Showing posts with label Rumination. Show all posts
Showing posts with label Rumination. Show all posts

Wednesday, March 14, 2012

My Cata Post-Mortem

Normally I save these review looking, post-mortem type posts until a month or two before a new expansion is being released, but it feels appropriate to do Cata's now. For one, I've almost "beat the game." My guild is currently 7/8 HM DS, and I will be upset if we don't have Heroic Madness down in the next week or two. Second, Blizzard is giving almost every indication that they can that Cataclysm is over. They have already done three "Post-Mortem" blog posts focusing on systems, encounters, and quests, and with the MoP press event happening this week you can bet that all attention will be focused on the next expansion starting Monday the 19th.

So, I would like to take this opportunity and look back at what I think worked or didn't work, before it's completely irrelevant (if it isn't already).

Stats and Customization:

Mastery: Most of my experience is limited to moonkin, but I think most people would agree that the addition of Mastery has been a complete success. There are a lot potential issues with adding a new stat to an existing game. It could be too weak, too strong, or to complicated, and each would create problems. However, after a little tuning, Blizzard integrated it into the game almost seamlessly. In fact, I had read over years worth of old blog posts before I remembered that it was an addition in Cataclysm.

Reforging: As a concept Reforging gets an +A, but the implementation of the Reforging system gets a C. The problem with reforging is that it's hard to walk up to Thaumaturge Zajir and do it on the fly with the assistance of add-ons, third party web sites, or advanced planning.

I think the Reforging UI needs a significant revamp. First, it would be great if there was a "learn" feature like there is on the talent tree, so that you can make changes and see the impact without them being permanent. This would allow players to sandbox configurations without spending a lot of gold to figure it out. Second, I think they could make it clearer which items are reforged and how they have been reforged. If you look at the tool tip of each item it just says "reforged." Why not "reforged crit to hit," or have the reforged stats highlighted in some way on the tool tip?

Talent Overhaul: The fact that Blizzard is once again revamping the Talent system in MoP shows that Cata's overhaul was pretty much a failure. It wasn't all bad, but I think our main criticisms that it wouldn't create more interesting choices or optional talents, has been proven correct and that is why Blizzard is making such a big change in MoP.

Raids, 5-Mans, and Encounters:

General Awards: Traditionally, I have done a list of my favorite and least favorite instances and such. I am going to try and get away from that format a little this time, but I did want to make a few quick comments in this regard.



  • Favorite Fight: Sinestra - To be honest, I had a hard time choosing fights that I liked, and Sinestra kind of won by default. It was a tough fight and I thought the Cutter mechanic was interesting.

  • Worst Fight: Spine of Deathwing - This was a hard one as well because in general I didn't like a lot of the fights in Cata. Spine won however, because the idea that DPS only matters for about 10% of the fight seemed really stupid. I also hated breaking the stun as a DPS because it was impossible to tell if you should continue casting or not. Dishonorable mentions: Rhyolith and Beth'tilac.
Looking-For-Raid: In my opinion, LFR is by far the best addition Blizzard has made to the game in a long time. My only complaint is that they didn't add it sooner, which will be fixed for the next expansion.

The reason LFR is so great is that it takes a lot of the headache out of having alts. I have leveled a lot of toons to max level over the years, and it's always a little bitter sweet. Once I get them to 70, 80, or 85 the question always came up. What now? Gearing them up to do any kind of endgame was time consuming and possibly expensive, but now there is a simple way to learn a new class without having to make significant time commitments. LFR is a homerun.

Revamped Instances: Revamping an old instance is a very risky prospect. First, Blizzard always gets called lazy for redoing old content rather then doing something new. Plus there is always the potential that a beloved dungeon is ruined. However, it is also something that players frequently request so that they can revisit some of their favorite instances from the past.

Looking only at the Cataclysm Revamps I think Blizzard has done an amazing job this expansion. The Deadmines was one of my favorite instances leveling up, and the revamp made it 10x better. ZA was another instance that I had a lot of experience with, and while I don't think they improved ZA at all with the revamp, I do think they maintained what made it great as a 10man when they converted it to a 5man. I was less familiar with SFK and ZF prior to the revamp, but I thought both were enjoyable in Cata. As a result, I think Blizzard has figured out how to revamp old content after the blunders in WotLK. I have no concern about the revamps Blizzard has planned for MoP.

Shrunken Raids: One of the more controversial choices made by Blizzard in Cataclysm was to drop the Abyssal Maw raid from Tier 12, and I found the explanation given to be not all that satisfying. To summarize, Blizzard stated that compared to Firelands the Abyssal Maw raid didn't look or feel that good. They also said that they wanted to get away from the 12 - 14 boss tiers and focus their development on 7 or 8 bosses to provide a better player experience.

All in all I think this turned out to be a mixed bag. Generally speaking I would much prefer 7 great fights then 12 mediocre fights, but in the end I think we got 7 mediocre fights in firelands instead of the 7 great fights we were promised. Having unique art does not make an encounter great. Nor does a gimmicky flying mode like on Alys'razor, a gimmicky steering mechanic on Rhyo'lith, or a don't take damage when damage is sometimes unavoidable buff like on Staghelm.

In short, I'm not really against smaller raid tiers because after 5 years of raiding I am interested in shorter raiding tiers, but I don't think blizzard achieved their stated goals for having the smaller tiers.

Other:

Two Equal Raid Formats: I've already discussed this at length and will not go into to much detail in this post, but two equal raid formats was a big feature of Cataclysm that I can't ignore in a post mortem.

On the positive side, Blizzard has done a very good job of balancing the two formats in terms of difficulty. Of course there are examples where 10man is easier then 25man and vice versa, but for the most part they have been reasonably balanced. Unfortunately, that is the only positive in my opinion.

As anyone who reads my blog with any regularity knows I am a 25man raider who prefers the 25man format, and I think it's fair to say that having two equal formats has resulted in the slow decline of the 25man format. I think it's also fair to say that Blizzards solution of more loot and Valor Points has had little or no affect on this decline. While I have proposed solutions to make 25man raiding more attractive in the past, I am quickly coming to Lissanna's point of view that two equal raid formats just won't work. It's bad from an organizational stand point because one format will generally be easier to organize then the other. It's bad from a design stand point, because blizzard has to create an encounter that can work for two different formats in the same general space. And it's bad from a resources stand point because blizzard has to spend resources on an aspect of the game that is shrinking in participation. All in all, two equal raid formats has been a failure in my opinion.

Quest Design and 1-60 Revamp: All in all, I have to say the 1-60 Revamp was a huge success. In my 5 years I've leveled 9 toons past level 60 and I have a pretty good idea of what questing was like before and after the revamp, and it is unquestionably better now then it was in the past. Blizzard has criticized itself for some of the zones being to linier, but I didn't have any problem with that. I love how story driven the new zones have been and how natural the progression within a zone has been. In fact, I only have two minor criticisms.

First, I think Blizzard when a little over the top with the gimmicky quests and themes. From the overall Indiana Jones theme of Uldum, to the Joust quests in Hyjal and the PvZ quests in Hillsbrad to name a few, it just got to be a little to much for me.

Second, this is a bit of a catch 22, but progression through the revamped zones is extremely fast once you combine Heirlooms, guild XP bonuses, rested XP, and experience gained from gathering or instances. Sure you can turn off your XP gain, or not use heirlooms and such, but that presents it's own problems. I'm not sure what blizzard can do about this, but it literally took me 3 different toons to see all of the different 1-60 zone revamps.

Archaeology: The best way to describe Archaeology in Cataclysm is that it's was a good first draft. Despite what its haters say, there are some really cool aspects of archaeology, but it has some very big problems as well. Blizzard has already recognized many most of the problem. It's too grindy. The travel time between dig sites is to long. The dig sites and projects too unpredictable. All in all, it’s just too random.

I would be very surprised if Archaeology didn't get a fairly big revamp in MoP, and it will be interesting to see what changes Blizzard comes up with. Personally, I would like to see some sort of currency being accrued as you complete projects so that you can request or purchase as specific quest after you completed so may artifacts.

Lore:

Lore is generally not something I like to talk about in my blog, but I have been reading a lot of the WoW books recently and the Lore of the game is something I've grown more interested in. These are couple of items that I had originally planned on including in my MoP wishlist, but ended up scrapping because they didn't fit.

Give the Old Gods a Break: If I remember correctly, right after WotLK was released a player asked why there were so few Naga in the new expansion. Blizzard responded that they felt players were a little tired of them after there large presence in TBC. With that in mind I am more tired of the Old Gods then I ever was of the Naga or any other race or faction.

I am tired of the tentacles everywhere, of the faceless ones running around, and of the big gapping mouths spotted around the map. I realize that the Old Gods are arguably the biggest bad in the game, but I'm tired of them after two expansions of heavy old god focus. Please skip them in MoP.

Garrosh Hellscream: As someone who played Alliance for almost 4 years before switching to Horde, I have long felt that Blizzard has been a bit unbalanced in how they've treated the two factions from a lore perspective. The Horde had Good Guy Thrall (there has to be a meme there) in charge for years which excused the idiots he had underneath him in the minds of a lot of players. The Alliance on the other hand was leaderless for a good amount of time and then when Varian Wrynn did step up he behaved like the idiots underneath Thrall. In short, Horde looks good, Alliance looks bad.

Cataclysm has been a step in the right direction in fixing that. I love that Garrosh is still pretty much an idiot who is alienating his allies, but also realizing that his style of leadership also had some negative consequences like they did in the Stonetalon Mountains. I think the tone that Garrosh's development has taken has been perfect, and I can't wait to see how it develops in MoP, when hopefully Varian Wrynn finally leaves his idiocy in the past and the Alliance in general wakes up. The good news is that judging from Chris Metzen twitter quotes I may get my wish.

Sylvanis Windrunner: Like Garrosh, I am happy with what they've done with Sylvanis in Cata, but unlike Garrosh I am unsure of her future. Prior to Cataclysm it was easy to dismiss some of the atrocities that the Forsaken were involved in because they were so focused on the Lich King. However, now that the Lich King is gone, I think the faction needs a big story overhaul if it is to remain relevant. How can Garrosh and the Horde in general continue to ignore Sylvanis' deceit and double dealing. Personally, I would love to see Sylvanis (with some of the forsaken) split off from the horde and become its own bad guy faction, with the playable forsaken being those people that have rejected Sylvanis's extremism.

Tuesday, February 21, 2012

MoP Talent Calc: Second Impressions

I had a lot of fun last week looking over the new MoP talent calculator, discovering changes and tweeting about them with Lissanna, Murmurs and the rest of you. However, one thing became obvious to me really quickly. I had way too many topics to write about to put them all in one post. The problem was there were so many interesting additions and changes that I wanted to comment on, but there where also a lot of comments like "I still don't like the new Insect Swarm" or "No change to Heart of the Wild yet." So, last week I choose to focus on the changes. This week I want to comment on some of the broader thoughts I have about the new design and address some of those comments I read and disagreed with.

IS Change: A Positive View

One of the most common topics of conversation last week was the change of Insect Swarm from a DoT to a debuff. Lissanna made a blog post about the new design on her blog Restokin, and Murmurs made this comment on twitter after the new calculator was released:

"Still do not approve of Insect Swarm. Changing it from nuke damage to all damage just makes it worse, not better. Target switching guys."

After reading these and other comments from around the internet, it struck me that many of us are missing the point of the change. Let me ask a couple of rhetorical questions. What are the good moonkin fights currently, and on which fights are we weak? Those questions are easy to answer with a quick look at the WoL rankings. Any fight with AoE or multiple persistent targets is a good fight for moonkin, but on any single target fight like Ultraxion we are weak. This is one of the biggest problems with Moonkin DPS currently, and I think this Insect Swarm change is trying to address that.

Lissanna said in her blog post that she thought "hampering solar cleave is the primary reason for the change." While I do think limiting solar cleave is part of the reasoning, but I think that analysis ignores the significant issue of Multi-target vs Single Target DPS (yes, this is different the solar cleave). Not to get to sidetracked, but I view solar cleave as an AoE tactic. You get into Solar and hold it while DoTing as many targets as possible while using Mushrooms on CD and Hurricane if needed. In my opinion, with multi-target DPS we still maintain our rotation on a primary target but throw DoTs on a second and possibly third target when we can (the classic example being V&T in BoT). Some form of eclipse cleave will always exist as long as you have AoE and DoTs that are buffed by Eclipse, but this change with the change to Hurricane should limit it's positive and negative impacts. However, Hurricane has no impact on a moonkin's multi-target DPS so we can't expect that change to affect the Multi-Target vs Single Target issue.

What is the Multi-Target vs Single Target issue? What a lot of people forget in the heat of the moment is that none of these changes happen in a vacuum. Improving a moonkin's single target DPS isn't as simple as buffing the spells because that could make those same spells too strong in a multi target situation. If they buff our nukes but nerf our DoTs, that might fix the multi vs single target problem but they would also run the risk of putting us in a situation were we don't want to cast our DoTs like in WotLK and TBC. If they keep our DoTs strong but limit our nukes, then we are in the situation we currently are in.

So, how do they buff our single target DPS without buffing our multi-target DPS and keep our DoTs relevant to our rotation. One solution is to create a buff that affects only one target like the new Insect Swarm buff. This is one of the reasons why I think the Insect Swarm change is a good thing.

This isn't to say that I think the current design of Insect Swarm is perfect. This change doesn't happen in a vacuum either, and I do recognize that this design has some issues with PvP. I also don't want to have to refresh this buff in PvE even at a minute duration. However, I think those concerns are manageable. From a purely PvE perspective, they could add a glyph that causes your Starsurge to refresh the duration of Insect Swarm. Or, maybe your Rogue Symbiosis ability is a redirect type ability that would transfer all of our DoTs and debuffs to a new target. I'm not sure what the coding limitations are, but another option may be to have apply like Earth and Moon and have our DoTs on other targets adjust dynamically when targets gain and lose the debuff.

In short, I recognize that there are issues with the current Insect Swarm design, but I view the general direction as a good thing. Hopefully, Moonkin DPS won't be so lopsided in the future because of it.

Heart of the Wild: In for the Long Haul

One of the most common views expressed last week had more to do with a change that wasn't made then one that was. I saw several comments expressing exacerbation that HotW wasn't changed, fixed or removed. While I am no fan of Heart of the Wild, I would be a bit surprised if we saw any significant change in this ability any time soon. I think a lot of the people who expect this talent to change significantly are forgetting the design goals for druids that Blizzard expressed around Blizzcon. You may remember that Blizzard talked about bring back some of the druids hybrid nature and that some players missed being Shapeshifters. If that remains the design goal, this talent isn't going anywhere until at least the expansion after MoP.

I also wonder if we as moonkin are being a little hard on Heart of the Wild. To use an analogy that shows I watch too much Top Chef, I view DPSers as the traditional chefs of the player base with tanks and healers being the pastry chefs. Whenever you see a pastry chef on one of the cooking shows they seem contractually obligated to say "pastry chefs are the same as traditional chefs, but we can cook everything when they can't do pastry." I don't know if that's true or not in the kitchen, but I definitely think it’s true with regard to the PvE roles in WoW. Tanks and healers have to have some experience DPSing because that’s how you level most of the time, and DPS is the easiest roll in the game. Asking a DPS to heal or tank is riskier because those roles require tools that most DPSers are less familiar with and the basics of the tanking and healing roles aren't quite as obvious as the DPS role.

When I step away from my DPS bias, I notice that HotW has some potential in the right situation. Take the Ultraxion fight for example. It's a DPS race where the healing needs are light early in the fight but much heavier later. This would present an opportunity for managed HotW usage if a guild was struggling with the enrage timer on the fight. Resto Druids could pop their HotW cooldown early when healing is more stable and give the DPS a push to help them get over the enrage hurtle. Or, may be healing is only tight for short periods of time and could benefit from having a moonkin throw bomb heals on a single target for 45 seconds, allowing the raid to run with one less healer.

I'm still not a big fan of Heart of the Wild, but I do think its critics have been a little too hard on it. It's not going to be the exciting level 90 talent that some people want, and I seriously doubt it has any significance as an emergency tool. However, it does have the potential to help a raid group if used in a managed way where the raid's needs are made clear ahead of time.

The Moonkin Tank?

In no way do I think anything in the current MoP Talent calculator suggests that we will see a return of the TBC Panzerkin, but look at all the defensive cooldowns its possible for a druid to have in this calculator?


  • Barkskin - The old stand by.

  • Tier 2 - Nature's Swiftness or Renewal will probably be in almost every moonkin's tool belt.

  • Dream of Cenarius - Would work very well with Nature's Swiftness but could also be helpful on its own.

  • Might of Ursoc - Requires a little effort but could be very useful in an extreme situation.

  • Movement & Control Options - Tiers 1, 3, & 5 are full of options that could be used to get a druid out of a sticky situation.

I've spent years, explaining deaths by saying Barkskin was on cooldown or I had already used my healthstone. It looks like we will have a lot more options to keep our selves a live in the next expansion and fewer excuses for early deaths.

Tier 5: The DPS Tier

Whenever I've discussed tier 5 of the new talent trees I've talked about the options in broad terms saying what I like about each talent on its own. Then I always finished the comment with a generic line like "but the best talent will be determined when we get more details and can math it out." This makes the tier sound really boring, and it was boring until the addition of Soul of the Forest and a little tweet from Murmurs. He asked:

@Graylo So ... am I crazy or does Soul of the Forest seem much better than Incarnation?

I did some extremely rough napkin math with a lot of assumptions that may or may not be correct and ended up agreeing with Murmur's assessment. Soul of the Forest does seem better then Incarnation in pure math terms, but I then realized that pure math will never make this tier interesting. If all the options improve DPS by about the same amount then it doesn't really matter which talent you pick, if one of the talents maths out to be clearly the best in most situations the choice obvious, and choice is boring in either situation.

The only thing that can make this tier interesting is design. Let’s take Soul of the Forest and Incarnation as examples. The Dragon Soul raid has shown us that total DPS isn't always the best measurement when judging talents, glyphs, stats or any of the other DPS choices we make. There are a lot of fights like Ultraxion where total Sustained DPS is the most important thing and a talent like Soul of the Forest will likely shine. However, SotF is a horrible option on a fight like Spine of Deathwing where short term burst DPS is extremely important and Incarnation is clearly the better choice. A talent like Incarnation would also likely be a better option in a fight with lots of movement and down time like Morchok. This is a clear example of where design has created a significant choice even when numbers are involved.

To say the least, I am very happy with how Soul of the Forest and Incarnation are shaping up, but it begs the question of how is Force of Nature going to fit into this tier? Our trents are basically burst DPS as is. If the situation calls for burst then the choice of Incarnation vs Force of Nature would be easily mathed out. So, I'm hoping that Blizzard is planning a change.

Personally, I would like to see our third Tier 5 option to be AoE or Multi-target focused. The current versions of Soul of the Forest and Incarnation are both single target focused, so multi-target DPS could be a nice niche for the tier's third option. There are several ways that Blizzard could implement this. If Blizzard wants to keep the FoN structure they could give the trents some sort of cleave or splash damage for when targets are grouped together. I also wouldn't be opposed to scrapping Force of Nature entirely and making it a Tree of Life style buff that allowed us to put Insect Swarm on multiple targets and multi-dot. Another option would be to grant our nukes some splash damage for a short period of time.

Tier Choices: Advanced, Moderate, Dummy

Maybe I'm just being insecure, but several of the tiers and their choices seem to be designed with skill level in mind as well as the talents utility. Take Tier 1 for example:


  • Feline Swiftness - Increase movement speed by 15%.

  • Displacer Beast - Teleports druid 20 yards forward and activates cat form and prowl.

  • Wild Charge - Six different affects based on form.

I realize that all of these options have their own advantages in the right situation, but you could also separate them based on the skill level needed to use them to their fullest potential. Wild Charge could be extremely powerful when used by a highly skilled player. Instead of being just one ability, Wild Charge can be six based upon what form the player is in, and a highly skilled player should be able to manage it in extraordinary ways. Displacer Beast is the moderate option in that it provides a short burst of movement, but its user activated and you have to be careful about where you land. Feline Swiftness on the other had seems like the default option that's nice but doesn't require any skill.

I'm probably being a little irrational, but I'm a little concerned that some of the talent choices will be dictated by a perception of skill. For example, I don't want to feel pressured to take Wild Charge because that is what the "good" moonkin take. I'm not sure how Blizzard could avoid it but there seems to be several choices in the tiers that may be made more based on perception of skill then the utility provided

Tuesday, February 14, 2012

My MoP Wish List - Part 4: A Better Legendary Solution

This is part four in a now five part series I'm writing about my hopes for Mists of Pandaria. In part one I talked about a gem overhaul, part two focused on Moonkin issues, and part three looked at 10man vs 25man raids.

I hate the existence legendary weapons.

Don't get me wrong, I would love to have a Legendary staff on my moonkin, or the daggers on my rogue, but even if I had either of those I would still hate the concept of legendary weapons or at least the ways that Blizzard has chosen to implement them over the past 7 years. The problems are already well documented, but let me go over them again.

The Problems:


  • Group Effort/Individual Reward: Every legendary implemented so far has required a group effort to acquire it. Even the random drops of TBC required a group to clear the instance. There are literally thousands of tales of players getting their legendary and then quitting the game a month later or leaving to join another guild. So, the guild works for something over an extended period of time but loses it because the individual has to make an individual decision rightly or wrongly.


  • Lopsided Results: When I first joined my current guild we were working on Yor'shaj and I was whispered by another player that I was doing significantly less then the WoL ranked logs. My response back was that I didn't have top 200 gear. There were other issues with my DPS strategy at the time, but a significant part of the difference is that I don't have a legendary staff. Legendarys are such a performance boost that players without them are penalized because they can't get one. How many recruiting posts have you seen where it says "1 ranged DPS (with Legendary)?"

    The fact of the matter is that Legendary weapons create lopsided results that are based more on the gear a player has then the skill of the individual. Given Blizzards mantra of "Bring the Player, Not the Class," this doesn't really seem to fair.


  • Unfair Distribution: Every time Blizzard announces a new legendary, there is always some argument of "why does class X get the legendary instead of class Z". But to be honest, much of the time the complainers have a point. Blizzard has implemented nine legendarys in WoW's seven year history. So far, five of the nine have been melee focused, three are caster focused, and one was a ranged weapon. There has been a melee legendary in every stage/expansion of this game and four of them have been usable by Warriors. I would also point out that there has been only one healing legendary, one of the caster legendarys was only available for a few months before the content was obsolete, and that feral druids after seven years still haven't gotten a legendary.

    I don't think there is some Blizzard conspiracy that loves melee and more specifically warriors, but hates ferals. However, it's clear that their decision making process is more dominated by lore which favors pointy metal sticks than fair distribution.

    For example, why is there a rogue specific Legendary in Dragon Soul? Yes, it's a very cool quest line that allows rogues to use infrequently used abilities like pick pocket and distract, but if you're going to make a class specific legendary why not make it feral the spec that has yet to have a legendary? I'm sure the creative people over at blizzard could have made a similar story centered around a feral druid instead, where they use abilities like Soothe, Hibernate, and Seacow form.


  • Individual Effort is Irrelevant: Finally, I have never taken a break from this game in 5 years. I ran Firelands almost every week from when 4.2 was released until 4.3 was released. I have the gold to buy the expensive vendor mats needed to create the Legendary. Yet, I do not have a legendary because I was in four different guilds during the Firelands progression cycle. I have done everything I can to get a legendary, but it's extremely hard to find nine other people that want to go to FL now that it's old news even though it would take me just 9 weeks to get the legendary and other people could get mounts.
Potential Solutions:

The proposed solutions to the legendary issues are just as numerous as the issues themselves. If you look around the official forums and blogosphere you will find a lot of suggestions. Let me take a look at a few of the most common and suggest a couple of my own.


  • Bind On Guild Legendarys: This is probably the most common proposed solution, and it fixes the "guild effort, individual reward" problem I've described above. A player can't leave the guild with a legendary because it's the guilds legendary. However, this solution raises other questions and creates some additional issues. For example, is there only one legendary per guild or is it something everyone could buy from the guild rep vendor? If a guild has only one, many guilds will feel forced to trade it around so that every one gets a turn which seems a little silly and confusing. If everyone can get one, then it would be to common which Blizzard clearly sees as an issue. Finally, what happens to the player that need to transfer guilds for legitimate reasons who has a legendary? It's hard to expect the person with a legendary to have back up weapon, because the guild is likely to give those to players with out a legendary, yet you also can't expect them to be tied to one guild forever. Many guilds die or become unworkable for many legitimate reasons. Ultimately, I think this solution crates more problems then it fixes.


  • Reward Individual Effort: Another idea, is to make the legendary process a completely individual process, that players can complete at the same time as other players. For example, if the FL legendary had all the same steps but allowed players to do them a the same time, you would see a lot less complaining about losing a legendary, because any caster who raided FL for three months would likely have one. However, this would make them extremely common, which I said above was not something Blizzard would like and it also would seem silly to give every caster the last weapon they would use in the expansion half way through.



  • Get Rid of Legendarys: There's two things that make Legendarys great. First, most of the time they have come with a cool story. If you look at the last three, they were a major part of defeating the Lich King, naming a new aspect of magic, and helping the last pure black dragon. The second thing is someone gets an extremely powerful item that will likely last them the rest of the expansion. Both are very cool, but I Blizzard has proven that you don't need a legendary to tell a good story, and Blizzard has argued before that it's not always a good thing to have a player get an item they will not replace.

    So, why not get rid of legendarys. Yes, Blizzard would be getting rid of a cool element of the game, but it could easily be argued that this "cool" element has caused more problems and anguish then the reverse. I doubt a whole lot of people would miss them if they were discontinued because in reality, very few people have a realistic chance of getting them anyway.
My Ideal Solution:

The general design principle for legendarys is create a normal weapon, but add special proc that is powerful and somewhat unique. Currently, those proc have only helped the individual with the legendary, but what if the benefits were raid wide?

I think a legendary could be designed in such a way that, it is slight benefit for the individual to use a legendary, but a big benefit to the raid if someone in the raid has a legendary.For example, the proc on Dragonwrath is "When you deal damage, you have a chance to gain the Wrath of Tarecgosa, duplicating the harmful spell." That same buff could be applied to all the casters in the raid if someone in the raid has the staff. If done correctly this could fix most of the problems people complain about today, without big balancing issues.



  • Individual players wouldn't be penalized severely for not having a legendary since the primary benefit to a legendary (the proc) would be raid wide.


  • After multiple people get a legendary in a tier, losing one of them to real life or a guild transfer is less significant because the buff is covered by multiple players.


  • Guilds aren't encouraged to recruit legendary users if they already have one in the guild.


  • Also, the proc doesn't have to benefit just one type of player in the raid. It could be truly raid wide where a caster weapon could buff melee or a tank legendary could buff DPS.
I like this solution because it's the only one I've heard that truly rewards a group for a group effort without holding an individual hostage to a guild and keeping the legendarys in the game in a fair way.

Monday, February 6, 2012

My MoP Wish List - Part 3: A 10 vs 25 Fix

In part one of My MoP Wish List looked at some ways that Blizzard could improve the gem system to create greater demand for all the gem colors. Part two, primarily looked at what I would like to see changed in the Moonkin play style.

When they announced that 10mans and 25mans would share a lockout and drop the same loot almost two years ago, I got worried. As much as I liked my WotLK 10man group, I prefer the 25man format for progression raiding, and it was obvious two years ago that 25man raids would struggle under this new design. The organizational advantages of a 10man raid alone would push many guilds to the 10man format, and the predictions made of 25mans slow death are coming true. If Blizzard wants to preserve the 25man format, they are going to need to make some changes to prevent the slide into 10mans.

The Numbers:
* All WoW Progress numbers in this post were pulled as of 2/6/12.

I think it's commonly accepted that participation in 25man raiding is in decline, but wanted to look at the numbers just to see how much. And to be clear, I realize that that not all of these comparisons are Apple to Apple, but I do think it shows how dramatic the decline has been.

This isn't a fair comparison, but lets look at the ICC numbers compared to the T11 25man first. According to WoW Progress 16,103 guilds killed Heroic Marrowgar in ICC, and 4,698 guilds killed Heroic Halfus on 25man in T11. That implies a 70% decline in 25man guilds with the start of Cata. However, since 10man raiding wasn't equal to 25mans in ICC, the ICC number is obviously inflated. Also, ICC was up for a year as the main tier of content, while T11 was the main tier for only 6 months and it's impossible to say how many of the guilds in the ICC number existed at the end of WotLK. All that said I think it's fair to say that a lot of players jumped from the 25man format to the 10man format at the start of Cata for what ever reason.

However, I'm sure some of you would argue that that doesn't really show a decline in 25man raiding. It could be argued that it shows that people didn't really want to raid 25mans during ICC but had to for the greater rewards. I have to agree that is definitely part of the issue. We can debate how much that contributed to the, but it's definitely part of it and makes those numbers unreliable. Fortunately I have some better numbers that really show the decline of 25man raiding.

I've taken the easiest heroic boss from each tier and compared number of kills in 25man to the total number of kills on either mode to see what the participation in 25man is. Here are the numbers:
































25man10manTotal25man %
Halfus4,69822,21926,91717.45%
Shannox4,10826,99431,10213.21%
Morchok2,12816,73518,86311.28%

I think these numbers point to the decline of 25man raiding very clearly. As you can see the kill rates on 25man have declined with each tier of new content going from 17.45% in T11, to 13.21% in T12, to 11.28 % in T13.

There have been some balancing issues between the 25man and 10man formats, but I don't think any of these bosses are significantly harder on 25man then they are on 10man or vice versa. If anything, I would say that these numbers underestimate the decline of 25man raid since I think it could easily be argued that 25man raiders as a whole are probably more progression focused then 10man raiders as a whole.

Cause of the Decline:

I would like to blame the decline on difficulty imbalances between 10s and 25s, but I can't do that. A lot of 25 man raiders like to claim that 10s are easier, but the numbers don't really show that. Take a look at the heroic Kill percentages:











25man Cnt25man %10man Cnt10man %
Morchok2,12848.32%16,37537.17%
Zon'ozz58313.24%3,7618.35%
Yor'sahj80218.21%7,68317.06%
Hagara1,15626.25%2,8966.43%
Ultraxion44710.15%5,01911.14%
Blackhorn2936.65%11742.61%
Spine1373.11%3570.79%
Madness1042.36%1340.30%


On all but one of the T13 heroic fights 25man guilds as a whole have killed these bosses more then 10man guilds. I do think that the 10man percentages are depressed a little due to the fact that "casual" raiders are more likely to raid 10mans and therefore inflate the total number of 10man guilds bringing down their percentage. However, that can't explain away all of the differences. Hagara is clearly easier on 25man with a 26.25% kill rate in 25man guilds compared to just 6.43% among 10man guilds. On the flip side Ultraxion is clearly easier in the 10man format and I would argue that Yor'sahj is probably easier on 10man as well.

Obviously Blizzards balancing hasn't been perfect when comparing 10man to 25man, but it doesn't appear to be benefiting one format over another in a significant way, and if it is it's benefiting 25man guilds. Clearly, poor balancing is not the cause of 25man's decline.

In my opinion 25man's decline is primarily due to a lack of significant rewards to make up for the 10mans organizational advantages. Yes, 25mans do have a small loot advantage, but that really isn't that significant. Here we are two months into the patch and my guild is already sharding some gear on heroic. Additional gear isn't much of a motivator because if you raid for an entire patch you are likely to get almost everything you want from the bosses you kill regularly. Additional, Valor points are an even bigger joke since they've taken Tier gear out of the Valor system making the Valor points almost valueless in terms of raiding.

Since the only real reason to continue to raid 25mans over 10mans currently is personal preference, it is clear that 25mans are going to continue to decline because of 10mans organizational advantages.

Can it be Fixed:

To honest, I would be entirely OK if Blizzard came out and said that they were eliminating 10man raids for MoP, but there isn't a snowball's chance in hell of that happening (as much as I would like it), so I hope they are looking for other solutions.

Unfortunately, I don't have a lot of good ideas in this regard. I still like the suggestion I made two years ago to have gems and other raiding mats drop almost exclusively from 25man raids. After a year of Cata 25man raiding I think there are a couple of "easy" changes that think could make 25s more attractive.

  1. Better Rare Mount Drops: It's funny. If you kill heroic Rag on 10man you have a 100% drop chance to get one [Smoldering Egg of Millagazor]. If you kill heroic Rag on 25man you still have a 100% drop chance to get one [Smoldering Egg of Millagazor]. I don't care how they do it but this should be balanced.


  2. More Epic Gems: When I suggested two years ago that 25mans should be the only source of epic gems, many of you disagreed, and I can understand why. That said, I don't see a problem with 25man kills dropping more Motes of Darkness and Essence of Corrupted Deathwing. Why not give 25man kills two of each instead of just one?


  3. Free Flasks & Free Food: The organizational difficulties of 25man raids largely falls on the leaders of the raid. In an effort to reduce the organizational pressure on a 25man raid's leaders they could provide free food and flasks that only work in 25man raids. If the raid leaders didn't need to coordinate Cauldrons or Feasts they may be more willing to deal with the other organization issues of the 25man format.


TL-DR:

When Blizzard announced that they were going to have 10mans and 25mans drop the same level of gear, many people (including myself) predicted this would result in the slow death of the 25man format. Unfortunately, that prediction is coming true. 25man kills as a percentage of total kills has declined with each new tier in this expansion.

The cause of this decline does not appear to be due to balancing issues, but seems to rest solely on the fact that 10mans are easier to organize especially when they are created out of the ashes of a dead 25man guild. To counter the 10man's advantage, Blizzard needs to find a way to reward 25man raiders and their leaders that doesn't give the 25man format an unfair advantage. The best solution would be one that would reduce the organizational requirements of a 25man raid like eliminating the need for cauldrons or feasts in the 25man format.

Monday, January 30, 2012

My MoP Wish List - Part 2: Release and Moonkin Issues

Last week I posted part 1 of my MoP wish list focusing on a Gem Overhaul.

Here is part 2 of my MoP wish list, and most of it will focus on the things I would like to see for the Moonkin play style, but the first item is an exception.

So, lets get started.

A 2012 2Q or 3Q Release:

Oh god do I hope for a late 2Q or early Q3 release of Mists of Pandaria. I am really not sure I can keep playing Dragon Soul for 10 more months. I don't think anyone would oppose an earlier quicker release of the new expansion, but from what I've seen a lot of players are clearly skeptical of Blizzards ability to do so.

Yes, according to the spreadsheet that was leaked a couple of years ago, the planned release time frame for MoP was 2Q 2012, but lets be honest. Blizzard has been saying for years that they would like to release patches and new expansions more quickly, yet it still took them 2 years to release WotLK after TBC, and it took them 2 years to release Cata after WotLK. We also have yet to hear about Mop Alpha and Diablo 3 is way behind schedule.

That said, I'm optimistic. MoP shouldn't have some of the challenges that previous expansions had like completely reworking the old world and judging from the amount of information that has already been released, it seems like Mop is already farther along then most would expect before Alpha testing. That said, if we don't hear about alpha testing soon, I think we are looking at another holiday release.

A Simpler Moonkin:

During the WotLK expansion, we Moonkin complained and complained about Eclipse and the general state of Moonkin DPS, and the funny thing is part of me looks back on that time with envy. To be fair, I'm sure my some of my hindsight is tinted with rose colored glasses. The old model had very real and very big problems, but it wasn't the complicated mess that we have to day where players have to make choices on the fly with limited information.

The current moonkin DPS model is way to complicated in my opinion and I don't find it to be that fun. As far as I know, no other spec is expected to make the number of judgement calls we have to make just to do average DPS. What other class has to clip their DoTs frequently to make sure they are fully buffed? Which other spec, has to decided if it's better to cast a cooldown based Nuke now or later?

The good news is that according to the information already released about MoP, things should be improving. From what I can tell the changes that have been proposed so far, hit the mark of what we need. The changes to out DoTs will simplify them, but won't make them mindless and the change to Starfall ends the debate of when to cast it.

There are still things that need to be addressed but I like the way Blizzard is headed.

A Real Movement DPS Solution:

I have to give Blizzard credit for trying, but I think everyone would agree that the first attempt was a failure. At it's peak, Lunar Shower was used more as a Nuke then a movement DPS solution, and now at the end of Cataclysm it is almost universally ignored. Blizzard has said they want to revamp Lunar Shower for MoP, but the question I have is into what?

Here's the problem as I see it. All movement is very disruptive to casting and has a significant impact on DPS, because all movement will interrupt your cast. This is particularly bad for Moonkin since Starfire has the longest cast time of all the core nukes from all five caster DPS classes (yes, I know pyroblast is longer, but it's not really a spammed nuke from what I understand). This means that on average Moonkins will lose more casting time due to movement then other caster classes because our Nukes more time to cast on average. On top of that, our core DPS mechanic Eclipse is based upon us completing our casts. Therefore movement also means that we will transition between Eclipses more slowly again reducing out DPS in multiple ways. To be clear, having to move is bad for all DPS specs, but from what I can tell, Moonkins are one of the hardest hit when movement occurs.

The other half of the problem is that most movement isn't persistent and only lasts a few seconds at most. As a result, the solutions I've seen Blizzard implement so far have been a bit underwhelming. Take Lunar Shower for example, for it to have it's full impact it needs to be fully stacked which would take 3 seconds at the absolute minimum, and most movement would be over before it's fully stacked. The other example is the Shaman spell Spiritwalker's Grace that allows Ele's to cast while moving for 15 seconds. It's definitely, a nice thing to have for those long preplanned repositioning movements, but with a 2 minute cooldown, it has less of an impact on the short and spontaneous movements, that tend to be more of the norm in my experience.

As I'm sure you can tell, I'm not happy with either of the solutions above, but to be honest I don't have a great suggestion either. One idea I have liked, (but can't remember where I heard it) was what if they allowed casters to cast while moving but at a slower rate. For example if you start casting a 3 second spell but move for one second during the middle it would take 4 seconds in stead of 3, because that middle second took twice as long. It sounds like a very interesting idea, but I'm sure the technology needed to do something like that would be very complicated, and possibly prohibitive.

A Moonkin Execute:

How many of you have been in this situation? You're fighting a boss, and doing a respectable DPS. You take a quick look at the DPS meters and lets say for arguments sake you are number 5 in a 25man raid. Then, we get to the end of the encounter with just 25% health left on the boss and by the end of the encounter you're 10th instead of 5th. Does this sound familiar to anyone else?

DPS can be very hard to judge mid-fight especially when you have a mechanic like eclipse that by definition makes your DPS streaky, but I'm tired of getting trashed in the "execute phase" of a fight. Moonkin need some sort of ability or buff that allows us to do ramped up DPS at the end of a fight just like most of the other DPS specs in the game. That said, it needs to be done with care, so that we aren't once again crippled by complexity.

Tuesday, January 24, 2012

My MoP Wish List - Part 1: A Gem Overhaul

Quick Note: This is part one of three(ish) posts I am planning on making regarding what I would like to see happen/change in the upcoming Mists of Pandaria expansion. I say three(ish) posts, because what I had originally planned to be just one post has grown in to four so far. Last weeks post on the current epic gem situation grew out of his idea, and became too big not to be it's own post. Today’s post was also meant to be apart of another post but grew to big as well. Who knows, maybe this idea will keep me posting into March.

With the Mists of Pandaria expansion getting closer I've been thinking a lot about what I would like to see in it from multiple points of view. While we already know more about MoP then we have known about the other expansions at this point in their development, we are also still at a very early stage and have an opportunity to shape it's development, with some good suggestions. So, that's what I'm trying to do in general with these posts. Not all of the suggestions are serious or incredibly significant. At least one of them doesn't have a snowball's chance in hell of actually happening, but the are things I would like to see. So, on to part 1.

A Gem Overhaul:

Last week, I made a post about how I felt the Cataclysm implementation of epic gems has been a failure, and it looks like I am not alone in that sentiment. In that post I made several suggestions that Blizzard could implement to ease the situation, but none of them addressed what I consider to be the biggest underlying cause of the situation. The unbalanced demand for the different gem types, due to how the gems are currently organized by color. One of the changes I would like to see in Mop is for Blizzard to reorganize the system to make the other gems more desirable. Here are a few scenarios thought of or heard from others:

Current Scenario:








RedYellowBlue
IntellectMasteryStam
AgilityHasteSpirit
StrengthCritHit
ParryResilienceSpell Pen
ExpertiseDodge

I'm listing the current scenario, because despite it's flaws, it also has some significant advantages.
The advantage of this system is that it isolates the primary stats from most of the secondary stats. It's actually very smartly designed, from a stat accessibility point of view. Think of every Primary/Secondary stat combination a player might want and almost all of them are possible in this scenario. Parry is fine as a red because DPS don't want it. Spirit and Spell Pen are fine as blue because tanks won't want those. The only accessibility issue you could have with this design is that melee can't realistically gem for Expertise in this system and tanks can't gem for hit, both of which I think are minor points.

As I said last week, the main problem with this scenario is that it creates a huge imbalance in demand for the different gems. 90+% of the players in the game want red gems, and the other gems are at best situationally desirable.

Suggestion #1: Gem Redistribution








RedYellowBlue
IntellectAgilityStrength
HitMasterySpirit
CritResilienceStam
ParryDodgeSpell Pen
ExpertiseHaste

The advantage to this scenario is that it keeps primary stat gems in the game and it spreads them around the different colors to create a more balanced demand. The red gems will still be the most popular since there will likely be more Int users in any group then there are Agi or Str users, but the green and blue gem type drops won't be the trash that they are today.

Unfortunately this scenario has a huge problem. It blocks a lot of Primary/Secondary stat combinations that players will want. Just one example is that Mages and Warlocks would be giving up a lot to gem Hit since it shares a gem color with Int. While it would balance out the demand for the gem types, I think this is to high a price to pay.

Suggestion #2: No Primary Stats







RedYellowBlue
HasteMasterySpirit
ParryResilienceHit
ExpertiseDodgeSpell Pen
Crit

As Rohan suggested in the comments of my last post, it might be a good idea to eliminate primary stats from the system all together. Currently, primary stats are universally every players first choice when trying to pick a gem or enchant for their gear. How players value secondary stats is much more diverse however. Some prefer haste and others want mastery. If implemented this suggestion should lead to more balanced demand because of the more diverse interest in secondary stats. That said, I'm sure there will still be favorites and least favorites, but hopefully it wouldn't be as extreme as the current situation.

The down side to this suggestion is what it means for profession bonuses. The profession bonus for both Jewelcrafting and Blacksmithing is based upon gems, and altering which gems are available will have an impact on which professions are most desirable. However, this concern is manageable. The JC only gems could still provide primary stats and the BS gem sockets could be converted to enchants that provide a set amount of stats rather then a socket to be defined by the user.

Suggestion #3: No Pure Secondary Stats








RedOrangeYellowGreenBluePurple
IntellectInt/CritAgilityAgi/HitStrengthStam/Parry
Int/MasteryStr/HitStamStam/Exp
Int/hasteStam/DodgeInt/Spirit
Int/ResilAgi/ResilInt/Hit
Int/Spell PenAgi/ExpStr/Resil

This is by far my most radical suggestion, but I have to ask the question. What's the point of having pure secondary stat gems anyway? As far as I know almost no one uses them, because the primary stats are so much better. So here's the radical suggestion: Get rid of them.

The table above gives you and idea of that I'm thinking about, but by no means includes all the combinations that would be necessary. Each of the Primary stats would have it's own primary color gem, with Strength and Stamina sharing blue. The hybrid gem colors would provide two stats just like they do now, but they would always be a combination of a primary stat and a secondary stat, and the secondary stat wouldn't be tied to a particular color like they are now (ie: Resilience =/= Yellow). Also, if having no pure secondary stat gems is a real deal breaker, who says you can't have pure stat gems in hybrid gem color.

The advantage of this system is that it should broaden the demand for the different types of gems and should allow for every primary/secondary combination desired by players.

The disadvantage to this system is that it is less intuitive than the current system and since it's a fairly radical change, it may confuse a lot of players. I also worry that it may not broaden the demand for other gems enough. Reds would still easily be the most popular gems with blues and yellows coming in second and third. The hybrid gems on the other hand could still lag significantly behind.

TL-DR:

While the current gem structure has it's advantages, it's led to an extremely lopsided market for gems in WoW where Reds are valued significantly more then all of the others. There are several ways that Blizzard could modify the system so that the gem valuations are more balanced across the different types.

1. Blizzard could just reassign a lot of the gem types to different colors but this would cause situations where some players couldn't get a hybrid gem combination that they found desirable.

2. Blizzard could also remove primary stats from the gem structure and reassign some of the secondary stats to different colors. This should balance the demand for gems, but would cause issues with profession bonuses.

3. In a fairly radical move, Blizzard could also eliminate pure secondary stats gems because very few people use them anyway. This would allow Blizzard to create hybrid gems that weren't as reliant on gem color and could allow for all the combinations a player might want.

Friday, January 20, 2012

Epic Gems in Cata = A Failure


Quick Announcement: I'm trying to be more active on twitter. If you want to follow me, my ID is @graylo.

Last night my guild killed Heroic Hagara for the second time and not one, but two [Girdle of the Grotesque] dropped. As I'm sure most of you know, this is the BiS moonkin belt, and I was quite happy when I was awarded one of them. Then I had a revelation.

The GotG has two Red sockets and gains a prismatic socket once you apply the belt buckle. Since it is a BiS item I would expect it to be gemmed with epic quality gems even if they are a bit expensive, because I'm not going to replace it. Then I have to consider the reality of the situation.

The mean price of Queen's Ruby's on my server is 7,000g. Sure the price varies a little bit, but even the lowest I've seen them on my server is still 5,500g and that is in no way common. In short, I have to spend at least 16,500g just to gem my belt the way it should. You can buy epic items for less then that.

It's clear to me that the current system is broken. So, how did we get here, and how can we fix it?

A Quick History:

In The Burning Crusade (when the JC profession was introduced) epic gems were mined from special mining nodes in the Black Temple and Mount Hyjal raid instances. Eventually they could be purchased with badges.

Pros:
  • It supplied epic gems directly to the main group of players interested in having epic gems: hardcore progression raiders.

  • Allowed the guild to allocate gems based upon need.

Cons:
  • PvPers had extremely limited access to the epic gems, and but they were pretty much required at the higher levels of competition
  • Aquiring the gems was a 25man effort, but single players could cause havoc with ninja looting and favoritism

In Wrath of the Lich King, epic gems were prospected from uncommon ores. Alchemists could also transmute superior gems in to epic gems once a day with some additional mats.
Pros:
  • Epic gems were highly accessible for all players.

  • Players controlled both the supply and demand sides of the gem market.

Cons:
  • Epic gems were so accessible that it crippled the market for blue quality gems.
T
his is pure speculation but here is what I think happened. In TBC, Blizzard introduced epic gems as a reward for high progression, but in the end weren't accessible enough. First, things first the guilds who mined them horded them for their own needs. On top of that, obtaining the gems was a 25man effort, but one or two people cause big problems by ninja mining the nodes or a GM playing favorites with the gems. There were other issues as well, but I think all of them revolve around the epic gems not being accessible enough.

So in WotLK, Blizzard created an entirely new system that was completely driven by the ingame economy. Players determined the supply by mining/prospecting ore or doing transmutes, and as a result Epic gems were probably too accessible in Blizzards mind. During WotLK, epic gems were fairly cheap. Players completely regemmed gear within a week or two of their introduction and the market for blue quality gems was crippled. As a result Blizzard felt the need to create a new system for Cata which leads us to......

The Current Problem:

The current problem can easily be broken into two sections: Supply and Demand.

Demand side:
The problem with gem demand, is that it is heavily skewed towards red gems at the moment. DPS and Healing are the two most common roles played in the game at the moment and almost all of them favor the stats provided by red gems (Int, Str, & Agi). On top of that, Blizzard likes to give players their best stats in the last tier of an expansion. As a result, the T13 year, has significantly more red sockets then previous tiers which reduces the demand for hybrid gem colors like purple and orange.

In short, 90% of the players in a raid want red gems, but only 17% of them will get one on average (assuming the distribution is equal). As a result, red gems are extremely expensive, but the other five gems are relatively cheap. Here are the mean prices on my server as an example.



RedBlueYellowGreenOrangePurple
7,000g599b1385g999g2060g1325g

Ultimately this is a problem Blizzard created 2 years ago when the started designing the Cataclysm expansion, and can't really be fixed until the next expansion even if blizzard wanted to.

Supply side:
The Cata system for epic gems does have several positives. For example, every player who kills a boss on normal or heroic levels has a chance to get an epic gem. The supply isn't controlled by the guild, and players have a choice to use it them selves or sell it for gold.

This system does eliminate some of the core problems of the previous two systems, but it's too random and inflexible to meet the players needs in a reasonable way. It creates a surplus of all colors except red, and an extreme shortage of red gems which increases prices to unreasonable levels.

The good news is, that changing the supply should be easy, and Blizzard has several options if they so desired to make a change.
  1. Change Drop Rates: There is no rule that says all gems have to have an equal chance to drop from the Geodes. I bet it wouldn't be difficult for Blizzard to modify the drop rates. They could make epic gems more common on the more common Geode, or they could change it so that red gems are favored over the other 5 options for both types of Geode. My guess is that Blizzard could easily implement this with a hotfix.

  2. Eliminate the Geodes: Blizzard could eliminate the geodes all together and allow players to buy the gems directly, instead of buying a random chance at an epic gem.

  3. Enable Gem Transmutes: If I remember correctly there were some transmutation patters for gems in the 4.3 ptr, but they never made it to the live release. This would allow blizzard to maintain the randomness of the geode, but still give players a way to modify supply, even if it's with a weekly cooldown.

Conclusions:

As much as I would like them to, I doubt Blizzard will make a change at this point. Prices will come down as people are getting less gear upgrades, and more gems are being created. That said, when I talk to players, this epic gem situation is a common source of frustration. Since we are entering the lull between expansions when burn out among players is high, I think it would be a good idea for Blizzard to take a look at this issue and try and reduce some of those frustrations.

Wednesday, August 3, 2011

Blizzard Trademarks "Mists of Pandara"

Blizzard Trademarked the name "Mists of Pandara" recently according to multiple WoW news sites. With Blizzcon just a few months a way a lot of people are assuming that this is the next expansion. Since Blizzard registered "Cataclysm" as a trademark about this time two years ago that seems like a reasonable assumption. However, I want to go on the record and claim one thing.

I'm Calling Troll.

I acknowledge that I could very well be wrong, but "Mists of Pandara" doesn't smell right as a WoW expansion. First of all lets remember the history of the Pandaran. The race started as a personal art project of Blizzard's lead artist, that was eventually turned into an April Fools joke. The Pandaran were so popular that Blizzard has included them in minor ways into various games and the lore, but none of it was all that major. Since Blizzard knows people are looking at the trademarks to get a clue of what the next expansion will be, it wouldn't surprise me if they threw this one out there to yank our chain a little bit.

Second, let me list the expansions and lets see if we see a pattern.

The Burning Crusade - Established in Lore and a clear enemy in demons.
Wrath of the Lich King - Established in Lore and a clear enemy in undead.
Cataclysm - The name doesn't invoke any established Lore, but a Cataclysm is clearly something bad.

Now lets look at this new trademark.

Mists of Pandera - Pandas?

Lets face it, there isn't a lot of lore about the Pandaren, and most of what we do have comes from the RPG books which Blizzard has confirmed is not canon. Not only that who would we be fighting, and how are the Pandaren related to that. Also, the Pandaren Islands are supposed to be small far away islands, and I have to wonder if they would really be big enough to support an expansion.

I wouldn't be surprised if this turned out to be a small Facebook or pop cap game that Blizzard created for the fun of it, but I would be absolutely shocked if this is an expansion.

Tuesday, August 2, 2011

Real Money AH in Diablo

It's pretty strange that I am writing a post about an announcement for Diablo. In truth, I have very little experience with the franchise. I played Diablo one for a little while after sold for a heavily discounted price. I never touched Diablo 2 and had/have no plans to try Diablo 3. This isn't a comment about the quality of the franchise; it's a matter of so many things to do and so little time. So I think you can see why it is strange for me to post about a Diablo announcement, but this one cuts very close to WoW.

In case you haven't seen it already, Blizzard has announced a new Auction House feature in Diablo 3 that will allow transactions both in game-gold and real-life currency. For the full details, please look at Blizzards site.

An Attempt at Fairness:

First and foremost, I need to qualify my comments on this subject. As stated above my experience with Diablo is very limited. While I can envision a lot of bad things if this type of feature was introduced in WoW, I can't say with any experience that the same bad things would happen in Diablo. In fact, Bashiok has made some decent arguments as to why having this type of AH in Diablo is different then having the same type of AH in WoW.

It should also be said that Diablo 3 is not WoW. Just because this is happening in Diablo doesn't mean this will be added to WoW as well. Blizzard has said in the past that this type of feature won't be implemented in WoW, and they have also said that real money transactions provide any game advantage. This could be a feature that is only intended for Diablo and will never interact with WoW. I recognize that players who have an opinion similar to mine could be overreacting, because there really is no intention of ever implementing this type of feature in WoW.

That said, it's incredibly hard not to see this as a step down a new road for Blizzard. If you had asked me yesterday if this type of feature would ever be considered I would have given you a complete and confident "NO." This step definitely increased the chances of this type of feature being added to WoW, especially when you consider other features like Race and Faction changes which Blizzard claimed at one time or another would never happen. That is why I think my concern for WoW is justified, when Blizzard adds a feature to another game that could possibly be added to WoW as well, even when the games are unrelated.

I really don't care if this feature is added to Diablo 3 or not, but I do have very strong opinions about if this type of feature should be added to WoW. And when I see posts like Mathew McCurley's on WoW Insider absolutely drooling over a real money AH I feel the need to post an opposing view of why this would be bad for WoW.

Dual Auction Houses are a Lie:

One of the big selling points Blizzard is trying to make is that there will be two Auction Houses that you can use depending on your preference: a Gold AH and a Currency AH. Bashiok has gone so far as to say "I have no doubt that the gold auction house will by-far outweigh the real money auction house in scope and amount of items available."

While I am sure that there will be in fact two Auction Houses, the idea that you can choose which one to use based on preference is an illusion. You can tell by answering one simple question. Which is better, fake money or real money? If you answer real money then you are like 99.9999% of the people who will play the game.

Anyone who thinks about this situation at all will realize that the Currency AH will drive the postings on both auction houses. Bashiok may be right that the Gold AH will be bigger, but all of the prices will be determined by the Currency AH.

For example, let say that the Boots of Uberness are listed for $5.00 on the Currency AH, and 1000g is selling for $1.25. How much gold are the Boots of Uberness worth? Clearly they are worth 4000g in this situation. You can list this item on either AH, but the price is clearly going to be determined by the Currency AH. I could list this item on the Gold AH for 10,000g but why would someone buy it there? They could just sell 4000g for $5.00 and buy it off the Currency AH.

So, as you can see, any suggestion that the Gold AH is an independent auction house is an illusion. This isn't to say that the prices between the two AHs will be in perfect lock-step. The fees charged by Blizzard and the less liquid nature of gold will cause some differences, but don't be surprised when they are fairly close most of the time. If WoW's AH has taught us anything, it has shown that there are a lot of very smart people who can work the system to make fake currency. Just think what will happen when people are motivated to make real currency.

Legitimizing a Shady Industry:

Another suggestion that seems to be popular is that is that this is a big blow to the shady business of Gold Selling. In his WoW Insider piece Mathew McCurley says "Blizzard could remove the profitability of gold farming by making everyone a gold farmer."

Yes, how could the gold farmers possibly be profitable when you can buy and sell gold and other things from anyone in game? Let me think. How could they survive?

Oh, I've got it!!!! THEY COULD BUY AND SELL GOLD IN GAME!!!!

This isn't a death blow to the gray market. This is just legitimizing it. Claiming this is any kind of weapon against the gray market is like a politician saying they won the war on drugs by legalizing them.

Some of you might then argue, that because all players are now allowed to participate in the market this will reduce the profitability and that gold farmer won't make enough money, and therefore leave the market. At first that point of view may sound logical, but it's missing a few key points. First, the gold sellers’ biggest problem currently is finding gold buyers. While legitimizing the market will increase the number of sellers, it will also increase the number of buyers, and may not change the profitability of the market at all. It may even increase the profitability of the market.

The other thing proponents of this argument are forgetting is that the gold sellers won't play fair. Gold Sellers are more then willing to bot and hack their way to create their product, and that's not going to change if Blizzard legitimizes their market. Botting will still be the most efficient way to gather trade goods. Since Blizzard tends to allow bots to operate for a few months and then ban them in waves even when the bot is obvious, the gold sellers are unlike to stop using bots. Hacking has a similar issue. It's obviously profitable for them now, and there's nothing about a Currency AH that would make hacking unprofitable on its own.

In short, anyone who thinks that a Currency AH is a silver bullet against the commercial gold sellers is just deluding themselves. It will definitely change their business model, but it's not going to prevent them from doing harmful things like Hacking. In fact, legitimizing the gold sellers could harm the casual player more then botting and hacking ever have. If the gold sellers are significantly more efficient with their gold farming than the average player, then that will push the price of gold extremely low and inflate gold prices on the AH, thus forcing players to play long hours to earn enough gold to buy an item or to buying gold.

The Social Hazard:

Finally, I want you to think about this situation if a Currency AH was introduced to WoW. Let’s say you are the GM of a moderately successful guild with 100,000g in the guild bank along with plenty of items. After a while you grow bored with the game or just want to go casual. What do you do?

Of course, there are a lot of GMs that would leave the guild bank intact and step down without issue. At the same time, I'm just as confident that there will be plenty of GMs that will take the money and run. Being the GM of a guild is hard work, and I assure you that fore some people it will be easy for them to justify taking the money by saying they earned over there time as GM in the Guild. I've heard that excuse several times in my 4.5 years of WoW without a Currency AH.

And guess what, you as members of the guild are powerless to stop them. Guild Masters have total control of their guild. They determine who has access to the guild bank and who can be in the guild. They could justify locking up the guild bank by saying they want to protect it from people who might take the items for themselves to sell them. Then the next thing you know, you log in one day with everyone kicked from the guild except the GM and his alts. I can't say how often this will happen, but I guarantee you it will, and you might be surprised what your friendly GM is capable of justifying when several hundred dollars of gold and stuff are on the line.

TL-DR:

To be fair, I have very little experience with Diablo, and a real money AH may be perfect and helpful for that game. I also recognize that what Blizzard does with Diablo doesn't necessarily relate to WoW in any way. So, my concern for WoW at this announcement may be an overreaction. However, since they are willing to implement it for Diablo, it's reasonable to assume that they might conceder it for WoW as well. That is why I think it's important to lay out why I think a Currency AH is a bad idea for WoW.

While Blizzard can create and claim to have two separate AHs, it's impossible to have them operate independently. The Currency AH will set the prices for both AHs because gold will aways have a price. Some people are arguing that this is a damaging blow to the gray market businesses that deal in game items for real money, but it is no such thing. It just legitimizes them and makes their business easier in some respects. It also isn't going to prevent harmful activities like botting and hacking in any way shape or form. Finally, if this type of service was added in WoW it would create new hazards for players. Guild Masters and other players with access to community gold and items can easily take them and sell them for personal gain. And if that personal gain can have a real financial impacts expect that activity to become more common.

Tuesday, July 12, 2011

Is the Firelands to Easy?

If you take a quick look at WoWProgress.com you will see that 18 guilds went 6/7 in the first week that Hard Modes were available. Predictablely this has some players saying that Firelands is too easy, and we already have a blue response to this claim.

I am endlessly intrigued to find players judging the difficulty of the encounters and how long lived the content is by how pro players, some of the most skilled and focused players in the world, engage the content. It's a little like judging the difficulty of juggling eight chainsaws by what the best jugglers in the world can accomplish. Sure, it might be easy for them, but when was the last time you tried it?

The content wasn't designed to be 'quick'. It was designed to be epic, engaging, challenging and fun. It can accomplish those goals without being punishing.(src)
Call me a homer if you want, but I agree with Blizzard's take on this situation. I find it difficult to judge an entire tier on the progression of a few elite guilds. Here are my reasons why.

Elite Players vs. The Rest of Us:

Let me ask you this. What if a new golf course was opened in your area and as a promotion they had Tiger Woods come and play an early round to generate publicity. Would you say that the course was too easy if Tiger Woods hit 15 under par in that round? If the course was designed to be a championship level course then probably, but if it's intended to service the local population then maybe not.

If the WoW endgame was intended to test the most elite players then I would agree that Firelands is too easy, but that isn't the case. The raid encounters are designed with a broader population in mind.

The funnier part of this argument in my opinion is that as far as I know, the members of Paragon and the other 17 guilds that are 6/7 aren't the ones making this argument as of yet. If they want to say that Firelands is too easy, just as Ensidia did after Tier 7 content WotLK, then they may have a point since they've seen most of the content. However, many of the players I see complaining aren't even close to the 6/7 standard. I always think it's funny when players complain that they are bored or that content is to easy, when they haven't completed the content that is available to them. It's little like when my children tell me they don't like a food when they haven't even tasted it yet.

How Did They Get to 6/7 HM?

It’s also important to ask is how those guilds got to 6/7 in one week. We should remember that the Elite Guilds like Paragon approach new content much differently than a vast majority of guilds do.

PTR Experience: First and foremost, the Elite Guilds were on the PTR when most of the guilds are not. Tuesday July 5th wasn't the first time those guilds had seen these fights. So the first question is did they really get 6/7 after just one week of trying or do you have to consider the time they spent on the PTR. It's true that the PTR versions of these fights are not exactly the same as the Live versions, but the basic mechanics are the same. Adjusting to these modifications shouldn't be as difficult as learning the fight from scratch like a majority of guilds. I think it's very telling that the one fight that wasn't tested on the PTR is the only fight that wasn't killed last week.

Raiding Schedule: It's also very important to consider the elite guilds raid schedule. Blood Legion was already 2/7 Hard Modes before I left work last Tuesday. The elite guilds take extraordinary measures to get World Firsts at the start of a new raiding tier. They take of work and raid very long hours to try and get to kills first. I guarantee you that all 18 of those guilds at 6/7 raided at least 30 or 4o hours last week, and I would be willing to bet that many of them raided more than 60 hours last week. At the same time, most "Hardcore" guilds raid less then 20 hours a week now. Since the elite guilds put in significantly more hours you can't really compare the progression of more normal guilds to the elite guild, because their first week of raiding was equivalent to three weeks of raiding for the other guilds

Exploiting Staghelm: Being at the bleeding edge of content means that you encounter bugs and such before anyone else. Most of the time this isn't a good thing, every so often a guild comes up with a strategy that Blizzard hasn't thought of that significantly reduces the fight's difficulty. And in Firelands we have that situation with Majordomo Staghelm.

In case you hadn't heard there is a new Strategy that basically turns Majordomo Staghelm in to Patchwerk. If you've done the fight you know that it's a big dance switching him between forms with lots of stacking and spreading out. The longer he says in one form the more damage he deals and the more you switch him the more damage he deals. So the basic strat is to keep him in one form as long as you can take it and then switch.

In the new strat, guilds have used a Beast Master Hunter to tank the boss in Scorpion form with his pet. The Scorpion form's Flame Scythe is considered AoE damage and therefore didn't hit the pet. Every one else stands behind the boss doing as much DPS as possible without pulling threat off the pet. This basically takes every single one of the bosses abilities off the table. You don't have Cat form, Human form, or Flame Scythe. Since the raid is stacked behind the boss and not taking damage they also get full stacks of Concentration without any difficulty and can do 100% more damage. Literally, the fight is all about not pulling threat at this point.

Obviously this is a VERY clever strategy, but it's also clearly an exploit (though I doubt anyone will get banned for it). I guarantee you Blizzard won't be happy that someone discovered a way to completely avoid all of the bosses abilities and turn the fight into a tank and spank. I guarantee you that in the next few days you will see a hotfix that allows pets to get hit by Flame Scythe or something to that effect. So it's important to remember that some of the guilds that got to 6/7 this week got there because they used a strategy that most likely won't be available to the rest of us this week.

What Haven't We Seen?

WoW is six and a half years old, and in that time Blizzard has created hundreds of raid bosses. If you consider 5-mans that number goes even higher. At this point it's got to be difficult for Blizzard to come up with new abilities and fight mechanics that we haven't seen before or can't immediately throw into a bucket on how to deal with it. We have addons like Deadly Boss Mods and Power Auras that help us to know when we are standing in something bad or if there is an ability coming up that we need to avoid. If a mob needs to be kited or interrupted we have our go-to classes and players who we know can handle the job.

This isn't to say that Blizzard can't or won't come up with new and unique mechanics that will throw us for a loop. However, we as a player base are more educated about fight mechanics than we ever were in the past. When Blizzard throws a new ability at us most of the time it fits one of the standard buckets that informs us on how to deal with it. As a result high progression raiders are able to adapt to these new abilities more quickly than people who have not played as long or raided as much.

More 4.2 First Impressions:

I wanted this to be longer and its own post last week, but due to work issues that ship sailed. Anyway here are some quick thoughts on the other bosses in Firelands.

Alysrazor: I've done both aspects of this fight. I've been in the air and on the ground. From the ground it's a fairly standard fight. From the air, it's something completely new. To be honest I've found managing an Eclipse rotation while in the air to be quite difficult. Moving and casting the normal rotation at the same time is strange enough, but having to focusing on where the next Ring of Fire is took some of my attention away from making sure I was casting the correct spell.

Overall, I think it's a good fight, and I find the air phase very challenging. My main complaint would be that the Rings of Fire are a little difficult to see given that the entire zone is pretty much orange and they blend in pretty well to the scenery. I would like Blizzard to make them a little more visible.

Baleroc: It's probably different from the point of view of a tank or healer, but as a DPS I found this tank to be very disappointing. There's absolutely nothing to it as a DPSer. If your soaking a crystal all you have to do is make sure you keep the rotation straight. Other then that all you have to so is make sure your not near one of the spawn points and to make sure your not spread out to much to make the soaker's job difficult. Very simple in my opinion, and the heroic version doesn't sound all that impressive either.

Majordomo Staghelm: I've said in the past that my favorite fight of all time is Shade of Aran in Karazhan, and the dance of the Staghelm encounter reminds me of the dance of the Aran encounter. I like having the stack phase and then the spread phase. I like having to manage Searing Seeds and the Burning Orbs. All in all I like this fight.

Ragnaros: I have to say that this is a classic final boss encounter. It has multiple phases that build on each other. Lots of abilities to deal with. I think it has a good balance of complexity and difficulty and is a good fight. I'm not at all disappointed that my guild cleared it in the first week (without any PTR testing experience). As a guild who went 13/13 in tier 11 I think we should be able to pick up the normal modes quickly.

Heroic Shannox: Heroic Shannox was a little disappointing for me. I expected us to get him quicker. We spent about two hours using the wrong strat because we thought it was more like the normal version. Once we figured that out the fight went more smoothly. In generally I think it's a good fight for moonkin because it doesn't require a ton of movement, and our high amounts of damage reduction allow us to eat the immolation traps.

Heroic Rhyolith: We didn't kill this boss this week, but I think I've gotten a good impression of the fight. The heroic version is more complicated than I expected it to be. It's another good fight for moonkin if you can multi-dot and uses your utility well. Fungal Growth and Typhoon are great for dealing with the Obsidians. Our main issue was figuring out the steering and I think we figured that out and the end of our attempts this week. Hopefully he will go down quickly this week.

Friday, July 1, 2011

Stars' "World First"

If you haven't seen it already, MMO-Champion is reporting that the Taiwanese guild Stars has gotten the world first kill on Heroic mode Shannox yesterday. This is quite surprising. Not because Stars isn't a good guild. They are a very good guild, proven by their world first Yogg +0 kill back in WotLK. This is surprising because Firelands heroic modes shouldn't be available until next week. Apparently Stars had their raid ID reset by having the raid team faction transferring after they killed Ragnaros on normal mode.

After reading the post I had a lot of thoughts right away, but after reading some of the comments on the post I felt the need to address the idiocy that followed.

World First (*):

I haven't seen any indications that they did anything to exploit the actual fight. So yes, by most definitions this is a world first, but that doesn't mean it's significant. Finishing first in a race when you are the only one running isn't all that impressive. I am sure that Heroic Shannox is a difficult fight, but I am also sure that we will see several heroic mode kills next week when many more guilds have access to them. At the very least this is a kill with an asterisk, and no one is saying "awe shucks, Stars beat us to that one."

I also question how much do early heroic kills really matter? I am by no means saying that the early heroic modes are easy, but no one is measuring the T11 progression race by who got the first kill on Halfus. In fact, I bet that a lot of you couldn't tell me who got the first Heroic Halfus kill without looking at WoW Progress or guessing one of the five obvious names and getting lucky. At the same time, I think that a lot more of you would be able to tell me who got the world first Sinestra kill without looking or guessing. The fact of the matter is that the progression race isn't measured by how you start, but by how you finish. So, even if this kill of Shannox wasn't controversial, it still probably wouldn't be all that important in the long run because this tier is going to be measure by who kills Ragnaros first.

However, while I don't think a lot of the elite guilds are all that upset about being beaten to a world first Shannox kill, I guarantee you that they are upset that Stars has gotten access to heroic gear a week earlier then everyone else. It's true that player skill is more important than gear in general, but at these elite levels of play the differences in skill are very small, so little advantages like having slightly better gear could have a significant impact on who gets that world first Ragnaros kill.

After considering all of this, I don't understand why Stars would change factions to get a new raid ID. The best case scenario is that Blizzard takes no action against them, and they get to keep the gear they gained as a result. However, the primary reward for winning the progression race is respect, but by winning the race this way they would ultimately lose the respect of their peers. Worst case scenario, is that Blizzard bans them for some period of time and takes away their gear and achievements. If this is the case then they are out the money they spent to transfer and possibly lose a raid week depending on how long the ban is for. To me it looks like they had very little to gain, but a lot to lose.

Exploit vs "Clever Use of Game Mechanics"

In my opinion, this will probably go down as an exploit. Some people are arguing that this isn't an exploit because Stars was just using the processes that Blizzard put in place. However, I have a hard time seeing how this would fall under the "Clever use of Game Mechanics" category.

It's important to note that "Clever use of Game Mechanics" doesn't mean that if it's possible it's allowed. There are a plenty of examples of players being banned for things that were possible. The most prominent example is Ensidia being banned for their World First kill of Normal Lich King, when they used Saronite Bombs to cause the platform to reform and trivialize phase 2 of the encounter. So, how is this different then Paragon stacking their raid with 13 feral druids to kill heroic Nafarian?

In my opinion, "Clever use of Game Mechanics" is best defined as using game, class, and encounter mechanics in an intended way, but producing unintended results. The Ensidia LK example violates this definition because the outer platforms were not intended to reform during that phase, and the Saronite bombs caused the encounter to behave in an unintended way.

The Paragon/Nefarian example is different, because all of the mechanics were used as intended. The Stolen Power buff is intended to increase the player’s damage output. Players are expected to use this increased damage to complete the encounter. Feral Druids are expected to use Rip as a part of their DPS rotation. Rip is intended to be a very efficient ability that does a lot of damage over an extended period of time, and the damage Rip did with the Stolen Power buff was mathematically and mechanically consistent with how Rip interacts with other buffs and debuffs. They used game mechanics as intended which when combined produced unintended results. What's interesting is that Stars did something very similar to this where their world first Yogg +0 kill by stacking Warlocks

Finally, while we can debate the line between exploit and "Clever use of Game Mechanics," history gives us a good example of how Blizzard will likely view Stars' actions. Back in ToC Ensidia, transferred servers mid lockout to reset their ID and get an additional 50 attempts. I don't think Ensidia got punished in that situation, but Blizzard did take steps to prevent it from happening again in the future. That sent a clear message to all guilds that Blizzard doesn't view this type of action acceptable. Don't be surprised if Blizzard reacts more harshly this time to discourage this activity from happening again in the future.

Crazy Theories and Rationalizations:

These are just suggestions that I wanted to address that didn't really fit somewhere above.

Greedy Blizzard: One of the crazier suggestions in the MMO thread is that Blizzard allowed this to happen because they are greedy and want the faction transfer fees. Lets do some quick math.

It costs 30 dollars to change factions and lets assume that Stars transferred 30 players and plan to change back to their original faction next week. That means it would cost Stars $1,800 to faction change their entire raid team twice. Now lets assume that the top 100 25man guilds would do the same thing to complete for world firsts, and that there are three major content patches a year. In this scenario Blizzard would earn an extra 540k dollars a year in revenue. On it's own that sounds like a lot, but lets think about it another way.

World of Warcraft has over 11 million accounts. Each of those accounts pay a monthly fee of at least 13 dollars. This means that over a year Blizzard has over 1.7 billion dollars in revenue a year in subscription fees alone. I know that every little bit counts, but do you think Blizzard is going to risk taking bad press and a negative player reaction for just 540k dollars? If you do, your crazy.

Time Zone Disadvantage: Another common response is that the US and European guilds have had a day or two advantage due to the servers they play on. Therefore this is just turnabout is fair play that the Taiwanese get an advantage for once.

It's very true that in the short term US guild definitely have an advantage in these early kills, but how does that justify breaking the rules? As I said above these short term milestones aren't all that significant. The really significant world firsts generally take at least a month to complete, and in that time frame that extra day or two isn't all that significant.

The time zone situation is what it is and has been this way for years. Claiming that this is just turnabout is fair play is a little like an embezzler claiming that what they were doing is ok because they've been underpaid for years. In the end this argument is just an attempt to rationalize their actions that were clearly against the spirit of the rules if not a blatant violation of the rules.