What Do You Want?

<The results are in! Scroll down>

Imagine an oversized owl with a golden exclamation mark over her head.

Her clawed feet are a’tappin’. Her head’s swaying round, beak held high. She clearly expects people to stop and listen to her woes. People regularly socialize with oversized owls, after all. Especially any that look like they’re damsels in distress. Maybe not damsels, but distress.

Yep. that thar owl be giving you a quest.

Your quest, should you choose to accept it, is to tell me what you’d like me to write about on World of Matticus early next week. I’ve decided to put my own bonnet with a beehive inside it aside, to ask you guys if there’s anything you’re curious about, want answers to, or generally want to challenge me to make a fool of myself. No catches and few rules. To whit, the rules are:

  • You can submit one idea for an article by posting in the comments of this thread
  • You can suggest any genre of idea but as World of Matticus is focused on healing and leading, I’d suggest going for something heal/lead related
  • You can decide what sort of post it is – whether it’s something you want my opinion on, something you want me to fact-check and answer, or something you want to know how to do. whatever it is, I’ll do my best to answer the winning idea
  • You have until midnight PST on Friday 16th July to post a comment.

On Saturday I’ll do an in game /roll of however many comments this post gets. The number I get in the roll will be the winning comment, and therefore article idea.

For example, if I get 8 replies with a suggestion each, I’ll /roll 1-8. If the roll result is 5, I’ll write an article based on commenter #5’s suggestion. And just to put the icing on the quest I’ll update this post with a screenshot of the roll, so you guys know I’m not pulling some funky owl magic.

So. Let the ideas and challenges begin! What do you want me to write this week? Post before Friday, as this article will self destruct… all right, not really. But the owl will stop peering questioningly at you, then.

By the way… keep this under your hat, hush hush and all… but I’ll also be putting up another brief post later today with some small but happy MMO related news. Keep checking!

Saturday Edit:

So it’s Saturday and the results are in. I took a roll of 1-12 as we got 12 replies (if the result had been a post that was a chat comment rather than an idea submission i’d just have re-rolled). So, without further ado, this is the result:

Image (c) Blizzard Entertainment

Ignore the “X is already being ignored” lines – that’s just what I get when I login. The important bit’s the roll; comment #9 won. So next week, on Jooles’ suggestion, I’ll be writing a WoM article based round this:

The future of healing assignments. Have they gone the way of crowd control due to smart heals and class pigeon-holing? Is it Paladins heal tanks, Shammy’s heal melee, Priests + Druids heal raid forever or is this going to change in Cataclysm? Which way are Disc priests going to go?

See you then!

Making Dungeons Fun Again

notank

Want to know a secret? There’s a simple way to make WoW more fun.

Last night I had more fun in a random dungeon than I have for a long time. I was in Stockades, of all places. A Stockades run is usually a pedestrian half hour filled with enemies which aren’t challenging but have vaguely annoying abilities and no loot to make up for it.

The dungeon didn’t magically morph into a Lernean Hydra spitting epics at us. What changed was the group. The tank suddenly left. We were left with a lowish level party of three mages and a priest healer. We also had prison cells full of bad guys cracking their knuckles and asking whether our relatives could stitch this.

We carried on. The three mages had fun using every trick to play mage tennis and help the healer ensure we didn’t become wallpaper paste. The priestie sat there cheerfully swearing as he healed and cackling maniacally every time he physic screamed because he could it saved our clothie hides. Lots of conjured water later we finished the dungeon, all in great spirits.

What does that mean? We don’t need tanks. Nope. Not in 5 man instances.

Right now WoW is based on the ‘holy trinity’ of three roles; tank, healer, DPS. It’s a tradition going back through the MMO and RPG genres. The nay-sayer in me mutters that removing one of the roles would shake the very foundations of the games industry. It wouldn’t; it’s already happening.

The complexity of the roles has been simplified over time. Back in the day groups had to be pristinely organised. Each person performed challenging tasks. Support classes were necessary. Contingency plans were useful if the battle went awry.

It was the case for WoW as much as any other game. It wasn’t long ago tanks alone were juggling single-target tanking on four monsters whilst anxiously watching the one nursing a headache and herding the battle round the confused sheep. Before TBC, I gather, it was more tricky. That type of game play taught players to be creative strategists. It’s in that kind of situation that I met and bonded with my guildmates over hours of wipes and brainstorming.

Things are more straightforward now. More generalised; each of the roles is cut-and-dry in WoW. Tanks are there to hold the monsters’ attention. DPS are there to take them down, usually with little mind of what dies first. Healers are there to keep everyone topped off with heals so huge I’d not be surprised if characters feel like they’ve been dunked in the fountain of youth. Of course, there are fights where there are exceptions – sometimes healers get to top the boss’ health off instead, The roles are plain and appear interdependent.

But the roles don’t need each other to function. Last night my group’s DPS did its job – to deal damage – perfectly fine without a tank regulating us. We just had to be a bit more creative, versatile, and able to think on our feet. These are qualities which haven’t really been challenged in Wrath’s standard system but I’d go as far to say that the creative strategist in me opened one drowsy eye while my mana’ed out mage watched the cooldown on frost nova with her robed back to the wall.

Dare I say it, we also had to work as a team, rather than just have the tank glue everything to himself and everyone else sedately press the usual buttons to floor the next pack. We functioned much better as a social group. Usually the members of a group each have a set task and if something untoward – or just unexpected – happens it’s easy for a group of strangers to feel justified in laying blame on a person who failed or made a mistake with their individual task.

Last night, without a tank and with the group’s tasks shared equally, the potential for blame was removed. Everyone could contribute to everything. Even the healing! Us mages didn’t just sit in the fire expecting the healer to keep us all, four clothies, up AoEing 10 mobs at once. I don’t know if any of us would do that under the standard roles but with that jot of creativity and freedom allowed to us, we did what we could to help tank and heal. And when we did wipe? We all laughed and congratulated each other on a good fight.

So there we go. The roles already look a whole lot different to how they did when they were originally conceived in EverQuest or even Breath of Fire. We just need to take the plunge and get rid of one of the canonical roles. Not much to ask, right?

We’re only talking as regards 5 man groups, here, but just think of the ramifications for raids. What would they be? More creative players graduating from instances and more chaos and raids unlike anything we’ve ever known – I wonder if the outcomes would offset one another. I wonder if WoW could even support such a change, or if it would require a whole level playing field.

What do you think – is this a terrible idea which would do irrevocable damage to WoW, or a great one, with modifications?

This is an article by Mimetir, an owl (and resto shaman) of a raid leader on The Venture Co. (EU) You can find my twitter feed here.

Article image originally on flickr, by id-iom.

Why Role Balancing Isn’t Your Average Tentacled Monster

tentacle unicorn

Tobold’s post today is a refreshing look at how the holy trinity of tanks, healers and DPSers might be re-balanced. His basic concept is that it should be made more rewarding – more useful – to players to play a tank or a healer, for their own interest. Rather than developers assuming that the laws of odds and sods means that some players will play them because – well, someone has to.

Tobold’s correct in that tanks and healers could benefit from their ability to mitigate being more useful in solo combat. I’m not sure that in order to achieve this it would be necessary to make DPS classes “feel more like the proverbial glass cannon”. Combat could be customizable so that DPSers can still enjoy doing what they do best but tanks and healers can make their mitigation work for them.

Without giving it too serious thought early on a Monday I can think of some brief examples; there could be a mechanic whereby tanks reflect an increasing or scalable amount of monsters’ damage back at them (RPS – reflect per second?). The irritation here is that those monsters who are less damage oriented themselves would take longer to kill. Or there could be an improved “thorns” like mechanic – the idea behind thorns at present being that it does damage when thorns’ beneficiary is hit. The improved version (and the mechanic could be given to any class) could mean that effective use of a tank’s abilities gives him a stacking buff which then accordingly deals damage to the monster – which would stack all the more (and slightly insanely) in aoe/quest situations, probably making it great fun for tanks to quest by gathering all of the monsters on the continent at once. I exaggerate. Slightly.

But what are us healers going to do with our mitigation abilities? Ours is not so much mitigation as reparation. So what, we’d heal ourselves at monsters? Now we get to a deeper layer of difficulty for balancing the roles.

This is where the aforementioned concept of “their own interest” comes under scrutiny. In my mind a fighter’s – therefore a tank’s – interest in surviving battle is entirely different to a healer’s. The fighter charegs into battle wanting to smash those monsters in. Those fighters who are tanks also happen not to mind being smashed back by the monsters. A healer’s interest on the other hand is to hoppity-skip around the battlefield amidst volleys of arrows and magic from both sides in order to patch up their teammates.

The point at which their interest intersects is in doing what they are good at; and, trickily, those skillsets shine most in group situations when there are other people around to benefit from them. Not everyone can get hit over the head with as much class as a tank; and fighters going into battle alone traditionally aim to kill the betentacled unicorn quicksmart rather than let it try to tear their guts out for longer than is comfortable. As to healers – how many rogues do you see prancing around with happy light beams streaming from their fingertips? Healers like stapling peoples’ guts back in, and not just their own.

The difficulty here is reconciling two different experience types. First, redressing the game mechanic practicalities of playing a tank or healer to make it intrinsically self-rewarding for players choosing to play a tank or healer. And secondly, not amputating the traditional ideology behind the role types. The ideology which makes roles what they are; antecedents of cultural mythology celebrated through oral story telling, written classics, and role playing.

One way to approach this may be to remember that it’s not all about the roles. You can take the mechanic to the water but to make it drink from it – make the water more interesting. Perhaps the quest system could be overhauled – it’s overdue anyway.

Instead of quest givers parroting the a-typical “kill fish because I want their feathers to make a pair of sandals”, they could have a wider, more imaginative range of ways we can help them. Something like, “get from here to there in <insert arbitrary time limit> because, er, I dunno, how do you feel about couriering misunderstood baby murlocs? And do it the way that best suits you. You look healery, maybe hoppity-skip along and do your nature thing. You don’t have to slowly attack/tickle everything to death.”

Tell you what though. I remember several RPGs where us healers were the big guns when our band of heroes were wading through undead. Back in my day, undead monsters really didn’t like being healed at.

What do you think? How do you think class/role mechanics should be rebalanced on the ‘experience type’ graph, and why?

This is an article by Mimetir, an owl (and resto shaman) of a raid leader on The Venture Co. (EU) You can find my twitter feed here.

Article images originally on flickr, by Don Solo and merwing little dear.

Dear Ruby Sanctum: How Not To Be A Raid Encounter

Failraid

Last week I talked about what I thought the Ruby Sanctum had to live up to. I reminisced about the encounters that made Wrath’s raiding scene fun for me. Thanks for chipping in with your thoughts too folks – feel free to keep them coming and do the same this week. I’ll never forget my own favourites and if the Ruby Sanctum manages to come close to them then it’s on fire.

… Sorry about that one.

Anyway. This week I’m intrepidly heading back down memory lane to the dark alleys where the worst encounters lurk. The ones that caused me to daydream about throwing the computer out of the window whilst we recovered from yet another wipe. Or the ones that encouraged me to try taping my cat’s paw to the keyboard while I put the kettle on, because we just had to get through the encounter to get to the Fun Stuff ™. Worst of all, the encounters that should be truly inspiring but one design flaw let it – and me – down.

Beware, Ruby Sanctum. Here there be monsters. Quite literally. If you find yourself amongst them you’ve Done It Wrong.

 

5. Faction Champions – Let me make one thing clear: if I want to PvP I’ll go to a battleground or do some arenas. It’s great that they took the Priestess Delrissa fight from TBC a step further. That was chaotic fun. The ‘fun’ part translated badly into a situation involving 10-25 people, many of whom (including myself) are not ardent PvPers with a desire to hone PvP tactics. I’ve found that trying to organise (or be organised for) PvP-style opponent management when the 9-24 people you’re working with are either loyal PvEr’s or PUGers is just a headache. Don’t do it again, Blizz.

4. Lich King – I know I know. It’s the last fight of the expansion, of course it’s special, right? Special isn’t always good. First oversight: the quality of the dialogue between Arthas and Tirion before the fight. It’s frankly shoddy. If I’m being crude, most of it also has homoerotic undertones that I’m sure Blizzard didn’t intend. Go and read it if you don’t believe me. A ‘skip intro’ button as with Deathbringer Saurfang would have been really useful here. And if I’m being picky – might as well be – Arthas’s girth makes me think he’s only really a threat to pies.

But my main problem with this encounter was its mechanics. If you ask for tactics in any Wrath encounter at least one person will say “Don’t stand in the fire”. It is a joke but people say it through pursed lips. They’re tired of it being the basic tactic for most fights. The Lich King encounter is just that: you’ll be fine if you don’t stand in the fire black goo and move at the right times. Sadly, this really makes it the fight designed to finish Wrath off.

3. Sindragosa – I included Sapphiron in my top five last week because when the fight mechanics were fresh when we first edged into his lair. That didn’t mean I wanted a near-identical fight later in the game. Not only are the mechanics a rip-off but the boss looks the same (though has undergone a gender change since we saw him in Naxx). Sindragosa’s fight mechanics do have a different twist to Sapphiron’s. I just resent peddling the wheel like a good guinea pig to get through phases 1 and 2 in order to reach that fun part of the fight which would probably kill my group so I could do it all again. I can’t understand why having players repeat two long phases full of easy mechanics because the fun, difficult and adrenaline-inducing stuff is squeezed into a mad 30 seconds at the end got past – or to – the PTR.

2. Malygos – This encounter has a lot going for it. I quite enjoyed the large blue dragon flying around the room taunting during wipe recovery. I mean, for an arrogant dragon, it sounded believable. The fight mechanics were interesting up to a point – working with sparks provided an extra layer of challenge and the whole of phase 2 was particularly fun given the first character I took to Malygos was a melee DPS.

What? I’ve just praised it to the heavens? But wait, this encounter does deserve to be high on this list. Why? Phase 3. Partly because whilst being dropped on to a dragon looks cool, I don’t appreciate a game effectively saying “right! Quick time event. You need to already know and/or mind-read which dragon abilities to use while moving in 3d space – and we mean moving, ‘cos there are fires to not stand in!” But even that isn’t the real problem. That’d be the lights. There are too many in phase 3. They flash. They move. The pretty colours aren’t pretty so much as neon. I know people who get headaches from them and I’ve been in raids which have wiped shortly after the healer said “arghargh the lights.”

1. Razuvious“Bring the player not the class” was Blizzard’s tagline regarding raiding in WotLK. A raid with any composition of classes can defeat any encounter? Great idea. So why did I often spend hours fishing whilst waiting for my Naxx25 groups to try to find two shadow priests for Insdtructor Razuvious? And then why did many of those groups collapse like a pie on Arthas’ plate after we wiped once on Razuvious? Because the hidden clause was that not just that we need two priests – and until it was hotfixed you need two with +hit gear – but to narrow it down further any group needed two who know how to mindcontrol-juggle-tank. Razuvious was an interesting fight mechanic spoiled by a deviation from Wrath’s goals, which would have just been more fun for everyone if any class could have stepped up to the orb in 10 and 25 man.

So providing the Ruby Sanctum doesn’t force us to PvP under a disco ball as a raid composed of 10 paladins – after a dodgy scene we’ll cringe at fifty times – it should be fine. Bring on the fire.

What do you think – what are your very worst memories of any WoW encounters, and why?

This is an article by Mimetir, an owl (and resto shaman) of a raid leader on The Venture Co. (EU) You can find my twitter feed here.

Will Ruby Sanctum Compare To Wrath’s Best Bosses?

shrine

I’m one of these weird people who doesn’t read up on content before it’s released. I like a surprise. So the Ruby Sanctum’s got me thinking: is it going to be a patch on my favourite bosses from Wrath? What are my favourite bosses?

After all, I am looking forward to the Sanctum. In about the same way one might look forward to a shopping centre opening up nearby.

I’m vaguely aware it’ll open sometime in the near future and when it does I’ll probably make plans to go trundle round it immediately. But I’m expecting it to be just like any other local Sanctum/raid shopping centre. There’ll be modern lighting trying to hide the fact that the decor is all too familiar. The staff will breath smoke at you as soon as look at you, and their uniforms will look like they’ve been stolen from another shopping centre and dyed a different colour. Oh, and the wares will be updates of last month’s fashion, alluring only inasmuch as being on buy-one-get-one-free and so must be good offers.

The Sanctum’s got a lot to live up to compared to my favourite bosses in Wrath – let me show you.

5. Thaddius. For those who met him when TBC wasn’t yet a distant memory, Thaddius was a well-timed and comforting reassurance that it wasn’t all Big Change. That some fight mechanics had been passed down through the expansion; Mechano Lord Capacitus’ polarity charges could be a fun challenge back in TBC days and here they were again. Better yet, with a twist that put an emphasis on teamwork and introduced raiders to the idea that no, bosses now really do have that much health – and by the way: if you get it wrong you kill your group. Besides, it’s a good sign for a fight mechanic when PUGers regularly spend half a raid session arguing that their nigh-identical method of doing it is better. I was grateful that this wasn’t one of the many tactics dragged out time and again through Wrath – it gave me memories of a unique fight in Naxx.

4. Sapphiron. Bones rising from the floor to amass into a huge nitwibble-off dragon in your way. What better start to showing players the shape of future mechanics? Sapphiron was a really well constructed fight, and well placed within Naxx’s structure. He effectively compiled individual basics which raiders had encountered in earlier bosses in Naxx. Tactics such as moving to the correct place when targeted, a’la Grobbulus, or moving out of the nasty AoE, like Anub’s Insect Swarm. Back when it was a new encounter, moving around – for a long, endurance fight – was quite refreshing to me. I also have fond memories attached to Sapphiron: the first time my guild raided was at our first HerdMoot when we headed into Naxx. It was Sapphiron we found ourselves wiping on at 5 AM.

3. Mimiron. When we hit Mimiron he had a reputation which preceded him, and he didn’t let us down. He was the first four-phase fight in Wrath in which everyone had multiple roles, or at least different tasks to do. He also shared the responsibilities out a bit more evenly. Suddenly tanks had different things to tank at different times. Melee had responsibility past stabbing and kicking things. For many raid groups, he gave a ranged DPS the chance to prove that they’re not all paper (so long as they have a good healer behind them). And for us healers, he gave us the chance to prove we can be flexible. For better or worse, Mimiron was one of the first fights in which healing on the run with twitch-reflexes was showcased. Its originality made it fun.

2. Valithria. I’d not considered as a healer that I rarely had a direct combat role with a boss, nor how this affected my fulfilment as a raider. I’m a healer – therefore my fulfilment should come from making sure other people stay alive so they can do the dirty work, right? So I thought. Until my healers and I were lumped with the responsibility of dealing with Valithria’s health – even if that was to make it go up rather than down. It’s a long deserved fight mechanic and is balanced perfectly: no-one feels left out, as the tanks and DPS have an increasingly manic (and as I understand it, fun) time of keeping the adds in control, and the healer roles are not only varied but accessible for any healing class.

1. Yogg Saron. Tentacles. Many-eyed blob in the floor. Sanity loss. Need I say more? This is the most unique fight in WoW. Yes, in terms of fight mechanics, it’s a “this is your final test, what have you learnt up to now?” There were fires clouds to not stand in, there were adds to control in a certain way, there were target priorities for DPS. But it didn’t feel like a final test: every wipe felt like a few minutes of unbridled, chaotic fun. Even going into the brain room and coming out before going mad, while a ‘do this before X time’ mechanic, wasn’t as annoying if someone failed; it was almost funny for people to miss the chance to come out of the brain room and so go mad. No other fight has had my Herd raiding to the sound of “Tentacles!” and “If I were a Deep One“. A pure stroke of genius to incorporate Cthulhu mythos into WoW without it feeling forced or misplaced.

 

My main metric here was how much fun I had in a fight, regardless of how long it took to best. But most of these also did something unique or at least were the first of their type. The Ruby Sanctum has a tall order. We’ll see! Perhaps I’ll have a pleasant surprise when I’m panicking that the fire’s getting away and I should be standing in it or be lost in time and space.

I am amused that those bosses aren’t a fair representation of all of Wrath – I’ve left the bosses from Trial of the Crusader out in the cold, and there they can stay. While I was whittling this list down I was also compiling a list of the worst bosses. I have a feeling those will be harder to choose between … though I certainly know which luridly-lit fight tops that list. Perhaps I’ll share that list at a future date!

What do you think? What fights in Wrath have you particularly enjoyed – and why? They don’t have to be raid bosses, any encounter you remember having fun whilst redecorating the walls with your character’s innards – let us know. Do you agree with my choices – or are you sitting there asking why on earth anyone enjoyed Mimiron? Which encounters would you like to see a variant of in Catacylsm?

This is an article by Mimetir, an owl (and resto shaman) of a raid leader on The Venture Co. (EU) You can find my twitter feed here.

Article image originally by hawk684 @ Flickr