#WoW Sub is Up

Actually, Friday was the day my sub was up, as I had gone back early to see the pre-legion events and try out a Demon Hunter.

The good news is that up until last Tuesday, things were good.  From launch until then, the queues were manageable, though server stability was a bit wonky.  From that point forward, every day was a 1-2h queue on Stormrage.  When I got in, things were good but there were a couple odd DCs which put me back into the queue.

I was away for the weekend and was going to make a call today to re-sub or not based on queue times or at the least, options to get off Stormrage.  I checked the forums and since about 10AM, there have been ~5000 people in the queue.  I new Stormrage post goes up every 5 – 10 minutes.

I get it that Stormrage is a busy server.  The busiest, with 3x the average population.  It’s one of the dozen or so servers that are not on the connected realm system.  It also has the most absurd Alliance:Horde ratio.

But that said, I can wait.  There’s no pressure to move forward to some arbitrary goal, in fact waiting makes it better since my Artifact Knowledge research will tick away.

So I’m not going to re-sub until a fix is applied, or the queues get to something reasonable.   The first one is really in Blizzard’s hands, the second is most likely going to be at the end of the month when the first month shine wears off and people decide not to resub.

And it’s not like I don’t a library of stuff to play with.  Batman is calling my name…

#WoW – More Time in Queue than in Game

I’ve changed my laptop’s power settings so that it no longer shuts down on it’s own.  Whether it’s 6pm or 11pm, there’s at least a 1 hour queue on Stormrage.  The highest I’ve seen was 2 hours with 4500 people waiting.  So my tactic now is to start it up expecting a queue, leave the laptop alone and come back and check on it every 15 minutes or so.  If I do get through, then the AFK portion takes about 15 minutes anyways.

I’d honestly take a server transfer.  I have 11 characters, 6 at 100 or more, so I would certainly prefer to bring them all over.  But Blizz has been adamant that free transfers don’t work.  Eh.  I’m gone for the weekend, so maybe it will get better on Monday.  Ya right.

Shaman

I needed 20 leather and my shaman is a skinner, so only natural that I played him for a bit.  I got up to the chain shot quest in Stormheim before hitting 101.  Still way too underpowered, even though I’m sitting on 710 gear.  Which makes me think that scaling isn’t fully tweaked.

Still, 101 gets you some heroes in the Maelstrom and I started some missions.  Neptulon is back from his vacation.  The hall itself is a dank cave, not exactly what I was expecting.  Or maybe I’ve just been booned with the Monk class hall which is pretty darn cool.  I mean, I use a Turtle to upgrade my weapons.  My shaman uses a rock.

Monk

I finished the mask quest in Suramar and that took me to friendly.  The first chain is in the cave, second is to kill some withered and third is the mask thing.  So, about 30 minutes or so.  World quests are open but given that it was late, I called it a night.

Companion App

I am finding this thing to be quite useful.  Given the queue issues above and limited time, this allows me to manage the heroes on my tablet.  Otherwise, every mission would be a day+ long affair.  It also shows me the world quests, allowing for some planning before playing.  Now if they can only update the armory to include the adventure guide…

More #WoW

I mucked it up in the comments but last night had a 1 hour queue at 7pmEST on Stormrage.  That’s nearly long enough for me to do an entire workout set, so I think I might actually try that out the next free night I have.  Mind you, I have 3 days left of time to play before needing to get another token.  I have quite a bit on my Monk that I should auction off…not like the ~30k it costs is something that bugs me.  I have over 500k, so I’m good for a while.

Monk Campaign

I figured out what I had done wrong here, and I needed to drop my outstanding quest for my 3rd (tanking) artifact before I could move on.  I needed to find a brewer over in Stormheim.  I hear tell that Stormheim has a fair chunk of campaign quests, which works great for me since it’s my favorite zone.

Anyhoot, find some folk, kill some buggers, get a key and rescue some more.  I will say that at 110, the scaling is on the rough side for a fresh geared player.  I’m a spot under ilvl 800 and things are hitting twice as hard as they were at 109.  Clearly that will get better as my gear does, it’s just a tad jarring considering the effort required previously.  The last “boss” in the zone wasn’t doable as a brewmaster and I barely scratched by as a windwalker.

Next steps are 5 class quests at 8 hours each, 20 leather to some bloke (why?) and then a dungeon run.  We’re slightly over the hump of people at 110 now, so melee queues are in the 20 minute range.  Think I’m going to polish up a bit on my mistweaver, then queue that way.  Not like I’m doing heroics anyways.

Brewmaster Artifact

I decided to do this one after all.  The lore was solid, again back into MoP world.  I needed to collect items to make brew, mix it together than run through Jade Serpent Palace.  I’m not sure if the difficulty was due to scaling or poor play but I did die at the eye boss.  The final parts were fine enough, given that you have access to a healer.  My talents are dungeon-based, rather than solo, something I’ll change next run.

All told, I prefer this artifact quest to the other two.  Windwalker is neat, what with LiLi running around the wind palace, but it doesn’t have the full feel that Brewmaster has.  And I can barely remember the Mistweaver one, other than the dumb AI (why would a DPS tank?)

What to Do?

When I was 109, my quest log had 3 items in it.  1 quest from Highmountain, 1 from the Class Hall and another for Alchemy.  When I hit 110 and exclamation marks appeared, all of a sudden I’m at 20 quests.  So from the narrowed experience leveling, to an open experience at 110, it’s hard to figure out what to do.

I guess I’ll work on my Suramar rep, so that World Quests open up, then follow that with some passive tries at getting my Campaign moving.  I could also work on my professions (including Archeology)… but that’s more passive I think.  Then there’s my alts to think about… though my gut tells me to wait until my Artifact Knowledge has moved up some ranks, so that catching up is easier…

 

#WoW Legion – Day 1

It’s ok.

 

So a few more words.  I started with Stormheim, which is a cross between Game of Thrones and How to Train Your Dragon.  It’s mostly Vrykul lore (think Nordic gods) and you get a hook shot tool to swing yourself up on ledges.  The zone has quite a few vertical spots, so the hook shot is very useful.  I completed the overall zone story and I have to say it’s pretty solid.  The part where you get sent to hell and have to come back is pretty neat.

You know what’s great about Stormheim?  Not a single Orc.  Screw those guys.

I also started my Class Hall (Monk, since I want to heal) and it’s exactly in the spot it should be – turtle island.  The legendary quest was pretty straightforward – it scales with your gear and not level.  Instead of Garrison missions you now have Class Hall missions.  I am curious as to how that plays out at max level…

The cinematics are top notch, though each intersects with the other faction so you’re missing out on a lot of context. I have no idea why the horde is attacking the alliance (should be the other way).

Each zone has a flavor, which is more based on the most popular aspects of previous expansions.  Where each expansion had a unified lore behind the land, Legion does not.  Remember, this was supposed to be an island with only the Tomb of Sargeras.  Now it has people who have been living on it for centuries, people who were isolated on other continents (as per their lore).  So if you’re looking for a cohesive view of the expansion, look somewhere else.

Shout to the music.  I usually keep the music on for the first month or so of an expansion before tuning out.  So far, great stuff.  If you hate bagpipes though… might want to turn on mute.

Dungeon

I completed the Halls of Valor.  That was a neat dungeon that took just the right amount of time.  Boss mechanics were fairly simple, though there was a fair chunk of AE in each.  When I see “spread out” or “move from boss”, I think to my previous post.   The art is solid, the lore is great (sort of like Valhalla) and the final boss is hyuge (again, sucks for melee).

Mechanics

I think this deserves some consideration.  Combat is mostly the same as before – press buttons, things die – though there is arguably more AE stuff going on than before.  There are no new talents for existing classes.  There are less skills, though the skill dance is more complex than before as everything seems to be on cooldowns.

No flying.

Dalaran has it’s own Hearthstone.  But it doesn’t have an auction house.  So… everyone should be in the MoP capital, for practical reasons.  Again.

Very similar to WoD, there are world uniques and treasures to collect on the map.  Dissimilar is that all the bosses I’ve found so far can be soloed, and scale to more people.  Treasures seem more abundant and less based on climbing to weird places, but more about exploration.  It’s an overall improvement.

I’ve died.  A few times.  Not to gimmicks, but to actual combat scenarios where I mucked up – again mostly due to AE.

Artifact weapons are ok.  I’ve leveled mine up a bit based on drops (lots of drops) and taken some additional skills in its tree.  Item levels are boosted by slotting items in the weapons, and those are obtained from quests.  So there is some progression.

Quests are a mixed bag.  Lots of kill X or collect Y.  Lots of it.  There are some different ones, where you need to follow a set path, or sneak around.  Just not a whole lot.  The optional quests require you to spend double or triple the time in an area to clear the objectives.  Since they go away at 110, I would argue that they are not worth the time.

Overall

Clearly these are first impressions.  The game is an overall improvement over WoD.  It’s not baby-bathwater, but it’s forward movement.  I have some questions about longevity of certain design choices, but time will tell.

Playing as a Team

I take athletics for granted.  I was raised with sports all around me, though the majority was hockey.  I like to think I have an aptitude for nearly any sport, as long as I understand the rules.  I can certainly appreciate sport plays, more so the ones leading up to the great play on the highlight.  I’m mentioning this because I’ve gone to see my wife play some ball hockey lately.  She certainly has a solid understanding of the mechanics, but the nuances of team sports are not her bag.  Give her a golf club and she’s a maniac though.

Which I think is an interesting idea to explore.  Working in a team, it’s fairly easy to find the best and worst players within a group.  They usually stand out.  The folks in the middle, those are a bit harder to qualify and find their personal spot.  As good as Messi is, there are 10 other players on the pitch with him and their play allows him to shine.  Each one needs to understand their role in the team and what’s expected.  They need to meet that expectation.  And often times it’s about multiple split second decisions while trying to stick to a game plan.  If the team is focused on zone defense, then chasing the opponents is going to go poorly.  Possession-based teams shoot infrequently, in order to maintain game control.

So watching my wife play ball hockey, completely recreationally mind you, puts into sharp contrast individual skill and team skill.  The former you can certainly practice on by yourself, but the latter takes hundreds of hours of group practice.  And as an adult, when exactly are you supposed to find that time?

Vault 75

I’m slowly moving around the Commonwealth, stabbing out away from Sanctuary.  I’ve hit Vault 81, Hubris Comics (which was awesome) and last night headed east to Vault 75, which was in the basement of a high school.  The experiment here really relates to the previous topic of skill refinement.  They studied and found genetic samples of teens that showed high potential and got rid of the rest.  There’s a target practice spot within the map too, fully functional with timer and everything.  My guess is that it was like a mini-Hunger Games or Logan’s Run in there.

It was also the first time I’ve actually met enemies with the skull icon.  These are folk who are a higher level and pose an additional risk.  One even had a plasma gun, which I was smart enough to pick up.  So while my super trusty sniper rifle helped out to clear the stragglers, these 2 buggers really took me for a spin.  I mean, how many sniper shots to the eyeballs can a dude take and still not realize I’m hiding around some corner? (the answer is 5).

I’m certainly appreciating the challenge here.  I’m making more use of Dogmeat as a distraction for battles, to help flush out the enemies.  He’s great at poking Deathclaws from their burrows (you can hear them breathing, which is cool and disturbing) so that I can send a missile on their foreheads.  The game is slowly inching away from a lone survivor vibe to one of effective team play.  I have a better understanding of how the party AI works, how they can disable mines or collect some loot for you.

I rather like the discovery aspect of the small things that make the game tick.  Sure, there’s a crapton that’s the same as in Fallout 3 but the finer details are where the meat is at.  It makes the game seem fresh while being familiar.  That said if people want to play it just like F3/NV, then there’s certainly nothing stopping them.  They’d just be missing out.

Spring Cleaning

Good news, the new laptop is in.  Just shy of 5 weeks from when I ordered it, which still astounds me for 2015.  Same brand as last time (Sager) so it looks very similar, though noticeably lighter.  Mind you, gaming laptops are anything but light.  Win 8.1 came with and if not for that x.1 item I would have installed Win7 instead.  It’s a serviceable OS.  The setup was remarkably quick too.  And this from the guy who remembers installing Win 3.1 and has been custom building rig since the early 90s.  Anyone remember the install time for Win 98 or XP?  You could spend hours just to get access to the internet, then the patches would take up an entire day.  Now the long part is reinstalling the core services.  Right now that’s Chrome (IE is somehow worse in W8 than 7), Steam, Marvel Heroes and the Blizzard launcher.  I’ll get the rest of the apps back on in due time, though it’s going to take ~150gig or so through the pipe to get there.

A funny story.  I have a particular background that I’ve been using on my PCs for a few years, one particular of my daughter.  I wanted to use it again and went to my backup storage and couldn’t find it, even though I had spent a day or so backing up the old rig.  Turns out I missed some files and this generated an opportunity to clean up some video/pictures I had kept for 5 years.  About 100 gigs worth actually, nearly 1000 pictures and 500 videos.  I am a bad curator but took the time to label/categorize what I could.  Now the better half will do the necessary triage and we’ll back up the backup.

I’m not a big picture fan, more of a store it in my head kind of guy.  That said, going through these things was a nice trip down memory lane.  Sometimes I lose focus on priorities with work asking for a bit too much and these sort of events really help to remind me of what I’m really working for.

Stress Relief

I’ve mentioned in the past how gaming is a massive stress relief for me.  It provides me with a challenge and I input a solution to reach a goal.  I think I get more fun out of planning the solution than I do of executing it, outside of the actual endorphins for goal completion.  A tablet is an OK gaming device but the game selection is lacking compared to the PC, as are the interface options.  So yeah, PC gaming is scratching a heck of an itch.

Physical activity, in particular hockey, is my other stress relief.  I play less in the summer, once a week instead of 3, so I need to supplement that somewhat.  Back into the home gym for a few weeks now, something I haven’t been able to truly get a grasp on since my first daughter was born 5 years ago.  Oh, spurts here and there but nothing long lasting.  I’m about 6 weeks in now and I sleep better, which is great.  Then all the other health benefits, the use of a new notch on the belt and if this keeps up, I’ll need to take in some of my clothes.

The month of May has been an interesting one.  Feels like I’m getting out of an old rut and into a new stride.  Spring cleaning I guess.

Player vs Class

I think it says something about Blizz that an ex-dev provides more design feedback than the current crop, at least in terms of overall design intent.  I think the current crop of designers are a little too much in the weeds, personally.   It’s good to take a step back and think about the big picture and how all the pieces fit together.  It’s sort of like walking.  If you spend your time watching your feet rather than where you’re going, you’re never going to get there.

I like reading the various tweets and blue responses about bugs and balance.  That Alchemical Catalysts have next to no use and are a limited to a daily cooldown sure is a head scratcher but to hear a dev say that they agree and need to look into it is disconcerting.

Usually when people design they take a top down approach.  Vision, concept, logic, physical.  More and more detail as you go down.  Then you have someone at each level making sure that each of those individual pockets is lined up with the other ones.  So the person in charge of professions for example, would be responsible that all the professions work similarly and provide some value.  Thematically they should be the same, gather materials, combine materials for effect, use result.  When the combination portion isn’t aligned, where some materials should have value but in fact don’t, then you have a profession with an issue.

I’m not saying it’s easy.  Actually, I’m saying the complete opposite.  I see it all the time.  Developers become incredibly insular to their environment, in particular during crunch time.  All you end up seeing is the trees and not the forest. The leads need to be strong.

And this again falls into more real world examples.  In many organizations, people get promoted to lead because they are a good programmer or developer, or they have experience.  You know what that makes you?  A senior developer, not a leader.  A lead needs to see the big picture and put the pieces together.  They need to match strengths and weaknesses across their team.  In a field like IT, which is heavily populated by people with somewhat limited social skills, these people are rare as all heck.  I think I’d be lucky to find 1 in 100.

And the problem gets worse the more people you have.  A small team can have informal talks and people are tasked with all sorts of work.  A really big project, you might have a guy that only does the RNG system, or a girl that just does terrain.  (Side note: it looks to me like the person who did Nagrand terrain in WoD forgot that Nagrand in BC had flying, then remembered at the end and put in gliders).

But back to the original discussion…

The main question to Greg was about remorse for diluting diversity and complexity to enable more inclusion (a little paraphrased).  And that he doesn’t have a yay/nay answer to me is a good thing.  As long as hybrids think they need to be on par with pure classes, you can’t have specialization.  While you can try to blame the devs in WotLK, you should also point the finger at the devs in BC.  There was a serious point in the expansion where raids were tuned for leatherworking drums and 3+ shamans per team.  If you even considered taking a balanced raid into Sunwell, you were going to have a bad time.

I’m not saying the thought process was wrong; “bring the player and not the class” portion makes sense.  Everyone should bring something but not everyone should bring the same thing.  Tuning and balance would be harder, in order to make more combinations viable.  I think, in the way that Blizzard typically does this, that the pendulum swung a little too far in one direction and that they’ve been unable to get it back since.  If anything, the advent of the DK (and remember, for most of WotLK it was super OP) set an expectation that hybrids were the way forward and that a player should be able to be self-sufficient.  That idea has gotten progressively larger, where in WoD and garrisons, it’s pretty much everywhere.

It’s actually interesting comparing to other themeparks to see how they approach this.  SWTOR is very similar, with massive skill bloat and until Revan, hybrids were amazeballs.  I never quite got those that were “pure DPS” but it was certainly an option.  Everyone has a stun, an interrupt, an AE, a heal and so on… RIFT is based on the concept of hybrids and while there’s always a flavor of the month, there’s a decent balance across all classes.  With only 4 classes, it’s hard to be pigeonholed.  Wildstar and ESO allow you to take a class of sorts, then have a wide array of skills but only a limited amount active at any time.  Maybe you need 2 stuns here and none there.  Hard to balance the skills against each other (ESO in particular had this issue) but the system gives the players tools.

FF14 is a bit different.  It’s a bit like RIFT in that you have many roles (through the classes) but you actively need to level each one on a character.  And at any given time, you are limited in the skills available – like 8-10 total.  Not everyone has a stun and each class tends to bring something rather unique to the game.  I’m curious to see how this lasts long term, what with new classes being added at a rather regular pace but since it’s always the same character, it’s not the world to swap between classes, in particular if they share the same base stats (and therefore gear).  You don’t need an alt.

Most games today are all hybrid but limit the skills available at any given time.  So you can bring the player AND you can bring the class.

SWTOR – Yavin 4

I finished up the quest content for Rishi and Yavin now, and I hit 60 just at the tail end.  Once you “complete” the main storyline, a few dailies open up that need to be taken down to unlock the final battle.  Spoilers but not spoilers, you get a prelude to fighting Revan and it’s pretty sweet.  Harder than I had expected as well and my gear was pretty friggin’ good.  I can imagine how hard that fight would be if I was 2 levels lower, as many people who didn’t do the prelude portion are surely at.

A few things from the entire leveling process.  First, the story had some highs and lows.  The new NPCs are solid enough, with some ties back to Marr and Saetele.  It was well linked together and Revan as a bad guy, is a solid thought.  The Rishi storyline was a little odd, in that I was fighting these little peons compared to the actual revanites.  It’s kind of like asking Vader to take care of some Jawas… didn’t make much sense.  Yavin was straightfoward, an assault on the Revanite forces.  But the zone itself is the centre piece of all Star Wars fiction in the public eye.  I mean, they count years in BBY (before the battle of Yavin), so you’d think this would be a big deal.  Instead we get 2 jungle sets and 2 temple sets.  Maybe more will come later.

It's the best shot you're going to get of Yavin

It’s the best shot you’re going to get of Yavin

The combat changes are pretty welcome.  Everyone seems to be more mobile, which works well with the added telegraphs.  Timing is a little off mind you but it’s workable.  The power curve seems rather in the player’s favor as I didn’t die once (Makeb was a bad time overall) and even the gold NPCs weren’t any hassle.  Champs could be taken with a little thought.  It’s an odd shift which makes for much faster gameplay.  Very WoW, and that doesn’t fit so well for my tastes.

I will say that I like the discipline system.  It makes it easier for the devs to balance (WoW had nothing on SWTOR hybrids) and makes it easier to swap between specs.  The utilities barely grant any powers so it’s hard to make a bad choice, which is a nice switch from WoW’s super-obvious-which-talents-to-pick style.

The art is good, minus the pirate hats.  I rather enjoyed the new sets and to see the style grow over the years.

Now that I’m 60 I think I’m going to finish off some things I’ve always wanted to do.  Pretty up the stronghold, max out companion favor, get Legacy 40 and unlock Treek, get HK-51 (which should be soloable now).  Maybe run a few operations in Story mode as well.  Going to be fun.

Wildstar & WoW – Odd News

So in Wildstar news, apparently Stephen Frost is moving on to other pastures.  I’m trying to think of anyone of the devs that are left since launch…and I’m drawing blanks.  It’s getting to a point where it just looks like the culture at Carbine isn’t enough to keep the lights on.  Smart decisions need to be taken, or should have been taken many months ago and poof, nothing but people quitting.  I’m sure this has resonated with the community.  It really is quite a shift and I’m having a ton of trouble putting a finger on why.

Lots of conjecture mind you, but wow, I think this is one for the record books.  There’s certainly still some hope that the game can come back if it makes the changes at a decent pace.  SWTOR certainly showed that, and the flaws were very similar (remember a 90% server consolidation?).

In WoW news, the Brawler’s Guild is getting a re-vamp.  Or is it?  Let’s look at it

  • No new bosses
  • Change in the boss order/ranks
  • No new achievements
  • No new rewards
  • No new challenge cards

And this merited a blog post?  I tried the Brawler’s Guild.  It was fun.  Except Hexos, which never made any sense.  Now the only difference is a re-shuffle of the bosses?  I’m going to be honest here, I can’t see anything that WoW is bringing to the plate in WoD that would be considered progress or new.  Sure, there’s a stat squish (2 years late) and a normalization of raid sizes (flex everything!) and the world’s shittiest housing implementation (garrisons).  It’s stuff that could have been included in 2 content patches.  And people have waited over 13 months since SoO (5.4) went out the door for this?

#Wildstar – Class Design Interview

Oddly enough, TenTonHammer is one of my go-to places for Wildstar news.  Massively’s staff cuts have cut that bugger off my reading list.  Recently, TTH had the chance to interview the lead class designer, as well as the Medic and Esper leads.  There are three main things I get from this interview.

  1. Carbine is being rather forthright and honest about their design intentions.
  2. There are fundamental issues with balance that need to be sorted before they look at skills
  3. TTH’s interview skills are “unique”

For 1, this is somewhat novel to me. I know Blizzard is seen as open about their design intents but that took 4 years to start. And the tenure/legacy of GC is always a debated topic. Compared to other MMOs mind you, ESO, TSW, FF14, SWTOR and RIFT, this is a drastically different approach. Now the flipside to honesty is that people are going to dissect every word. A 2 month lock on class design before launch may seem crazy to some but from my experience, that’s a rather short lock on release windows outside of bug fixes. Plus, if you look at the patch notes WS puts out, Carbine is putting a ridiculous amount of effort in fixing their game.

For 2, this is disconcerting while at the same time NORMAL. When you build operational models, you use normalized data. So assume everyone is at the same power level, and what do you get – that’s the baseline of testing. Sure, you can test some outliers but core builds are based around design principles you need to adhere. And as with all massively multiplayer games, people will find optimizations that the developers did not consider. Absolute scaling is tough to predict.

If you play WS, you’ll notice that the tank players have lower Assault Power compared to the healing players, assuming the same item level. It’s rather drastic actually, where a level 30 tank weapon as 200 AP and a level 30 healing weapon has 350 AP. Now, for a level 30 tank and healer to have parity, it means that damage has to scale differently between the classes.   Let’s say they each need 1000 power. A tank would scale at 5 power / AP and a healer would scale a 2.85 power /AP. Good so far?

Well once you reach max level and start optimizing, those options are class agnostic. While your equipment may be optimized for tanks (lower stats, better scaling) runes and imbuements are not. A 50 AP rune can be used by anyone. So what you have is players stacking AP runes (and imbuements) in parallel with healing classes, but they scale at a much better rate, giving them a very aggressive power curve.

There are a few fixes for this but it’s really a core design flaw that needs to be addressed. Either you change base scaling of the class, or you apply the scale to all stat inputs. And that’s aside from skill/AMP balancing.

Skill/AMP balancing is an interesting topic since Carbine can clearly analyze existing patterns. Some classes have decent diversity, others less so – Espers in particular, with only 2 skills per role that matter. Nice to see they’re trying to fix that.

Finally for 3, TTH’s rather aggressive and subjective interview style comes off as being childish. Or perhaps extremely passionate about the topic rather than objective. There were no softballs in the interview – again, a significant difference when compared to Massively. It’s fresh but at the same time dangerous.

Overall, I’m happy with the interview. The lead designer is clearly a lead (correcting a class designer in an interview is rare) and the class designers have a solid plan to resolve issues they freely admit exist. And if we follow the current patch timeline, most of the changes should be in September/October, which is a very acceptable timeframe for a big rebalance. WoW didn’t touch Rogues at all until BC, if you recall. It’s encouraging to see that type of attitude.