Category Archives: WoW
The latest Dev Watercooler is out concerning major changes in the upcoming WoW expansion, and yet it is one of the most content-free ones I have ever read. I’d say it was all bones and no meat, but you can usually suck some marrow out of bones. But this? This tells us nothing. And so we’re going to have to fill in the blanks with our own rampant speculation.
There is but one new morsel concerning the Stat Squish (emphasis added):
It’s important to understand that this isn’t a nerf—in effect, you’ll still be just as powerful, but the numbers that you see will be easier to comprehend. This also won’t reduce your ability to solo old content. In fact, to provide some additional peace of mind, we’re implementing further scaling of your power against lower-level targets so that earlier content will be even more accessible than it is now.
That is just about the only possible concern there was with the Squish, so I’m glad it’s taken care of.
To keep racials more in line with one another, we’ve decided to bring down the couple high outliers, then establish a fair baseline and bring everyone else up to that. We’re accomplishing this by improving old passives, replacing obsolete ones, and adding a few new ones where necessary. Ultimately, our goal is to achieve much better parity among races.
Know what would be really nice? What they consider a fair baseline.
I almost wonder though, if I am parsing that paragraph correctly: is anyone else getting the sense that perhaps activated racials are being left alone? Blizzard did mention Berserking (a Troll racial) as being “extremely powerful,” but I find it difficult to imagine how, say, Every Man for Himself could be redesigned to be equivalent. Unless maybe every race is getting some kind of PvP-ish active racial and then the passives will be the PvE knob. All I can say is that I’m happy this is getting looked at, as I have regretted rolling my paladin as a Draenei since pretty much the beginning – Gift of the Naaru has consistently been the most useless active racial in the game.
For Warlords of Draenor, we decided that we needed to pare down the number of abilities available to each class and spec in order to remove some of that unnecessary complexity. That means restricting some abilities to certain specs that really need them instead of being class-wide, and outright removing some other abilities. [...]
One type of ability that we focused on removing is temporary power buffs (aka “cooldowns”). Removing these also helps achieve one of our other goals, which is to reduce the amount of cooldown stacking in the game. In cases where a class or spec has multiple cooldowns that typically end up getting used together (often in a single macro), we merged them, or removed some of them entirely.
Two interesting bits here. The first is a sort of roll-back of the “bring the class, not the spec” theme of the last two expansions. It’s possible that they’re not talking about the sort of active/passive raid buffs that made it easier to get a 10m raid together, but it’s a bit hard to imagine how else it would work in practice. I mean, are we talking about removing Heroic Strike? Slice N’ Dice? Only letting Frost DKs have Dark Simulacrum while Unholy DKs get Necrotic Strike? This is way too vague. But my point is that if these currently-class-wide abilities have any utility at all, only allowing one of the specs have them is going to create a demand for that specific spec. Which is fine in the abstract, I suppose, but it’s definitely a movement away from specs being more of a play-style decision than a mechanical one (outliers aside).
The second part about cooldowns is both welcome and terrifying simultaneously. Some cooldowns are simple macro-bait, but others… well. I hate to fall back on sacred cow terms like “iconic” and “class defining” but some actually are. I don’t think Blizzard would remove Avenging Wrath, for example, but that is almost always paired with Guardian of Ancient Kings. In fact, that’s pretty much the most classic (and visible) example of cooldown stacking I can think of. Perhaps both will stay in the game, but Ardent Defender/Divine Protection will be removed or rolled into Prot’s version of GoAK. What of the many Hand spells though? Lay on Hands? Could we see Devotion Aura go the way of the rest of the Aura spells? I could see Devotion Aura absorbing Divine Protection pretty easily…
At some point though, this is definitely something that can end up hurting.
Crowd Control and Diminishing Returns
The diminishing returns list up to this point has been a study in Rules Lawyering gone amok. “No, no, no. That’s not a Fear, that’s a Horror. And Controlled Stuns are nothing like Random Stuns.” All in all, there are 11 categories and 2 additional abilities that only DR with themselves. Which is not to say that the various categories didn’t serve an important function – making a wider variety of class/spec combinations viable in Arena – but the prospect of being locked in a CC chain almost indefinitely is a high price to pay.
Here is the shakedown according to the post:
- Removed Silence effects from interrupts. Silence effects still exist, but are never attached to an interrupt.
- Removed all Disarms.
- Reduced the number of Diminishing Returns (DR) categories.
- All Roots now share the same DR category.
- Exception: Roots on Charge-type abilities have no DR category, but have a very short duration instead.
- All Stuns now share the same DR category.
- All Incapacitate (sometimes called “mesmerize”) effects now share the same DR category and have been merged with the Horror DR category.
- Removed the ability to make cast-time CC spells instant with a cooldown.
- Removed many CC spells entirely, and increased the cooldowns and restrictions on others.
- Pet-cast CC is more limited, and in many cases has been removed.
- Cyclone can now be dispelled by immunities and Mass Dispel.
- PvP trinkets now grant immunity to reapplication of an effect from the same spell cast when they break abilities with persistent effects, like Solar Beam.
- Long fears are now shorter in PvP due to the added benefit of a fear changing the players position.
It’s difficult to get a read on how the DR merge will play out right now, especially considering we’ll supposedly see CC get cut altogether from certain classes/specs. At a glance, I can say that melee classes are likely getting the bigger end of the stick here with the removal of Disarm effects + ranged class CC nerfs. The Druid vs Paladin match-up won’t be so one-sided now that we can bubble out of Cyclone. Hunters are getting screwed with Scatter Shot + Freezing Trap being on the same DR. Warlocks are getting especially hosed with their panic-button instant-cast Horror effects diminishing the follow-up Fear, which is itself getting nerfed again anyway. What is that, 10 years of Fear nerfs in a row?
In any case, that’s about all the blood I could squeeze out of that Dev Watercooler stone. I appreciate birds-eye dev articles as much as the next guy (and probably a bit more), but I felt this one was really lacking in specifics. I suppose we’ll start connecting the dots once everything is data-mined on MMO Champ, although by then it’s likely everything will have changed again.
Words cannot describe my disappointment.
In a rather topical turn of events, Blizzard has confirmed both that the level-90 boost will be $60 for real, and that it’s priced that way for your own good.
“In terms of the pricing, honestly a big part of that is not wanting to devalue the accomplishment of leveling,” Hazzikostas said.
“If our goal here was to sell as many boosts as possible, we could halve the price or more than that – make it $10 or something. And then hardly anyone would ever level a character again.
“But leveling is something that takes dozens if not over 100 hours in many cases and people have put serious time and effort into that, and we don’t want to diminish that.”
He added: “I am not an economist, I’m not the one setting the dollar value myself, but it’s not the profit maximizing price. That was not our aim here.”
You know, because anything less than $60 devalues your leveling accomplishments from years ago. Aside from everyone getting a free 90 with the expansion. And aside from those free level 80s via the Scroll of Resurrection (RIP). And aside from getting triple XP for putting a character on /follow for $12.50. And aside from the people cajoling their friends for power-leveling AoE dungeon runs while wearing full heirlooms. And, of course, aside from the inevitable XP reduction that comes with each expansion.
What’s extra interesting to me now though (and with Wilhelm too), is what Blizzard is going to do when the price of the expansion inevitably drops. I ended up buying Mists of Pandaria for $20 over Christmas a few years ago. Will the $60 character boost go down in tandem with the box price? Or will their stomach for the “unwieldy” buy-extra-expansion-copies suddenly steel up?
My post yesterday came across to Tobold as an admonition of in-game purchases or whatever. While I do not expect people to maintain a full inventory of my opinions, I do hope that I am occasionally afforded the benefit of a doubt. Just so we’re clear though, here are my thoughts.
Way back in July 2011, I posted The Problem with F2P and Microtransactions. Over the years (!), I have come to concede the point that microtransactions are not going away. However, I have and will always continue to fight to slow the steady erosion of consumer surplus whenever I can. To me, there is no inconsistency with being okay with DLC in general, but not being okay with on-disc or Day 1 DLC. Similarly, there is good F2P and bad F2P, the latter of which can be summarized in Green Armadillo’s “To Vote Against Monetizing Nuisance” post. I’ve spent real dollars on PlanetSide 2 and Hearthstone, but would never spend anything on Dungeon Keeper or Candy Crush Saga, even though I have nothing against playing those latter games.
In fact, I talked about games like Dungeon Keeper just about two weeks ago. Their business models suck and they are emblematic of the wrong way to take game design, but if you treat their nuisance as an extra layer of challenge, you can re-extract the consumer surplus you inevitably lost somewhere else. Plus, paying in time management games is an extremely bad trade of value. Getting extra imps or builders or whatever usually results in maybe an extra minute or two of gameplay if you’re lucky – you will be able to take a few extra actions but will otherwise still be required to put the game down for an arbitrary period of time. Compare that with Don’t Starve or Terraria or whatever full-fledged indie game you could have bought with those same dollars.
In any case, circling back to Blizzard, I hope it’s clear that I’m not against all in-game purchases. I’ve used both the Scroll of Resurrection and dual-boxed a RAF account in the past (that’s the origin of my Priest named Freexp). My opposition to the $60 instant-90 is precisely the dollar amount, on top of the bullshit PR logic used to justify it. I have always had a problem with the $25 character transfer service too, which really came to a head when they dropped the price for a week. These services are priced so absurdly compared to what other pieces of entertainment you could be buying because, quote, it’s to discourage their use. Yeah, okay. Tell that to the thousands of people left duped and abandoned on no-pop “Recommended” servers that Blizzard left to rot for 6+ years. To those people, it was “pay $25 on top of the subscription to continue playing the game.”
A lot of people have already weighed in on the $60 cost for instant-level 90 WoW characters, but let’s tackle this topic a week late and a dollar short. The funny thing is some people were actually surprised the price was so low. After all, the reasoning goes, it would cost more to buy another boxed set + expansion + character transfer to your main account.
Personally, the discussion regarding the “reasonableness” merely cements in my mind how completely unmoored from reality one can get in the midst of an infatuation. I mean, in the context of a game with $25 mounts and $25 to have your character transferred to different servers (in a completely automated fashion), sure, $60 sounds kind of like par for the course.
At the appropriate distance, on the other hand, it’s fucking absurd. That’s an entirely new AAA game. With the current Steam sale, that’s FFXIV plus four months of playtime. Hell, that’s four months of WoW game time. It’s the same sort of logic that considers it reasonable to suggest “investing” $20 into a F2P app like Dungeon Keeper.
Nevermind that Blizzard was giving away level 80 characters for free almost exactly two years ago. But hey, what a happy coincidence that the Scroll of Resurrection “ran out of charges” on the exact day of the $60 purchase leak.
The value of anything is subjective, true. Different people have different levels of disposable income, tastes, desires, and sees their gameplay time as more or less important. That being said, the fundamental constant in all this is opportunity cost. Sixty dollars here is sixty dollars not over there. Blizzard is banking (perhaps literally) on players not thinking their options through. I could give you a dozen game suggestions, any one of which could provide more entertainment per dollar than this exchange, even if you play WoW for 4+ hours a day.
Hell, the more you play WoW, the less sense $60 makes; heirlooms and guild mates could power-level you in a weekend. Recruit-a-Friend makes it so you could do it solo even faster, at a fraction of the cost (not to mention netting you three high-level characters). Seriously, do the math: the base warchest is $12.50 on Amazon and includes a free month, but the next month is also free since the veteran account gets it as well, just in case your casual dual-boxing takes a bit longer. So you get one level 85 and 42 bonus levels on whatever character for $12.50. Or you can purchase a second level 85 for an additional $25. Or take all of it over two months for $42.50.
Or, you know, $60 for one dude, I guess.
Trouble is that Blizzard put themselves in somewhat of an awkward scenario here. I would have suggested $25 as being an appropriate price for instant level 90 – the equivalent of a server transfer without destroying the original – but as with anything RMT, its mere existence instantly puts a price on everyone’s gameplay. Even now, there are people straining to control their incredulity regarding my suggestion that it cost $25. “Oh, $40 is the least it should cost!” “They’d be justified in pricing it at $100!” All of which is silly, because I just told you the price of a may-as-well-be-instant level 85 is $12.50 on Amazon.
Time will eventually tell whether the price of the character boost will be $60 or something else. Perhaps it will debut at that price to make the preorder of the next expansion seem like such a good deal, and then eventually get discounted. What isn’t particularly up for debate is that something was necessary. WoW has been hemorrhaging subscribers for years, and even though the flow has been staunched for now, the largest potential growth market continues to be ex-WoW players and not new ones.
I am not particularly convinced, however, luring ex-players into the Draenor expansion is going to make them consider $60 to boost their alts out of Cataclysm hell to be reasonable. After all, it is only after you unsubscribe that you realize the fragility of the “$15/month is cheaper than anything” argument. It may actually still be cheaper than many alternatives, but if you at any point deviate from that narrow path onto character transfer-land or RMT mounts, a single Humble Bundle or Steam sale can demolish you in dollar per fun. I played Terraria and Don’t Starve for 60 hours apiece. A subscription might get you 80 hours for the same price, but it’s the wrong comparison. How does 60 hours stack up against a name change? Or that shiny new mount?
If you have not already heard the news, WoW has
lost gained 200k subscribers in the last quarter, edging back up to 7.8 million subs. This is quite a reversal from last May, when they hemorrhaged 1.3 million in three months.
In a fit of investigative journalism, I went ahead and looked at the investor report. Here are some choice quotes:
In particular, free-to-play games have achieved scale that should now allow us to realize great returns from the investments that we’ve been making in this area. Over the next few years, we plan to introduce at least three potential groundbreaking franchises operating on our free-to-play transaction systems designed to appeal to players across numerous platforms and in numerous geographies. These games including Hearthstone, Heroes of Warcraft, Blizzard’s Heroes of the Storm and Call of Duty online, all have enormous potential.
Personally, this is the first time I’ve heard about a Call of Duty online, but I confess that I don’t follow CoD news generally. Apparently, it is going to be released in China first, but… actually, I don’t know. Surely there will be mainstream releases of the regular CoD franchise every year (even if they go to a 3-year cycle), so perhaps this will be China-only.
When the call got to Mike Morhaime, there were a series of amusing transcription errors. Like this one:
We should use the strength in Q4 for a few factors. The excitement from BlizzCon, seasonality from the holidays and a refresh of the recruit of final program which offer special test inbound to players to bring revenue into World of Warcraft.
We think that this is a great feature that will make it easier for friends to play together in World of Warcraft. It’s also attractive for veteran players, who have already experienced the level and process multiple times and wants to quickly raise a new character to deal ending combats.
Entry into a special game mode called Arena can also be purchased with Indian gold or real currency.
So when you face your special inbound test, make sure to use real currency instead of Indian gold to deal ending combats.
The rest of the call was uneventful beyond one final item, of particular note to the skeptics of Blizzard’s “stabilization”:
Okay. And the other part of the question was on the East-West split. So, in Q4 we were slightly down in the East and slightly up in the West.
So in other words, a lot of the gain came from NA/EU rather than the people paying pocket change in China.
And that’s basically it. Morhaime mentioned that he’s expecting some weaker numbers in Q1 2014 given how they won’t have the BlizzCon boost anymore nor any new content, but is otherwise hopeful that the level 90 boost will drive some ex-player engagement. It doesn’t do anything in particular for me though, at least right now, but we’ll see.
Greg Street is stepping down from Lead Systems Designer at Blizzard to “pursue an amazing opportunity.” It is hard to imagine that there is a better opportunity out there to pursue than being a Lead System Designer for a billion-dollar MMO, but I suppose we’ll see what exactly that could be soon enough. My money is on it not being a switch back to marine biology.
No doubt there will be a lot of people out there whose alternate post title would be “Christmas Comes Early” or somesuch. Certainly, the small corner of my gaming soul that remains a paladin is cheering vindictively. “Hybrid tax my ass!” But before the rest of the internet drowns itself in schadenfreude [edit: too late], I think it’s important to look back on what Ghostcrawler actually accomplished. Namely, if not actually throwing the doors open to the Ivory Towers of game development, at least coming to balcony and engaging with us rabble down below. As I mentioned early last year:
I am not sure if I mentioned it before, but I genuinely enjoy having Ghostcrawler around. He may be the face of the B Team, he may be a straight-up design troll in some respects, but hey… at least he has a face, yeah? In a world of Bobby Koticks and David Reids and faceless community managers, I am all for more Greg Streets and Curt Schillings, even if they get things wrong.
People seem to forget how WoW actually was back in 2008. “Back when it was good, you mean?” Yeah, back when designers thought a 25%-30% DPS difference between pure and hybrid classes was the epitome of balance. You can point to TBC as some golden age of pre-LFD design, but you can’t tell me some of that shit wasn’t dumb, arbitrary, and had nothing to do with why WoW was “better” back then.
And, worse, it was so often opaque and unexplained. The devs would come down from the mountain with patch notes written on clay tablets and that was that. Ghostcrawler literally changed all that. Even when he was getting it so wrong it hurts, the fact remains he has pretty much been the sole voice on the other end of the table regarding design and direction of pretty much any MMO then and since. Or maybe I’m mistaken? Does Guild Wars 2 or SWTOR or The Secret World or any of the rest have a lead designer come out and explain their thinking damn near every patch?
So as the confetti settles on the remnants of your Thanksgiving plate, I hope you’re sober enough to take stock of what we’re likely losing. Love him or hate him, Ghostcrawler was at least willing to get out there and tank the entire community (even as a Holy Priest, apparently) in an age of PR weasels like David Reid. If you think someone like Rob Pardo would have been better (to stay) in that hotseat, keep in mind that Pardo wanted LFD in WoW at launch. Hell, that interview from 2009 pretty much confirms that the exact same steps would have been taken no matter who was Lead Systems Designs. Could we have gotten someone better? Maybe. Or we might have ended up with Jay “and double it!” Wilson.
So as you’re soaking up the last of the gravy with a dinner roll, I recommend pouring yourself a cup of gin and raising it in the simple thanks of the common man: it could have been worse. I’ll miss your face Ghostcrawler… even if I could never tell you and Tom Chilton apart.
- Tanking gear will have Armor as a tanking stat after Dodge and Parry are gone.
How I am interpreting that quote is that there will still be tanking gear in WoD, as there wouldn’t be a point in mentioning +Armor as a replacement stat for Parry/Dodge on gear. This then further calls into question my earlier assumption that a paladin wearing DPS plate will get +Spirit when he/she switches to Holy. So… will there be no Intellect plate but still Spirit plate? It makes no sense, but then neither does DPS gear turning into healer gear but not tanking gear.
Maybe +Armor will still be a tanking stat, but relegated to non-armor slots like rings and trinkets. In that case, it sort of makes sense for the +Spirit dilemma to behave likewise. Some dynamic gearing is better than none, but I can’t help but feel that the end result is a bit too half-assed than it has any reason to be. On the other hand, even with full dynamic gearing you will likely run into a scenario where +Crit is better for DPS than +Haste or whatever, and thus end up with what amounts to two (or more) different suits anyway.
I suppose as long as the delta between the hypothetical +Crit vs +Haste pieces is reasonable enough for normal raiding, it shouldn’t really matter. And even if it’s ridiculous, having only one tier set for each class is pretty huge by itself. Hmm. Something to keep an eye on in the months ahead.
Has it occurred to anyone else that the free level 90 character Blizzard is handing out in Warlords of Draenor can be used as a ghetto faction/server transfer? If not, well, consider it. My old crew transferred away from Auchindoun to a PvE server during the half-off sale, so the possibility of server mergers “Connected Realms” bringing us back together is nil. I mean, we could still do some cross-realm things, but it’s not quite the same.
But I was thinking the other day about what would stop me from just straight-up rolling a new level 90 paladin on their server come expansion release. Other than the monk, all my other alts are level 85 at a minimum, so boosting any of them would be a waste. Achievements, mounts, pets, most titles, and even heirlooms are account-wide now or will soon be. About the only thing I “lose” is the ability to transfer 50,000g and my old-world mats. And, I guess, my transmog gear. Since I ran Black Temple long enough to get the Bulwark of Azzinoth (and a hopeless dream), that would suck to lose.
For other people though, the level 90 thing could provide value in all sorts of surprising ways.
Also! After the frustration of not being able to relate my awesomeness in Hearthstone the moment it occurs (e.g. all the goddamn time), I have dusted off my Twitter account:
I’ll keep it over in the sidebar, but I make no promises as to its updating schedule or value of its contents. So… basically it’ll be like every Twitter account ever. But if you want to know how #AllSkill it felt dropping an Alexstraza against a Druid at full HP and then killing him next turn when I gave her Windfury, well, you just might be prepared.
Tobold is by no means the first person to point out that Warlords of Draenor’s free level 90 character is a “doubling-down” on vertical progression. I mean, I don’t see why anyone would claim that even vanilla WoW was anything other than vertical progression given how you couldn’t grind your way to max level via the Westfall boars, South Park-style, but whatever. The thing that profoundly bothers me in these sort of debates though, is this sort of nonsense:
So we are being told that when the expansion comes out, World of Warcraft will be all about levels 90 to 100. You will play nearly exclusively on the new continent, maybe sometimes visit the capital cities for some features, but will have no reason whatsoever to enter over 90% of the zones of World of Warcraft. If by some server glitch the old zones ceased to exist, most players wouldn’t even notice. I find that rather sad, so much wasted space and potential.
I literally cannot understand this line of reasoning. I understand what is attempting to be said here, but it seems so far removed from reality as to be unintelligible.
First of all, the post-Cataclysm world still exists. Even if we are going to assume that there will be a lot of brand new WoW players coming into the expansion – which we have no reason to believe there will be, at least in comparison to returning players – the fact remains that the world and all of its quests will still be there for that new player’s alts, at a minimum. Assuming, of course, that this hypothetical new person even enjoys questing in the first place. And if they do, there is nothing stopping them from questing from level 1 to 100 while saving the instant 90 for some other purpose. Meanwhile, the returning veterans who quit in the middle of an expansion they presumably didn’t like are being asked to… what? Spend a few dozen hours slogging through 2+ year old content to get to the stuff they were actually excited enough to resubscribe to see?
Secondly, how can the old content ever be considered “wasted?” All of those zones and quests have been utilized, extensively, by millions of players for years. How much more utilized does it need to be? And how? And why? Even in horizontal progression MMOs, where do you find people? Where the new things are. The odds of you finding someone running around the mid-level zones in Guild Wars 2 is approximately zero, unless there happens to be some kind of 2-week patch dragon dropping off a treasure chest every three hours. You’re not going to find an EVE veteran mining Veldspar even if Veldspar remains a critical component of crafting spaceships.
Content obsoletes itself. That is not a problem, that’s linear time working as intended. Novelty only ever decreases, at least in terms of crafted content. Hell, how long can you experience interest in even procedurally-generated content like in Minecraft? At a certain point, even the weirdest terrain formation is reduced to its constituent parts at a glance – it sure as hell isn’t as impressive as the first time you laid eyes on your future mountain fortress location.
Time marches on. Just because you don’t hang out at the playground or swing from monkey bars anymore does not mean they are now wasted content, even if no one else ever uses them again. They existed in a time and a place and served their purpose well. Is that not enough? Were you not entertained?
It always seems the greatest irony in MMOs are those players who wish for living, breathing virtual worlds that never change.
Things can end up changing radically between BlizzCon and this new expansion’s release date (remember Path of the Titans?), but here are a bunch of random things that caught my eye:
- Few to no daily quests at max level (source). While MoP ended up giving us hundreds of daily quests and triple-gating gear, it bears reminding that daily quests have been a Big Deal since Burning Crusade. Perhaps not on exactly the same scale, but still. I am not exactly sure what non-instanced endgame activities Blizzard plans on replacing dailies with, although I haven’t heard much grumbling about the Timeless Isle so maybe that will suffice.
- Garrison as player housing (source). Personally, this sort of came across as more of a gimmick to me, but I became more intrigued when they mentioned that there will be multiple locations in which to place your Garrison. I enjoyed the farm quite a bit in MoP, so this will probably be fine. I like that you can invite people into your party so they can see your configuration/interact with your NPCs, but if you can’t show off a trophy collection of some sort then it’s kinda pointless IMO.
- Itemization revamp (source). This is huge to me and will have wide-reaching ramifications across the whole of the game. Hit, Expertise, Dodge, Parry, and Reforging all gone. More limited Enchanting and Gemming. Dynamically changing gear stats (!!). Just think about that for a second. One suit of gear will cover all of your paladin/shaman/druid/etc specs. Enchanting/Gemming will likely mess with things a bit, which is sad, but still that is a game-changing amount of gear reduction. The only question mark here is whether Spirit is going to be considered a primary stat for spec purposes. I imagine it’d have to be, because otherwise you would still need plate with Spirit on it.
- Free level 90 (source). I know a lot of MMO vets don’t like this, but the grumbling is pretty silly at this point. Recruit-A-Friend gives a 300% bonus to XP gain and gives the referral toon free levels to hand out to alts. I used a Scroll of Resurrection to get a free level 80 almost two years ago. By the end of each expansion, the leveling curve is reduced by 30%. Heirlooms exist. I have heard people suggest Blizzard could have introduced a sidekicking system or dynamic leveling ala Guild Wars 2, but I never quite caught the explanation for why the hell it’s better for a veteran to run through Stranglethorn Vale for the 10th time with his buddy instead of both of them having fun in current content. That new player can see as much old content as he/she wants on an alt. So… how is this not a win-win? Or would you have preferred Blizzard speeding up leveling even further in a way that cannot be avoided? Because that was the other real alternative here.
- Heroic raiding = Mythic raiding with 20 people only (source). This move actually makes a lot of sense on paper, and undoubtedly makes things easier for Blizzard’s raid design team. The big downside, of course, is how it screws over every heroic 10m raiding guild in existence. While you could theoretically talk to other heroic 10m raiding guilds and buddy-up that way, I feel like heroic raiding likely takes more than just a little group chemistry to make happen. Then again, I suppose it’s fair to ask how many guilds this would actually impact that weren’t already downsizing from 25m mode for Ranking/Realm First purposes. Regardless, I think you should start selling your stock in 25m raids generally, if you have not yet done so.
There are also some other random quality of life-esque improvements like how heirlooms will be Account-wide (a clever solution to cross-realm mail), max-level normal dungeons will be making a return, and BGs will be getting a new scoreboard that highlights actual contribution to the fight rather than damage/healing whoring. Obviously a lot of this will be subject to change and refinement, but I am tentatively intrigued based on what we have seen thus far.
Well, let me specify that I am intrigued by the features and game changes, not this throwback to the most boring racial lore in the game. Oooo, orcs, doing tribal orcish things. We are supposedly going to be seeing “a lot” of paladin lore along with presumably some Naaru shenanigans, so I’m actually feeling pretty good about being Alliance for this upcoming expansion. So we’ll see how it goes.
(Edit: MMO-Champ basically just posted the same goddamn thing. For the record, I wrote the below first, but since I schedule posts to go live at 7am the next day… FML. I want those 28 minutes back.)
So there was a 5.4 Developer Roundtable released on Monday that I am going to sum up for you because, really, nobody should have to sit through those same 28 awkward minutes that I already threw in a hole. I mean, technically, it’s even longer than 28 minutes because I actually paused and rewound the video to take some notes inbetween the cringes. Whenever Ion Hazzikostas talks, I get flashbacks of that one guy in raids – you know the one – where when he speaks, you just want to punch him in the throat and/or yourself in the ears. “Just… fucking say it and stop filling up space with your rhetorical flourishes, Christ!” And he’s a raid leader. Those poor bastards.
Pay it forward, people, pay it forward.
0:00 – 12:25: Time in a hole.
12:26: Lead Encounter designs states that Wrath of the Lich King “arguably” had the best raiding environment at any point in the game. I concur.
15:27: Flex raiding has exceeded Blizzard’s expectations. Out of the Flex raids, over 50% changed in raid size within the duration of the raid itself, e.g. people actually took advantage of the ability to gain/drop people on the fly. More interestingly, the devs stated that in the last week, more people did Flex raiding in NA/EU than did Scenarios. So either Scenarios aren’t as popular as I thought, or Flex raiding is bringing in a lot of new raiding blood.
16:28: “Will there be more zones like the Timeless Isle in the next expansion?” Yes. Timeless Isle will serve as a general template for endgame open-world zones from now on, although there might be a little more structure with goals that evolve over the course of weeks. “We are moving away from the dailies that we done in the past.” Also, more discoverable stuff as people level up.
17:40: “Can we expect any real solutions to (bag/bank) storage problems?” Inventory management is gameplay. But… possibly a toy closet. Also, heirlooms will be like pets/mounts somehow.
19:50: “Do you think you can do better to prevent stacking ranged damage in raiding?” Yes… but not really. The problem is fundamental design: all the fun raid mechanics like movement and target switching are naturally easier done at range. We are looking at ways to make melee more valuable and more fun to play.
21:16: “When will gnomes appear in cinematics?” Funny story: gnomes were not in the original WoW cinematic because they were not even in the game until the cinematic already had a storyboard and was in full production mode. Beyond that, there simply hasn’t been a particularly good time to show them off; all the subsequent cinematics have been to develop bosses of the expansion.
22:20: “5.4.1?” Yes. Major feature of the patch is a rework of the Recruit-A-Friend system. Supposedly more of it will be done in-game instead of game/email/web interface switching. Also, the reward will be a token you can use to choose from a menu of old/brand new mounts/pets.
23:37 – ????: Drink heavily.
Don’t say I never did anything for you.