Category Archives: WoW
There were two rather important items I would absolutely have been talking about by now, if I was still playing WoW.
Since the introduction of the guild system in Cataclysm, the nature of guild leveling and guild perks has shifted from being a reward for dedication and collective effort, to effectively being a penalty and barrier to entry for new guilds.
To be quite frank, there was never any shift; guild leveling has always been a penalty/barrier to new guild creation. You could trace the exact moment when my old guild (Invictus) was on its way out: the night when we no longer reached the daily Guild XP cap. Everyone knew people weren’t logging on as much anymore, but that shaded bar in its purple crassness had a way about it that pierced all illusions. Not only did we understood that the guild was dying, we became acutely aware that we were falling behind. And yet, in a cruel twist, you also didn’t want to leave either. Sure, you could join a more active, new guild… and lose all the bonus Honor/Justice Points/goodies in the meantime.
I am not entirely sure whether any particular MMO has gotten guilds “right.” By that I mean crafting a system that both encourages social activity and doesn’t encourage abuse of its own systems, e.g. in zerg guilds. The most we seem to be able to hope for is for guild systems to get out of the way. Anyone have examples of where guilds were done particularly well?
Second news items is the merging of Alliance/Horde AHs on each server.
This is certainly an interesting decision for Blizzard to make. Some of the detractors focus on their lost gold-making opportunities, while still others take offense on an almost RP angle. My own opinion on large AHs have shifted considerably over the years. While it is always fun to play the big fish in a small pond, small ponds tend to dry out and kill all the fish. There is perhaps nothing as discouraging as seeing a barren AH, as that wipes out entire swaths of gameplay: the AH baron, the farmer, the crafter, the guild selling BoE raid epics to fund guild repairs, and so on. In this sense, I believe it’s a good idea.
On the other hand, something I have found equally (if not moreso) discouraging is seeing the effect of a vendor+1c economy. Guild Wars 2 was my first experience with this phenomenon, but Wildstar has creeping elements of the same thing. The cause is rather simple: bot farmers dumping mats.¹ While even the tiny Auchindoun-US had its share of bots, it was clearly more profitable to peddle their vendor-for-a-profit wares on the bigger servers. In a centralized marketplace, all it takes is one bot to ruin everyone’s day.
In any case, what is somewhat amusing is remembering back to my WoW days and how I very nearly kept a second account running purely for the cross-faction arbitrage possibilities (even on Auchendoun-US!). I have to assume things like the faction-specific mounts will remain faction-specific, but I imagine those hedge market items like green-colored Winter Clothes and such will tank. Meanwhile, I wonder what they intend to do with the goblin AHs…
¹ In fairness, there are likely several other things going on simultaneously. For example, making mats too plentiful, not having enough sinks, having crafting systems that encourage the pumping out of hundreds of identical goods, and so on. Bots will still ruin your day though.
Okay, seriously, last time I abuse a (this) misleading title.
Two items of interest today. First, Blizzard finally took a step to address BG faction imbalance (read: queue times) in WoW… by opening free Horde –> Alliance transfers on a single realm:
We consistently watch queue times for all areas of the game to try to identify problem areas where we can step in and make an improvement. Battleground queue times specifically tend to be a direct result of how many people are entering the queue at any given time from both the Horde and Alliance, within an entire region. While a number of factors can lead to longer queue times, faction interest in queuing for PvP tends to be the primary influence. For that reason we’re going to be trying something new. For a limited time, and only for select realms (for this first test just a single realm), we’ll be opening faction changes for Horde characters to change to Alliance for free.
While time will tell how much this works in solving queue times, I have been watching Blizzard dance around this issue with considerable amusement. Because honestly, the solution that actually works is the one the devs are least willing to implement: same-faction BGs. Bam! Faction imbalance solved. Instead, Blizzard is treating random BGs as some sacrosanct, final line in the sand:
Faction imbalance is definitely something that’s contributing to the lengthy queue times. That said, we agree that allowing Horde vs Horde and Alliance vs Alliance Random BG’s isn’t a great answer. We’ll do it if it’s absolutely necessary (Rated BG’s allow for same-faction battles for exactly this reason), but we’re going to look at all other options first.
Honestly, even if we can’t find another good answer, we’re not sure queue times are so bad, at least at the moment, that same-faction Random BG’s would be worth it. Horde vs Alliance, Orcs vs Humans, Elves vs Trolls etc. has long been a strong core of the Warcraft universe. We want queue times to be faster for everyone, but we also don’t want to lose that.
Err… guys? It’s a goddamn random BG. Nobody cares. Horde have been battling Horde in Arena and Rated Battlegrounds (gasp!) for years. It would not be at all difficult to provide lore-based justifications for this combat. I mean, the Horde is fighting the “Iron Horde” in the next expansion, for god’s sake. One team is Horde, the other consists of “Twilight Cultists.” One team is Alliance, the other is “Scarlet Crusaders.” There are literally dozens of viable factions introduced in each expansion that could make these fights make sense, if anyone at all really cared about the “strong core of the Warcraft universe” nearly 11 years since the release of Warcraft 3: Frozen Throne. And it’s not like they could not get that same Horde vs Alliance kick from, I dunno, the actual story as told by quests and such. World PvP could still be whatever.
There are few things worse in any game than having to wait out timers. Sure, some people pine for the days of 30-minute boat rides in EverQuest and such, but you could theoretically chalk that up to “immersion.” There really isn’t anything that can be said for BG queue timers; the whole thing is arbitrary from the start. I’d like to believe that we will see same-faction BGs from Blizzard sooner rather than later, but the hills people choose to die on are varied and nonsensical on the whole.
Second item: fun with “Peace-decs” in EVE. While technically recycled, the article is interesting to me because it turns the traditional EVE “PvP sandbox” thinking on its ear.
For the uninitiated (which technically includes me as well), EVE has three security zones: hi-sec, low-sec, and null-sec. If you are out mining in high-sec, anyone who shoots you will get killed by space police within a few seconds. One way to get around that is for a PvP guild to “war-dec” your guild, which gives them the ability to shoot you without repercussion for as long as they pay the upkeep to the war-dec. What can you do? Nothing. Technically, you can quit the guild that has been war-dec’d or join an NPC guild or perhaps just not log on at all until the whole thing blows over. The developers likely hope that you either fight them or hire mercenaries to kill them or something of that nature. Or maybe they don’t particularly care.
This hypothetical “peace-dec” is the opposite of the war-dec: your guild pays a sum of money + upkeep costs to prevent another guild from being able to fire on you in hi-sec. Sounds fair, right? Holy shit though, watch the PvPers freak the hell out at the suggestion. For the inherent symmetry of the peace-dec thought experiment highlights how much of a non-sandbox the EVE universe might happen to be. I mean, is a sandbox a sandbox if other players dictate how you can play? It’s an interesting question. It’s also interesting seeing PvPers get mad at being threatened with the inability to play the game how they want to, when the existence of war-decs necessarily prevents PvE players from doing so. Why is turnabout not fair play?
In any case, the idea of a peace-dec is really growing on me, even for other games. For one thing, imagine the money-sink capability. Even if there were only a 5% chance of dying from a ganker, I’d imagine that 90%+ of the players would consider X amount of their earnings a worthwhile sacrifice for the peace of mind. Then, as you get more comfortable in your PvP ability, you can stop paying the upkeep and gain a greater profit for your skill, even if you are farming the same area. Plus, you could have instanced PvP for those who want fights they don’t have to look for. Who loses under this scheme, and why do we care about them?
I didn’t think it was possible to get excited for an expansion of a game I haven’t played in over a year, but damn. I got to about here:
- Innervate has been removed. Mana costs for Druids have been adjusted accordingly.
…before I realized the devs were serious about the pruning of cooldowns thing. I mean, Jesus, they even removed Mana Gem.
Paladins were about the one class that seemed to come out ahead after the ability decimation; losing Wings on non-Ret specs makes me shed a nostalgic tear, but in return no more Divine Plea or Inquisition? That’s practically a bonus! Plus, Lay on Hands and Divine Shield survived. Blinding Light didn’t, but we only had that for what, one expansion? It looks like Seal Twisting is making a come-back, but hopefully it won’t be powerful enough to be mandatory.
Man, look at this:
- Binding Heal is no longer available to Shadow Priests.
- Hymn of Hope has been removed.
- Heal has been removed.
- Greater Heal has been renamed Heal.
- Inner Focus no longer provides any mana cost reduction.
- Rapture has been removed.
- Renew is now available only to Holy Priests.
- Shadow Word: Death is now available only to Shadow Priests.
- Void Shift has been removed.
- Inner Fire has been removed.
- Inner Will has been removed.
That’s all of the Priest notes. Well, more or less, there’s some additional explanation at the bottom. Still, there is 109 instances of the word “removed” across 34 pages of notes. The end result will likely be a tighter game experience, but damn, all these simultaneous band-aid removals took some hair with them.
As for the new level 100 Talents, some of them are jokes that won’t pass the AV test. What’s that? It’s simple: just imagine someone (or 40 someones) using the ability in an AV match. Seriously, they’re giving Death Knights Defile. Defile. I hope your CPU is water-cooled next time you’re slumming it up in Drek/Vann’s room because otherwise your machine might well burst into flame. Necrotic Plague alone will pad all the meters, and combined with Chilblains? You can single-handedly stop an entire mounted charge.
That’s basically what I’ll be doing in BGs all expansion long: being annoying. Did it when Death Knights first came out with Death Grip and/or Chains of Ice; did it when Paladins could Seal of Justice mounted players from 40 yards away; did it with portal shenanigans via the Warlock; did it old-school just Sapping people and watching their reactions from stealth as the Rogue. If your goal is to be annoying, it’s damn hard to lose in WoW. And now it’ll be 100% easier in the next expansion!
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.