Ghostcrawler’s Unexpected Exit
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.
500 + 3
This is post number 500. And we’re six days away from my three-year blogging anniversary: December 1st, 2010.
Included in these figures are the posts I imported from Player Vs Auction House, which was my initial foray into the world of internet punditry. If you want to count only those posts from In An Age for some bizarre, technical reason, then the starting point would be the Culpability of Questionable Design post on 8/25/2011. Which, incidentally, still feels like forever ago… probably because there are 419 posts between then and now.
In any case, thanks for sticking around. I don’t plan on going anywhere, so see you at post number 1,000 and all the ones inbetween.
Unleash the Rage
How was my Hearthstone weekend? I’m glad you asked. See, I was playing a 3-star Masters game when this happened:
…nah, just playing. This was in my last Arena game. I wish I would have taken more screenshots of the setup, but how the fuck was I supposed to know there would be 16 damage on the field on Turn 4? Well, now I will. And in the off-chance you think you might have a better series of plays, let’s recreate it at home:
- Turn 1 (me): Nothing.
- Turn 1 (him): Shieldbearer (0/4 with Taunt).
- Turn 2 (me): Hero power, hit Shieldbearer for 1.
- Turn 2 (him): Secret (i.e. Snake Trap)
- Turn 3 (me): Draw and play Novice Engineer.
- Turn 3 (him): Stonetusk Boar + Ironbeak Owl.
- Turn 4 (me): Attack with Engineer, trigger Snake Trap. Cast Mark of Nature (+0/+4 and Taunt).
- Turn 4 (him): Animal Companion (Misha 4/4 and Taunt) + Unleash the Hounds.
The only real decision I had at any point there was on Turn 3, when I drew the Novice Engineer. Ideally, I wanted to play Raging Worgen, but I was concerned that the Secret the Hunter played a turn prior was a Snipe (deal 4 damage to next minion opponent plays). Given that, I figured Engineer was the safer bet, considering the Harvest Golem would have died immediately to a Snipe and wouldn’t have enough attack to kill the Shieldbearer either. Ultimately, none of that mattered.
It just… boggles the mind, you know? Whoever is designing class cards for the Hunter over in Blizzard HQ just really shit the bed when they imagined things like this:
…is anything approaching good design. The +1 Attack is even permanent! The worst part though, is that Unleash the Hounds is literally the only shtick that Hunters even have. Shaman have it pretty ugly too with an over-reliance on Bloodlust (which is itself a “I suddenly win!” card), but theoretically you could go some kind of +Spellpower route and then stack your deck with all the (Rare!) AoE and Lava Bursts and such. Hunters are just Bears, Bears Bears beasts, beasts, beasts, plus removal and (Common!) Unleash the Hounds. Snake Trap is an Epic (!) “trap” which is exceedingly useless at anything at all other than being Unleash the Hounds bait. And… that’s it. GG.
Blizzard has already committed to “fixing” Unleash the Hounds, but no matter what they do, it will essentially be a completely different card. Unless the devs punt and make it cost 2 mana or something, of course. If they increase the cost any further than that, the Attack boost will need to be higher, which transforms it into Bloodlust-lite. Anyway, the funny part is the explanation for why Blizzard will be changing Unleash the Hounds:
All of our changes are done with the utmost care. We don’t change a card simply because the community says it should be so. In the case of Unleash the Hounds, it was promoting a rather un-fun play environment in this particular type of deck. I believe we touched on this at BlizzCon, but games of Hearthstone should be like a puzzle, where decisions you make are important and have an impact on the game. Even if you made an incorrect choice when deducing the “puzzle”, you still end up learning something in the end and growing as a player by experience. With Unleash the Hounds, it went against that philosophy and left the opponent feeling more or less helpless when suddenly it’s BEASTS, BEASTS EVERYWHERE. While it’s an effective strategy of sorts, that feeling isn’t fun, and we want Hearthstone to be fun for both players.
I agree that the “puzzle” aspect of Hearthstone is by far my favorite part. And while there aren’t always many moving parts, when you hit one of those make-or-break turns, your internal clockwork will be spinning pretty fast indeed. For example:
What’s the right call, here? Arcane Missile and hope 2 or 3 of them hit the Injured Blademaster? If all three missiles hit the Priest, you could hypothetically Coin into the Counterspell and then trade your one lone creature for the Blademaster and then watch as the Lightwell erases all your damage. Or do you Coin into a Fireball targeting… well, it’d have to be the Blademaster unless you wanted to trade right away (the risk of the Priest healing the Blademaster and then just killing your dude is too high) and clear the board. Personally, I went with the Arcane Missiles, two of which did hit the Blademaster, allowing me to ping him dead with my Hero Power.
Of course, next turn, the Priest cast Divine Spirit + Inner Fire, turning his Lightwell into a 10/10 healing monster. But, hey, puzzles!
Incidentally, one of the exciting bits of news out of BlizzCon was that Hearthstone is going to feature Adventures, which are a single-player PvE-style experience against “boss” mobs. This Polygon article gives more details from the panel:
During the Hearthstone Fireside Chat panel, Dodds said an Adventure will be a “focused, single-player, PvE experience” where players will face off against a boss or series of bosses and earn cards associated with the Adventure. He expects there to be 20-30 cards associated with each.
“They are going to be cards that absolutely change the meta game, because we’re paying attention to that a lot and will make sure that these cards are going to shift the meta game,” Dodds said, “but they’re not going to be cards that specifically have crazy new mechanics in them just yet. Those we’re saving for the expansion side.”
Though he said Blizzard is “still figuring our way,” he said players could expect to see a series of alternating Adventures and expansions.
Good news for those who finally tire of the #AllSkill wins that frequently occur. Plus, the fact that you can actually keep/use the cards you earn in PvE-mode against other players (and perhaps the existence of PvE mode at all) is likely a dig at the upcoming Hex… whose Alpha test is something I’m going to be talking about soon. Pretty clever of Blizzard though, to give themselves the ability to release cards outside of an expansion in order to stabilize/upset a degenerative metagame. We’ll have to see if they have the gumption and card design chops to pull it off.
Based on Unleash the Hounds and Mind Control though… I dunno.
PlanetSide 2 – 12 Months Later
The “OMFG” patch (seriously… Operation: Make Faster Game) was released for PlanetSide 2 last week, and in the interests of giving the F2P game I have sunk $100+ into one final chance at redemption, I decided to give it a go. My initial re-impressions were… lackluster.
While I have not bothered to post my opinions here, I did not have a particularly charitable view of this design pivot. Basically, the dev team stopped all development other than that which increased frame rates. Whether or not it was necessary (it arguably is), the game mechanically needed the biweekly updates I raved about 6 months ago to maintain any interest from me. I can sympathize with someone who wants to play and cannot due to not having a high-end system. However, as someone who was already playing and stopped because, in part, hitting Instant Action loads me into a drop-pod and rockets me into a base that has seen any action since Higby’s mom left last night is incredibly frustrating. Not that it helps much when some action is found when the opposition evaporates like so much morning dew and the devs seriously expect you to babysit an empty base for 6+ minutes.
Way back when this Ps2 adventure began, I compared it favorably to Battlefield 2 & 3. “It plays just like them except you can get a vehicle anytime you want, and look at all those Galaxies flying by!” Now? I’m longingly gazing at the $48 Battlefield 4 deals I passed up because I would like to be able to actually shoot people in the face when I boot up a FPS. Whatever appeal six minutes of standing around once had is gone; what good is an expansive, open-world battlefield filled with ghosts and dust?
Last night as I scanned Indar looking for the hexes with the magical “Enemies: 48+” tag, I realized that all I was really doing was queuing for FPS server. I care nothing for the resources, the bases, or any of the other metagame nonsense. And in that context, the only real benefit of Ps2 is the ability to pull the equivalent of a fighter jet or tank when you want one. The costs though… the costs are steep. Not just in terms of the F2P payslope, but also in the drudgery of finding people to shoot.
So… good job, SOE. I’m not quite sure whether my (very slight) increase in frames is due to the two months of optimization, or simply because so many people left due to two months of no content updates that there is less character models to render.
Hearthstone Arena Strategies
So, you’re a little hesitant to step into Hearthstone’s Arena mode, or perhaps you already have and the games did not quite go as planned. I’m going to level with you: I’m not some grandmaster Hearthstone Arena player, although I break even (6+ wins) more times than not. What I can offer you is a collated batch of Arena strategies collected from either personal experience, from streams, and/or random tidbits from players better than myself. So read on, absorb what’s useful, and critique the rest in the comments.
Make Peace with the RNG
You will be screwed right out of the gate on occasion. From a poor selection of Heroes at the beginning, to a drafting process that offers you zero removal cards, to being faced against opponents with 2-3 Legendaries and all the right answers. It happens. So make your peace with its inevitability, and endeavor to learn something useful as you struggle uphill both ways.
Understand Card Advantage
Card Advantage is a concept that came out of Magic: the Gathering theory more than a decade ago, and is a key component in virtually all CCGs since then. The Wikipedia page on the topic is pretty robust, and I recommend taking the time to read through it – the concept of card advantage underpins every other strategy that follows.
Know Your Enemy
There are nine classes in Hearthstone, each with very specific Hero abilities and class-specific cards. Just like in any PvP situation in WoW or other games, the more you know about your opponent’s repertoire, the better your chance of predicting his/her moves and playing around them.
For example: when facing a Rogue or Mage, the positioning of your creatures matters. Betrayal is a potentially devastating Rogue card whose power is entirely dependent on how you order the creatures on your board – if you have a high-attack power minion inbetween two other creatures, bam, that Rogue just got a 2-for-1 because you got careless. Cone of Cold is more difficult to play around, but you can do funny things by placing your strongest creatures on the outside (forcing the Mage to choose which to become Frozen) or even mucking up the math by playing a Faerie Dragon intelligently. For example, if I had been facing a Mage in the picture above, the Cone of Cold could only ever hit two creatures since the Faerie Dragon couldn’t itself be targeted.
If you haven’t taken the opportunity to look up all the class-specific cards already, go ahead and click My Collection and then Crafting Mode (and make sure All Sets is on at the bottom). This will show you all the non-Basic cards for every class. As far as I can tell, the only way to see all the Basic cards is to earn them by leveling each class up to 10 yourself… which is a good idea anyway.
Assume the Removal
This is a subset of the previous point. Know what kind of removal that your opponent may have access to, assume that they have it in hand, then force them to use it. It’s Turn 7, and the Mage will likely devastate your board with a Flamestrike. Can you do anything about it? Yes, actually: force them to use it. Worst case scenario is that they generate a lot of card advantage by crippling your offense. But they were going to do that anyway. Best case is that you had enough threats on the table to force them to use it when you were expecting them to, and not at their leisure.
If you play conservatively and they don’t use the Flamestrike, all you’ve done is given up damage in exchange for nothing.
Here is a rough guide:
- Hunter: Multi-Shot at Turn 4. If it’s a Secret, assume it’s a Fire Trap.
- Mage: Sheep on Turn 4, Blizzard on Turn 5, Flamestrike on Turn 7. If you are at 11 HP or 7 HP, assume you will die next turn from Pryoblast or Fireball.
- Paladin: Consecration on Turn 4. Blessing of Kings on Turn 4.
- Rogue: Betrayal any time you have 3 creatures. Assassinate on Turn 5.
- Shaman: Bloodlust whenever they have more than 3 creatures out. Lightning Storm at the worst possible moment.
- Warrior: Assume a 2 or 3-power weapon the next turn, and/or creatures with Charge. Any useful creature that has taken damage will die.
- Priest: You will likely lose after Turn 8. Win before then.
- Druid: Swipe starting on Turn 4. Starfall on Turn 5 (it’s a rare card though). Assume 8/8 or 5/10 Taunt creatures after Turn 8.
- Warlock: Assume Hellfire whenever they don’t have a creature out.
Draft Bombs
A Drafting environment is worlds different than Constructed. You might be able to play around one Mind Control, but can you play around three? Ever face a Warlock with four Hellfires before? This is not meant to discourage you from doing Arena, but to recognize that you will encounter all sorts of outlandish situations. The only real thing you can do is draft the strongest possible cards you can, play them intelligently, and hope for the best.
What are the strongest possible cards? Good question. I suggest starting with Trump’s Arena Card Rankings as a jumping off point, as it covers all Basic/Common cards. The fundamental take-away though, is asking yourself how any given card you play stacks up with other cards for the same cost. Does it trade favorably? While a Kobold Geomancer can turn an Arcane Explosion into a Consecration, it will have its lunch eaten by a vanilla 2/3 River Crocolisk who will still be a hungry 2/1 creature after the trade. Chillwind Yeti is the least interesting creature ever that turns entire games around with his big, dumb 4/5 for 4 self (bonus points for immunity to most Priest removal).
Of course, given the choice, I would take Amani Berserker over the River Crocolisk every day of the week. Point is: don’t discount efficient creatures. Considering it is entirely possible to have no opportunity to draft any removal, you may have to make due with what you have on the board.
Know When to Race, and When to Coast
It’s your turn 4 and you have two 3/2 creatures compared to your opponent’s lone 1/1 creature. What do you do?
If you said “It depends on what class your opponent is,” you win.
The difference between dealing 6 damage this turn and a Paladin casting Blessing of Kings on his 1/1 and taking out one of your creatures (and likely forcing you to trade next turn) is huge. If you manage to keep that Paladin’s board clear each turn, the Blessing of Kings is a dead card until at least Turn 6, and by then you’ll either have this game wrapped up or have something to deal with a 5/5. There have been more than one game where I lost simply because Dark Iron Dwarf was stranded in my hand (unlike the Shattered Sun Cleric, the dwarf has to target a creature if one exists, even your opponent’s).
At the same time, a commitment to killing everything your opponent plays every turn means that every creature they cast gains the text “and gain X life, where X is the HP of this creature.” At the end of the day, you win by reducing your opponent’s HP to zero, not keeping his board empty. Sure, there are many times in which I was trying my best to Jedi Mind Trick my opponent into attacking my face rather than killing creatures I had plans for, but giving a Control deck room to breathe is exactly what they want you to do.
Get Ahead, Stay Ahead… But the Long Game is Good Too
I once lost a match where the only creature that survived more than one turn was my opponent’s Faerie Dragon, which he/she had coined out on Turn 1. Every turn thereafter consisted of us trading cards and creatures. Which might have been okay, if it were not for the fact that trading one-for-one favors the person who played first. In other words, the early game matters. A lot.
At the same time, what you don’t want to do when drafting is neglect your late game. The vast majority of the Arena games I play end long after Turn 10. Having a front-loaded mana curve is great for punishing slower decks, but what are all your 2/2 and 3/3 creatures going to do when faced with a 8/8 or 5/10 meatwall with defender? Or a Flamestrike? There is nothing more frustrating in Hearthstone than running out of steam and watching your shot at victory slowly erode under the tremors of Stormwind Champions.
When I drafted a Paladin Aggro deck (e.g. zerg with cheap creatures) I about conceded on Turn 1 when the Mage I was fighting dropped a Mirror Image. I had a fist full of creatures, but many of them were 2/1s which would have died to a ping by the Mage’s Hero power before they could even attack once. If you mostly stick with the highest-value cards you can, you’re likely to walk out with a mid-range deck that can handle most situations. Specifically trying to shoehorn in a “theme” in an Arena environment is just asking for trouble.
Play Smart… Play S-Mart
While the exact depth of Hearthstone strategy is up for debate, there is absolutely opportunity to miss game-changing plays and/or epically screw yourself over by poor decision-making. For example, I am still facepalming over this scenario:
My Turn 2, opponent had played a Novice Engineer. Staring at a hand with a Sword of Justice and four cheap creatures, I got greedy by using the Coin to power out the SoJ and passed the turn. And that’s when this happened:
I pretty much lost the game right there. My opponent’s 3/2 and/or 1/2 would eat any creature I played or eat my face if I delayed long enough to cast the Knife Juggler + Argent Protector. Indeed, it did not really matter what I played, because my opponent got a 2-for-1 just by playing the Ooze, and arguably a 3-for-1 since I had to deal with the creature eventually. That was not a fun game.
There are times when you may need to go all-in to win. If my opponent didn’t have the Ooze, my card advantage would keep ticking higher each turn the Sword survived. A smarter play would have been to cast my own Novice Engineer and then see what kind of creature he played in response. Depending on what he/she played, I could have coined into a Knife Juggler + Argent Protector, or dropped a Dire Wolf Alpha and killed his Novice Engineer, or boosted my Engineer to take out a x/5 creature or whatever. Point being, playing Sword of Justice and passing the turn is the dumbest possible move you can make. Sometimes it’s the only move you can make, but it’s still dumb.
Beyond that scenario, there are all sorts of little things to keep in mind. Knowing how powerful Silence can be, for example, especially against opponents who spent their whole turn casting that 6/5 with Taunt creature only to see your full board go right for their face. Faerie Dragon placement, as mentioned earlier. Knowing that mass removal like Consecration and Hellfire will not trigger Cult Master’s card-drawing power as long as it dies at the same time as other creatures. Facing the tough choices like this one, and realizing that the obvious plays are not always the best ones:
I don’t remember what sort of nonsense the Druid played after I killed the Cult Master with my Water Elemental, pinged the imp, and then played Ogre Magi. All I remember is that I was quite happy saving the Flamestrike for the following turn when he dumped his hand and then later using the Coin with Archmage Antonidas to jump-start the Fireball cascade.
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Hopefully this guide has been of some use for you. The very bottom line when it comes to improving your Arena match outcomes is simple: learning from your mistakes. Did you really get screwed by the RNG, or was it the RNG + a bad early play on your part? Fix what you can and then try again.
Have fun… and maybe I’ll see you out there.
Maybe Not So Dynamic After All?
Remember how excited I was over dynamic armor (as Grumpy Elf calls it)? Well, right now things are looking a bit more dicey.
- 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.
Ghetto Transfer + Twitter
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.
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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:
Azuriel
@InAnAge
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.
Going Home Again
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.
Warlords of Draenor BlizzCon Recap
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.
Hearthstone’s Future
SynCaine brought up an interesting point about the future of Hearthstone:
“situation in Hearthstone only ever improves”
Until the the first expansion is released, and what do you think is going to be the revenue driver for the game?
At least with MtG:O, it was understood you were stepping into a P2W arena, where you could pay X to compete with Y. What level you wanted to compete at was up to you and your wallet.
Here, I feel as though Blizzard is trying to hide the P2W aspect (especially in beta), but ultimately that’s what the model demands. Without new cards you don’t keep people interested, and for those new cards to be interesting, they have to be worthwhile (aka; stronger/better).
I think the heavy class-based gameplay is also a balance nightmare as we are already seeing, and I expect it to get worse as the better players create more gimmick decks. Woe is the free player if the FOTM gimmick requires an epic or ten.
While the game isn’t even in Open Beta at this point, I think it is reasonable to start thinking about where Hearthstone goes from here. At the moment, I am sort of worried about the “depth” of the game, although it’s possible that it’s current shallowness accessibility is a feature, not a bug. Then again, I’m not entirely sure.
There are several things working against Hearthstone’s future. The biggest is it’s class system. In a card game like Magic: the Gathering, you can have a robust metagame arising from even the “generic” Core Set (which come out once a year and forms a “base” upon which the near-quarterly expansion sets build upon) because you can conceivably play any card you want; the five colors of Magic have their own class-like themes and mechanics, but you can mix and match to your heart’s desire. Thus, a Black/White deck can play totally different from an all-Black or all-White deck. With Hearthstone, a Paladin’s cards are exclusive to Paladins. You can’t choose to play, say, Avenging Wrath in your Mage deck, for example. Or Divine Favor in your Shaman deck.
A related long-term problem is expandability. I am not talking about running out of mechanics or creatures to reference from WoW or Warcraft lore (although that’s sort of a concern, honestly), I am talking about how many new cards can actually be coherently added. In short, Blizzard is going to have to either create a ton of new cards each expansion, or barely any. For example, an expansion that adds just one common, rare, and epic card to each class will require 30 new cards (9 classes + neutral). While that may or may not sound like a lot of cards, unless these new cards are above the curve or enable entirely new strategies, it’s possible that an expansion could be a total dud for you and the class you enjoy playing despite increasing the total card pool by 10% or more.
Third, as I have mentioned before, the class balance is on a razor’s edge even in a perfect scenario. It is pretty much a given that we will see a Death Knight and Monk class added in an expansion, and they will need to have at least 15 additional, class-exclusive cards and unique Hero Powers. While that can certainly shake up the overall balance structure, it’s not as though your specific metagame will likely change all that much. Because, again, your Mage deck is limited to Mage cards plus Neutral cards; there is no DK “splash” to provide additional depth.
Fourth, it is worth considering how many different mechanics Blizzard is A) willing to implement in this game, and B) can implement in this game. One of the most basic creature abilities in Magic is Flying: a creature with Flying cannot be blocked except by other creatures with Flying, although it can choose to block non-Flying creatures. In the context of Hearthstone, this ability doesn’t make a whole lot of sense, as you have complete control (barring Taunt) to choose whether your creatures attack your opponent or a specific creature. Now, Blizzard could certainly shoehorn it in there – perhaps making the flying creature untargetable by other creatures – but that’s when the devs start to go against their (presumed) mandate towards simplicity.
And that’s just with Flying.
Lastly, SynCaine’s cynicism regarding Blizzard making overpowered cards to sell future expansions is not without merit, even if I would argue that it’s largely unavoidable and not inherently malicious. Power creep happens. Even when “the rules” about costs are nailed down, some options are more powerful/relevant than others. In Magic, a First Strike 2/2 is better than a Trample 2/2 even if they both cost the same amount of mana. A Flying 2/2 is arguably better than either. I have pointed this out before:
Being a Beast is not as powerful as the other two cards, unless you are playing a Hunter Beast deck. But the more damning implication, IMO, is how the above cards sort of imply that a 1/4 for 2 would be balanced. Or a 2/4 for 2 mana, even. We already have 3/2s with an ability, 2/3s with an ability, 1/3s with a huge ability for 1 mana (Priests, seriously), so a 2/4 for 2 isn’t outlandish rules-wise. And yet it would be crazy OP, invalidating a huge swath of two-drops. The context of the environment is as important and possibly more so than the strict card power rules.
All that being the case, I don’t actually agree with SynCaine that the new player is screwed, as my prior declaration remains accurate: your situation in Hearthstone only ever improves. Six expansions later, assuming no structural changes, you will still be able to Disenchant the cards you don’t want to directly create the cards you do. That’s unbelievably huge in the CCG world. Even if you take the stance that your likelihood of opening one of the “ten or so required Epics” is necessarily diminished (assuming new cards are stuffed into the same virtual booster pack), your ability to guarantee a card is not – you will always get 40 Dust per pack, minimum. Ten packs is an Epic of your choice. You’ll get enough gold in two days of daily quests to buy a pack straight-up, or three if you want to go the Arena route. So, unless expansions are coming out every 1-2 months, you’ll have plenty of time to get whatever cards you need to be/stay competitive without spending a dime.
Spending dimes gets you there faster, of course. But in this context, I’m okay with it.













