Thirty One

Wow. Just wow.

In case you have no idea what I’m referring to:

I don’t know that I would say we want tanking niches. I ultimately am agreeing with what you’re saying, but once we say "tanking niches" players have visions of the DK who parks outside of Icecrown until boss 4, 17 and _31_ (yes, IC is that big).

– Ghostcrawler

So any ideas on the types of bosses we’re going to see in there? Speculation is always fun. Makes me wonder if we’re going to see faction specific bosses. Maybe 6 Horde and 6 Alliance depending on which faction you’re on.

All I an think is that those raid lock out extensions are going to come in real handy.

Say it with me.

Thirty one.

Patch 3.2 in Review

bucket heads

Warning: Fanboys and Fangirls beware, as this is not a post you will like. I am about to criticize Blizzard, and if that offends your sensibilities, go ahead and mark as read. I don’t mind.

For the rest of you who are still reading, I want to take a hard look at a few aspects of patch 3.2. I am going to try not to wax poetic about how wonderful the BC patches were–in a sense, that was a different game for a different time, and I was also a different player. What I am going to do is talk about Blizzard’s successes and failures under the current design ethos, which I will sum up as Time Sinks for All Players.

Under the somewhat tongue-in-cheek category of the time sink, I comprehend raiding, dailies, instances, and overall reward structure. Let’s look at each of these aspects of patch 3.2 and examine whether Blizzard succeeded in their global goal of keeping their millions of players interested in their game. Notice that I’m not going to talk about class balance, which is a necessary part of any patch and which will be ongoing. I’m talking only about the New Cool Stuff that came in last Tuesday.

The Crusader’s Coliseum

Let me use my Mystic Orb of the Walrus (actually, a bouncy rubber ball full of green sparklies) to channel for you the Crusader’s Coliseum development meeting.

“You know, we really should make a raid instance for this patch.”

“Yeah, something like Zul’Aman. That was really great.”

“Nah, that took us forever to design. We need something easier, like a 5-man.”

“We put a lot of work into those 5-mans! I just don’t think that we can spare that much time.”

“I’ve got it! Why don’t we design an instance with just one room? We can make one room in like, a week.”

“Yeah, YEAH! And oh, let’s make them run it four times per week instead of just two.”

“Excellent. Also, we should make it take four weeks to get each tier piece, even if the bosses are pretty easy. Let’s require an emblem turn-in for each tier piece–that way it will be like old ZG rep gear, and some of them will never get it!”

“Aren’t they going to riot?”

“Well, as long as we let them get some emblems from the heroic daily, we’re good.”

When I walked into the Crusader’s Coliseum, I had a moment of panic as I realized that I was going to be spending 4-5 months of raiding within its hexagonal walls. When I panned my camera upward, I noticed that, far off center in the Alliance cheering section, there were 6 identical Syds cheering me on. I was so creeped out that I got a haircut right after the raid. In an instance where design has been reduced to brown walls and even the spectators are not individuated, how can I have any hope for interesting boss mechanics?

The Crusader’s Coliseum is, quite simply, lazy design.

The Daily Drudgery

Daily quests ought to be fun and easy. If I’m a farming type player, which many are, I’m much more likely to repeat something I find pleasant. I like the Dalaran cooking dailies, for example. They don’t require too much running, and the rewards are sufficient for the time spent. The gold standard of dailies will always be the SSO dailies of Quel’Danas. They used to be so quick, fun, and convenient that I did them on three characters. I will admit that my interest in the game is much lower now than it was back when my guild was working on Illidan. However, I’m pretty sure I’d grind at least one character through similarly well-designed dailies. The Coliseum-area dailies do not measure up. They are quite widespread and hard to do on one’s own. I particularly find the revised version of Battle For the Citadel a pain in the arse to solo. In order to kill 3 commanders, I have to clear any number of lieutenants and get my ass kicked multiple times by respawns. Don’t even get me started on Threat from Above! Dailies should be a solo operation, as they’ve historically been one of the few things one can do in WoW at 4am. As for the new dailies, I’ve only done a couple of them, and they take you a bit far from the questgivers for my taste. Out of ten or so possible dailies, the only one I really love is Among the Champions, where I get to school some NPCs in the joust. I particularly enjoy beating the stuffing out of the uppity Undead guy–if, indeed undeads have any stuffing left after the whole decomposition thing.

The trend in Wrath seems to be to design dailies which take more time and return proportionally less gold. In turn, the non-currency rewards (pets and mounts) are much better than they were in BC. The dailies are almost a pure time sink–and regrettably, I just don’t have that time. For earning money, the AH is the only way to go. I don’t think 6 or so dailies per day, four days a week, would actually pay for raiding, while two hours a week of selling flasks certainly does.

5-man Instances

I hate to say that I haven’t tried the new instance yet. I’m glad there is one, and I’m sure I’ll get there if it ever comes up as the heroic daily. Because of the reward structure, I try to do the heroic daily whenever I’m on (which is….not that often). I don’t want to be the absolute last person in my raid to buy a tier piece (though truth to tell, I’m in competition for that bottom spot). The thing is, Blizzard de-incentivized their 5-mans during Wrath. Naxx 10 was very easy and accessible compared to the heroics. However, its design was ugly as mud. Meanwhile, the art design for 5-mans was excellent. Most of us saw this beautiful dungeon art only a few times due to the lackluster rewards compared to Naxx. From all reports, the new 5-man is pretty easy, so it’s no Magister’s Terrace. I found Magister’s Terrace to be both challenging and beautiful, and I ran it with all three of my characters (one in tier 6, and two in…crafted purples and Kara gear). I think that Blizzard has–to their own detriment–gone away from the older design of heroics, which allowed some to be much harder than others. I find the hardest Wrath heroic to be Oculus–and I managed to complete that one the day I turned 80.

Rewards and Other Phat Loot

Developers be praised, we’ve got another armor tier to acquire! I love gear. I’m glad that the stats for the three iterations of Tier 9 are actually an upgrade on Ulduar gear. My greatest disappointment with Ulduar (which I love on all other points, including art and gameplay) is that the stats on the gear were such small upgrades from Naxx stuff that I actually didn’t get to see my character improve in noticeable ways even after equipping my new pieces. The only real performance upgrade that I was able to feel was the 4 pc bonus–which for resto druids is widely considered OP. This new patch is just the opposite–I can tell that at least the middle and upper varieties of T9 are going to make a difference in my power and sustainability. I’m jazzed about that. It’s too bad the armor designs themselves are, well, lazy. Many people have commented on this, but suffice it to say, in a few months of work and struggle, Syd is going to go from a gorgeous, glowing creature whose attire includes motifs of branches, leaves, moonlight, and starlight to, well, a Buckethead. Morever, we’re all going to be Bucketheads. I refer you back to the article header should you have any question as to what one’s head looks like when a bucket is equipped in that slot.

Well, let’s say that I can ignore the ugliness of the “new” armor art. There are still many non-gear rewards to be gained in 3.2. The one thing I actually care about, the Ulduar drake that I’ve been working for, is still available (thanks!). It will take a lot of hard raiding to get there–my guild, for one, is not anywhere near done with Ulduar hard modes. There are also new horsies from the Coliseum, mounts upon mounts from Champion’s Seals, more cute pets (even a wyrmling of a different color–who cares, but thanks), and even more tabards (that look pretty much like the old tabards). The game seems to be focused on acquiring volumes of things right now. It’s not “let me get this one beautiful unique mount” but “let me grind for 10 mounts so I can add to my achievements.” I have to say, I’m not too excited about all of it, because too many things seem to be reskins of the same old stuff. My preferred mount grinds are Winterspring Frostsaber (the only kitty with no armor), which I’ve done on one character and started on another, and the Stratholme speed run for Rivendare’s horsie, which I’ve put a few tries into on Syd and ultimately intend to acquire.

How could WoW have hooked me into grinding for new rewards? Well, they could have made them…really new. Let me grind for a raptor mount, and let the horde grind for a Winterspring Frostsaber. That would be pretty sweet. Let me buy the horde mounts for Champion’s Seals. Better yet, make me an entirely new mount–how about a rideable Jormungar? I guarantee you, my play time would have gone up! The new orphan quest is an example of a “good” reward. The gorloc and wolvar pets are pretty unique, and I stayed up an hour later than usual to get my cute little baby oracle.

No More Lazy Design!

The take-home message here is that developers need to spend time and resources on their game. Period. No game is so good that a patch can bring out more of the same and expect to reinvigorate the masses. I think the art budget in particular for WoW needs to go up exponentially.

What is the one thing that I love in patch 3.2? New druid forms! They’re really quite nice (and no, I was not one of the people who complained that they weren’t done right). In my mind, Pink Kitty is pretty much the best thing ever, and I even changed my much-beloved seafoam hair in order to gain access to it. The druid forms are a good example of what happens when you give the community something they’ve asked for and actually spend a little time on it. You get Syd, happily running around in cat form, which has pretty much never happened before. I can has cheezburger naow?

Here’s hoping that the devs announce something astounding at Blizzcon. Something must be done to make up for the overwhelming mediocrity of 3.2…unless, they really do want us to run out and buy Aion come September.

“

Never Second Guess Yourself

You never, ever, ever second guess yourself when you’re the boss. You can’t afford to. Otherwise you’ll start growing a collection of white hairs at the ripe old age of 21 (like yours truly).

That’s a direct response to the Fel Firey one.

It’s not very often I craft responses directly to other blog posts. I felt compelled to make an exception because the problems she outlines are similar issues that I’ve experienced. I wanted to share my solution and outlook to everyone as well.

Question 1: Play the veteran no show or the steady underachiever?

All too common question for those in charge of determining raid composition, right?

Do I go with the skilled player who’s attendance has gradually decreased over the past few months and has gotten bored with the game or do I reward the near-flawless attendance player who’s not as skilled and has the gear to compete but cannot match the performance?

In order to answer this, you need to ask yourself what type of organization you’re building. Do you believe in success at all costs or a steadier but more consistent and rewarding pace?

I lean towards the former. I play this game to raid and to kill bosses. I will almost always lean towards picking the team that will grant me the highest chance of a progression kill. It’s a constant reminder to everyone. The onus is on the raiders. They’re not playing to earn a raid spot. They’re playing to keep one. Like it or not, that means the Rogue that did 7000 DPS who just happened to renew his interest in the game is more than likely to get the nod over the 5500 DPS Rogue wearing the same stuff.

Yeah, that’s a pretty big exaggeration but you know what I mean. If the alignment of the guild is in fairness and the like, then you’re going to favor the little guy. The problem is that it might take your guild two weeks or longer to get through an encounter or something. But if the guild doesn’t care about rankings and competing with other guilds, then you’re in the clear anyway.

It’s summer. I’ve seen guilds ahead of us explode and die off that would shoot us from a top 20 placing to a top 5 placing. It’s a fight right now for a lot of leaders just to maintain full strength.

Question 2: How do I cover my ass against players upset at being sat?

Ah the fine print. If there’s anything EULA’s and TOS’s and all those fancy contracts have taught me, it’s that you can get away with almost anything with fine print. If a player gets upset that they’ve been sat or are not being invited, point them to the fine print.

“But you specifically agreed that you were okay with being sat out when you applied to the guild. Isn’t that your signature, retinal scan, thumbprint, and DNA pattern on that form?”

It’s common for guilds to do some line juggling particularly on progression raids. Maybe you have an extra tank. Perhaps you have too much melee DPS. Or you’re lacking healers. Assuming your forces don’t have dual specs of the right sort (or of high enough quality gear), then you have to do an outright character for character swap to maintain the raid.

Look at it this way.

One of the best ways to truly take stock of a person’s character is to ask them to sit out and see how they react. What they say on their application is one thing. How they handle it is another matter entirely. If they handle it extremely poorly, then they’re not a player you want in your organization anyway allowing you to go headhunting again.

Question 3: How can I handle loot discrepancies?

Include the human element. Having a clause that allows a group of players to override something will help with progression. If the guild is more based towards fairness and equality, then don’t bother. I’ve written about loot posts in the past. I firmly favor looting gear to the people who will get the most use out of it instead of passing it to another player where it’s only going to collect dust because they never use that spec. Why did they get it? Because a chart or a list of numbers demanded that it be so. We can’t control item drops. We can only control who it goes to.

It’s about trust. If you don’t trust the guys making the loot decisions, you shouldn’t be in that guild anyway. They’re going to make mistakes. As long as their mistakes don’t exceed the number of right calls, then it should be all good.

Yes human discretion can be bad. I’ve heard the arguments before. But it can also be used for good.

It sucks being in charge. The reason why there’s so few GMs compared to players is because no one wants the job.

Okay, that last bit might not be entirely true. Have a good weekend! (By the way, if you intend to check out GI Joe, leave something in the comments about it when you do. Undecided between theatre or just waiting.)

Ulduar Nerfs and Bugs

Looks like there were some undocumented changes made to Ulduar.

Check out this post on Main Tankadin. (Thanks Honors).

Here’s a quick summary from various sources (Forums, direct observations, things I heard second hand).

Flame Leviathan

  • Seems to be bugged. Doing FL with 2 towers is fine and dandy. But FL still has the 3rd tower buff on him even though there’s only 2 towers up.
  • Vehicle targeting reticule looks really good.
  • Gnomes have been busy. Enhanced the handling of vehicles. They turn much better.
  • Choppers can pick up Pyrite and drop them wherever they like.

XT Deconstructor

  • Deconstructor seems to spawn a bajillion ads. Look at the main tankadin post above for a screenshot.
  • Now throws Light and Gravity bombs during tantrums.

Thorim

  • Chain Lightning only blows up 2 targets.

Freya

  • Iron roots: You can trinket out of them. You can blink out of them. Hand of freedom. Bring a Shaman with Earthen Power and call it a day. Shapeshifting works. Anything that can get you out of snares will work.
  • Sunbeam visual effect seems to be missing. But the debuff on players is still there.

Mimiron

  • Phase 3: Don’t have to place the mines. The player loots it, uses it, and the head will automatically drop down. Mimiron has upgraded to smarter magnets.

General Vezax

  • Vezax’s health reduced by 10 million.
  • Saronite Animus health reduced by 2.5 million.
  • Animus spawns after 6 clouds instead of 8.

Check the comments for other nerfs. I’ll try to update this post with extra information.

Northrend Beasts Notes (Extra)

Some more information. My guild and I just cleared out the encounter on 10 man.

We brought a standard loadout:

  • 2 tanks
  • 3 healers
  • 5 DPS

Here’s a few extra notes.

Phase 1: Gormok the Impaler

Looks like the Snobolds are the ones dropping fires. The person attacked by the Snobold cannot attack the Snobold himself. That person has to stay on the boss as there’s nothing else they can do. The rest of the raid has to clear out the Snobolds as fast as possible. Looks like they’re the ones that drop fires on the ground.

Our tanks switched between 3-4 Impale debuffs.

Phase 2: Acidmaw and Dreadscale

When you kill one snake, the other will enrage.

Phase 3: Icehowl

When he does his leap knocking players to the wall, everyone will be stunned for a few seconds. He’ll focus a player, and then run towards him. At this time, all players gain some sort of a speed increase to help them get clear.

If he manages to hit a player, he will enrage. But it’s temporary. Looks like it lasts for around 10 or so seconds before it wears off.

All in all, very good fun!

Note: 3 Emblems of Triumph drop from the first encounter