Blizz Being Blizz

Blizz decided now was the time to ban multi boxing through multi-input software.

Let’s get this part clear – WoW is celebrating it’s 16th anniversary. Multi-boxing is as old as MMOs (I used to do it with UO). This isn’t a new technology, there’s no new technical risk, and nearly all devs have turned a blind eye to this because a multi boxer is a paying customer – and likely a dedicated one with a “permanent” subscription. People don’t multibox casually.

So let’s take a look at the pros/cons in this space.

– More money for the devs
– Allows players to have multiple characters
– Allows people to play solo without depending on LFG
– Saves insane amount of leveling time for “grind” activities
– Primary tool by farming bots
– Can be viewed as required for 1% gamers
– Can dramatically unbalance PvP

There are certainly other arguments for/against multi-boxing. I did it in UO in order to build multiple accounts in order to sell them, at very low risk. It also allowed me to farm materials as needed. I’ve never really found a benefit in leveling faster, or avoiding people, but I can see why that’s of huge benefit (EQ certainly).

So the question is why now? What happened today that is making multi-boxing somehow a challenge for Blizz? Specifically, why in the world would they be turning away money from players?

Are there more bots all of a sudden? Gold is pretty meaningless in WoW… people sell achievement runs. Maybe in PvP, where you find something like 20 druids with similar names coming down on you. Again, that’s not new.

I’m guessing here, but the only “new” thing is Shadowlands – and specifically the covenants. I’ve pointed above that multi-boxing is already somewhat niche, and this continues that thought process. And more specifically, how the 1% in WoW impacts the general health of the rest of the game.

Blizz has doubled down these past years in the raiding scene. Nearly every activity released has a raiding focus – the legendary cloak is a great example of this. So top tier raiders tend to set trends in game, which creates barriers for horizontal choices down the player base. In BfA, you were either running X corruption or you were not a raider. Raiders would look for every advantage possible to be able to adapt and overcome design choices. (BC gave us leatherworking raids after all.) Changing talents mid-raid is still a thing.

Covenants are powerful choices for players, and currently balanced in such a fashion that they have a noticeable impact on gameplay. There are optimal choices, and then there are situational choices. The reality of it is that classes are going to be put into situations where their covenant choice is not optimal, and that is the main pain point for the player pushback.

Multi-boxing addresses this. Not in the leveling aspect, but in the grind aspect. This became more popular in Legion, where the AP grind (Maw runs) were facerolls with alts.

I’m certainly biased here. Covenants are effectively powerful talents with very long cool downs. BfA raiders had multiple sets of gear in order to tackle specific encounters, ensuring they had access to ability sets. It’s surprising to me that Blizz didn’t learn anything from that. Well that’s not fair – there is very little that Blizz is doing with WoW combat design that surprises me anymore.

Now for the majority of players today, this is entirely a positive thing. While there were plenty of cases where multi boxing was a pro for a player with minimal cons, the wide majority of cases focused on “abusive” play. Removing this as an option for raiders is even better, allowing for some semblance of balance. That said, multiboxers with nefarious intents will simply find another way to do it.

In a TLDR; for this post, it seems to me that Blizz is banning multi-boxing tools in order to remove the ability for raiders to game the covenant system. In the general sense, this is good for everyone except Blizz who will be out a fair chunk of cash. I’d love to see evidence otherwise.

Shadowlands – Meh

Legion worked primarily because it was a fresh breath of air on the WoD structure.  It had a big focus on the world and story, added new life to dungeons (with keys), and had a pile of horizontal stuff along the way.  The main gaps were around the abundance of RNG on game-changing items (good vs. bad legendaries).  There were challenges when it came to alts, and even larger challenges when it came to different specs.

BfA rubbed the wrong way because rather than build on that model, it opted to add multiple levels of RNG to pretty much every system.  Instead of targeting vertical progression, a wide swath of activities actually had a negative progress curve. The balance from launch improved the RNG, dramatically.  Multiple activities provide progress towards goals, which is mechanically solid.  What remains is Blizz’s frankly bonkers approach to balancing those options.  Multi-spec characters really took a beating here, since skills were locked into gear.  Felt like time travel.

Which brings me to Shadowlands.

There are multiple systems here that appear solid at the conceptual level.  It appears to be the merger of factions and talents, which seems a somewhat logical point in 2020.  It appears to provide rewards outside the gear, also good.  It has a visible progress line, compared to a roll of the die for the next upgrade, great.

Where the gap is for me, and from various blogs I appear to not be alone, is in the Blizz approach to balancing these choices.  Sure, there’s the meta, and there will always be a meta.  It’s 2020 for crying out loud.  No, what I’m getting at is that the illusion of choice due to poor balancing.  If your job is healing, then there are no choices but those that increase healing.  If you need movement for 1 fight out of 10, but it takes you a week to get access to that skill… well then you don’t take that skill.

I keep using the word balance, but we only ever think of one side of that scale – the one we are evaluating.  The measure on the opposite end is even more important.  If I am balancing a skill, we all have to agree on what’s the counterweight, the baseline.  Blizz has a habit of making that weight equal to 100% optimal use in mythic difficulty.  They will eventually reduce that, but it takes time.  The amount of time that takes, and the level, directly impacts the importance of the meta.

Further, the internal testing/beta process is clearly broken.  The massive nerfs applied to corruption effects once live show that clearly. Everyone was given a choice between a tactical nuke, and a rake.  I get that nothing is perfect, I more than get that.  That’s my everyday life, ugh.  You need to iterate, that’s normal.  But BfA didn’t have a single system that launched in an “acceptable” state, everything felt rushed.  I will be the first to admit that nearly every system improved over time, but that level of improvement is typicall in the beta process… not live.

My newsfeed has a ton of Shadowlands stuff.   Beta is live.  Core systems (like conduits) are already going back to the drawing board.  The speed of that change means that Blizz didn’t really think it was going to fly anyhow.  The selling features of this expansion are really twofold.  That this covenant system works (and is therefore balanced) and that the Maw has some sort of attraction to do on a regular basis.  As of now, in beta, where the excitement should be high, it’s instead very muted.  It’s very reminiscent of the BfA beta vibe.

Maybe we do end up with the A/B cycle of good/bad expansions.  I hope so more for Blizzard’s sake than my own.  There are a lot of eyes on this expansion, and if the cash cow that is WoW no longer produces, we are all aware that Mr. Kotick is more than willing to take action to solve it.  Way too many people lose in that event.

Heirlooms in BfA

For a very long time, the entire point of heirlooms was to bypass the wonky leveling mechanics in WoW.  Mainly the fact that items scaled in power, smoothing (?) the power curve.  The % increase to xp gain has been a perk on top of that, and of larger and larger benefit as the leveling experience has gotten longer.  From level 100+, there’s really nothing in game that provides any character growth, it’s just a time tax.  Every expansion just adds 4 hours or so to the leveling period.

Shadowlands aims to reduce that time tax – with something near the 20hr mark to get from 1-60.  That’s in the realm of most single player games, so not too bad.  Heatmaps are going to be interesting… I don’t see why anyone, anywhere, would want to level in any zone that was NOT Legion / BfA.  Anything pre-MoP feels horrendous – and unless you’re really strapped for attention, you’re best playing the LFD roulette.

But 20 hours, that’s doable I guess.  Certainly less than the current pace of leveling, even with heirlooms.  So I guess that’s why Blizz is not planning to have an %XP boost anymore.  The item scaling appears to still be there, but I’d be wildly surprised if anyone thinks that’s enough of a motivator in a single expansion cycle (where I assume item levels make sense).

Taken from another lens, I see heirlooms as a band-aid for the larger problem – time to level.  That problem generated other problems, primarily the value of a level.  The level crunch should get rid of the value problem, where you spend 20 hours and get nothing for it.  The time to level reduction is pretty much required, given Blizz’ persistence to only put relevant content at max level.  I mean, aside from the art, what’s different from a player at level 30 and 119?  The rotation is 95% the same, there’s no real grouping aside from guilds, crafting is entirely meaningless.  The Class Trial option gives you nearly every permutation of gameplay for a class – and it doesnt take 20 hours to complete.

But that’s a larger rant.

Right now, Blizz is cutting leveling time, reducing a significant problem’s impact.  Removing %XP from heirlooms, in this expansion, removes the practical need to buy them.  Curious if they will do the same to the Refer a Friend bonus…


Throttling the Market

WoW had a stealth fix applied that impacts people who play the Auction House, effectively throttling the number of transactions after a certain limit is reached.  High level

With this hotfix, we’ve implemented a new system that effectively gives each player a “budget” of AH actions per minute, and only kicks in once that budget has been exceeded. The system is tuned so that is should never affect players using the AH typically: buying consumables, listing gathered or crafted goods for sale, searching for specific items you want to purchase, etc. It should be essentially impossible to encounter the new limits for most players.

The first question I have is why?  I can only assume this is a throughput/TX issue where the servers were taking a major load and impacting other parts of the game.  It’s entirely possible that a very small fraction of players are causing a majority of the game load.  This is sort of like how time dilation works in EvE, where there isn’t a hard cap, simply a soft one that allows things to move at a snail’s pace.  Degraded service, rather than failed service.

Balance-wise, I am more curious as to where this threshold exists.  Long gone are the days where people posted single items rather than stacks, clogging up the AH space.  It was why I stopped playin a Hunter – getting ammo was stupid complicated.  Getting rid of thousands of individual posting isn’t a problem that needs solving anymore.

A long time ago I used to play the AH, maybe 30 minutes a day or so.  Made enough money to get a dozen+ WoW tokens.  I can’t see how anyone would have the Brontosaurus mount who wasn’t using something like TSM to make money.  It’s entirely the purpose of that mount after all.  Entirely normal to run a few hundred changes in a few minutes – cancelling auctions and reposting at a different price.  Filling up in materials.

The sidenote here would be snipe scans.  That takes a look across the entire AH for things that are well below market value.  It’s nearly impossible to find these manually.  Someone continually polling the entire AH would be a massive drain on server.

Should be interesting to see how this plays out in the long term market value.  It’s certainly a number Blizz can change over time, and I’m sure they are seeing server TX volumes take a massive nosedive.  Even more curious if this is account-wide, or character specific.  If there’s a hard drop (e.g. cap goes away after an hour) or if it’s a variable rate limit.

There’s a real world analogy here, where the majority of stock market transactions are high volume automated systems, making pennies a trade, but having millions of transactions a day.  It would be something to see what TX throttling would have as an impact to the market volatility.  Course that won’t ever happen, for reasons that are clearly obvious that the people making the most money in this behavior are also the ones who make the rules…

WoW Expansion Content

Going through the leveling process a few times now on alts is certainly putting the various expansions basic content in focus.  Where it doesn’t do a great job is at the max level content, since it’s not really relevant today.

Leveling content, for a dozen reasons, is not a focus.  That there’s any quality at all is impressive given that 99% of the content is seen once per leveling stream.  The older hub/spoke model has turned into a storyline 3-5 quest node system instead.  You discover a zone, get some basic Qs, then branch out.  When you don’t spend half your time travelling.  The content from Legion is pretty much the same in BfA, even in terms of how much of that content is expected to be completed.

As the clock is turned back, WoD really was the kickstart for this model.  The hubs were larger/denser, but the bits were there.  Area bonus quests, hidden chests, rares, quest chains that culminate in a big showdown.  Pandaria had big hubs, but also a kick at a better integrated storyline to explore the world.  Cataclysm, WotLK, TBC are just… well they are just not good.  You pick up 5-10 quests, head out around the map, then come back for another wave of quests.

Now, once you’re at max level, things start opening up.  Dailies have been around for a very long time, but really took off in WotLK.  Pandaria brought in rep/rewards to a larger level.  WoD had the Apexis stuff, with rotations.  Legion brought World Quests and BfA just cut & pasted it forward.

Dungeons have been all over the map.  They were only ever relevant up to WotLK.  Pandaria had some at launch, but never tweaked them past that.  WoD’s were completely ignored as garrison rewards were better.  Legion tied a bunch of quests to them, and implemented Mythic mode for better rewards.  BfA has next to no reason to do normal/heroic dungeons – everything is mythic.

The system around Mythics is essentially a 5 person raid. It’s honestly a good system, allowing for difficult content in smaller chunks.  Long gone are the days of 40 person raids.  Now we have mythic raids and flex raiding.  These two systems really do focus on the core gameplay loop for WoW in the past few expansions – competitive PvE.  It builds a tiered community, and one that is always circling the drain.  Some bad flashbacks on the whole TBC keying mess.  If the carrot is a stat stick with slightly better stats, then eventually that horse stops running.  Those types of horses aren’t exactly common, so you end up with poaching/mergers of groups and the conflict that follows.  It’s not a sustainable model.


I’ve gone back with my mage to get their class mount in Legion.  The class hall has no comparison in any other expansion.  The quest line, the exploration, the quests the characters… all of it.  The downside here is that characters only get to see it once, and it’s gated with table quests.  But it’s there!  Suramar as a zone had a pile going for it… and the daily zombie quest is much better than the Horrific Visions grind.  The Mage Tower was neat as it wasn’t power bases, but cosmetics.  There was depth and breadth in pretty much all the content.  The major gaps were around the proliferation of RNG.

On Track

The kicker for me is what is deemed worthy of “making the cut” from one expansion to another.  Some bits are so well used they can’t really be removed once added.  LFG is one.  LFR is another, stemming entirely from atrocious raid completion numbers in Cataclysm.  Transmogs aren’t going anywhere, and Pet Battles are a system that is screaming for the spotlight.  Mythics are now the content du-jour.

The concepts of invasions started in MoP, but really took hold in Legion.  The 8.3 version works for the most part (minus the bug variant in Uldum).  It’s somethign to do, every other day or so.  And provides another catch up mechanic.

But there remains a larger gap in the middle tier, the training wheels if you will to the Mythic world.  I’m calling back to the badge model of WotLK here, one where FF14 has done a tremendously solid job of making basic group content relevant.  Daily badge limits, and buy-ins to +10ivl upgrades is a start.  Piles of cosmetics.  Have pets drop.  Have mounts as a random reward for filling a specific role.  Make it a horizontal progress system.  I don’t see Blizz having the willpower to implement something like this.  I mean, technically it’s only a tweak to the timewalking system.  Pretty sure there are over 100 different dungeons WoW could re-use.

You’ll notice I haven’t even touched on professions.  The less said about them the better.  I am surprised that the fishing/cooking combo is still as valid today as it was in WotLK.

It will be interesting to look at BfA a month after Shadowlands has launched.  The paint is still relatively fresh on 8.3, and it’s already a massive improvement on 8.0/8.1. Yet, taking some time to take a solid detour in the Legion content really puts the variety and quality of content to the forefront.  Would be super cool to have a solid experience again.



RNG Sprinkles

Part of the process of leveling of an alt (Void Elf Priest), I’m getting a clear reminder on multiple aspects of the dev thinking process over the years.  Quest design from Cataclysm in particular is a level of gameplay that really takes me for a loop.  MMO dev has come a long way.

The pace of leveling (or really, futility of it in WoW) is another post.  This one is about character design.

Quite a few class/spec combos really devolve into 3 main buttons, which are cooldown/resource related.  Talents then add a proc mechanic.  If you’re lucky, you’ll get another long cooldown button to press.  So what you see at level 20 is pretty darn close to the rotation you see until you ding 120.  I won’t get too much into the balancing challenges posed by talents, just enoguh to say that there are ones that are clearly better than others with only a small amount that aren’t viable.

The ability “un-pruning” for Shadowlands may address this, but effectively requires some redesign work for each class/spec.  That’s a ton of work.

But THIS post is about the RNG of character development – specifically Azerite and Corruption, as each are item-specific.  I’ve yet to find a spec that didn’t have a clear winner in the Azerite trait category.  There’s been a lot of tweaking since launch, but you’re not going to find a Frost Mage that isn’t stacking 3x Flash Freeze (2 stacks give more than 3 stacks of anything else).  The was a main pain point I had with the original system, where you would have a great trait, then get a clear ilvl upgrade but without the trait and just ignore that new piece.  The end result is a best-in-slot list that has massive variations, and you’re looking for 1 drop from 1 boss that is not so much optimal as super-powered.  Some Azerite traits will change player rotations, making some more suddenly more viable to use.

Corruption is the inversion of Azerite traits.  Instead of have the points on hand, you’re working on credit.  Your corruption “debt” has penalties to playstyle, but provides an insane boost.  Infinite Stars & Twilight Devastation are like a nuke on a fly.  They can account for 50% of a player’s DPS.  There are other traits that have benefits (Masterful for Frost Mages is quite impressive), but that requires a level of math that isn’t obvious without sims.  You put IS on any player, and they will immediately see the difference.  Doesn’t change the playstyle, you just have a massive passive source of DPS.

Oh, and Corruption is applied through RNG on drops, or RNG through a vendor with grindable currency requirements.  There’s no way to target a trait, other than grind currency and hope the vendor eventually has it in stock.  I’m cool with the RNG part, I am less so with the crazy passive power gains.  If you thought Titanforging was bad, then this would make you go up the wall.

The design choices here are quite odd.  The “plan” was to have scaling difficulty and less of a gap between a fresh 120 and a max 120.  That really didn’t work at launch of BfA, and Corruption traits seem to be the answer to it.  There are certainly catch up mechanics to get over that hump, give everyone a passive DPS boost, and sort of sweep 8.0/8.1 under the rug like it didn’t happen.  Azerite traits could use a bit of balancing, but the method of acquisition is straightforward enough.  Corruption as a concept is actually really cool, and parts of the implementation are a nice twist – the debt aspect in particular.  It’s the sum of the parts that I find irritating.  May just be time to accept the fact that stat squishes are going to be part of each expansion, as the power curve inside each is now at the exponential level.





WoW: War Mode

In the previous post I mentioned that War Mode had great benefits for leveling – in particular in the portions that are pre-Legion.  The BfA content with War Mode puts you in the same zones as fully geared 120 players – you’re going to die a few times.  Still worth it if the bonus is 20%+.

War Mode as a concept is neat.  Add some extra risk for some extra rewards.  Where things gets messed up is in the actual risks and rewards.  So let’s start this backwards.

The rewards themselves scale from 10% to 30%, depending on faction balances.  At low amounts, the rewards aren’t exactly stellar.  1 death per hour is enough to offset a 10% gain to experience.  But let’s say you’re 120.  The rewards are limited to gold, war resources, and azerite power.  War Resources have been meaningless since 8.1.  Azerite Power has marginal use today.  Gold is always useful.

The risks are more complex.  You are sharing space with the other faction, and therefore you can be killed by the other faction.  You only share space with people who also have War Mode on, and if your % is high (20%+) then odds are there are MORE of the other faction than yours.  So yeah, the chance of dying is higher but in practical respects, most other levelers have no interest in attacking you.  People at 120 do, which makes leveling in BfA zones riskier.  The way WoW is built, most classes offer AE attacks as an effective way of dealing with content.  AE often triggers a PvP battle if you’re next to someone.  So you are going to be less effective if you avoid AE attacks.

Since the rewards are related to completing activities, you want to complete those activities safely and quickly.  Is it better to get 10% more gold completing a quest alone, with threat of PvP, or to complete a quest with 5 other people, no chance of death, and 5x as fast?  Any elite WQ is effectively impossible if there’s no one around to help.  So in this respect, it isn’t really a risk, it’s an active hurdle.  At max level, if you are not in a critical mass of other players, then there’s no point to War Mode.

Does it matter?

Really, does it?  Is WoW a PvP game?  Taking  BfA’s (poorly received) storyline out for a minute, when’s the last time we saw PvP as any sort of driver for content?  Even WoD had both factions working together, so you need to go back to Pandaria (early parts) – 8 years ago.

On even footing (like a BG), the Horde has a marginal advantage to the Alliance due to some racial skills.  That inherent advantage has attracted min-maxers where every advantage counts.  That adds yet another advantage to PvP for Horde players.  There are only two ways to offset that advantage – more “good” Alliance players, or more “power” for Alliance players.

War Mode tries to get there with incentivizing playing Alliance.  But the rewards are so miniscule that they cannot be seen at all as any advantage to pull someone AWAY from playing Horde.  Even if you were to swap all racials between factions, the playerbase is stronger on Horde and enough to offset the racial imbalance.  Not to mention the $$$ impacts of a faction change.  There’s only a small percentage of players who would pay to swap for a 1% gain to power.  There’s an astronomically larger percentage that goes “I’ve got friends and dozens of hours invested in this character, I’m good.”.

Way Forward

War Mode for leveling has next to no risk, it’s all reward.  Shadowlands is re-writing the leveling experience anyhow.  Unless the incentives are massively swapped (e.g. a % boost to primary stats in non-instanced content), there’s really no purpose to it for max level characters.

A good experiment, in the social carrot aspect is much larger than Blizzard had assumed.  But unlikely to matter in the long run.  Better off putting money in breaking the faction divide and getting people playing together.

WoW Alts

When BfA launched my first 120 was my Monk.  Seems to have been the case since Pandaria, for reasons I’ve gone into a bunch of times.  My 2nd was a Horde Demon Hunter, on another server due to the DH restrictions.  I wanted to see the Horde storyline and DH is a ridiculously efficient leveling class.  When both hit 120, there was a major gearing wall, and the azurite system made by blood boil.  I dropped out until a few weeks ago.

I figured with double faction and xp, it was an ok time to use my pile of WoW tokens.  When I started, the roster looked like this:

110: Hunter, Rogue, Death Knight, Demon Hunter, Paladin, Druid

100: Shaman

80: Mage, Warlock

Warrior and Priest as bank alts.

Before I get into the details, there’s a question of why?  Alts are easier to play in BfA than Legion (by FAR!), and allow running older raids for pets/drops with less waiting for lockouts.  Also lets you see if you want to run another class as a main / fun factor.  It is in no way practical to run multiple max level characters.


First up was unlocking flying.  That took just over 3 days, as I had already unlocked Pathfinder 1 way back at launch.  Mechagon was the holdout faction, even with a contract that added +10 per world quest.  The bugger here is that Mechagon doesn’t have world quests, only dailies.

While I was unlocking that portion, I was testing the waters with the 8.2/8.3 content.  The Heart of Azeroth boost in Naz is quick enough, and you unlock a huge power increase.  That’s enough to survive the invasions that 8.3 brought, though you need an ilvl close to 420 to do the horrific visions for the cloak upgrade.  The side areas can’t really be done by anything but a tank and low ilvls.

I was keeping mental notes of what happened when.

The Alt Plans

Heirloom gear to 120 (head, shoulder, chest, legs, cloak) gives +45%xp.  The generic 100% boost helps.  The choice was with or without war mode.  I wanted to try without to see what happened.

Gearing would be weird bit, since scaling in BfA is all over the place.  I know that starting BfA gives you a weapon, and that there’s 1 quest per zone that gives you another.  Starting Nazjatar gives you a i370 weapon, and there are really high odds you get enough mana pearls to get 4 benthic (i385) armor pieces.  Get that sorted out, then WQ to fill in the ring/trinkets, and then armor again.  Mechagon is effectively useless for this.  That’s enough to start an invasion from 8.3.

The Execution

The Rogue was the next up to 120.  Stormsong Valley + another dozen or so quests in Drustvar (unlocking the first village).  That was pretty quick, a single death, but felt like I was hitting with a wet sponge compared to my Monk.  Gearing went relatively smoothly, focusing on upgrading the worst pieces first.  The cloak quest was painful to get through.

Next is the DH to 120.  Drustvar + up to the boat crash section in Tirigarde.  While it took more quests, the Drustvar experience was much faster than Stormsong due to the quest design.  Stormsong has at least 4 quest hubs that are just a massive pain to get through due to mob density.  If people aren’t leveling, then it’s just not fun.

Finally, I brought my mage up with War Mode enabled.  I’ll talk about that mode in a bit, but the experience gains were massive.  Drustvar alone was enough to hit 120, and that’s without any rested XP.  However, the mage died a LOT.  A bit from ganking, but way more due to power balancing.  They have no real armor, making them ultra dependent on damage output.  I leveled Frost, which is super proc dependent, which is greatly impacted by Mastery.  Crappy gear = low weapon power + low mastery. = low damage.

War Mode

This is a really, really weird system.  +25% experience and +25% rewards (gold while leveling).  Since every single zone up until Legion is designed to be faction specific quest lines, you rarely ever see anyone from the other faction.  When you do, it’s clear you’re both leveling. The gains are significant XP-wise, but 25% more gold on a 3g reward is meaningless.

Legion has some rough spots, as you can’t really use AE or trigger a massive fight.  If I did, it was often just easier to stand there and die than waste time fighting back.  The optional “clear this area” quests were skipped for that reason.  It was pretty quick, though I have to say the Artifact Weapon stuff is a bummer without the special skills.  Since Legion doesn’t give any weapon rewards, getting the artifact at 100 is the only thing you’ll see for 10 levels.

War Mode in BfA.  80% of Drustvar is cool.  The last 20% in the haunted village is less so.  I got ganked, and then corpse hunted for 10 minutes.  Being level 5 or 119, you are going to get stomped by any geared 120.  The flipside is that the XP gains are solid (saved ~1hr or so), and the BfA gold rewards are significant.  Was around 10k total by the time I hit 120.  That said, the second I hit 120 I turned off War Mode.

Why?  Cause 95% of world content is better in a group, and that means AE.  AE + War Mode = massive battles.  Useless battles.  I would much rather complete a WQ / event 5x faster than get 25% more gold.  More in another post.

Lessons Learned

There are many, many tools to help level up faster.  Only a few are really worth it.  Doing dungeon runs in LFG can be substituted.

  • Heirlooms armor – getting +45% xp is easy enough (head/chest/shoulder/back).  I suggest only having 1 cloak for all alts, rather than 3 of the (int/str/agi) if money is a thing.  A single piece costs 500+1000+2000+5000 = 8,500 gold.  Armor type matters (e.g. cloth for casters)
  • Heirloom weapons – from 1-100 this is very useful and relatively cheap.  At 100 you get an artifact weapon, and BfA is over quick enough.  1-100 costs 2,250 for a single weapon.  Getting it to BfA quality adds 10,500 to the cost.  The stats on the thing make a difference too.  Hunters are the worst here, since they are the only gun users.
    • Flying.  Sweet baby jeebers, make sure this is unlocked before leveling in a zone and that you buy the associated skills (Master is optional)
  • Zones: 1-60 any Vanilla zone is fine.  60-80 you want to do Borean Tundra (this is the slowest portion).  80-90 is Jade Forest.  90-100 is the starting WoD zone of your faction.  100-110 is Azshara.  110-120 is Drustvar / Vol’dun.  You’re only going to see 1 zone per level range.
  • Bags:  Get 20 slot bags.  You’re going to fill up like crazy.
  • War Mode: Turn it on.
  • Professions:  Mining and herbalism gives great xp.
  • Treasures / Rare mobs:  Treasure chests are worth collecting for xp.  Rare mobs should generally be avoided.
  • Gold: At best you’re going to make 15,000g from 1-120 doing quests and selling loot, and nearly all of it coming from BfA content.  Flying (280%) will cost you ~5,000g.

Heirloom Table

To give you an idea of where you can re-use Heirloom gear, as a full set of armor + weapons for 1-120 = 55,250g.  Druid as a Cat saves money.  Shaman as Enhancement as well.


The Joys of Fishin’

I should build a category for this topic. I keep coming back to it.

I love to fish. I’ve found that most people who love to fish love it for the same reason, and it’s a reason that’s hard to properly explain. Getting fish into the boat is the perk. The act of fishing is the reward.

I’ve been somewhat fascinated by fishing in video games. I mean the real act of fishing, not the Bass Tourney type games. Where fishing is a side thought, a pastime that takes a 180 from the rest of the content.

Ultima Online’s fishing was like this. For the longest time it provided no benefit – just more fish. Boats were used as a method of transport – and once you had runes, then there wasn’t a whole lot of point to boats. Eventually they revamped fishing to be its own world. You’d fish up messages in a bottle, go out to sea to fight serpents and collect maps, then dig up treasure on islands. At the time, I had done most everything the game offered and this was an awesome combination of the best parts. I had 2 character builds that I built up and kept selling those accounts to fund real life things (FWIW, they went for $600USD then or ~$900USD today).

Fishing in MMOs since then has been relatively simple. Rift is the gold standard in terms of it as activity. You only need a pole, but can craft lures to get better, and it’s not a 1-2 click event. Rewards are achievements mostly, with some pets included. FF14 is close, but the leveling system makes it less fun. Its a profession versus a pastime.

WoW takes a weird approach. Pat Nagle is the most famous NPC who has never thrown a punch. For 15 years he’s sent anglers to their death chasing the weirdest of quests. There have been raid bosses that needed fishing. The common part between expansions is that fishing is a core requirement for the best food buffs. So there’s some reward to being a fisher, rather than anything else. But the fishing meta usually involves some super convoluted plot to have you explore the world and get some super rare set of fish and unlock a neat gimmick.

  • Vanilla: Stranglethorn fishing tourney, time-based and you needed to get a special fish first to win.
  • TBC: Daily fishing quests for pets!
  • WotLK: Daily quests, the fountain coins, and a new fishing tournament
  • Cataclysm: Daily quests like TBC.
  • Pandaria: The anglers faction node – with the ultimate reward of a Water Strider (and the Raft).
  • WoD: More daily quests for rare fish, with cosmetic rewards. There’s a water strider here too, but it’s much harder to get than the Pandaria version. Pat Nagle lives in your garrison though, so that’s neat.
  • Legion: A fishing pole artefact that requires fishing ultra rare fish. Can breathe underwater, walk on water, teleport to nodes and avoid combat.
  • BfA: A simple start of catching all fish types in Mechagon, which goes to 11 quickly with special goggles that cause fish bubbles to spawn. Clicking the bubbles in certain zones / time of day / being dead catches different fish. Reward is a personal ocean to fish from.

I’ve never won a fishing tournament. The timing just doesn’t work for me, and the only time I did well (3rd place) I didn’t even realize it was going down. Aside from that, I’ve completed 90% of the fishing activities per expansion. The Angler faction was amazing. The Legion fishing quests were a ton of fun, and the pole artefact is still amazing. BfA feels more like finding a secret to get the ultra rare drops figured out, more tedious than actual fishing (since I need to move to collect bubbles).

It’s still impressive that I keep falling back into the fishing mode. After all these years and all these games. If it has fishing, it automatically gets a play. Now give me my Weather Beaten Hat and give me a cold one.

The Death of a Rogue

I’ve been using the Asmiroth moniker for over 20 years (that’s painful to write), and my first WoW character was a dwarf rogue on launch day.  I ran a rogue-specific website at the time, wrote guides (that paid for my PCs for a LONG time), and was more than well versed in that class.  I played Rogue as a main character up until Pandaria, where I started to really mess around with alts.  In particular the Monk, which I’ve mained since.

Rogues in just about any RPG setting have been interesting to me.  The idea of hiding in the shadows, coming out with bursts, then hiding again is a rather unique class trait.  There’s an irony here in that the typical rogue mindset is that of a loner, but in practical terms they often require other people to excel – what with the backstabbing and all.  This worked in something like Everquest where group combat was the default.  Less so in WoW where the single player experience has been taking a larger foothold.

As the MMO space has evolved, the multi-role aspect has really become the gold standard for way forward.  FF14 does a spectacular job on this, but doesn’t actually have a rogue class.  This model allows an individual to continue to participate in the game, filling in the role they see fit (heal/tank/damage).  WoW at launch focused on classes filling a single role well.  Those that could do multiple roles, usually did so at a penalty (hybrid tax).  Game moved forward and more and more hybrid classes have come to shore.

Which means in WoW there are only 4 pure damage classes left – Rogue, Hunter, Mage, and Warlock.  Only one of those is melee.  And the game design over the years has been ultra punishing for anyone in melee range.  It’s not that it’s impossible, just that if you want to play a melee DPS role, you need to always be moving, which requires a level of player dexterity and awareness above and beyond those at range.

So, the Rogue is limited to a specific role, and mechanically at a disadvantage.  What benefits do they bring?  Group stealth is one, where this has a niche application in time-based group trials.  They are great at locking down single targets, especially in PvP settings.  It should be relatively high on single target damage but due to the melee range challenges, they actually rank middle of pack, with 4 other melee classes ahead of them.

The above issues reflect tremendously in day to day gameplay.  Single player efforts are at a disadvantage compared to pretty much every other class due to poor defensive options.  In group settings, aside from high tier timed dungeon runs, they provide minimal benefit.  Combined, it makes rogues less fun to play.  Maybe if the game reverted from the AE-trash / Focus-boss structure it would help, and the full skill set could be leveraged.

I will point out that the rogue lore in WoW is second only to Paladins, and crosses both factions.  I absolutely loved the Legion class hall.

For now, if you’re looking for a leather-based, mobile, melee option… you’re better off with a Demon Hunter.  They do nearly everything a Rogue does, but better in nearly every aspect.  Monks are even more versatile, but their DPS spec needs some tuning.  Their tank role is the best in the business, which is a nice offset.  Plus they heal.

End result is that my Rogue sits in the inn, unlocking boxes sent to him in the mail, at expansion max level, waiting for the day he can come out of retirement.