Flying Can Wait

Last night was the first night of raiding in Legion.  Not only was Blizzard suffering yet another DDOS attack (every other day it seems), but Stormrage decided that it had enough and it went back to the 2 hour queues. After a week of no queues.  Odd.

Old Flying

None of my characters have the ability to fly in Draenor.  I quit long before it was even an option.  There were many a time that I wanted flying to be available, but with 2 heartstones, it wasn’t too bad.  Well… except for Nagrand.  That place can take a hike.

And aside from Cataclysm (hex be that name), no expansion has ever launched with flight available at the start.  Sure, once your first character hit max you could buy it, but it forced you to play the game at least once.  I don’t think I could have done LK or MoP without flying on alts, the mountains and cliffs and just overall poor placement of flight paths made it cumbersome.

New Flying

Draenor gave folks an achievement to acquire in order to fly, and that came with a lot of hoopla.  It wasn’t hard, just time consuming.  By the time it became available, the only big part left was a faction grind.

Legion, we’re not sure yet.  There’s at least 1 achievement that’s required but we can’t complete it yet due to some quests that are not unlocked.  The biggest pain here is time again, faction grinding.  We’re months away, so I’m not too stressed about that fact.  It’ll come naturally I’m sure.

The Ground is Fine

That said, I have no real issues with the current model of movement.  As a Monk, I even get a free teleport to my home base, connected to Dalaran.  The Flight Master’s Whistle is an amazing tool.  I’m just fine using the ground.

And thinking about it, it has more to do with the way the world works in Legion.  World Quests focus you around the map so there aren’t that many “dead spots”.  Enemies scale, so you never really feel like you’re running in empty fields.  The world just feels, I dunno, relevant.

Plus, I’m making a killing off selling herbs.  Near 6k for a 20 stack.  Without even trying, I’ve made 100k in 2 weeks.  Mat prices will drastically drop when flying comes in.  Come to think of it… flying actually helps bots out.  Where a real player would navigate so as to avoid combat, bots just work in straight lines.

All told, I’m not itching for flying now.  It would only provide a marginal benefit (though providing re-useable gliders would be nice) today.  Legion really seems to have taken a smart look at why people fly, and compensated in all sorts of ways.

Raising the Waterline

When RIFT came out, I was one of the first folk to hit max level.  I took a different approach to leveling in that game, with a lot of work being spent in dungeons and rifts, and a rather streamlined approach to zones.  That process led me into a guild (more than one actually) and had me grouping with a bunch of people during the leveling process.  When I hit 50, my friend list was a dozen or so other players at the same level.  For a while, there were only 2-3 healers doing group content, so I ended up chain running dungeons and gearing up even more.  It was really the front end of the bell curve.

bellcurve

I was in the grey zone on the far right.  It took a few more weeks and then the more people started hitting 50, and over time, nearly everyone did, at their own pace.  By the time most people hit 50, I had no more reason to run dungeons (aside from guild runs to help people).

Waterline

In design, a waterline is determined early on in the process, a point where the majority of people need to be in order for a system to work.  In some games, this is the ilvl requirement to start content, others it’s attunement, others it’s reputation… sometimes a combination of them works as well.  The line has to have requirements where most people can meet them, otherwise it’s design for the sake of design.  It’s a specific skill set you want all players to have in order to have a solid shot at completing specific content.

Heroic raids (up until the end of Cata) are a good example of design for the sake of design.  Blizzard put content behind a gate that less than 0.1% of the population ever saw.  Now, 0.1% of 10m players is still a lot of players, but from an economics standpoint, it didn’t make sense.  LFR came about and a total rejigging of raid groups/sizes – most notably the flex system.

Getting There

It’s also understood that the waterline is achieved through investment (or simply time).  Some people will be gung ho and get it done super fast, others take a more leisurely pace to it.  Some will simply give up.

For the first couple weeks of an expansion, top-end content is usually the domain of the dedicated.  People understand the class, the mechanics, read about what’s going on and generally pay attention.  Top performers, or perhaps just people that are more heavily invested.

As time passes, more people pass the line and can do the content.  You find people who are learning a class, or are remembering how to play a class.  Legion requires people to do dungeons while leveling (well… maybe not a hardened requirement but everyone gets a quest to close a chapter), so you’re also getting people who are not accustomed to group settings.

I was in a group yesterday doing the Eye of Azshara and the snake boss took the group to town.  The tank was going straight to the boss without clearing the trash, and the Hunter never swapped targets and used Barrage to pull the zone.  This is to be expected behavior as more people are leveling up, where the general skill level drops as more people pass the waterline.  Thankfully the tank wanted to learn.  The hunter… well, they were playing a hunter.

Tweaking the Line

This is really the challenging part, where picking the waterline where you want the majority of people to be.  Just selecting some arbitrary criteria doesn’t work if it doesn’t match up with the players.  More so if the content past that line has nothing to do with the criteria being measured.

Let’s say that the line opens up content where you need to interrupt spell casts, but the line doesn’t ever challenge you to interrupt anything.  The Secret World addresses this through the boss challenges that unlock top end modes.  You need to know how to heal, DPS and tank to move on, and the skills tested are used moving forward.  FF14 forces you to interrupt and pay attention from the start, slowly adding more complicated elements as you level up.

WoW gives you 4 skill buttons and a lottery wheel to get above a certain number to do top end content. Which is cool if that’s really the intent, and I think in Legion it actually is.  Sure, heroic dungeons are in LFG, but they are marginally more difficult than normal mode.  It’s mythic dungeons that are where the challenge resides, and they are not in LFG.  And I sure do hope that they don’t show up there – at least not without a proving grounds medal for a given role to start.

It’s interesting to see the various design schools at play between the games. As much as I see myself at one end of the spectrum, I can see why people at the other can have fun as well.  And fun is the entire point of it, right?

Alt-Free Lifestyle

It was my youngest’s birthday party this weekend.  I have a serious baking kick and birthdays are a ton of fun to try out new things.  This run was a Minions cake.  It was a 3 layer cake and while it was cooling, the birthday girl decided to munch on it.  So I was missing about ¼ of that cake and had to make due with some quickly made Rice Crispies mix.  I had some pre-made fondant set aside but given the size of the cake, I needed to make more.   And I had a wedding to attend the day before, and we ended up hosting folks afterwards.

cake

That’s a lot of yellow.

Long story short, I had a lot of work to do, barely any time to do it, stayed up til about 1AM Saturday and woke up early Sunday to finish.  Everything turned out great and my daughter was really happy.  And that does make it worthwhile.  Need to catch up on some sleep now.

Alts

My monk is still specced Brewmaster, making nearly every quest fairly straightforward as tanks don’t die.  The exception are the group quests, where I do need a healer.  Given that the majority of those quests have benefits I don’t require, I tend to skip them.  So I really only have 4-5 quests per day to run, enough for the emissary chest and maybe an extra one.  The rest of the time is spent moving forward the Suramar quest line – with an end goal of completing the achievement to eventually unlock flying.

So, that means that I can tinker a bit with alts.  And tinker is all it feels like.

Let’s say that World Quests are the “final” end game for Legion, which I think most can agree with.  To get there, you need level 110, and friendly with all 5 factions, the last of which only unlocks at level 110.  With rested experience and a casual play, you will likely hit 110 after 2 zones.  Still need to do the 2 others though, for the faction.  That’s about 10 hours of play, or so.  Even alts that collect/craft have to put in a fair chunk of time, given that progress with them is quest based and zone locked.

And that doesn’t cover the faction-based dungeon unlocks either.

As it is now, aside from gold, there is nothing Legion-specific that is shared between characters on an account.  That means that the time invested in one character would need to be repeated with every other alt.

Focusing on a single character is a smart move, giving some investment and uniqueness to the game.  I think this is a good approach for multi-role classes (mages, warlocks, hunters, rogues excepted) – specifically around the queue times for pure DPS classes.  As a Monk, I can heal, tank or DPS.  It’s a major, if not massive, shift from Legion’s “park it in the garrison” mentality.  I had 2 alts that barely stepped out and ended up in full epic gear.  Change is hard for some, harder still when the change is so jarring.

Accessibility

Blizz has mentioned that as the game progresses, more alt-friendly options will be made present, through catch-up mechanisms.  Artifact research will be sped up from the current 5 day wait.  I’m sure that there will be reputation commendations coming shortly as well, so that the next run up will be faster.  I wouldn’t be surprised if some of the unlocks (like dungeons) would eventually be account-wide as well.

The first raid hasn’t even unlocked yet, so a full discussion about alts is somewhat premature.  I guess we’ll see what 7.1 brings to the table in the short future.

In Tanks We Trust

Stomrage had no queues last night at 8pm.  From 3 hours last week and 6000 people, to dink all.  All without a peep from Blizz.  I work in IT and with client relations.  I can honestly say that I’ve never seen this type of behaviour before, at least not at this scale.  Impressive kahunas.

The Maw

There was a +41 relic as a WQ reward, plus I had a couple quests to complete in the Maw of Souls.  The tank was new to the dungeon, the healer was taxed, and one of the DPS (a DH) must’ve had issued because he died a dozen times during the run.  Including 30 seconds into the final boss.

The bosses themselves weren’t too bad, 3 majors, 2 minors.  This one was much more melee friendly than others, though there was certainly a fair chunk of movement for DPS.  Being a WW Monk, and Helga being the last boss, I only ever really saw her belly.  I’m sure that the bellows effect would be hard to detect for some folks, as positioning can be a challenge.

Anyhoot, the tank did a superb job.  There was one really rough pull inside the ship, but we pulled through in style. And I think the root cause/solution is simple enough, interrupts and positioning.

Go to the Place

DH tanks, so far, have been a challenge to play with.  They move a LOT.  My guess is that they’ve mapped their movement buttons into their DPS play and just forgot that it’s a bad way to tank (and not needed).  A boss that spins continually means cleaves for everyone, and melee folk are running everywhere.

A solid tank will put the boss in one place, typically with the tank’s back on a wall.  If they need to move, they do so in small steps.  Enough to avoid whatever spell they need to avoid, but not so much that they cross the entire floor.

Press the Buttons

I am still of the firm belief that Proving Grounds should be mandatory for everyone, if only to show them where, when and how to use an interrupt.  Is the cast time under a second? Don’t bother.  Is it a channeled spell? Whack that crap.

Helga had an AE spit attack that hit random spots on the ground.  She didn’t when I used my interrupt.  Some mobs had an AE fear attack, not when they are sucking floor from a Leg Sweep.  You know how much DPS you lose while being feared?  More than if you miss a GCD, that’s for sure.  More than if you’re dead, too.

WoD Woes

And I think this is just me gripping because of what WoD has left as a legacy.  Heck, what LK started if we’re going to get at it.  AE everything, ignore the mechanics.  Power through everything and close your eyes.  And truly, that works.  Once you’re 3 months in and 100% more powerful than the expected level, that is.

Which makes each new expansion a challenge.  How to make people play smart again, when the last year+, and the solo PvE content for that matter, requires no thought?  All of a sudden you have to pay attention.

Legion sort of addresses that with world scaling.  Even at 110, things hit hard.  An ilvl of 840 (850 is current cap) still wouldn’t mean a cakewalk.  Elite WQ can, and will, kill you.  I like that.  People complain about it (they complain about the sky being blue), but they will learn and it will be a good way forward.  I’m a bit worried about power creep, where when we’re in ilvl 890 we’re right back to WoD, but that’s for another time.

Time Gating

Stormrage update first.  Queues were under 1000 people and times under 15 minutes. Fun fact, on starter edition you can see the queue but you’re always pushed to the back.  Funner fact, WoW tokens are server-specific and if you can’t log into a server, you can’t buy a token, so you stay in the queue.  Funnerer fact, Blizzard has had 3 days of server crashes/DDOS events.  Onto less facts.

F2P

Where Zynga excelled (aside from stealing ideas) was in putting time gates everywhere in their games, then charging you to speed it up.  Charging made them money, but the time gates had people continue to log in for longer periods and spread their focus around.  It drastically slowed down content consumption.  Clash of Clans (and all its clones) follow the exact same model.  This provides a “long tail” to the game, where you may have seen bits and pieces of everything, but you haven’t seen it all.

This model works exceptionally well for casual players and frustrates the living heck of out hardcore players.  Imagine if Battlefield players started each map with 10 lives, and restored at a rate of 1 per minute.  That would be a game changer.  Or imagine Overwatch only allowing you to queue once every 30 minutes?

The Alternatives

What other methods exist to provide a long tail?  There are a few, though most have fallen out of favor.

Attunement was an older method, where you needed to jump through a specific set of hoops in order to move on.  Sure, it’s still there a bit, what with ilvl requirements, or just plain level requirements, but the days of the BC attunement process are long gone.  Thank goodness.

bcattunement

People still think this was a good idea.  I got up to TK/SSL and gave up.

The other main method is randomness, or as I like to say, praying to RNGsus.  Action RPGs (like Diablo, Grim Dawn, or Path of Exile) breathe this model.  MMOs have varying success here.  Lich King managed it somewhat with the badge system, Warlords was strong on random numbers on gear drops, and Legion sort of tried to find a middle ground with simple stats to roll and upgrades all over the place.  RNG works to a point.  Gating content behind stats, which is what RNG gives you, only motivates people so far. All stick and no carrot, tends to turn people away (D3 at launch, amirite?).

Moderation

All the methods of extending a game make sense.

Dailies have been a part of WoW for a long time, though they only really took off in Lich King (due to the massive money generation at the time), and they use all 3 of the methods to work.   In Legion, world quests are available daily, the tasks and rewards are random, and access to them requires faction attunement (which further rewards faction).

Dungeons, pet battles, raids, crafting… all of it.  While you can certainly play for 24 hours straight, a specific measure of content only lasts so long before you need to try something else.

The trick is finding the right balance of it all.  Making sure that the time gates are not too long, that the content within a gate matches a “play session”, that attunement is not exclusive and punitive, and that the randomness can be offset through other means (gear comes from factions, quests, dungeons and crafting).  I’m rather surprised at the level of balance achieved so far.  MoP taught Blizz some hard lessons about gating, and Warlords some lessons around attunement (grinding) and randomness (simplified rolls).

I’m turning more to the mindset that Legion is what Warlords should have been, mechanically at least.  The majority of those missteps have been corrected.

Well, except for Hunters and Warlocks blowing chunks.  But who cares about them?

I Liked Pandaria

First note, Stormrage queues are still in the 3000s, and waits nearing 2 hours.  Still no peep from Blizzard on the issue.  No other server has a queue above 10 minutes.  It’s fine from the outside, since I haven’t renewed a sub, but it certainly blows chunks for those that are trying to play.  Getting a DC and sitting in a 90 minute queue has got to hurt.

Expansions

I like ’em, plain and simple.  I like the fresh(er) take on a game.  It fits a good spot between horse armor DLC and sequels that are just re-skinned games.  MMOs have a very poor track record on sequels, and their concept of DLC is either patches or the item store for sparkle ponies.

But an expansion, woo, that scratches an itch.

I played through a half dozen with UO, similar with EQ.  I tend to go back to older MMOs when they launch one – RIFT being a good example.  Not only do you get the new content, you also get whatever patches were put in between when you stopped and now.  Aside from the people (which are really the basis of an MMO), playing the game every 6/12/18 months is a really good deal.  For $15, you get a ton.  For $50, you get the expansion and everything before it.  The downside is that you have to relearn all the acronyms.

WoW Expansions

I made Asmiroth, my Rogue, on launch day in 2005 on Stormrage.  The servers barely worked until January 2006.  While my Rogue was the main, I also ran a hunter to max level.  I tried PvP servers, RP servers, all the classes… but the time investment was crazy.  WoW vanilla was better than other MMOs of the time, but looking back it was really rough.

I played all the way until Burning Crusade came out, raided for the first bit there and then moved on to other pastures.  Enough to get my Netherwing drake mind you!  If I remember anything it was that BC was hard and flying was a massive accomplishment for survival.  There were no catchup mechanics, and gating was a nightmare.  That said, the world was solid and interconnected, dungeons were fun, and there was a reason to log in daily.

Lich King I raided a tiny bit at the start, managing a few 3DS attempts and then life took over again.  I came back for ICC.  Catchup mechanics and LFD showed up here, which were amazing for my casual playstyle.  There was too much Lich King for my tastes, and a simplification of many parts of the game.  DKs were way OP.  This is the expansion where you could clearly see the shift from “hardcore MMO” to “casual MMO”, for better or worse.

Cataclysm I played for about 2 weeks.  I am truly struggling to recall much good from that expansion, aside from making alts a joke to level up.  I did get to try Firelands mind you, and that daily zone was solid.  I truly believe that if Cata had followed BC, it would have been a success.  The problem here was that the pendulum swung so far from the ease of LK to the bash-your-head of Cata dungeons that people just gave up.  LFR showed up here because less than 1% of the population ever set foot in Firelands heroic.  This expansion was the death of “hardcore MMOs”, for every game on the market.

Pandaria I played  a lot, both at the start and at the end.  The island of open quests and gear pinatas was cool and fun.  I really appreciated the lore here, even though it had nothing to do with Warcraft.  The zones were great, monks I liked, dungeons were fun.  Unfortunately the devs didn’t understand what worked in LK and what did not in Cata.  We ended up with daily quests for everything, gating a lot of stuff.  Which is too bad, because there was a great opportunity for more content.  Scenarios were great.  Proving grounds were an amazing implementation. Re-roll tokens were good.  Raids were smart.  The farm was neat.  The big picture worked, but the reason to log in daily didn’t work until the Timeless Isle was introduced, way too late in the game.  Plus, it took nearly 2 years to get the next expansion.

Warlords I played for about 2 months.  Well, more specifically I played the actual content for about 2 weeks or so, the rest was sitting in my garrison playing farmville.  I completed 1 dungeon and a few raids in LFR.  If I recall, I was making about 2K in 15 minutes of work per day across all the alts.  This was another pendulum swing from Pandaria.  No more dailies, do what you want, when you want.  Open quest areas.  Dungeons were useless past the first 2 weeks.  1 patch (selfies are not a patch).  Even the lore (aside from sending Gul’dan to start Legion) is meaningless.

As for Legion, I’m about 5 days in.  Once the server stabilizes, maybe I’ll go back.

Take Away

BC, to me, was an extension of Vanilla.  It mostly addressed bugs and provided some new content, with some tweaks here and there (most notably adding flying and removing resistances).

Lich King on, we saw iterations on design and a generalization of MMOs, and each expansion made some rather significant changes to core systems.  Sometimes the changes were good (talent tree revamps, as only 2-3 builds are ever viable), sometimes not so much (the badge system is the answer to making content relevant).  Each expansion feels more like an interconnected sequel, where you can import a previous save, as there are few ties to what came before.

Not that it’s a bad thing, so much as understanding that the people who liked hot dog v3 and have eaten nothing but that for a year and a half, may not be all that pleased with hot dog v4 when they can no longer get v3 at all.  That puts a lot of trust between the players and developers.  Even more so since there’s a vendor down the street that’s selling something that look a heck of a lot like the v3 hot dog.

And I think it’s fair to say that WoW passed that point a while ago with the majority of it’s playerbase.  People return to the expansions with a hope of nostalgia.  They get a hint of it, then find a crunchy bit they don’t like and move on.  I know I’m in that bucket.  Time will tell how many other folks are there too.

Nana nana nana Batman!

Ok, Batman Arkham Knight more specifically.  The one with the tank.

maxresdefault

Seriously.

I’ve played nearly every single Batman game that has hit the market.  I am a massive Batman fan, and really enjoy the various interpretations over the years.  I think it hard dismiss what Batman: the animated series had as an impact on comics everywhere.  Even that video game tie-in was gold.  I see Mark Hamill more as the Joker that Luke Skywalker now.

So with the various Rocksteady games, I’ve take a chance to get 90%+ completion.  I really enjoyed the first one, as it provided a fresh take on the games – mind you the last battle against the Joker was horribad.  Arkham City and Origins were opposites.  The former had a great story and so-so controls, while the latter’s story was a mess and the controls were spot on.

Arkham Knight does away with the concept of “Batman without tools” and starts you off in the thick of it.  You have a tank.  You have Batarangs.  You can glide.  You can punch the lights out of anyone.  It’s solid mechanics and doesn’t treat you with kid gloves.

The Batmobile Bat-tank is weird.  It makes zero sense in the world of Batman but from a gameplay perspective it adds some nice variety to the game.  Either shooting other tanks, racing other vehicles, fast travelling, destroying buildings, or just climbing up them – all of it works well.

The plot is solid enough, as aside from the Joker, I think that the Scarecrow is one of Batman’s best foes.  He’s like a darker version of Batman.  Joker is still there of course (spoiler I guess) but not to the point where he takes center stage.  The noted Arkham Knight does a good job as a villain, being able to predict what Batman will do.  A tad to “rage” focused for my tastes, but a smart combatant.  It could be that every other villain has 20-50 years of backstory and this guy is fresh to the table though.

I find the game more challenging that previous ones, where it puts you up against stronger and denser enemy packs.  I took out a group yesterday of 6 armed guards and 4 automated turrets that took about 10 retries to figure out.  Where previously I’d stay in investigative mode and pick them off slowly, this game has you run in and out quickly, with enemies who can detect you if you use the mode too long.  Plus there are mines and traps, so you need to use different tactics in those fights.  It means a lot of button pressing, and nail biting, but also means that much more fulfilling fights.

I’m about half-way through now, completion-wise, so that means about 75% of the main quest.  The Riddler challenges I’m going to skip a fair chunk but the rest of the side quests (and there are at least a dozen) all provide ample diversion.

Solid game, glad I picked it up.  Even more so since it was on sale.  And now bug-free.

MMO Rushers & Entitlement

I’ve been on the WoW forums for a bit now, trying to get a heads up on the Stormrage queues.  You know what keeps people from posting on forums?  A working game.  Cause once things are unplayable, or monotonous, then you get some very interesting posts.

Aside from the 3 hour queue times on Stormrage (which are apparently the players’ fault, since they rolled on a busy server over 10 years ago), there’s one particular theme that’s popping up a bit more.  And that’s entitlement from the rushers.

Apparently, 2 weeks after launch is an appropriate time to a) release raids, b) flying, c) maxed out artifacts, d) deep knowledge of every dungeon and skippable area, e) go-go runs on mythic, and f) have maxed out the Suramar rep.

Each of these items has been stated by the devs to take months, with various catch up mechanics along the way.  The people chomping at the bit are from a wide variety of places but they all have 1 thing in common – they rushed to end game and are more or less, maxed out.  They have the loremaster achievement (the one that will eventually unlock flying), which meant hours of grinding.  They are sitting at ilvl 850, which requires a fair chunk of dungeon grinding.  They’ve maxed Suramar rep and have a lot of points invested in a single artifact.  They immediately boot warlocks from any LFG group.  And they deserve better.

Why?

Entitlement is based on the concept of having something, and setting expectations to be the same in a separate environment.  Sort of like teens who never cooked/cleaned at home, end up in college and are totally lost and expect others to do the work.

In WoW (and the same thing happens in other MMOs when they launch, as compared to WoW), the content drought is so severe that people play for a year+ with the same set of rules.  MoP to WoD was disgustingly long, and people were loathed to give up flying after 10+ years of it.  Then WoD gave them flying, super powers, amazing gear, LFR pinatas and essentially made everyone a god.  Legion comes out and you hit like a wet noodle, lost all the perks you had before and are told you have to wait months to get them back, if at all.  Did I mention that Inscription was gutted since glyphs were almost completely removed from the game? And you’re paying a company to do this to you.

So yeah, I can understand why people feel entitled.  They paid their $60 for Legion, they paid their $210 (patch 6.2 was June 2015) to play from then on.  They were allowed to eat their fill from the trough for all that time, only to have it taken away.

Counterpoint, those people are not who the first 3 months of an expansion are for.  Blizzard isn’t so dumb to think that those hardcore players are going to leave, no matter the hardships.  They will post til their fingers bleed but they will still pay their monthly fees.  The expansion is for the group of people who were not playing in 2016.  It’s a spike in sales and Blizz wants that long tail to stretch as far as possible.

Because at the end of the day, the only thing that matters to Blizz is the amount of subscriptions.

 

#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…