Real ID Ain’t For Me

At least, not yet anyway. I just like being able to unplug and do my own thing on WoW without being disturbed. Besides, I’m always idling my guild’s vent server anyway (idling is a term from IRC which means just hanging out). You know how often I get followed around by naked Night Elf Priests who do nothing more than Mana Bonking me?

Anyway, go see Stop‘s post to get the real story on it. But I’m going to swipe his bulleted TLDR version (you’re the best Stop)!

  • People you are Real ID friends with do see your first and last name (the ones set up as your primary contact in battle.net).
  • People you are Real ID friends with do see your character, realm, and zone.
  • People you are Real ID friends with do see what game you are playing – WoW and Starcraft II support Real ID right now. You can safely assume Diablo III will as well.
  • People who you would like to be Real ID friends do need your email address once, or you will need theirs once.
  • People you are Real ID friends with do not see your email address in their friends list, nor do you see theirs.
  • Friends of people you are Real ID friends with do not see your email address in their friends-of-friends list, nor do you see theirs.
  • Read the FAQ before you start freaking out next time, internet.

Anna’s written some of her cautionary thoughts on it as well. Check out Spinks’ post on the subject while you’re at it.

Funny though, my email’s right there on my blog. Twitter’s available. People can find me on Facebook (with minimal effort, but at least include a message or something saying why you’re adding me such as “I read your blog” or “Met you at BlizzCon” otherwise I’m just going to ignore it).

I’m going to let Real ID sit for now as more features and stuff get developed for it. I’ll end up adopting it eventually, I think. Just not right away.

Enter the Circle of Healing Podcast

I mentioned it briefly before, but it’s official now. There is a new World of Warcraft podcast in town. I’ve always had my sights set on expanding to podcasts and videos. Dawn Moore, the host and producer (Spiritual Guidance on WoW.com, discipline) will be regularly joined by Kinaesthesia (vodka’s ace priest, holy) and myself (some guy with multiple blogs, who plays both).

Now to be fair, we’re all priests. There will be times where we make efforts to discuss healing from perspectives of other classes. I suppose you can call us the Circle. Or something. Once get a little more established and comfortable, we’ll be bringing in some guest healers and specialists.

We’ll be recording new episodes twice a month.

What this podcast is

  • Healing discussion: We’re going to be talking about healing stuff. Expect to hear our thoughts and opinions about any and every aspect of healing.
  • Question and answer: Have a healing question? We might have a healing answer. These can either be fictional or real. But we figured someone out there will benefit from it.

What this podcast isn’t

  • It is not a WoW news show: Don’t expect us to be providing news or opinions on general WoW changes. There’s enough podcasts out there that do that already.
  • An update on our lives: We won’t be talking about what we did today or that week. We’re trying to keep a tight schedule so it’ll be straight to business. Although random interjections and tangents may occur, it won’t be a regular occurrence.

Why you should listen to it?

  • How many other WoW related healing podcasts can you name?
  • An educational experience (we hope)
  • Stuff that no other podcast has
  • Kinasthesia’s wit
  • Dawn’s on it
  • Me being… me (that’s not a selling point, is it?)

Oh but don’t take my word for it. Here’s what a former guildmate of mine had to say about it:

“Great insight from some of the game’s leading minds in Priestlyness. Hoping to hear more from them in the future!”

Infiniz

Okay, enough of that. You want to listen to it and you want it now.

Episode 1: Introductions

Introductory podcast where we discuss our backgrounds, our thoughts at the current state of the healing priest (comforts and discomforts), and these blue posts about healing.

Mirror 1: Circle of Healing Podcast
Mirror 2: World of Matticus

Episode 2: Priests, Masters of Tangent

Big news for this episode? Cataclysm priest talent previews are available. I know that I didn’t put up a post yet detailing my thoughts on it, but you can hear my take on some of the talents here.

Mirror 1: Circle of Healing Podcast
Mirror 2: World of Matticus

The site for the podcast itself is still being developed, but the podcast episodes themselves were ready. Figured we may as well push them live.

Remember, we’re just starting out. Feel free to hit us with feedback, what you liked, didn’t like, want more of, and healing questions are always a plus.

Yes we did

algalond

Yes, we killed the Lich King on 25.

Yes, it took forever.

Yes, my blogging colleagues here beat me to the punch.

Yes, it makes me sadface, but my pride is at stake and I’ll steal back the blog-first bragging rights when Cataclysm arrives. I refuse to be the last player on the team to take down Deathwing!

Yes, we also killed Algalon on 10 man and got our Starcaller titles.

Yes, I’m recruiting more DPS and healers for hard mode ICC 25s.

Yes, work is owning me (but I got a 20% raise!)

Yes, I want to watch the A-Team.

Yes, Lodur and I are going to BlizzCon.

Yes, I’m looking for another BlizzCon ticket.

Yes, I added a cool widgit on the side of the blog that shows latest threads on PlusHeal.

Yes, I plan on revamping the blogs (note the plural) starting with the footer and about page as well as changing the themes a bit. I wish I had my own designer. I’ll be using the Genesis framework for it from Studiopress, most likely.

Yes, I wish I could get into the beta.

Yes, I saw the Priest previews and will add my 2 cents to it.

Yes, I launched a healing and priest centric podcast called Circle of Healing (podcast) with Dawn Moore (WoW.com) and Kinasthesia (WoW.com and vodka). It’s actually 3 priests discussing healing with potential for guests later. Two shows recorded. Details will come later.

Yes, I need more time to do fun blog and forum stuff.

Yes, I want this expansion to be over!

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.

Cataclysm Loses its 2 Biggest Selling Points

There’s been a press release announced just minutes ago and if you want to skip the news, then you’ll want to skip out on this.

Personally, I think the loss of Path of the Titans and Guild talent trees were done mostly to shave off development time. Either that, or it just wasn’t working out quite well as the developers had hoped.

Path of the Titans – Gone!

  • Path of the Titans has been scrapped and will not be implemented.
  • Instead Blizzard will focus on improving the glyph system, as they feel it didn’t quite hit the intended goals in Wrath.
  • Glyphs will now be available in 3 categories: Major, "Medium" (PH name) and Minor.
    • Major glyphs are core to each class and will be expected to be used to perform at maximum level.
    • Medium glyphs will be to provide "fun" alterations to abilities.
    • Minor glyphs will largely function as they do today.
  • Based on the mockup shown, you’ll be able to have 3 glyphs of each type at level 85: Major, Medium and Minor.
  • The glyph UI will now display all of the glyphs available to your class, even if you haven’t learned them yet, to the right of the section where you apply your glyphs.
  • Blizzard wants to make glyphs permanent so you don’t have to carry a stack of them around. Simply learn the glyph and then you can swap it whenever you want.

I’m a little disappointed by this largely because I think Path of the Titans had so much potential for the game. Instead, what is going to happen now is that the current glyph system is going to see some additions. Another layer of glyphs means additional customization options for our characters. I liked the idea of going out on some journey to explore and discover ruins that fell under the deity that I followed.

As for the glyph, I’m curious as to what is meant by “fun” alterations. Perhaps something like this?

Major: Prayer of Healing heals an additional 20% of its initial heal over 6 seconds.
Mild: If a target hit by Prayer of Healing gets healed to full, your spellpower is increased by 5% for the next 9 seconds
Minor: Raiditude no longer requires Candles.

It also sounds like Scribes are finished.

Guild talent system – Gone!

Guild Leveling

  • There are 25 levels in total.
  • Guild talents are not going to be implemented.
  • Instead, guilds will be automatically rewarded with perks.
  • Each time a guild levels up they will receive a perk.
  • Guilds gain experience through a member participating in dungeon or raid boss kills, winning rated battlegrounds, completing quests or unlocking guild achievements.

Other than the removal of talents, there is nothing new here. It sounds like eventually, every guild will have access to the same number of perks. I’ve got some mixed feelings on this a bit largely because guild talents were another way for GMs to set their guild apart. On the other hand, it also meant that guilds could either be PvE or PvP guilds, and not necessarily both which ran contrary to their philosophies on accessibility.

I’m contemplating a pros and cons post with the rest of the WoM crew here about that very topic.

When I see the word “perk”, my brain shifts to Call of Duty mode. Oh well. No changes to the method by which guilds can gain experience. 

Guild Rewards

  • Guild currency has been scrapped.
  • Guild rewards will be unlocked by completing guild achievements.
  • Rewards will be purchased with gold, and anyone in the guild can purchase the reward once it’s unlocked.
  • Examples: mounts, tabards, heirlooms.
  • Guild mounts will have a flag attached to them that displays the guild’s emblem.

I suppose we’ll be using guild bank money to make the appropriate financial decisions. Riding around a Gryphon with our guild emblem on a flag does sound kind of cool though. Guild rewards sound like another way for guilds to set theirs apart from others. What’s unique is that guild rewards aren’t technically considered raid progression or anything like that. Actually, we won’t know until we know what the achievements actually are yet.

One possible unforeseen side effect? Gold farmers won’t just be selling WoW gold or accounts anymore. Selling guild names and achievements could be another product we’ll be seeing on the virtual black market.

Guild Reputation

  • This is a newly announced feature; players will gain reputation with their guild similar to how other reputations work in the game.
  • As you contribute to the guild by completing quests, killing bosses, winning rated BGs or completing guild achievements, you will gain reputation.
  • The best guild rewards will require having exalted reputation with your guild.
  • Guild reputation is on a per-character basis, so you’ll have to gain rep for each character you have in the guild before you can buy rewards with it.
  • Reputation is not wiped immediately upon leaving or being removed from the guild; this is to prevent losing all your progress in the guild due to someone jokingly kicking you.

Years ago, players that signed on to join my guild were informed that they would have to grind Matticus rep. Now it appears it is a reality.

This does give incentive to players to actually do stuff in the guild so that everyone benefits as a whole.

Guild Achievements

  • These will be integral to the reward and level systems. Completing one can unlock rewards as well as give the guild experience.
  • Guild achievements are earned and owned by the guild, so once it has it, it never goes away — even if all members who participated leave the guild.
  • Even classic raids will help level your guild. A new version of the classic raid meta will become available that guilds can complete.
  • When viewing a guild achievement it will display the members who participated in earning that achievement.
  • To earn a guild achievement you must have 7 of 10 or 20 of 25 players in the raid be members of your guild.
  • There will be realm first achievements for guilds, as well as individual players.

Just when I thought I would never have to go back to take down C’Thun again. Looks like I may have to do it again just for the guild achievement and guild perk.

Guild Window

  • The guild UI has received an overhaul and contains:
    • The guild xp bar and its current level.
    • An RSS-like feed of the latest news for the guild; boss kills, level milestones, etc.
    • Some news like major raid boss kills or level 85 will be "sticky" (this is determined by Blizzard) and will persist at the top of the feed for a while.
    • An upcoming events section that is a snapshot of your guild’s calendar.
    • The most recent perk the guild has earned, and the one for reaching the next level.
    • The guild reputation bar (this is specific to your character).
  • The guild roster page has also been overhauled and now contains a professions display for each member.
  • You will be able to click on profession icons and view the recipes a guild member has, even while they’re offline.

What would be cool is if this guild information can be parsed and echoed into blogs and other areas. Great tool with which we can show off what our guilds have done. The ability to inspect and view what guild members can craft has been a long time coming.

All in all, I’m not completely let down by the announcement. After thinking about it and examining it more from other angles, it sounds like the ideas are still there. It’s just the methodology that will end up being different.

How about you guys? Not happy with the loss of Path of the Titans or Guild Talent points?

Edit: On a completely unrelated note, I’m currently looking for an Elemental Shaman, or a Holy Pally for my guild. Even if you’re not the class or spec but would still like to raid, go ahead and apply anyway.