WoW – WoD Launch Fun

War, war never changes.

In which history repeats itself for the upteenth time.

WoD launch was staggered, as usual, where the EU got first dibs.  Well, more like they are the guinea pigs for the west.  To get access to the new content, you’re sent to the Blasted Lands and then to meet Khadgar.  This NPC is a bottleneck as you need to click on him to proceed.  Blizz, in their wisdom, put a buffer around him so that you can’t stand on him and a larger buffer than auto-dismounts you.  What you end up with is a few hundred people in orbit around an NPC.  Still…. issues.

End result is that he’s cast mirror image and has multiple clones.  Yay?

And this is before even logging into the game.  I’ve mentioned that Stormrage is an old server (launch) and that it’s heavy on alliance (something like 90%), which causes tons of fun.  Stormrage has been brought down multiple times, queues are massive (over 1200 at 9EST), disconnects are all over the place (which compounds the queue issues) and just zoning through the portal seems to be an event in itself.

But hey, wait a couple days.  There are going to be hotfixes and realm restarts for the next 48 hours, that’s the way with every WoW expansion.  It’s a 10 year old game after all.  And even though there are already a bunch of level 100s before the day is up, they really don’t have anything to do once there.  Raids won’t open for a while.  Dungeons are horrible experiences when the server is laggy/crashing. Even realm first achievements are gone.   Waiting a few days will let stuff sort out, reduce the queue times (well, not on Stormrage at least!), and provide for more open leveling space.

Launches are fun.

SWTOR – Not Enough Buttons

It’s ironic really that WoW has made large efforts in the WoD expansion to remove skill bloat and that SWTOR embraces it so heartily.  Well, maybe in the Revan expansion there’ll be less…

The game seems to give me a new button to press every 2 levels.  Many of these buttons do the same thing but slightly differently.  Either a higher resource cost, more damage, longer cooldown and so on.  The problem with this is a simple and complex one.  Every class, regardless of game, has defining skills.  Those skills are either unlocked in a logical pattern, randomly assigned or perhaps unlocked through talent selections.  When you have them, the class works.  When you don’t, well, it doesn’t.

SWTOR is an odd beast in that some classes have these skills early and others have them late.  My Sorcerer, Powertech and Warrior all had a logical breakdown of skills over time (minus the actual tanking skills, which came out way too late).  From a leveling perspective, the overall play made sense and had a pattern, more or less.  Sure, there were some powerful unlocks but it only modified the play, not a complete re-write.

I have a 31 Sniper (pure DPS) and that one made sense too.  What with the 12x experience bonus, I wanted to try an Operative (heal/dps hybrid).  She hit 31 recently and what a world of difference in playstyle.  By far the hardest class to play with and maintains the least amount of survivability.  The skill unlocks don’t make sense and make for a very odd pattern of combat.  Outside of talents, there’s only 1 viable attack.  I needed 2 more talents to get ‘er going, a DoT grenade and Cull, a super damage skill based on the amount of DoT’s on the target.  The class is largely unplayable up until that unlock at 31, at least compared to the other classes.

On to interrupts for a minute.  Every class gets an interrupt and a 4s stun.  They often get a knockdown attack (which doesn’t affect elites) or two.  Then they also get a paralyze/DoT attack.  You end up with 4-5 skills that prevent an enemy attack.  And you need to use the damn things too because enemy NPCs can dish out insane amounts of damage, in particular the elites I mentioned before.  Some entire fights are predicated on interrupting those attacks.  And that’s above and beyond the basic rotation.  So I end up with 12+ buttons to press in a solo fight, half of which do the same thing.

There’s still missing some data on the Revan skill clean-up (called Disciplines).  The concept makes sense.  They do say they are changing interrupts to an 18s timer, which is odd given the previous paragraph….

I do know that WoD (and Cataclysm too) did a rather effective job looking at ability gain and timing.  Simplified rotations of 4-5 buttons per class.  It’s really something comparing the two during the leveling process.  Vastly different interpretations.

WoW – Moar Pets!!

I play on Stormrage-US PvE, one of the original servers at launch.  My rogue’s birthday is 1 hour after the original WoW launched.  It is a server with a 90%+ Alliance ratio.  It is an old-tech server which, to my knowledge, has been upgraded twice “officially” but I’m sure maintenance has occurred over the years.  It is, through subjective analysis of the GFORUMS, one of the least stable servers currently on offer.  It also runs login queues, in 2014.  It has not merged and has been offered multiple free-transfers and is still full of people.  The problem is that people have 8+ characters and have been on the server so long, they know everyone.  My expectation is that on WoD launch, the server takes a massive crash for a few days and queues exist every day for the first month.  The smart move here should be like FF11, where creating a new character requires you to accept an invite from an existing player first.  Ah well…

Tuesdays are patch days and also raid reset days.  Which means I can take yet another stab at Raiding With Leashes.  I headed into MC to try Magmadar (the fire dog) and was lucky enough to get the drop.  I checked my achievement list to see what I was missing (rather than look at the pet list) and lo and behold, Raiding With Leashes II was there.  Moar Pets says I!

I’ve already tried a few stabs at the Ashes of Al’ar and Attumen Mount in TK and Kara respectively.  I did not realize until last night that I could run even more of those raids for stuff.  Don’t get me wrong, I like the transmog gear and there are certainly some neat items but mounts/pets really get my OCD going.

So I logged on to my fresh 90 boosted Druid and gave ‘er a go.  I hadn’t done Kara in a LONG time so I needed to reorient a bit.  There are 3 mandatory bosses, Moroes, Opera and the chess event.  I need Attumen for the mount, Illhoof, the Wolf, the Curator and the Prince for the pets.  The Druid run was rather long, somewhere around 30 minutes, but with no real challenge outside of the stupid chess event that I’ve never liked and should be removed from the game and never spoken of again in proper social circles. *catches breath*  Was lucky and got the Wolf drop but that’s it.  I got the MC drop from Magmadar and still have no luck with Razorgore in BWL.  Naxx Loatheb is the last pet needed there and AQ40 just won’t drop anything.

RWL2 though, that sent me to the BC raids of Tempest Keep and Serpentshrine Caverns.  I did these back in the day and found them terribly difficult.  TK is easy at 90, with the exception of Sunstrider’s perma-stun goons.  I was lucky to lay down a could bleed-effects though, so they died while I was picking my nose.  Here I needed to kill all 4 bosses, only got 1 pet drop though.  It was quick and the entrance to the raid was stacked with people, so I guess everyone is trying to farm something.

My memories of SSC did not map to the zone.  Where before the map was just littered with enemies and death, now it was just a walk in the park.  4 bosses with pets, including Vashj.  The first 3 were easy.  Vashj is, from my understanding, broken.  She does no appreciable damage outside of her electricity DoT which ticks for about 10% of my HP.  She is the only raid boss who has killed me.  Most boss battles have no real mechanics to worry about at 90, just hit them.  Twin Emperors in AQ have one immune to magic, the other to melee, so each character needs to pick the right one.  Vashj becomes immune unless you find 4 Tainted Cores from unique enemies that spawn every 20s or so.  And there are these strider buggers that stun you.  So what happened was that I hit the 4th core, she hit me with 2 DoTs and I got stunned at the same time and died.  Twice.  My last run had her clear out of town.

Total clear time for all of this was around 2 hours – MC, BWL, Kara, Naxx, TK and SSC.

I figured I had time left before bed to try out the run on my Monk.  He skipped MC as I had the pet but he did all the other ones.  Total run time was under 45 minutes, where a solid 20 was flight travel time.  Faster clear.  Only 1 drop out of 15 possible.

Oh well.  Next run is the Shammy and Rogue.  Maybe I’ll get a bit luckier!

 

WoW – What a Boost Gets You

So I bit the bullet yesterday and bought WoD, which includes the boost to 90.  Funny story, I did this while I was stuck on a loading screen in Stratholme trying to get the Baron’s Mount.  My Rogue can clear the entire zone in under 4 minutes, which is decent enough speed.  Proper talent selection gives me a permanent 70% boost to movement speed, which is miraculous.  I used to run it a lot and never got lucky.  I ran maybe 30 runs last night, no drops.

Anyways, back to the boost.  Simple enough, log in, character select has to pick a player to apply it to and pick a spec, to ensure the gear you get makes sense.  I put it on my level 30 worgen druid.  I’ve been using him as a fun alt but to be honest, I find the druid slower than all the other classes.  Rogues are turbo stabbing machines and my mage and shammy seem to just light things up with chains.  Druid … not so much.  But they are versatile as all heck.  I selected a Monk for the 3 roles they can fill and a Druid can do 4 (melee and ranged DPS).  The only 2 classes that can do an “all one class” raid.  I’m a practical guy.  Plus travel form is OP (*instant cast flight grumble grumble*).

It took about 30 seconds for the changes to apply.  I logged in and my druid was sitting in the Blasted Lands, ready to start the intro quest to WoD.  Stacked in full ilvl 483 gear (which is a single notch down from Timeless Isle gear).  He was better off than my Rogue, Hunter and Shaman.  There are about 20 quests to go through in this zone and every 4th or so, you unlock something for the class.  Oh, and my bags were empty but I was given a bunch of 20 slotters and kept the gold I had.  Oh, and I gryphon mount with no training other than ground.  Blasted Lands on a ground mount is a much different experience than with.  Training for WoD no doubt.

I started with Prowl and 2 attacks.  Let me tell you that those 2 attacks didn’t do much.  No talents, no other skills, no glyphs…thank goodness for the gear I had.  Each fight cost me about 20% of my hp.  A few quests in and I unlocked a self-heal.  Then I unlocked some more damage abilities.  The final unlock gave me my talents/glyphs and all attacks.

And the penultimate flying skill, with all “zones” unlocked – including MoP flight.  I was running the math but that’s ~10,000g or so that was saved.  I have a few characters that don’t even have MoP flying since it’s not of any use in 3 weeks.  So, pleasantly surprised let’s say.

Also, since my character wasn’t a “veteran”, I didn’t get any profession boosts, they stayed at abysmal levels.  Though again, WoD is apply the same model as MoP cooking/gathering.  Gathering will work regardless of skill level, you just get broken pieces that you need to put together.  Cooking (actually all crafting now) will provide you with a training path using WoD materials to get to ~600 skill.  Boost really isn’t needed in this respect.  I will say that this model, while clearly practical for the players, completely removes any need whatsoever to visit older content outside of pet/achievement hunting.  You could just as easily live in Ogrimmar/Stormwind, travel to Blasted Lands and WoD content and erase the rest of the game with barely anyone noticing.  Wave goodbye to 10 years of work I guess.

To sum, I am incredibly surprised at what you get for a level 90 boost.  All the skills, a bunch of starter glyphs (only needed to buy 1), all flying skills (except the 310%), all flight points and a ton of good gear (including bags!).  In one fell swoop, my druid went to a bottom feeder to 2nd in power in my squad.

All of this can be bought again for $60.  Now, once WoD launches, starter quest gear will evidently be better so that’s not up for debate.  What the value is against is everything else.  How much time does it take to get to 90?  For a veteran, this is likely under 3 days played, for a new player this can be much longer but the experience of doing so is key.  How long does it take to get 10,000g to get the flying stuff and mounts?  Honestly, if you’re leveling manually to 90, you’ll get more than this in the process, so you’re actually coming out with less money.  The rest is all natural.  So it boils down to a question of the time required to level.  You would normally pay $15 for a month’s play.  Would you be able to get someone to 90 in that time?  Would it take you 4 months to get to 90, where the price point is a wash?  Depends on how you value time.   It does make for a very high price point for new players. $30 (base) + $40 (WoD) + $60 (extra boost), assuming that the character you initially boosted isn’t the type that actually is fun to play at end game (*cough*warrior*cough*).  I know I see no value in it but someone else might.

WoW – Old Content With New

Continuing on the theme from the previous post, relating to the quality and quantity of content in a themepark, I decided last night to take a stab at some achievements.

As before, Raiding With Leashes is still on the table and I was able to pick up 2 more pets. I think I’m down to 5 left, which isn’t too bad.  At 90, even a fresh 90, my characters are more than strong enough to take on any particular event in those raids.  Well, except the first boss in BWL, which requires some practice to avoid a wipe, given that you need to keep the boss alive while he’s being attacked.   Of interest, given that MC and BWL are next to each other, it’s easy to compare.  I can get both MC/BWL done before I can get Naxx or AQ done – simply because I use a Rogue with stealth.  This is really pushing me to boost my Druid to 90 with the WoD package.

After I ran all 4 raids, which was a bit less than an hour of work, I decided to knock off the Hallowe’en achievements for candy buckets.  First lesson learned is that the individual steps in an achievement are not seen across the account, only the completed achievement.  More specifically, if an achievement requires me to visit 50 inns, those inns are not shared across all characters.  I had 2 left on one character and knew that I had another one logged into those actual inns.  I swapped over and blank achievements.  Once I went back to the first character, completed those 2 inns, it unlocked the achievement for everyone.

Second lesson.  On Stormrage, it is next to impossible to find anyone from the Horde, making some achievements really quite hard to complete outside of PvP.  It’s like a 99:1 ratio.  CRZ sort of helps and it was merged with another one (no idea why, it’s been high pop for 10 years) but it’s still a pain.

Third lesson.   I don’t like PvP achievements.   Children’s Week is the worst offender but they all stink.  They make people play PvP for the sole purpose of achievements and not actually for PvP.  These are often people who would never even set foot in PvP in the first place.  It doesn’t make a whole lot of sense to have meta achievement, aimed at a more casual though OCD crowd, mixed up with additional content.  I mean, are we looking to add event-based  achievements to LFR too?

Frustrations aside, I am realizing that I have a slightly different perspective on expansions than most.  Rather than see it as a bunch of new content moving forward, I see it also as opening up a bunch of previous content I never had a chance to see.  It’s been a solid 7 years since I was in Desolace, for the XC attunement quest.  Yet I was there last night and was impressed by the progress.  Burning Steppes, Stonetalon, Bloodmyst, Netherstorm, Sholazar, Twilight Highlands… all zones I had spent a ton of time in previously and simply forgot they existed outside of some words on a map.  Hunter pets, battle pets, achievements and archeology are all great ways to get me to go back.

It’s certainly a different set of eyes looking back on where you came from.

WoW – Leveling in the New Age

Another interesting update on the leveling path in WoW since 6.0.2.  I have quite a few characters it seems, now more than ever at 90.  It’s raining 90s.  And without the boost.

The Hallowe’en event has 2 particular rewards that greatly facilitate leveling.  First is a daily quest in the first town hub (Goldshire is one) that has the headless horseman come by, die in 2 hits then drop his head.  Turn in the head, get a very large chance at a broom mount.  This mount is great for leveling for 2 reasons. First, it counts as a flying mount that scales to all other mounts.  Second, it’s instant use.  That last one means you can use it when you’re falling or moving, so I bound it to my mouse.  It’s a massive increase to travel speed, at any level.

The second reward is a daily quest that gives you a 10% buff to experience for 2 hours.  Which is pretty much what a single heirloom piece gives.  Remember, heirloom doesn’t work at 85+ but this buff does.

I decided to run another test.  My Hunter was able to do Jade Forest and come out near level 88.  Some rested, no buff.  My Rogue however, who has a naturally faster TTK (time to kill) speed was fully rested and only played with the buff.  I finished Jade Forest at 88.9 and hit 90 before I ended up in Halfhill.  It took less than 2 of those buffs (2 nights) to get there and I never saw the tail end of my rested exp bar.  I think it’s more than feasible to hit 90 in under 1 day played for an average player, stacking heirlooms and rested experience.  Makes you wonder what the 90 boost is worth…

The good side is that it takes less than 1 hour per level from 85-90.  So getting people ready for the expansion is cake.  The bad side is that I miss out on a ton of gold.  See, when I ran my Monk through at the launch of MoP, I gave him 100g to start off, heirlooms and some bags.  When he hit 90, he had all the flying skills unlocked and ~8,000g left over.  So 1-90, just buckets of gold.  I was smart during the leveling and got a UI mod that auto-posted items to the AH.  More than half my gold came from that.  My Hunter in contrast made about 2,000g from 80-90.  My Rogue barely made 1,000g and that’s with pickpocket on a macro (but everything is either a beast or has no pockets for Jade Forest/Valley of the Four Winds).  Now, I am far from needing cash, I have over 200,000g from a past farm the AH for a month test.  For other players, getting an alt to top level means you’re going to be short on cash.  The good news is that flying mounts, the only real money sink the game has to offer today that all players should invest in, means squat in WoD since there are no plans to allow flying.  You’re saving ~10,000g per alt.

Related, and depressing, is that any MoP top-tier content is going to be irrelevant in 2 weeks.  I have no idea why people are farming frogs in Timeless Isle when the best item you can get is going to be replaced by your first quest reward in WoD (ok, maybe the 2nd).  My Monk, geared for 5.4 (ilvl 525 I think), is clearly the strongest character I have, killing elites in little trouble.  But my super-undergeared Rogue (under 400 ilvl) is able to compete on the same content, just needs to play smarter.  The gear gap today, after squish, is fairly small.  Small if you understand your player mechanics.

WoW – MoP Update

In continuing with the previous string of posts, my Hunter is 88.5 now and that’s after completing the majority of Jade Forest.  I’m trying to think back to the last time I went through this process and I’m pretty sure I hit 90 after the Jade, Karasang, Valley and parts of Kun-Lai.  I’m pretty sure I’ll hit 90 before unlocking the farm, so 1.5 zones or so?  I’m thinking that the new leveling path has you spend <2 zones per expansion to get through, which seems a rather large waste to me.  Let me explain that a bit more.

BC’s best zones were not the starting zones.  Shadowmoon Valley and Netherstorm were great.  Terrokar was ok and now I don’t think you even set foot there.  LK’s starting zones were solid enough, though Borean Tundra was the better option.  Sholazar was great (lore!) but Icecrown and Storm Peaks were simply amazeballs.  Cata’s zones all stunk up something fierce, with maybe Mount Hyjal being ok.  Let’s all forget Uldum.  MoP’s zones were a mixed bag.  Jade Forest was/is good.  Then it was a rough going until Townlong.  Dread Wastes without a flying mount is still a nightmare.  While I understand that the story flows from zone to zone, it would be a neat trick to have ALL the zones open per expansion and just flatten out the experience.  Use scaling or whathaveyou to keep those zones active.  GW2 does this pretty good.  It sucks missing the ride that some of these zones provide.  It just seems weird where a game would knowingly make you avoid 75% of the content.

Back to the Hunter.  I specced Beastmaster as it was traditionally the leveling build of choice.  WoD’s ability pruning and standardization of pets is not making BM that much fun.  Sure, I can use a Molten Core Hound as a pet but his only unique skill is a damage shield.  All my cooldowns are pet related, which makes it suck something fierce when I don’t have a pet.  And there have been a half dozen quests now where I don’t have access to a pet, meaning I have 2 skills to damage an opponent.  It’s like fighting unarmed.  I think I’m going to try Marksman.

Hunter pets have always fascinated me.  Now with a streamline, there are 11 types of buffs provided by various pets. So have one of that buff type and you’re good.  I’m collecting a bunch now, since the stable cap has gone up to 50.  In fact, I found a Spirit Beast in Jade Forest that I wanted to try capturing.  And that ended up killing me in 3 hits instead.  I think once I hit 90 and spend a bit of time on the Timeless Isle (alliteration?) I’ll go back and collect some friends.  I did do something similar at the tail end of Cataclysm, where I collected dozens of pets.  I think I’m around 200 or so now, avoiding all those that required 1000+ kill farms.  There’s just some OCD aspect about collecting that I think many of us can relate to.

While I still have a DK in the wings, and a max level shammy and monk, I think I’ll be sticking with the hunter until WoD comes out.  Who knows I might actually buy the expansion too.

WoW – Patch 6.0 Impressions

Rohan beat me to it but I share similar points.

First off, and I think I mentioned this in the past, I sub to WoW for a month or two every 2 major patches, including expansions.  So I saw the start of MoP and then I saw 5.2 (Thunder Isle) and then 5.4 (Siege of Ogrimmar).  I think it was less than a month for both of the patches but a solid 2 for the MoP launch.  Value for money and all that.  Plus, I have little intention on raiding, due to time constraints and 2 kids.  (Kind of the reason I am not subbed to Wildstar atm…, what with 2 50s and 2 others in their 30s).

Pre-amble.  I have a 90 Monk, 90 Shaman, 86 DK, 86 Rogue, 80 Mage, 86 Hunter, 60 Paladin (through RAF boosting no less), 30 Druid, 5 Priest (bank alt) and zero Warriors (because they suck).  Also, I really miss the ability to sprint and double jump.  You don’t realize it until it’s gone but it makes travel on foot that much more fun.

Heirlooms

Back to WoW.  Last post I mentioned a lack of changes to heirlooms.  Well in actual fact it’s a little worse than I had thought.  Heirlooms are bought through 3 methods.  Justice Points (now gone), Darkmoon Faire tickets (1 week a month) and Trial of the Crusader (which if my math is correct, 7 days of dailies for 1 piece of gear).  JP vendors are gone, so not quite sure how that’s going to work out.  The reason given was “due to unsure prices and to avoid buyers remorse”.  Let me break that particular point down for you.

Justice Points were dungeon currency.  It was maybe 2-3 hours of dungeon runs, very easy to do in order to get an item.  I would hazard to call it cheap even, at least the easiest of the 3 methods.  So even if it were to be some nominal amount, say 500 gold per item (guild heirlooms are 2500 IIRC), then it begs the question what they expect the new value to be.  It’s hard to imagine them being cheaper than current.  So you get into conspiracy theories of Blizz pushing their “buy a level 90 boost”.  I dunno, the entire thread just seems like really bad PR on a core part of their community (the one who actually bothers with alts).

On the flipside, experience was drastically normalized.  I had an 84.5 Hunter on logoff, and on logon, had an 84.99999 Hunter waiting.  MoP experience gain is ~50% higher than previous, if not more.  Cataclysm should be around the same path, making heirlooms a very quirky item.  I think I might be able to do 80-85 in 1 zone now.  Will have to try with my Mage at some point.

Combat

Ability pruning was a pretty frigging big deal for a Hunter.  I’d guess 25% of all skills are gone.  As a BM, that leaves 2 buttons for main rotation (Cobra Shot and Arcane Shot) and then some pet cooldowns.  It is quite strange.  Good strange mind you, as I had hotbars within hotbars.  It was an episode of Pimp my Hunter.  The UI is much cleaner.  Plus with 6.0, every mod broke something, so I’m playing vanilla.

The stat squish is massive, I think my ring is like +15 or some such.  I will say that a stat boost itself is less noticeable, as the scale from base is flatter.  Hmm, let me try that again.  Before this patch, your base damage was a factor of your level and base stats.  Base stats at 90 were nothing really, so each piece of gear you added was a tremendous boost to power.  A decent ring might give you 10% more.  Now it seems that the base value is higher and that gear provides less benefit, let’s say only a 7% boost from the same ring.  What this means is balancing is much easier for Blizzard as the player power variance is smaller.  It also means that player skill is more important than before as you will have trouble “out gearing” a situation.  That’s a paradigm used in Cataclysm, to disastrous effect on subscriptions… so time will tell.

Reforging is gone.  Enchanting is barely there.  Jewelcrafting took a hit.  None of the Professions provide any combat benefits.  Haste windows are gone.  Snapshotting is gone.  It seems like every corner of customization was cut pretty deep.  Ask Mr Robot is going to need a new job I’m thinking as the game is currently heavily simplified in terms of stats and rotation.  The complications added are now mainly around player skill.

But do I have the same amount of power as before?  I’ll say yes for the time being.  The leveling power curve was well-adjusted.  There’s no more “in between expansions” power gap either, so that’s nice.

Art

New player models, which by consequence also means no character models in some scenes as they weren’t programmed?  I dunno if it’s a bug or not but me + parachute = no character.

Bunch of UI changes too.  Items you can click are highlighted with an outline, harvesting and quest nodes.  Quest overlays are more informative.  Hunter stables can take 50 pets (up from 10 last I checked).  Aura alerts are still there.  Some icon changes.  Icons in bags are different, in particular when you are at a vendor.  Junk is clearly tagged, though there still isn’t a junk button.  Overall a solid improvement (based entirely on the mod community I might add).  I’ll still mod the UI though – if only to control the button size ratio.

The models are a bit more fluid in their movement and the style is somewhat consistent with before.  The eyes though, they are hollow.  It’s like uncanny valley over here but then again, how often do you look at someone’s eyes in WoW?

Also, they are 10 year old models.  The game looks like it was made 10 years ago, in particular due to the fact that MoP had no new capital city.  If WoD has as new Shatt to play around in, maybe it won’t be as noticeable.

Crowd Control

This is an odd one for me since I played 8 years of a Rogue and was stun-locking when you were still in diapers.  Pretty much any stun effect that disables you and still allows an enemy to attack you is gone.  The ones that get you out of combat but break on damage are still in.  Interrupts are still there with their original cooldowns as are root/slow effects. For combat, I have half the damage control tools I had previous, which means I am taking more damage and need to time my skills to be at the tail end of a cast.  It’s balanced by the fact that many “casters” require to stand still now to get a spell off, so there’s some delay in damage output.  Still, it’s a new way to play and I’m curious as to how the crowds will adapt.

Overall Impressions

I will be honest here and say that I expected more rather than less.  There are massive systematic cuts to combat and player customization, which is like 90% of the game content (excepting Pet Battles).  I used to write guides for games and this expansion would have me cut at least a quarter of it.  Players have only a fraction of the tools they had before, which is quite jarring.  It’s a real “back to basics” push and I can commend it as it’s something I try to do in my own job.  The game feels familiar and different at the same time, which is what you want in an expansion.  Now let’s open this red door…

Changes are a Comin’

The first bit of news relates to Wildstar.  Megaservers are coming next week, so you’ll be able to find people to play with again.  Yay!  Also, Drop 3 & 4 are being combined and targeted for November.  It’s making it hard to figure out what is in and what is out of scope of that change.  The Reddit feeds are good enough to try and keep track but there’s still some mystery to be had.  Of interesting note, January is Carbine’s timeframe for “solo friendly” content.  I could write for miles about that topic.  MILES I say.  But in short, delaying all your content until after WoW and SWTOR have launched their expansions is an odd play of hands.

WoW is dropping patch 6 today, which is the precursor to the actual expansion.  This includes all the system changes but not the actual new content (zones, dungeons, level increase, garrisons, etc…).  So you get to see item squish, removal of guild levels (yay!), removal of reforging, changes to glyphs (you now get a bunch at default), removal of some difficulty achievements, a new group finder (not LFG/LFR), the new Flex raid model, massive class balances, new stats, new character models and just plain cleanup.  Though they are removing one type of Anti-Aliasing that was a GPU hog, in order to accommodate the players with scientific calculators.  It’s a rather significant downgrade to fidelity, if that means anything to you.

You can read the link for all the notes and there are plenty but the core of the matter is that this is the stage-setting patch for the expansion – where Blizz applies the final tweaks to the system to make sure that the swap from Beta makes sense.  I fully expect the raid scene to take a dive for 2 weeks, a few emergency patches and a trainwreck of “I can’t faceroll anymore” posts to result from the squish change.

What I find odd as lacking, is a revamp of the heirloom items or experience normalization that typically happens near expansion time.  Where 1-85 is pretty quick (you can do 80-85 in 2 zones), the experience from 85-90 isn’t up for debate.  It’s arguably a fun experience, at least compared to the junk of Cata (thank goodness for flying) but if they are selling level 90 characters… then you’d think there’d be some QoL changes to this experience as well.  I am expecting some post soon that changes that to everything working until at least 90, at least by 6.1.

Quick math… level 25 guild + heirlooms until 80 = 60% increase to experience from quests and kills.  Which also combines with rested experience.  And these items are fairly easy to acquire (except the ring…damn that fishing derby).

I am quite curious to see how all these changes play out.

EDIT: I am putting dollars to donuts that Blizz implements a system similar to SWTOR’s Legacy framework, or Marvel Heroes’ Synergy section.  And therefore completely removes the existing Heirloom function.  And for 6.1.  Any takers?

WoW – Interesting Dev Credit

In somewhat interesting news, it appears that Jay Wilson, mr Diablo 3 lead , is listed in the credits for WoW’s next expansion.  I posted a bit about this gentleman in the past.  He left D3 for an unknown Blizz project, though any executive that leaves that type of position, usually doesn’t do it in the middle of sweeping changes, at least voluntarily.

I’ve been more than vocal on D3’s original implementation.  The AH was a good idea with a horrible implementation.  It impacted the rest of the design.  Itemization was broken until D3 launched on consoles.  “End game” didn’t really exist until a year after launch.  So yeah, I think the game is Blizzard’s worst received game at launch ever but that they stuck with it and today’s game is really quite good.  It’s telling that the company still takes value in the brand and one of the reasons they are still on my “must buy” list of developers.  It takes FOREVER for change, but changes happen.

Oddly, this reminds me of Hellgate:London.  Flagship launched a decent ARPG but made some missteps in terms of end game, or at least long term appeal.  Plus the dev cycle for patches didn’t really work.  The meat here is that Bill Roper, then lead of Flagship, got a bunch of ex-Blizzard folk to help out.  That didn’t really work mind you and Bill became a game albatross.  He showed up at Cryptic during the Champion Online and STO days and hoo-boy did that go over like a lead balloon.  He’s working at the cash cow Disney Infinity now though, so good on him.  Bill took full blame of Flagship and honestly, he did try hard to get it going.  I think this has more to do with fan investment in the product and just sheer disappointment that it could not succeed.

Jay though, he’s a slightly different beast.  Maybe it’s more along the lines of an open-mic issue where he was simply ill-equipped to handle the issues or that the ship was simply to big to correct after launch.  Some may be aware, but D3 underwent a rather massive design shift in combat mechanics about 6 months before live.  I would easily argue for the better as everyone has always been positive about the gameplay experience.  The other stuff though, maybe it was a lack of experience or understanding, but in the end nearly all the other systems were removed/replaced/updated.  AH is gone.  Smart loot replaces the insane RNG of strength on wands.  Stat balance changes itemization.  Lengendaries are actually legendary.  Multiple end-game options. Social tools.  Ladders and seasons.  Tons of stuff.  And I pin this on him as he was the lead.  You want the title, it comes with the ups and downs.

So maybe Jay just went back to what he does well, building core systems and not the overall architecture.  It’s certainly behind closed doors, without a need to interact with the playerbase.  There are very few good jacks-of-all-trades, maybe a few dozen in the entire industry.  I know in mine you could fit them all into a bar.  It would certainly be interesting to see where he’s at now and how he feel the transition has been.