Handling Icewell Radiance

Props to this guy for coining the term.

Daelo announced earlier in the day the implementation of raid wide buff called Chill of the Throne. What does it do?

The spell, called Chill of the Throne, will allow creatures to ignore 20% of the dodge chance of their melee targets. So if a raid’s main tank had 30% dodge normally, in Icecrown Citadel they will effectively have 10%.

Similar in concept to Sunwell Radiance, the reason it was implemented was to lessen the overall spikiness of incoming tank damage. Spikiness refers to something like a tank taking constant streams of 15k damage here, 14k damage there, and then suddenly plummet after a 44k hit of some sort. Sometimes it was predictable and in other cases it was not. It’s a large and often unpredictable hit that is capable of flooring a player.

I call it the Chuck Norris effect.

For present healers, the current way to deal with this is to use defensive cooldowns in tandem with tanking cooldowns. If tank avoidance isn’t high enough or if cooldowns aren’t used, they can easily get 2 shot in a manner of seconds.

With luck, this will be the last time we’ll ever see a buff like this in the game. Going forward into Cataclysm, the idea is to raise the health pool of tanks. Right now our overall approach to healing is to spam really fast heals, really large heals, or AoE heals depending on the situation.

While tank health pools go up, healing spells will scale up but not as sharply. The ratio of healing done on a tank vs tank health won’t appear to be the same as it is now. Let’s say a Greater Heal can cover 60% of a tank’s health right now. When Cataclysm hits, Greater Heal might only heal for 35% or something. The approach is to make overhealing a real risk to the point where healing spells can’t be spammed just to get through the boss fight.

That’s going to present an interesting change. It feels as if it’s going to be a hybrid between Vanilla-esque healing and TBC-era healing. I daresay those were the two extremes. In Vanilla, you had to rotate out with other healers and regen for a minute before tagging back in. In Burning Crusade, you could get away with Circle of Healing spam. It looks like in Cataclysm, they just might make overhealing mean something again since we can’t spam heals nor can we switch out with other healers to come in for us.

Patch 3.3 Makes PUGing Easier

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Back at Blizzcon we received an announcement from the devs that they were implementing new ways to reduce the wrath of the “additional instance” boss, which was already in place on many realms at the time of the convention. As many of you may have noticed this seems to have gone off pretty well and I think at least for now the instance door boss has been put down. Lets hope his respawn timer doesn’t come back up anytime soon, but so far so good. People have been able to farm Headless Horseman to their hearts content and daily heroics don’t see us spending 45 minutes waiting to just zone in.

At the con they also announced that they were going to refine the LFG system as well as add in cross server LFG capabilities to the game. Well in patch 3.3 PTR we are seeing the beginnings of the system. I for one am incredibly excited and can’t wait to see how this feature shapes up. As it stands you can use the system to go into a completely random group, or you can party up with a couple people and random the rest. You can choose your spec or role that you can fill just like in the current LFG system, but now you have the option of assembling a completely random group from different servers, and you get an option to sign up to lead the rag-tag band of misfits you aquire. As a reward you’ll receive a number of Frost Emblems and a helping of gold for your time and trouble. That alone is a good incentive to use the system as money and badges are always a good thing.

For me the biggest draw of this is the cross server interaction. They put that together for us back in an attempt to balance out Battle Grounds (which more or less worked but that’s a topic of debate for another day). Now the idea of being able to go directly to the instance with people pulled from the other servers of my battle group excites me. I can’t tell you how many times I’ve had a group ready to go but missing a tank, and there were none to be found. I just imagine a tank on another server unable to find a group kicking his can around wondering why no one wants to play with him. With this new system, the problem is lessened in theory. With the amount of badges we’ll likely need when Icecrown drops this will help ensure you’re able to find a group.

In a nutshell this will help eliminate those times where you’re sitting around for hours waiting for a group to do something. Just hit a button and shortly thereafter you’re off on a new adventure.

This is also important because there are also plans to use this for raids as well, at least the random group part, but not the cross realm part. Right now the interface for it is buried in the PTR (you can dig and find if you like). This is good for people like me with an army of alts. There are a ton of raids I would love to run on my hunter, like I would love to run her through naxx, but I can never find a group. This would also help struggling guilds that are having trouble filling in the last couple slots of their roster for a raid, just pop open the tool and find a few more folks to join in the fun.

I’m really excited about this feature and I think it will open up a lot more of the game for many people. It will allow greater accessibility to the content of the game for people that otherwise might not have been able to see it.

What do you think? Like it? Hate it? What do you expect from it? Will you use it?

That’s all for today, until next time Happy Healing!

Sig

Image borrowed from wow.com

Counterpoint: Wrath Saved WoW Raiding

young-frankenstein

This is a guest post by Thespius, a raiding Priest and blogger of Healer By Nature.

With all of the talk going around that Wrath of the Lich King made things significantly easier and therefore "killed the game", I wanted to bring another perspective into the mix.  I believe that Wrath SAVED WoW.  Yes, that’s right, I said it.  I’m happier playing WoW now that the game has changed.

I will whole-heartedly agree that the difficulty level has dropped in the end-game content.  I was never around for Vanilla WoW, but my share of SSC/TK content and the little I saw of Black Temple was daunting.  My favorite fight to date?  Leotheras the Blind.  Getting 25 people to move away from his whirlwinds and not DPS until the tank reacquired aggro was one of the toughest things to do.  Having to force healers to DPS their own doppelgangers down was priceless.  A tank that wasn’t a druid, warrior, or paladin?  SO much fun.

By comparison: Toughest boss in Naxxramas? Heigan the Unclean.

(Pause for laughter)

I know, right?  Personally, I still don’t see the hard part about avoiding the lava waves, or helping to cleanse diseases. 

When I look back to the BC days, if I wanted to try to get a newly-minted 70 friend into raids with me, we had to run him through Karazhan, Gruul’s Lair, and Magtheridon’s Lair.  CONSTANTLY.  If I needed to take a break from WoW for a bit for work, school or family, I might as well /gquit.  I saw tons of people take holidays back in Karazhan.  When they saw the work needed to get up to SSC/TK levels, they ended up quitting altogether.  The condensing of difficulty into smaller bite-sized pieces makes the process of "catching up" a lot less daunting, thereby reassuring players that it’s OKAY if life gets in the way at times.

With "gearing up" a breeze, guilds can actually afford the "selectiveness" with which to form their raid team.  Elite raiding guilds in BC ideally had one requirement: gear.  If you had the right gear to enter SSC, you were good to go.  We were all compartmentalized by our gear.  It was as if we all came with little tags on us that said "put me here."  On my server, those with the correct gear were in short supply.  In those situations, you have to disqualify other pre-requisites such as team-oriented, ability to adapt, or the skill to actually play your class.  Few guilds back then (in my experience) rarely looked at your actual personality.  They looked at your contribution to the overall DPS, instead of your contribution to the actual raiding core.  "No amount of gear can upgrade a poor personality," I always like to say.

Now, if a friend, family member or co-worker just hit 80 and you want to bring them along in your 10man ToC team, it doesn’t take too long to get them up to speed.  Vault of Archavon, Onyxia, Heroic Dailies, Triumph Emblems are all viable (and quick) ways to get your selected raider up to speed.  Instead of dealing with geared raiders that don’t listen or cooperate, now you can get people you trust geared quickly to join you.  Thus, you make your team THAT much better than you would’ve been able to back in BC. 

The 10man vs. 25man debate comes into question as well.  I’ve heard the argument that making content accessible to 10mans has made the content too easy, since it’s supposed to be accomplished by less people.  This is true.  10 people would have a hard time clearing content only designed for 25.  Follow my logic:

  • In BC, getting a bonafide 25man raid together was tough. Coordinating 10mans in WotLK is much easier.
  • More guilds get the chance to see, experience and progress the 10man content.
  • 10man content is not drastically different than 25man.\
  • If you need to look for someone to fill in for an absent raider in your 25man, you’ve now got a bigger pool of available people who know the fights.
  • From this bigger pool, you can be more selective (like how I brought it all together?) of who you bring along. 

This transition into WotLK made it that much easier for you to form your raid team, even from your own realm.

And last, but not least, WotLK has made it more interesting for off-raid nights.  The guild I raid with runs 3 nights each week.  We primarily do 25mans but will do 10man content on occasion for hard mode experience.  On the off-nights, we can do other 10man content, "The Daily", even slightly lower content for Conquest Emblems.  Maybe a raider needs that vendor ring to replace his/her ilevel 200 one.  Instead of waiting for the next full raid night, you can be proactive in getting your other raiders up to par.

Overall, I believe WotLK has helped WoW’s raiding base.  Utilizing hard modes and bosses like Algalon, it provides a tough challenge for the hardcore raiders.  For the casuals or the "hardcore casuals" (as I like to call myself), it affords us the experience and ability to sub in or even start our own group of like-minded individuals who pay their $15/month just like everyone else.  Getting ready to raid is no longer an arduous process.  Less time focused on gearing, and more time focused on actual raiding.

Social Study: The Wrath Effect Part 2

HoggerAndGramm

This is a guest post by Mimetir, an oversized owl of a raid leader on The Venture Co (EU). You can find her twitter feed.

We broke off looking at the Wrath Effect last time for a chance to let the ringing die from our ears and to gather our thoughts. Thank you to the many of you who shared your opinions – and latterly, posts – both here and over at Larisa’s and Tobold’s blogs last week – all very interesting reads. Last week we left off pondering whether some of the content was worthy of existence in the World.

Of course there is a point in the content existing. For everyone who drops out of an Archavon kill there is someone else who’d like to be there, experiencing the content, maybe even for the first time. That may seem difficult to believe, though. WoW’s accessibility has created an illusion which some players subscribe to: an illusion that almost everyone is a hardened and seasoned player now. It masks the fact that everyone plays differently, for different reasons and has differing amounts of experience. I believe that the WoW community has become less tightly knit over the past few months and there is a gulf growing between player groups of different experience levels. This week I’d like to look at the effect that WoW has upon players.

I think it’s important to remember that the game isn’t as easy as we might believe. Hard modes have been introduced to provide serious raiders with more challenge and incentive to keep playing, though as many people pointed out last week those Hard modes are not necessarily engaging to all. Meanwhile, PUGs – love them or hate them – have enjoyed a renaissance in Wrath, to the extent that many players PUG any and all raids. Some of them can be difficult to PUG. Think of Onyxia 25. The tactics mostly remain the same to the classic encounter but have been tweaked enough to keep some more experienced players on their toes for now, and the encounter can be a monster to come to anew. Now factor in a group of 25 people who mostly don’t know each other. So why, for the love of epics, is there always someone in the group who says "lol this is easy no tactics goooooooooooog"?

I think that the very fact that people are happy to PUG these raids is having an effect on guilds. Many guilds have a high turnover of players; perhaps some guilds find that raiders have less incentive to be loyal or reason to show up. Some smaller guilds which have existed for a while and are fairly stable may be having the time of their lives – they can access the content. Sure, they may need to collaborate with a similar guild to get raids going, but hey – they meet new friends. Life is good. Newer small guilds meanwhile may be having a problem getting a foothold on the server. Established guilds already have working relationships with other guilds set up and some players don’t feel the need to join any guild, let alone one treading water.

Players don’t feel the need to join any guild. A curious thought mentioned in the comments by several folks commenting on last week’s article. It got me thinking – is that why the high profile of the top guilds on my characters’ realms seems to have dropped off? I remember back in the day when the guilds were strong and the players proud, trade chat would be full of people who knew each other – chatting, sharing an in joke, rejoicing when a black sheep returned to WoW. There were tight community microcosms of different player types, and trade chat and guilds were windows through which to glimpse them. I don’t see so much of it these days. It seems that many of those players are either subdued, rarely on their mains, or have checked out of trade chat and WoW. It feels like the windows have been closed and boarded up, not so much as a breeze passing between different types of players on a realm.

Perhaps the question in many players’ minds is "how best to find a sense of worth in this content?" For many players that’s no hard question to answer. There is a plethora of content of which raid instances are a small part. A player might sneak off for some rare monster hunting or seasonal fun – or focus on mastering the cooking achievements. Easy or not, Wrath has a lot more choice that a player could immerse himself into than WoW ever has previously. I wonder how much of that content is really passed over by the average player. We’ve spent a lot of time talking about raids and their effect but WoW is an entity of many parts – something for everyone, perhaps.

Yet there is a darker answer to the question above. Sometimes the answer seems to be to cultivate a mindset of being in constant competition. If the competition against the content isn’t enough then it becomes a contest with all other players; especially strangers, whom are often met with the increase in PUGs, high turnover guilds or guild collaboration runs. DPS meters are used to measure this competition – they are always spammed, usually repeatedly, by the people at the first or second spot on the meter. I’ve often seen such players go on to publicly pick on players at the bottom of the DPS meter, sometimes carrying on for the rest of a lengthy raid.

These spamming players may be dealing with their own lack of confidence in the game – and perhaps what they feel is their reduced display of skill – by boastfully declaring themselves better than others. I find myself wondering where the fun of a game is for the player on either side of the DPS meter in that situation: there isn’t any for the bullied person at the bottom and – well, is there any fun had by the person at the top?

This is just one way the inter-tribal competition has seeped into player interaction. I often heard stories in Wrath’s early days of players badgering others in the street to tell them that their gear was rubbish – no provocation or reason behind it.

Another favourite seems to be to bluntly tell another player that they are a bad player based on half a Heroic without knowing anything about them as a player or a person. Occasionally dialogue will occur – accusations of rudeness perhaps – and an argument ensues. The conversation leaves both parties insulted and a bit less … human. This extends to real life, too; an older player I know was approached by a stranger and a heated discussion followed. Upon finding out that she was an older player the stranger said they hoped she would drop dead.

Players sometimes forget that behind that other character they are denouncing is another person whose pride in their independence, character and achievements may be diminished both in and out of game: everyone gets something different out of it. Yes, WoW is just a game, yet many people escape to it to have fun and are proud of their achievements in it. They don’t stop thinking and feeling, don’t stop being people, while playing a game – regardless of whether they are a casual or hardcore, or anywhere in between.

I think that this forgetfulness is a trope which has remained throughout Wrath and now players of many ilks find themselves less satisfied with both the content and the social experience because the lack of connection between game and player is projected into the community.

I’m not painting every player in the community with this dye; there are so many shades of grey that it would take a thesis to examine them all. Many players do still find the game fun. Groups of players still exist in solid groups, guilds, tribes; whatever you want to call them. Like-minded folk still find each other. It just seems more of a struggle to do so when you have to clamber through the mud of a bloodied battlefield.

What do you think? Remember that this is about the game as a whole – including all types of content.

How often are players eyeing each other up over a broken bottle neck? Do you find yourself with new friends or impatient while playing: is the foam at your mouth the only remnants of your Vanilla/TBC war paint? Have you come to the content anew –what do you think of the community you’ve found? How has the performance of your raiders, however experienced, changed? Has the mood changed in WoW at all?

Twitter WoW Developer Chat Feedback

I was honestly not impressed.

For those unaware, the developers were staging a livechat on Twitter where users would submit questions and the staff would pick and answer them. Many of the questions answered lacked any real punch. Answers to most of these could’ve been found on most major WoW news outlets or blogs, or even on the official World of Warcraft site.

The questions I found most interesting:

Q: With T10, are we going to see tokens like in Ulduar? or like CC? CC style had every class and spec rolling on same thing.

A: With T10 we’re going to see a hybrid. The tier 10 items (the ones with item levels you’d find in the 10-player raid) will be purchased with Emblems of Frost.
The tier 10.5 items (the ones with item levels you’d find in the 25-player raid) will be obtained by getting a token (one that is specific to 3 or 4 classes, much like the Ulduar tokens) and using it to upgrade the tier 10 item that was purchased with emblems of frost.

Q: Any plans for a gated system in IIC like in Coliseum that prevents us from doing hardmodes from day 1?

A: We do have a system that unlocks bosses similar to how we handled TOC and Sunwell. We are restricting hard modes to raid leaders that have defeated Arthas in regular mode.

I can see why Blizzard wanted to inject a bit of light humor into the dev chat with questions like these:

Q: When do hunters get to tame druids?

A: Right after druids get a hunter form.

Q: Can locks have a summonable flying mount now please?

A: Now? As in right this second? No.

But at the same time, I know they’re on the clock too. It’s a limited interview. I guess I was hoping we’d hear more new information that wasn’t already known.

All the same, I am happy that they’ve started to expand to Twitter and made a conscious effort to try and address some questions. Lots of serious fluff answers in there though which made me a bit sad as there were some genuinely good questions asked. I hope they’ve learned from this experience and make the next dev chat better all-around.