25% of the mana, and heals for something like 66% of FoL. WoG heals for 66% and is free. Plus, after a HS, HL or DL are sped up, so they can land very quickly. And you can proc Daybreak to get double HS and then chain into Word of Glory for very quick heals. I'm not really sure I see what situation FoL would fit in now.

5. One-click buffing is awesome.

One button press, and everyone gets Kings. Heaven.

6. Light of Dawn is ... interesting.

I don't really know about this spell. The thing is that in the two heroics I ran, the only time everyone took damage was when the DPS pulled aggro. More often than not, they were running around like monkeys so it was really hard to get all of the them in the cone.

As well, it's a good heal, but it won't keep a group up when mobs are beating on them. It seems fine for splash damage, but not when people pull aggro. Plus it's on a fairly long cooldown, long enough that it often falls out of mind.

7. The Healing Mastery is okay.

The healing mastery puts a temporary shield on your heal target for 8 seconds. The shield is for about 8% of heals. It's okay, but the only problem is that the shield doesn't increase with subsequent heals unless it expires. This is especially problematic as Holy Shock tends to hit quickly after the last heal, before the shield can expire. So you often end up losing some of your mastery if you heal the same target twice in a row.

This could be a bug, so we'll see if Blizzard fixes it.

Conclusions

So is the new healing model better?

Well, it's certainly better than spamming Holy Light all the time. But I'm not sure about the actual triage involved. The thing is that you want to use HS all the time, because it's cheap, fast, heals for a decent amount, and is the primary generator of Holy Power, which gives you your Word of Glories. So really, I found I was following a strict priority of WoG-3, HS, then Holy Light. The only exception was if the tank dropped to 50-60%, at which point I used Divine Light to bring them back.

The problem I see with making mana more important is that if Holy Shock gets more expensive, then a paladin will be less likely to use it. But that will mean less Word of Glories, so you're kind of just left with Holy Light.

It could work, but it does feel as if HS and WoG are too tightly bound to really allow one to truly triage and conserve mana. But I don't know. I'd really have to try first-hand the later levels when mana restrictions actually kick in.

Tuesday, September 14, 2010

4.0 Early Levels, Part II

I'm just rolling new classes and giving the first couple levels a whirl on the PTR. These are some impressions.

Hunters

Uhh, low level hunters are a little insane. Before, Arcane Shot had a 6s cooldown, so you only got one shot off per fight. Now, Arcane Shot costs 25 focus, and you start with 100 focus, so you can pop off 4 Arcane Shots in a row. The new hunter starts with a pet, which is great, but stuff dies before your pet even reaches the mob. Maybe low level Arcane Shot should do a little less damage, so combat lasts longer than 2 GCDs.

Mages

Mages are very nice at low levels. You start with Fireball, which is pretty much the essence of magery.

Then at level 3 you get Arcane Missiles. The new Arcane Missiles is a lot of fun. It's now activated (like a proc) by your spells, but it's free. So you Fireball a couple times, and then Arcane Missiles proc and you blast the mob with them. It's lots of fun, and much better than just spamming Fireball.

The proc also shows off Blizzard's new built-in Power Auras. When Arcane Missiles proc, two purple lines appear on your screen to either side of your character. It's very noticeable, and is much better than watching your action bar or buffs.

Warlocks

Warlocks start with the Imp and Shadowbolt. They also start with Demon Armor, but that wasn't on the action bar so I didn't notice it.

The Imp is good, but I don't agree with Shadowbolt. It makes the low level warlock feel too much like a mage. But then again, I'm prejudiced against Shadowbolt. I think the single worst mistake ever made by the WoW Class Dev Team was warlocks at the end of TBC. We started with a pet class with a focus on DoTs and lovely, lovely complexity. Then it was turned into a class that sacrificed the pet and spammed a single nuke.

So yeah, putting Shadowbolt forward as the introductory warlock spell is bad. I would suggest giving level 1 warlocks Drain Life instead. It's very different from mage spells, and is much more appropriate thematically. Warlocks don't just blast you down, they drain the very life from you, healing themselves at your expense.

As well, 4.0 warlocks get Drain Life at level 8, so moving Shadowbolt up to level 8 in its place doesn't really change things in the long run.

Warriors

Level 1 Warriors are very meh. You start with Attack, which starts auto-attack, and Strike, which is a 20 rage attack. It's better than starting with Heroic Strike, I guess. It takes about two auto-attacks to generate enough rage for a Strike. I found that I was actually pressing the Attack button, just to have another button to press during combat.

But then, at level 3 you get Charge. And the warrior goes from meh to great. Charge, swing, Strike, good times. Charge is just awesome, definitely a contender for best spell in the game.

And at level 5, warriors get Victory Rush and go from great to outright amazing. Victory Rush does a fair chunk of healing and damage. Charge, swing, Strike, Victory Rush the next target, swing, Strike, Charge, Victory Rush, etc. It just flows so beautifully.

Other Observations

I like the low level tooltips on abilities. They're geared to the beginner, and often offer tips on how best to use the ability. For example, Fireblast suggests that you use the spell when you are moving or in melee.

Ranged classes also had their range increased to 40 yards. I'm not sure I really like this. It feels a little too far from the mob. 30-35 yards felt a little better.

As well, from a healing point of view, 35-ish yards was ideal because heals reached 40 yards. The tank was often on the other side of the mob from you. So when ranged stood at 35 yards from the boss, you could stand with them and still reach the tank on the other side. And if mob did that charge the closest range thing, they'd hit the ranged instead of you.

Now with both heals and ranged hitting 40 yards, if the ranged stands at 40 yards, the healers will have to stand closer to reach the tank. That creates some separation meaning that AoE heals will be a little less effective. Not to mention that rather than just having the melee in one place and ranged in another place, we'll now have melee at point 1, healers at point 2, and ranged dps at point 3. As well, healers will soak random mechanics that target the nearest range. Or that any effect which causes the ranged to run will probably cause the healers to have to run farther or in different directions.