An Instance of Fail

**Image courtesy of Universal Studios**

Matt’s note: After an actual good night’s sleep and further deliberation, I’ve exercised editorial control and removed the quote that was at the end of post as I determined it was unnecessary. The team remains committed to delivering honest and thoughtful opinion on the subject and content around the community, and it is never our intention to go after individuals.

I, like a good number of people that I play with, listen to The Instance, a WoW-based podcast featuring Scott Johnson and Randy Deluxe.  They’re an incredibly entertaining duo, and their show is produced remarkably well. Since their fame, they’ve been able to amass the largest guild in WoW, A.I.E., a Horde fan-guild on Earthen Ring.

Needless to say, they’ve developed quite a following. They score interviews with members of the Blizzard staff, host their own Nerdtacular Expo, and have even coined the famous “Obey Henry!” (a reference to Scott’s Hunter pet) phrase on bumper stickers and websites. They’ve got sponsors galore, and it shows.

A lot of people have been given the oppotunity to contribute to the success of “The Instance”, via the podcast or their blog.  Because of the “bragging rights” that come along with such an honor, it’s expected that people probably flock to get a chance.

Well, just because you get the chance, doesn’t mean you should take it.  Living in downtown Chicago, I have the chance to jump off bridges into the water below. Doesn’t mean that it’s a smart idea.

The Culprit

I try to keep a good grasp on what blogs are out in the WoW world.  A lot of us on Twitter are really good about tweeting and re-tweeting blogs that we think are relevant. I find some great articles that way, and some real duds.  That’s what brings me to “The Instance”.

I came across an article posted by someone named Dills. I checked out some of his posting history. He seems like a fairly new blogger. His posts are succinct (good), and touch on relevant topics (also good). The article I read, however, hurt my soul.

In the “calm before the storm”, we’re learning what spells are going by the wayside.  Some spells like Sentry Totem are easily justified. Their mechanics make no sense. Other spells however, will make a lot of us shed a tear upon their departure. Dills, lacking the eloquence he usually displays, delves into his opinions of what should be on the chopping block.

First Offense

Although in the healing community we beg for the repair of our beloved Lightwell, Dills calls for its demise. It’s not really the call for the demise that bothers me as much as the poor thinking that it’s derived from:

The idea is not horrible but in today’s raiding environment does anyone have time to stop their rotation for a moment to click on something for a heal?  I know when I’m dpsing or tanking the last thing I want to think about is healing.

Wrong, sir. When you gear your tank to 540 Defense (or spec into Survival of the Fittest), you’re thinking about healing. When you gather your 251+ gear for your tanking set, you’re thinking about healing. If you’re NOT thinking about healing when you’re going through your “rotation”, then you’re just a bad DPS.  It is every raid member’s responsibility to contribute to the raid as a group effort. This is why one of the quintessential rules of WoW is:

  • Don’t stand in the bad; Do stand in the good.

When you stand in the good, you’re not just “upping your numbers”, you’re assuring that the fight will progress quickly so the healers won’t run out of mana.  With Blizzard’s desire to make mana an issue for healers, this will become paramount.  When you avoid standing in the bad, you’re doing the exact same thing by saving the heals for those that really need it.

But wait!! There’s more!

That’s what the healer is for.  I’ve got a great idea.  How about we put a little Shadowwell on the ground and the healers can click on it to dps things?  Dumb right?  Right.

Wrong again, sir.  Wrong.  How many times have you been working on a progression boss and you hit that last 5% with an imminent enrage timer, then wipe?  I’m willing to bet money that part of the reason you got to that 5% in the first place is because of your healer(s) Smite-ing/HolyShock-ing/LightningBolt-ing/Wrath-ing the boss when they had the global cooldowns to spare.  I can’t tell you how many times when I raided with Lodur’s guild that the whole raid (healers included) threw everything they had at a boss in the final 10%.  I’ll use Blood Queen Lana’thel as an example. One attempt ended in our guild first, with only 2 people alive, the other 23 dead. Healers DPS’d the boss, too. “That’s what the DPS is for,” right? So does that mean the DPS wasn’t doing their job? Nope. We succeeded, which means the raid did it’s job.

Secondly, it’s obvious that Dills hasn’t been following the new game mechanics, namely that Healers will be nudged to DPS in order to regen mana. In the current build, Priests have the following talents:

  • Evangelism – When you cast Smite, you gain Evangelism increasing damage done by your Smite, Holy Nova, Holy Fire, and Penance spells by 4% and reduces the mana cost of those spells by 6% for 15 sec. Stacks up to 5 times.
  • Archangel – Consumes your Evangelism effect, instantly restoring 3% of your total mana, and increases your healing done by 3% for each stack.
  • Atonement – When you deal damage with Smite, you instantly heal a nearby low health friendly target within 8 yards equal to 15% of the damage dealt.

So, sir. If we can DPS the boss, you can help with healing.

Second Offense

Although Amplify/Dampen Magic is getting tossed onto the cutting room floor, Dills seems to think it’s welcome. His primary reasoning:

I know, we use Amplify Magic on the Saurfang fight.  I’m aware of that.  However; one fight does not make a spell useful or necessary.

How about Valithria Dreamwalker? Ever think about throwing Amplify Magic on her? And Dampen Magic, what about throwing that on your ranged tank in Blood Prince Council? I can think of a myriad of ways that this can be used on a case-by-case basis. Just because it’s not mandatory for each fight doesn’t mean that it deserves to go away.

More you ask? Sure…

I also don’t know a single Mage who is excited when I remind them to please “give amp magic to the raid please”.  They all have the same reaction, “Ugh”.

Wrong, sir. Any mage worth running with (in my opinion), is more than willing to buff the raid, if it’s necessary  or will aid in getting that solid kill.  To any player that gripes and groans because they have to buff the raid, I tell them essentially what they’re saying is “Oh noes! I have to give the raid a (possibly) better chance at downing this boss! /cry”.  It is these people that I don’t like playing with.  Our mage (also our DPS captain) always looks to see what little things the DPS can do to help out the rest of the team.

Three Strikes; You’re Out!

Last, but not least, Dills brings up Mind Soothe and Soothe Animal. These are spells that I’ve become quickly familiar with through my raiding days.  Remember when CC used to be essential to getting through a raid?  Remember packs of mobs that needed to be Slept, Sheeped, Sapped, Hexed, Repented, etc? Does anyone recall Blizzard saying they’d like to see CC brought back in? I do. I welcome it. It actually makes it more interesting than “nuke da mobz wit aoe”. Let’s start at the top:

Priests can Mind Soothe which I guess could be useful while questing but if you can’t kill a mob reliably you got bigger problems than Mind Soothe can fix.

Dills, did you read the spell? Mind Soothe has no impact on the level of damage a Humanoid mob takes. It reduces the aggro range that the mob can detect you. For leveling, this means you can Mind Soothe a mob to grab that quest item you need. For dungeons, it’ll help you sneak by that one mob patrolling right near you or near a party member that was lagging behind.

I’ve heard of Priests using Mind Soothe on the Instructor Razuvious fight but I admit I have never confirmed that it really works.

Here’s some confirmation for you. In the Razuvious 25man fight, you need two priests to Mind Control.  Without Mind Soothe, they have to mash the Mind Control button as fast as they can to grab hold of the Understudies.  Why? Because when the Priest gets into range to cast the spell, he’s already in the Understudy’s aggro range. The mob starts running at the Priest, alerting the other students (and Razuvious) that he’s there. If the tank’s not fast enough, or the other Priest can’t get off Mind Control on time, the Priest is dead.

Now, with Mind Soothe, the Priest settles into this spot, casts Mind Control with ease, and there’s no mad dash to get it done. The tank can run in and get aggro on the other Understudies without fear of them charging after the Priests.

This works for any time you have to set up CC assignments before a pull. With the need for CC coming back stronger in Cataclysm, you’re gonna need Mind Soothe until you really outgear the content.  And guess what? Soothe Animal is the exact same thing, except for Beasts and Dragonkin!

I do like the idea of these spells upping the targets vulnerability to other spells though.

Where, oh where, did you even get that from the tooltips of those spells?  How does “reduces the range” mean “makes more vulnerable”?  Both of those spells are designed to help prevent face-pulling mobs by anyone other than the tank.

Head to the Dugout

In the end of Dills’s post, he says:

Leave a comment with any spells you hate or think should change or tell me how wrong my analysis is.

Gladly, sir. Let me say first that anyone is more than welcome to have their opinion. I encourage it. However, make sure you know what you’re talking about before you open your mouth if you’re looking to spur a debate. The examples provided above show a poor thought process on your part.

Your thoughts on how healing is “not your job” is an insult to the people you depend on to keep you alive. It is your duty to make sure the raid succeeds, however you can contribute to it.

The ability to think outside the box on certain spells is something I highly recommend checking out. Simply because one raid leader said to use Amplify Magic on the Saurfang encounter doesn’t make it useless everywhere else. You’ve got raiders that groan at increasing chances of success? Get new raiders.

I can certainly say that I don’t like apples because they’re fuzzy and blue and taste like feet.  You’d say I have no idea what an apple is. That’s my opinion of you regarding Mind Soothe and Soothe Animal. Try Soothe Animal in Ruby Sanctum. You may be surprised.

Email: Elder.Thespius@gmail.com | Twitter: @Thespius

Why Resto Shaman Need a Defensive Cooldown, or Another Spirit Link Post

In case you’ve missed it, I’ve grown quite partial to the idea behind Spirit Link. I’ve talked about it recently wondering where it is. Before that I lamented its absence as the one that got away. Today I’d like to take a different approach to this enigma.

Tuesday I reported about the Cataclysm beta and how things looked so far. In that post I quoted the devs with their answers to many questions, including the state of Spirit Link. Their answer was not one I was all to keen on. Back on the 13th of July I appeared on the podcast Raid Warning with their Shaman Roundtable. I had the opportunity to talk with some amazing members of the shaman community and share ideas. While we were talking a fantastic point was made. Shaman are in need of an external cooldown.

Sure it seems like we have it all. Fame, power, sweet shoveltusk-ghost-shoulders, but the truth is we still have some holes in our healing arsenal that need to be addressed. Let me specify that a defensive cooldown is not an “OH SHIT!” ability like Nature’s Swiftness. I’m talking about cooldowns that are used in anticipation of something bad happening instead of reactionary (with a couple exceptions).

Let us compare to other healers.

Priests

Pain Suppression – Lets face it, this spell has come in handy on more boss fights than you would normally consider. Every 3 minutes Discipline priests can reduce the incoming damage on a target by 40% for 8 seconds. That is a large number, and while 8 seconds might not seem like a lot of time, 8 seconds can wind up being just enough to mitigate a boss mob’s large nasty spell or ability. If you Glyph it, you can even cast it while your stunned!  This is a great raid leading ( or heal leading) shot gun, and honestly has saved our rears quite a few times.

Guardian Spirit – Holy priests are not left without a big cooldown. Like pain suppression, this spell is on a 3 minute cooldown and increases healing received on the target by 40%. If the person dies while guardian spirit is active, the spirit will instead be consumed and the person will be healed immediately for 50% of their maximum health. It lasts for 10 seconds on the target and with the Glyph, if it lasts the entire 10 seconds without being consumed your cooldown gets reset to 1 minute. As a healing lead I love abusing this talent. It is a net, a nice cushion-esque net. You can set it on a tank and if you got OOM or have to move and cant push healing, it buys you time. Minimizing risk and compensation for “oops” is part of every raid leaders job, and cooldowns like this can help a ton.

Druids

Tranquility – 8 minute cooldown for a massive area of effect heal. There have been plenty of fights where this has come in handy, and rotations have been set up between multiple druids. Tranquility is another “buys you time” spell. It heals everyone around the druid for a sizeable chunk of health every 2 seconds for 8 seconds, but those 4 pulses of healing can spell defeat or victory as it allows you to help mitigate massive AoE damage and buys healers time to shift gears and compensate. It is often used when you expect massive amounts of raid wide damage.

Rebirth – This spell carries a 10 minute cooldown and a material component in order to cast it, but in this case the effect is greater than the cost by leaps and bounds. Rebirth brings a player who has died back to life with about 6k health and almost 5k mana. Doesn’t sound like a whole lot right? Well if you didn’t know, it is the only resurrection spell that can be cast while in combat. This is huge! Sometimes, things go bad and there is nothing you can do to stop it. A DPS ganks aggro and splats before you can heal them, but you need them alive in order to make the enrage timer. If you have a druid handy this is not an issue, they can bring that person back up and help complete the task at hand. If the druid is using the Glyph, it returns the target of the res with FULL health. This is an amazing cooldown to be able to call on in those particularly awful fights. While this one is a reactionary ability, I think it still fits in with the “defensive” cooldown abilities so I’ve made an exception and included it in the list.

Paladins

Hand of Sacrifice – 2 minute cooldown and it transfers 30% of the damage taken on the target to the paladin for 12 seconds or until the paladin takes damage equal to their total health. The paladin can still use their bubble while using hand of sac in order to mitigate the damage they are receiving and it can be very strategically used to bleed off normally lethal damage on the tank. Divine Sacrifice is an area affect version of this spell that redirects 30% of all damage within 30 yards to the paladin for a maximum of 40% of the paladin’s health times the number of party members.

Hand of Protection – 5 minute cooldown but it makes the target completely from physical attacks for 10 seconds. This can be a great way to drop physical debuffs or just to protect someone from getting 1-shot. This was very useful in Trial of the Crusader.

Shaman

I’m having a hard time thinking of anything I can consider a preemptive defensive cooldown. HeroLust is an offensive ability as is both of our elementals. Everything else we have that has a cooldown is reactionary (Nature’s Swiftness). I can’t count Reincarnation in this either as while it is nice to be able to resurrect yourself, finding the timing to do so with all the environmental effects and boss abilities are going off, as well as not being able to rez yourself at, you still only rez with a maximum of 40% of your health. With no buffs it is very easy just to splat again. In a large raid where there is a group of healers to pull abilities from this isn’t such a big thing. But when you start talking about smaller raids it is at that point it starts to become an issue.

Now with Cataclysm on the horizon a few things are happening that make this an issue that needs to be addressed. First of all, raid sizes will be smaller. Now I don’t mean blizzard is taking away 25 man raiding, but they are evening out gear distribution and content to be consistent from 10 man to 25 man. The only difference will be how much of the loot drops from 10 man compared to 25 man. My prediction is that this will cause a lot more 10 man raiding groups to pop up. While the game has come a long way from 40 man raids, organizing 25 man raids can be just as stressful.  The ability to gain the same gear from 10 mans that you do from 25 mans removes some of the incentive to actually run 25 man raids. The facts is, organizing 10 people is easier than 25.

Healing is being tuned to be quite a bit harder both on the healer themselves in terms of mana management but also for groups in terms of damage output. Having had first hand experience in the new 5 mans in cataclysm I can tell you healing has become much more difficult. There were several times where I wish I had something I could toss up on a group member so I could keep healing the tank without having to choose which of the two would die (and there were several instances in which someone WILL die), or a few occasions where a tank was getting pummeled hard and could have used something to either help mitigate the damage or use as a life line.

It is in these smaller groups (5 and 10 man content) that our distinct lack of an external cool down to help those around us mitigate damage or act as prevention really is highlighted. This means in smaller group compositions another healer type may wind up being preferable. Keep in mind that in current content external cooldowns have been used to help tanks and raids quite a bit. Examples include but are not limited to; Vezaxx with pain Suppression and Guradrian Spirit were big deals and on hard mode you almost had to have them available. Ormokk the Impailer was cake with a paladin with Hand of Prot and bubbles, and Tranquility owns the air phase on Blood Queen. These are just a few examples

The Fix

The first thing that comes to mind is that we honestly need an external cooldown. The concept of Spirit Link could very easily fill that gap. Now there is a concern that players would use it to kill other players and exactly how the mechanic would work, but there are a couple ways this could be balanced.

You can certainly make it analogous to Divine Sacrifice. Traditionally and lore wise, shaman have always been the protectors of their people both in health and physical defense. Calling upon the powerful spirits and ancestors to guide them, making offerings to produce better hunts or harvests. The idea of a AoE Spirit Link on a long cooldown could be quite nice.

Spirit Link: Instant cast 3 minute cooldown

The shaman calls upon the spirits of their ancestors to watch over their companions and help ease their burdens and suffering

30% of all damage taken by party members within 40 yards is redirected to the Shaman (up to a maximum of 50% of the Shaman’s health times the number of party members).  Damage which reduces the Shaman below 20% health will break the effect.  Lasts 15 sec.

I could see something like that couldn’t you? Could also be handy if say it could also be affected by Ancestral Resolve, we could get that much more out of it. It also stays true to the original thought and feeling behind the spell.

Maybe make it like a healing Misdiretion, where it will still be on a long cool down but maybe transfers a portion of the damage off of x number of swings or impose a time limit. maybe something like:

Spirit Link: Instant cast 3-5 minute cooldown

The current party or raid member targeted will receive 30% of the damage dealt to a secondary target for the next 10 seconds. Any effect that reduces the targets health below 50% will cancel the effect.

These aren’t perfect but it is an idea at least. It really is the only tool we are missing. A long defensive cooldown. The other classes all have their cookies and flavors for this, and with groups potentially thinning down, and with healing being changed as it is, it is personally something I think the class needs. Just… call it Spirit Link to humor me is all I ask! Once we have that I think our healing tool-set will be complete, and then we will truly be princes of the universe! (bet you were wondering why I linked a Queen song up at the top ;])

So what do you think? Do you think shaman need that defensive cooldown? What would you make it? would you change any of our spells to fill the gap?

That is it for this week folks. Happy Healing!

Holy Power and More for the Post-Cataclysmic Paladin

Please give a warm World of Matticus welcome to guest-blogger Ophelie, and remember to visit Bossy Pally for more great Paladin posts!

I came home from a weekend in the wilderness to discover my class turned upside down. That’s what happens when you spend two days and a night in the middle of nowhere without internet. You come back and you’re lost.

As I was scrambling to piece together the bits of news, Matt suggested I guest post about it. Guest post about the paladin news, of course, not my scrambling. So I did what I always do when having to talk about Cataclysm news. I grabbed a pen, some paper and called up Google.

And if that wasn’t enough, a new beta build was released between then and now, just for confusion purposes.

So…here’s what I found out, and there’s what I think of it all.

Apparently, last Friday there was a certain Twitter Developer Chat. Apparently, some paladiny stuff was said. Apparently, it was stuff like:

All of the paladin specializations will make use of a new resource called Holy Power. Holy Power accumulates from using Crusader Strike, Holy Shock, and some other talents. Holy Power can be consumed to augment a variety of abilities, including:

An instant mana-free heal: Word of Glory
A buff to increase holy damage done: Inquisition
A massive physical melee attack for Retribution paladins: Templar’s Verdict
Holy Shield’s duration is now extended by Holy Power
Divine Storm’s damage is now increased by Holy Power

We also introduced several new heals for Holy Paladins including Healing Hands (an AoE heal-over-time that is applied to all players standing near the paladin), Light of Dawn (a cone heal with a 30-yard range), as well as a new heal called Divine Light, which is similar to a priest’s Greater Heal, and the new instant heal mentioned above, Word of Glory.

As for the release of new talents builds, for those of us who aren’t lucky enough to witness them first hand, here’s a link to the MMO Champion version.

I’m going to stick with the holy side of the things, because I’m primarily a healer and this, after all, is primarily a healing blog. I’m also going to stick with the big picture and what stood out to me. I figure anyone who really cares about the nitty gritty details has already read (if not tested) them anyway.

Back to the dev chat news, in other words, we get a new bar (like a health or mana bar, and yes it’s currently supposed to be an actual bar and not cute circles on our screen) to record stacked up combo-like points as we cast Holy Shock, as we directly heal our Beacon target (via the Tower of Radiance talent) and possibly as we do other things. We’re then given Word of Glory, a get-out-of-jail free card for when there’s need to fill in one of the gaps caused by Holy Shock cooldowns.

More Bars, More Bars!

When I first heard of a Holy Power bar, I froze for a second, worried that my mana bar was being replaced. But no, they’re actually adding a new bar and not removing old bars. I like that. It gives us something else to keep our eyes on and to make the mental hamster run faster. It’s not too complex, after all, last I heard, Holy Power only stacked up to 3. 3 points is totally something I can keep track of.

Forcing us to use Holy Shock regularly, keeping track of Holy Power stacks and deciding when to use a finishing move is a small but welcome addition to the holy paladin thought process.

EDIT : In the comments, Esh, who’s been playing in the beta, reported that Holy Power is actually a buff icon and not a bar, at least at lower levels. It’s been assumed that Holy Power would be a bar due to a post by Ghostcrawler, but a buff icon certainly makes more sense.

Holy Shock: A Love Story

Personal confession time: I love Holy Shock. I’ve always loved Holy Shock. Holy Shock and I go way back. Holy Shock was the whole reason I specced Holy in the first place (hey I was new to the game and didn’t realize there were more efficient ways to deal damage). Though I eventually discovered it wasn’t the wonderful spell I had imagined, it’s still been there for me through all the hard times. Whenever I needed to quickly save someone without abandoning the tanks, it didn’t hesitate. It was my companion during all those ICC fights that had me casting and running (and cursing!) at the same time.  It listened to all my problems and never laughed at me… Erm. Moving on.

In one sentence, it should come as no surprised that I’m thrilled to see Holy Shock finally getting the game mechanics buff it deserves.

Oh, and if adding importance to Holy Shock wasn’t enough, its mana cost is brought down to 8% from 18% and it helps with all the slow casting via the talents Infusion of Light and Speed of Light, somewhat replacing the current Light’s Grace.

There’s also a new spell, Holy Mending, that gives Holy Shock a small heal over time. 15% of a Holy Shock over 9 seconds seems a little silly, but, um, you know, at least they’re trying.

EDIT: Ryonar left an excellent comment that is unfortunately stuck in pending comment limbo. He pointed out that Holy Mending is already in the game: it’s the tier 8 2p bonus. The MMO Champion Paladin page makes it look like a skill trainable at level 80. It either a bug, or it’s becoming a permanent skill in the expansion.

Addressing the Movement Issue

Remember what I said about casting and running at the same time?

Sorry, I couldn’t heal I was moving.”

How often has an embarrassed paladin said that following a premature tank death? (There’s also the slightly more disturbing “sorry, I couldn’t move I was healing”.)

To me, the new emphasis placed on Holy Shock, and the addition of Word of Glory, another instant heal, looks like an attempt to make movement more manageable. I’m curious to see how much assistance the final mechanics of Healing Hands and Light of Dawn end up providing to the current movement impaired paladin. As of now, both are instant and both seem to allow movement during the spell effect.

Healing Hands even increases movement speed by up to 60% when talented into Speed of Light. Being someone who staged a large protest when she couldn’t fit Pursuit of Justice into all her paladin specs, my stomach did summersaults when I discovers the good news.

Feelin’ Like a Paladin

Like druid healers and their tree forms, like shamans with their skirts, like priests with, um, whatever is meaningful to priests (normally I’d make a joke about priests always being dead, but for some reason, it feels like a bad idea to do that here), us paladins have a sense of identity too.

In our history, we’ve been blasphemized. We’ve been forced to wear certain pieces of mail gear because it was better itemized than plate. (Min/maxers even went as far as equipping the Meteor Chaser’s Raiment, which is made of toilet paper, of all things). Again and again, we’ve been sent to the back of the room with all the casters. Many of us were even deprived of shields, resigning ourselves to carrying orbs or lamps in our off-hands. The horrors just never end.

On top of it all, Cataclysm promises to lessen the differences between the healing classes, in an effort to promote Blizzard’s “blame the player not the class” campaign (or was it, “bring the player, not the class”? I can never get it straight.)

But you know what?

I’m ok with it.

Seriously. Healing Hands and Light of Dawn introduce some multi-target healing beyond the limitations of Beacon of Light and Glyph of Holy Light. Healing Hands and Holy Mending/Holy Shock also flirt with heals over time, another element lacking in paladin healing.

Yet, while the end results are similar from one class to another, our ways to reach those ends are tailored to our unique paladin interests (special little snowflakes that we are). The mechanics of our new spells encourage us to get up close and personal (hopefully, my stubborn plate wearing tendencies will finally be useful) and Holy Power…

Ah! Holy Power!

I can just picture my little paladin puffing up with zealousness as she casts, then unleashing it all in one blow.

Oh, and yes, I do agree with Rohan and a number of others in their preference for the term Zeal. The concept of Holy Power is terrific, the name Holy Power, however, makes me think of energy drinks.

But you know that when we’ve reduced ourselves to complaining about semantics, we’re finally getting some pretty promising Cataclysm news.

Less is More?

As some of you may or may not know, I am actually trained in the skills of an architect. It’s a fun fact about me on the off chance you care about that sort of thing. The reason I bring this up is because all throughout my college career, my teachers attempted to drive home the point that “Less is More”. This is not a new design concept by any means, in fact it is a rather old idea, a 19th century proverbial phrase. It is first found in print in Andrea del Sarto, 1855, a poem by Robert Browning:

Who strive – you don’t know how the others strive
To paint a little thing like that you smeared
Carelessly passing with your robes afloat,-
Yet do much less, so much less, Someone says,
(I know his name, no matter) – so much less!
Well, less is more, Lucrezia.

Architect Ludwig Mies Van Der Rohe is often associated with this phrase as a founder  of modern architecture and proponent of simplicity of style.

So I’m sure you’re asking why I’m dragging architecture into your dragon game right now yes? Well, quite simply the idea of less is more is a design concept that many game companies have embraced. To do more with less decreases production time, allows for a better shake down of bugs and glitches, and can free up a developer to create some very innovative game play.  One need not look much further than Braid or The Misadventures of P.B. Winterbottom to see what I mean here.

Blizzard it would seem has just begun to adapt to this way of thinking, at least it appears that way. You can see this in the latest build of the Cataclysm Beta. The new 31-point talent system has streamlined the talent trees by removing  bloat and overused space. What we are left with is a cleaner, albeit smaller, talent tree. A lot of the talents cut away were instead folded into the players choice in specialization, for example Earth Shield was removed as a talent and given as a core spell when a player chooses to specialize in Restoration. This design model is an attempt to do more with less. Less wasted talent space will lead to more interesting talents in the tree, as well more interesting game play for players… in theory anyways. I wrote up a more detailed breakdown of these changes on WoW.com so feel free to check it out. This is my more personal thoughts on these changes, and well… I just felt the need to keep talking about them some.

While it is still in an early beta phase, I can’t help but feel… disrupted a little bit. While I agree that some of the talents should have been moved, I’m not entirely feeling good about what was pulled out and what was put in. I agree that for restoration, Earth Shield should have been removed as a talent and made into a base spell. You will never hear me complain about that. Every resto shaman I know takes that talent, and in truth it is a very core, very iconic spell that is part of the identity of a resto shaman. If you are a restoration shaman without Earth Shield… well I just don’t even know. I am curious though as to why Mana Tide Totem was left in place though. Like ES it is a very core shaman talent and again something most if not all resto shaman take. Why not remove it as a talent and give it as a bonus for choosing the restoration specialization? That could further open up the tree and allow more space for more fun talents. From a design perspective it would make more sense to make it a base ability or a specialization bonus and open the slot for something else… maybe something like Spirit Link!

Another thing that confused me was some of the additions, Spark of Life to be exact. One of the things that Blizzard stated was that they wanted to move away from/remove talents that added passive % bonuses. Don’t get me wrong, I like the talent. Buffing the healing done to yourself has been near godly in the beta (*ahem* restoiz4tanking!) and it makes the passive heal from Healing Stream Totem nice for longevity, but I am still surprised to see it included. It does go well with Ancestral Resolve as far as that whole staying alive thing goes as well. I fully plan on using these for tanking as a healer!

Telluric Currents would be nice for leveling… if it was lower in the tree. I can’t see taking it as a dedicated healer in end game, as it is rare that I have to DPS at all and even then it is usually a flame shock followed by more healing and then a lava burst. It could be useful for soloing… maybe.

We lost a lot however. A lot of our supercharged healing is gone, and we are dreadfully low on passive crit. Some additions to the tree give us back some of the bonus healing, but no where near where it was. I understand that they want to make healing harder and more thoughtful and I am pro difficulty on that, but a shaman’s best procs all come from crit. Passively we can push 40% in a raid without trying, this helps with heals from Ancestral Awakening and helps trigger Blessing of the Eternals sure. It also is necessary for shaman mana regeneration. Improved Water Shield procs off of critical heals. The more crits you have the more likely you are to regen mana and be able to keep casting. I don’t know if you remember but there was a time not so long ago that shaman were having longevity issues. IWS was implemented to compensate for that, but by removing the passive crit, it hurts our regeneration rates. Meditation is supposed to allow for further regeneration, but the question remains if it will wind up being enough.

Along those same lines, Tidal Force is out. I really really miss this spell. It has become second nature in to pop this spell and its absence is keenly felt. When I’m healing on live I usually have a rhythm going. Like say for Valithria;

Riptide > Healing Wave > Healing Wave > Chain Heal > Tidal Force > Healing Wave > Healing Wave etc. Refreshing Riptide when off cooldown.

Now it has become

Riptide > Healing Wave > Healing Wave > Chain Heal > Look for Tidal Force *DAMNIT* Unleashed Weapon > Healing Wave > Healing Wave etc.

Throws me off quite a bit. Still getting used to it. I can see what they are doing by trimming the trees and I approve. While I may not be a staunch minimalist, I know when things have gotten bloated. The restoration tree on live definitely is bloated, and the one on the current beta could use some more pruning .

So Blizzard, keep in mind that less is more. Players have been doing creative things with very little for a while now. Just make what we have better defined and maybe move a few more things around. We don’t necessarily need a rolls-royce (although it would not be turned down!) we just need things that function well. We’ve been trotting along pretty much unchanged for a good bit, just make sure you don’t break us ok?

So what do you guys think of the changes so far? Anything you noticed you love? Hate? Anything you think they should add in?


Real ID on Blizzard forums, the good and the bad *Updated AGAIN!*

*update* Real ID is canceled on official forums Blizzard most definitely listened, and it’s a good thing!

So, Vaneras over on the EU forums just informed us that Real ID will be making an appearance on the forums. Needless to say there is a slew of comments slinging around about this. Some people love it, some people hate it. Some say it will be the new life of the forums while others think that this marks their imminent death. So I thought it would be good to talk about it a little bit here.

First off, lets talk about the current state of the forums. There are some good threads there. There are some helpful guides and bits of information. But for each helpful bit there is a counterpart. People that just show up to cause issues, scream drama and pick Internet fights. I know a lot of people personally who avoid the forums just to avoid those specific people. This is a sad thing though, as the forums are set up to help build the community and not to be a source of drama or argument. On a personal level I hate having to weed through 15,000 posts of people complaining to get to the 1 that has a valid point in a discussion. This is obviously an exaggeration, but you get the idea.

Let’s face it, the Internet is a place where people can hide behind a fake name and say and do whatever they want with little to no recourse. This can be simple complaining out outright just being an ass-hat.  This Internet anonymity is what Blizzard is trying to take away I think. How many times have they posted a proposed class change only to have intelligent well thought out responses from posters get drowned out by the wailing masses? How many times has a person asked for advices on gear or spec or spell priority only to be called a noob for pages on end? It happens, trust me I know.  So I can see what Blizzard is trying to do here, by eliminating the ability to hide behind a character name, that person is held accountable for what they said or do.

Quick story here. I know a guy who in real life is one of the kindest people I’ve ever met. Intelligent, well spoken and would give you the shirt off his back. When he logs into game or on the forums however, he does a complete 180. He yells at people, argues incessantly, turns into a complete womanizing bigot and has a completely abrasive personality. This sounds extreme but it is a lot more common than you think. When you don’t have to be held accountable in real life for your actions, the rules change. The Blizzard forums have been plagued by this from day 1.

By adding this level of accountability Blizzard I’m sure is hoping to cut down on the forum slop by discouraging the trolls from posting, and making people think twice about just posting empty whining.

There is however another side to this coin. There are a ton of people who try very hard to separate their real life from their game life. They post helpful guides to trade-skills, or how to level efficiently on the forums for general reading. They offer insight to class changes and constructive criticism when people ask for help. This group of people also has something to lose by this change going live, as does the community in general if they stop posting. Some people like the anonymity of their toons as a way to just separate their lives into distinct parts. If they stop posting because of this change, that will be very sad indeed.

Some are concerned for their safety. They fear stalkers and real life harassment and fallout from the forums following them into real life. As a person who has worked in internet security for a long time, I can tell you the chances of this are pretty slim. A persons name alone does not provide a ton of information. It does not for example provide your address and township. Your internet providers work very hard to keep that information private as do most websites, banks etc. It is in Blizzards best intrest as well to keep this information private, and so far they have done a pretty good job of it. Unless you have a one of a kind name and are publicly listed in an international phone book or public websites with your pertinent information, the chances aren’t too great that your name will give up enough information about you to harass you outside of your online personae.  I understand the concern there,  it is a valid reason for being against the change. But it can be rather difficult to find someone .

Another argument is that this goes against the originally stated purpose of Real ID. It was toted as an optional, convenient way to keep track of your friends across servers and even games. Some people feel that being forced to use it to interact on the forums violates this and removes the “optional” portion of the feature. This is a valid argument as there is no way to circumvent this at current.

There are also those of us that this has absolutely zero effect on. Those of us that already live in the public eye and have our names out there will see no change in how we do business essentially. Me personally, doesn’t phase me one bit. My name is out there from the For the Lore podcast and WoW.com. Having my real name show up on the forums isn’t a big deal at this point. I also have the good fortune to have a name that is not exactly unique. Joseph Perez is the Steve Smith of Hispanic names. Try looking it up in the phone book sometimes, it is rather hilarious.

Here are some facts to remember about this

This will only affect the new forums created when SC2 and Cataclysm launch. Old forums and old posts will remain untouched (for now, hopefully this won’t become retroactive)

Blue Posters are not immune to this, and will also be showing their real first and last names

Having your name does not compromise your account security. Email, password (and hopefully you’re using an authenticator) are what let people in. Even if you call Blizzard customer support and say you are “so and so” you have to provide a LOT of proof of identity.

So what do you think? Do you love it? Do you hate it? Will it be a new beginning for the Blizzard forums or will it mark its death?

UPDATE

Let me clarify something real fast. While the change doesn’t affect me personally I still do NOT like it. I understand what they are trying to do with it, but I don’t think it was thought out enough. On facebook I can go silent, I can turn off chat and no one has to know I’m on. I can hide details like my email, phone number and location, and if I so choose I can change my name on the account. Here we don’t have the option. I do NOT like the idea that choice is being taken away from the gamers. We choose to play this game and who to interact with. Why do we not have a choice in this? I think that the overwhelming response people are having to this is a good thing and hopefully Blizzard will see it and make some changes. But again, I am NOT for this change, but I don’t think it needs to be attacked with nukes instead of calm rational discussion. It is a lot easier for people (i.e. Blizzard) to dismiss an over the top emotional response to this (which don’t get me wrong, it’s a perfectly valid response from us as users to be passionate about this change) as opposed to when people calmly lay down why they don’t agree with it. That’s all.