Alts and the Raider: An Officer’s Perspective

the_alt_parade

Who are all these unsavory characters, you might ask? Well, all WoW players–particularly raiders–have a closet full of skeletons, or, to be more specific, absolutely terrible alts. These just happen to be mine, and not a one of them is as good as my main. There are the few exceptional players who play their holy priest as well as their frost mage, but those are few and far between. For the most of us, we have one character to raid with, whose mechanics we know inside and out, and a motley crew of has-beens, might-have-beens, and never-will-bes to tool around with outside of raid time. Usually, alts are harmless, though my paladin’s mailbox macarenas HAVE been known to cause temporary insanity. However, especially when burnout or boredom threatens, alts start to look pretty attractive. I’ve just taken Isidora the Fail Warlock on a little tour of Borean Tundra. Sure, level 68 mages can kill me one-on-one because I can’t find my fear button. But I can pick Goldclover!

This post explores what happens when raiders get attached to their alts. The fascination can go far beyond leveling a convenient profession or two. It is a truth universally acknowledged that when a guild starts spending a significant amount of time every week on farm content, at least one raider will want to bring in an alt.

Change is Good, Right?

From the perspective of the player, a change of main, or even a few trips to a dungeon on an alt, can help refresh interest in the game. On rare occasions, this can work out well for the guild as well. Sometimes a player is even more successful at raiding on a rerolled character than they were on their original main. I saw this happen in Collateral Damage with Allagash, a wonderful shaman who rerolled from priest in mid-T5 when she saw the potential of the shaman class. Those kinds of Cinderella stories can happen, but what I’m really interested in talking about are the rotten pumpkins that can result from an excessive love of alts.

Speaking Hypothetically

What if I were to decide tomorrow that Sydera has plenty of gear and experience, and that I’d like to start raiding on one of my alts? Maybe, since my guild has only one raiding shaman, I’ll powerlevel Zoraida (now at a stout level 7) and work my butt off to help my guild stack Chain Heal. Or, I’ll decide that even though I’ve become pretty decent at healing, it’s my destiny to hit things in the ankle with an axe. So, I’ll level my retribution paladin from 70 to 80 and add myself to an already bloated melee team. But I’m a good player, right, so my guild will work me in just to keep me. In either case, I’d ding 80 in little more than my underwear (yes, those are healing boots on the ret pally) and I’d want some runthroughs of heroics and Naxx 10 to get up to the minimum standard for raid gear. I’m sure, though, that the whole project would be engaging. Some players seek out just such a long slog so that they have enough in-game struggles to hold their interest. However, at the end of the line, when a new alt is at level 80 and in a basic raid kit, has it been worth the sacrifice?

Giving your Guild Leader a Giant Headache

Nothing causes Guild and Raid Leaders to lose more sleep than the prospect of changing the raid lineup. Anyone who makes a raid roster wants to be able to count on a consistent team, and alts ad chaos to the mixture. Most guilds don’t min/max every situation, so they will do what they can to keep a player they like, even if it means letting a healer come to raids on a ret paladin. However, that player has probably cost their guild a good bit of time and effort for a very uncertain return. Often, the end result is that the new main contributes less to the raid than the old one did.

Didn’t Ghostcrawler tell us to Take the Player, Not the Class?

syd-states-clearly-noYes, he sure did. However, when we’re talking about a rerolled character or an alt, there are a lot of reasons for guild leaders to say no. For example, let’s take Sydera. She’s been all the way through TBC and the current Wrath content, and somewhere along the way, her operator learned a thing or two about healing on a druid. When I take my warlock out for questing, I’m less quick to react than I am on Syd. It’s like playing a stranger. I might be able to learn another healer, but I don’t think I’d ever post great numbers as a raiding warlock. For high-end raiding, the absolute optimum scenario is for everyone to play one class of their choice and to build the team based on those choices. Changing things up mid-stream is uncomfortable both for the leadership and for other players.

But What if My Main is Already Geared?

In my mind, this is the worst reason to bring an alt to a raid, unless it’s a raid specifically designated for alts. In guilds with DKP lists, alts can sometimes bid on loot, often sharing a DKP pool with the main. Let’s imagine that a well-established guild has many long-time members with lots of DKP and a few new members with very little. One of these new members loses an item for their main spec to someone’s alt. How are they going to feel? And what will the effect on team morale be? This can be a hard lesson, because we all love our alts and get bored of farm content, but a guild has to think about the good of the whole. As painful as it might be, and as much as I’d like to go to Naxx someday on my alts, it’s best to keep alts out of raiding entirely. The exception, as I said, are raids designed to carry alts. If the guild is revisiting old content for giggles, then why not let everyone take their alts? But if the raid’s purpose is to gear up the players for the next level, you’re much better off with a full group of mains, even if some loot gets sharded as a consequence.

What if I Want to Switch Mains?

Sometimes a change in mains is the only thing that will make a player happy. In my mind, players should seek their bliss–but they should so so while being aware of other people’s needs. I can imagine two possible scenarios that allow a player to switch and keep his or her integrity intact.

1. The player who wants to switch is able to do so in a way that supports the guild.

If one of Conquest’s four resto druids really, truly wanted to switch to another healing class, and was willing to let that class be paladin or shaman, I would support them. Sure, I’d be skeptical until the alt in question reached 80, but I would be willing to do a little extra personal work to support the new character. However, once the person switched, I’d hold them to it. There would be no going back to the former main once the new main had an acceptable gear set. That essentially causes the guild to have to re-make its plans twice. I’ve been burned in the past by asking people to switch to an alt either temporarily or permanently in order to ensure better class balance for a raid. I’ll never do that again–and I’ll keep people from switching themselves to a character they don’t really like if at all possible. I’d only support a change of main if it was permanent and favorable for both the individual and the team.

2. The player switches mains and respectfully leaves for a guild that needs a player in that role.

One of the hard lessons I’ve learned this year is that sometimes you have to say goodbye to your guild–for the good of both that guild and the raider involved. I believe in everyone’s right to find happiness, and if that sense of in-game satisfaction is only available with a new class and role that your current raiding group doesn’t need, well, it makes sense to say good luck and goodbye. There are respectful ways to g-quit. It’s better, in fact, to quit if staying would mean that the guild has to radically change itself in order to accommodate you. My earlier example of healer-to-melee would probably require a wholesale shakeup of Conquest to accomplish. So, have a heart-to-heart with the Guild Master or Raid Leader. Find out if your new main will be able to contribute something useful to your raiding team. If not, give a notice of a couple weeks if you can and then start looking for a new home.

Would I Ever Switch Mains?

Probably not. I’m rather attached to Syd, and I’ve found something I’m good at. Alts are nice for dreaming. I like to imagine what it would be like to Chain Heal with Zoraida in a 10-man, though I’m not likely to get there. I might someday pug a Naxx 10, or go on an all-alt run of old content. That sort of thing is fun. However, when it comes to progression raiding, I might daydream sometimes about switching, but then my better angel kicks in and tells me to get back to lifeblooming. Another question entirely is whether I’d reroll if Matticus asked me to. Yes, I would, because if the guild leader asks, that means it’s best for the team–but he’s not likely to do that. After all, I’m an incredibly slow leveler, and the guild would have to wait a long long time for their new team member.

5 Tips for Transferring Servers

connect

This is a guest post from @katagirl, Matt’s fellow guildie and a WoW Twitterati

I’ve been playing World of Warcraft for over two and a half years. In this time, I’ve transferred to different servers twice.

Choosing to transfer to a different server is a big decision, because unlike a haircut or a mini-pet – this will cost you some hard earned cash (or much begged, depending on your persuasion).

There are two different circumstances in which you might be considering a transfer: either you’re transferring with friends, or you’re transferring alone.

With Friends

This was how my first transfer happened. I was leading a social guild on an underpopulated server, and it was difficult to get groups together for anything. The economy was shot, too. Our group was small, but we’d been playing together for a long time. We made the decision to transfer to a higher population server after a lot of discussion. Out of the fifteen of us, six decided to make the move together.

By far, this is the easiest way to make a server move. You’ve got friends to make a new start with.

Off Server recruited/Getting a new start

This is how I got hooked up with Matticus and gang. I’d been following Matt’s blog and twitter for a while, and started having discussions with him when he started pitching the idea for Conquest. One night, I shot him a note that I was really tempted to transfer over and join him. He got a little excited about the prospect of a holy paladin – so we chatted on GTalk, then on Vent. This transfer was going to be a shot in the dark, so I had a lot of questions. Eventually I made the decision to transfer, and I’m glad I did.

When you’re considering a server transfer:

Do your homework

If you’re thinking about moving to join a guild, learn everything you can about them. Stalk their website, their vent. Chat with players and officers. I spoke to both Matt and Sydera the first evening I was considering Conquest. I also spent time listening on their vent.

If you’re moving for a change of scenery/better pvp/better economy, create a character. Watch the Auction House for a few days. Troll trade chat and notice the guilds and trolls. Realm forums are also good, as many guilds will recruit there. Find two or three guilds that may match your playing style and whisper a few random players from each to see what they think about their guilds.

Have a backup plan

One of my biggest concerns about transferring to join Conquest was that once I got here and things got going, my raiding style and personality would not mesh with the others and I’d be miserable. During one of our conversations, I brought this up to Matt. He assured me that if I got here, and it didn’t work out – he’d personally help me find somewhere that fit better. That’s a sign of a good guild leader – he wasn’t stuck on himself enough to assume that everyone would be absolutely happy there. I still checked out the recruitment forums and chatted with a few recruiters in trade chat before I made the decision to transfer. To be honest, Matt’s willingness to make sure I was taken care of even if I decided Conquest was not for me was the one thing that finally cemented the decision to transfer.

Don’t be afraid to be afraid

If you’re a millionaire (and if so, let’s be friends), a server transfer is no big deal. If you’re in school or just making it on ramen and lettuce salads, it’s something that may impact you a little more. It’s perfectly fine to take time to make your decision. Don’t let anyone push you into making a decision on the spot. It’s your fifteen bucks, and you need to make sure it’s a good fit for you.

Ask for advice

Sometimes, you’re too close to the situation to see things clearly. Find a friend (one who isn’t involved in the decision, or has any bias) and talk them through what you’re thinking. They may come up with a problem or a suggestion that you would not have thought of.

Don’t jump in with both feet

This should go without saying, but only transfer one character at a time. Make sure you’re happy with where you’re going before you send two more alts to join your main character. One transfer fee is easier to swallow than two or three.

Ultimately, the decision comes down to you. It’s not a life-ending decision if you decide to transfer somewhere and your plans fall through. There are great players on each server and good guilds. If you’re still unhappy, you can always transfer back in three months.

Image courtesy of gerard79

10 v. 25-Person Content Revisited

green-vortex

Well, darn. I figured out something last night that should have me eating my hat, or humble pie, or maybe a boiled crow, or else four-and twenty blackbirds baked in a pie. One of my biggest predictions about Wrath of the Lich King turns out to have been dead wrong.
some-very-humble-pie

When I first heard about the 10 v. 25 raid size split in Wrath, I made a logical assumption. To be entirely fair, the conclusion I drew was well-supported by blue comments. I believed that since the rewards would be demonstrably better in 25-person content, as a consequence the difficulty level would also be higher. Either that, or the difficulty level would be exactly the same, the only reason for a reward difference being the Organization Boss that all larger guilds have to face every week.

However, last night I ran two “normal difficulty” raids that took my breath away: Sartharion with two drakes and Malygos. Without a stacked raid, our group–which took out Sartharion 25 with 2 drakes earlier this week after only an hour and a half of tries–just could not make any headway in the 10-man version. We had to settle for just one drake, and since we picked the baby dragon-spawner by accident, that was no cake walk either. And as for the rewards at the end? Nothing anyone wanted, since we had been doing so much Sartharion 25 and Naxx 25. We were pretty psyched to get the achievement, though.

As for Malygos, we took him down with two healers, and boy, was I sweating. Tank healing was tight, and raid healing was even dodgier. Meanwhile, my mana pool dipped to absolutely scary levels–which became an emergency when I made a mistake on one attempt and blew my innervate in the gap between phase 1 and phase 2. In my panic I hadn’t even been checking Mal’s health bar. Malygos is a fight I love on 25s, but I have to say that the 10-man was breathtaking. It’s exactly the kind of challenge I want–one that I know I can meet, or that gives me a chance to make improvements between attempts. It has me tempted to go back again. However, once again the rewards aren’t in proportion to the difficulty. I’d say the loot is about on par with Kel’Thuzad’s from Naxx 25–pretty darn good, but not nearly as nice as the stuff that comes out of the easier 25-person version of the same instance.

Has Blizzard Made A Big Mistake?

Clearly, I think they have, or I wouldn’t have written this post. Knowing what I know now, there’s no reason to separate Emblem loot by normal/heroic raid tier. I think I definitely earned an Emblem of Valor or two for that Malygos kill. I had heard before that Sartharion with 3 drakes was absolutely monstrous on 10s, and I thought that was just a freak thing. But based on my personal experience, I’ve come to think that the phenomenon is more widespread. Nothing in Naxx–either version–is all that difficult for my guild, but I do remember that Kel’Thuzad is harder on both healers and melee-heavy groups in the smaller size. Like it or not, I’ve come to the conclusion that raids who run 10-person content only deserve the same compensation as 25-person raiders.

What Can the Developers Do About It?

A lot of people in this game min/max, and it looks like right now, the biggest rewards for a person’s time and effort come out of 25-person content. This is a disappointment to me, because I want the game design to lead me–and my fellow raiders–to the hardest possible content. The game needs to lure us there with rewards and encourage us not to be lazy. I also want everyone to get fair compensation for what they do. I just feel bad about getting better gear for less work than a smaller guild might do. A 10-man guild who clears Sarth with 3 drakes has absolutely played better than I’m capable of right now–and they get a Heroes’ glove token, while I’m wearing a Valorous one? Ludicrous. Moreover, assuming that Ulduar-10 is harder than Ulduar-25, could that mean that a raid really needs i-level 213 gear to do it? The gear gap between 10-person raiders and 25-person raiders is pretty noticeable. As promised, it is very nearly a whole tier of difference. I think I had smaller upgrades, say, between T4 and T5 than I did between Heroes and Valorous.

For Ulduar and all future raids, I urge Blizzard to do one of two things.

1. Eliminate the i-level gap for 10 v. 25 person gear along with the Emblem difference. Put either equivalent or exactly the same items in each tier. The dichotomy was a nice idea, but the dungeon difficulty doesn’t actually support it. Clearly, I never favor lazy solutions, so I’d rather have totally unique sets in each dungeon size tailored towards the attributes that tend to be more important in that particular raid size. For small raids, survivability and mana regeneration/total mana might be key, whereas you might want higher damage output for the larger raids.

2. For the love of Pete, make the 25-person content different from the 10-person content. It’s not enough to adjust the health and damage values. Make the encounter feel different. Add lots of chaos for the 25s so it feels more on the difficulty level of the 10s. Give every one of those 25 raiders something to do, as in the Lady Vashj fight. I would even go so far as to give the bosses different mechanics–think about, say, the difference between Mechano-Lord Capacitator from Mechanar on Normal v. Heroic. Make the 25-person raiders earn their higher i-level sets.

Don’t Be Lazy

The solution to most of the problems I’ve seen in Wrath so far can be summarized with this adage. Wherever the developers have cut corners, things didn’t come out so well. No one’s complaining about the design of the leveling content or 5-person dungeons. That’s because they clearly show that Blizzard lavished time and attention on them. The same is, unfortunately, not true of the dual-tier raid system. I think it’s time to bring it in line.

A Quick Note About New Dispel Mechanics

Here’s an example:

Silent Resolve now reduces the chance your helpful spells and damage over time effects will be dispelled by 10/20/30%. (Old – Affected all spells)

Great. What’s that mean?

Your Renew and your Shadow Word: Pain will have a chance of getting a resist when an enemy tries to get rid of it. For example, a Shaman would have a 30% chance of getting his Purge resisted when trying to remove your Renew.

Psychic Scream, on the other hand, should be removed immediately. If I blow my Psychic Scream on an enemy player, and his teammate hits the Cleanse button to remove the fear effect, it will fall off immediately.

What does this mean for PvE players? Probably nothing.

It will affect PvP. You’re better off asking Braids how that will work.

Poll: How do you Keep in Touch?

I asked this question Twitter a few days ago. I’m including a section in my E-Book about how guild members interact with each other out of the game (if they do). So I’m looking to gather some data and some stories.

Here’s the question:

How else do you communicate with your Guild members (outside of WoW)?

Has there been an event or a time when interacting outside of the game helped your guild out? Or hurt it?

And yes, you can select more than one option.

For me personally, I receive text messages from other players who have something unexpected happen. This way, I’m not left wondering last minute what happened to a player who said they’d be there. Perhaps they’re stuck in traffic or they realized an assignment was due today. It’s not a requirement. But it’s certainly very courteous for them to do so.

What about Cataclysm excites you the most?

  • The New "Old" World (51%, 672 Votes)
  • Guild Leveling (16%, 213 Votes)
  • Goblins and Worgen (13%, 166 Votes)
  • The New Story Line(s) and Lore for Azeroth (12%, 162 Votes)
  • I'm still enjoying Wrath too much to care (7%, 94 Votes)

Total Voters: 1,307

Loading ... Loading ...