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Pandas Aside…

…here is what you may have missed concerning WoW’s next expansion:

Return of Wrath-era Heroics

Difficulty:

In Cataclysm, Heroic dungeons were intentionally designed as gear and difficulty checks on the progression to raiding. In Mists of Pandaria, the Raid Finder will be the appropriate transition from running dungeons to Normal raids. Heroic dungeons will largely be tuned to be about as difficult as they were in Wrath of the Lich King, allowing players to fairly quickly down bosses in PUGs and hit their Valor Point caps. Valor Points will follow a new philosophy with 4.3, as a parallel way to gear up alongside the Raid Finder, but not as a fill-in for boss drops.

Length:

Keep the experience short and focused. Dungeons should be short enough to let you run a couple of dungeons when you feel like it, not just one.

As I may have mentioned before, I am a player that absolutely believed it was a mistake to go towards longer, harder heroics in Cataclysm. Not only was that incongruent with the concept of LFD, harder/longer heroics actually removed content for me. Whereas I would routinely belt out 2-3 heroics on different characters as soon as I logged on in Wrath – before I even got started with whatever I planned on doing for the day – Cataclysm meant I had just the one heroic to “look forward to,” as it would likely take 2+ hours assuming we finished it at all. Yes, they were nerfed… three months later. And nothing quite washes out the taste of a spectacularly failed Stonecore run.

A side-benefit of going back to Wrath-era difficulty is I predict the number of tanks will increase as a result. I feel the same way today as I felt back in April when Blizzard started bribing tanks with BoA goody-bags. Hopefully Challenge runs will satisfy the people looking for non-faceroll content (or at least marginalize their complaints) in the same way Heroic raids (sorta) did.

Reduce “the Dance”

The goals for dungeons and raids in Mists of Pandaria are to create epic and challenging experiences, but Cataclysm also helped us learn where we can improve with the new expansion. The Raid Finder will help with taking that first step into endgame content, and it will be available for all Mists of Pandaria raids. Beyond that, we want to create more easily understandable encounters and move away from mechanics that simply set up groups to fail, while still keeping them challenging.

While I suppose that can be read multiple ways, what I like to imagine Blizzard means is not so much that “the Dance” is eliminated, but rather you can choose who does the dancing. The Lich King’s Defile ability sets groups up for failure, because if it targets your weakest player, you are likely to wipe immediately. I couldn’t tell you how many times I /facepalmed in Professor Putricide when someone who couldn’t kite worth crap got targeted by the orange ooze, or when the panic-under-pressure member dragged Omnotron’s Acquiring Target (or Lightning Conductor) through the raid. If you can imagine that the outcome would have been different if a boss ability targeted someone else instead, how can you really say the encounter was challenging at all?

Obviously that logic can be reduced to an absurd degree (if the quarterback threw to the other receiver they would have won, etc). I guess what I want to get across is that I miss epic boss kills like this one. “Epic” in the sense that despite everything falling apart, we were still able to snatch victory from the jaws of defeat. In Cataclysm’s raid environment, the guy dying to Mimiron’s landmines would have blown up the raid, or failing to interrupt a 1.5 second cast would be an insta-wipe.

And, hey, I’d also like to move away from bosses that take longer to explain on Vent than they do to fight, e.g. Omnotron, etc.

Harder Leveling?!

Probably not. However:

Q: Will you be making any changes to how stats work?

Yes. […] In practice, this means that upon the expansion’s release, the numbers for Strength, Health, Intellect, damage, and so on will be significantly lower than you’re used to seeing across the board, from level 1 to level 85. It’s all relative, of course — enemies’ and bosses’ stats will be reduced as well, and it should take a level-85 warrior roughly the same number of many sword-whacks and ability uses to kill a level-85 monster as it did before. However, this also means the difference between each level between 1 and 85 will be less significant, so you may find that an enemy 5 or 10 levels below your own will be a little tougher to deal with than it was before.

If grey enemies are “a little tougher to deal with than before,” that is actually a pretty big change. I was looking forward towards a tank with 750,000 HP, but I suppose this will be fine.

Instanced Group Content for ~3 Players

  • PvE Scenarios are a way to give new interesting content that doesn’t make sense in a dungeon content.
  • Scenarios are more about reusing parts of the world in interesting new ways, and introducing new types of PvE gameplay that we’ve never seen before like PvE battlegrounds.
  • They are short instances for a few players, the amount of players can vary depending on the scenario, some of them can be for 3 players.

I am excited for Scenarios in a general sense for that first bullet point, because theoretically it means they could release Scenarios more often. Admittedly, this is Blizzard we are talking about, but I can see some devs whipping up a few extra for when such-and-such MMO gets released without having to bother with justifying it in a lore/progression-sense. I am excited about the 3 number specifically because that was how far my in-game group shrank towards the end of my subscription. We always struggled with things to do other than AFK chat in Stormwind, as LFD with two pugs did not quite excite us in any possible way.

In any case, I think that wraps up my thoughts/reactions to BlizzCon 2011. Now we just have to see how many of them get implemented.

Everything But the Dance Studio

Once you get that knee-jerk reaction out of your system, the design announcements currently going on at BlizzCon are pretty interesting.

Yeah, Pandas. They really did it. I owe someone $20. But what about the rest?

Monk Reactions

  • Every race but goblin and worgen… interesting.
    • Does this mean new animations for all those older races?
  • GG tank balance, once again. Historically, Blizzard has never balanced tanks correctly, ever.
  • “No auto attack! Devs want you to have this street fighter feel where you punch a lot.”
    • /facepalm
    • Seriously, that won’t work. Blizzard has spent years increasing the passive damage of every melee class because front-loading them in actual attacks leads to 3.0-era Ret paladins murdering everyone.
    • Nevermind how Blizzard specifically changed Heroic Strike and other on-next-attack abilities to be more normal abilities specifically because warriors were getting carpal tunnel. Now they want Street Fighter?

Okay, fine:

Panda Reactions

  • /facepalm
  • Those racials suck. Nothing like how blown away I was at Goblin/Worgen racials.
  • Wonder about what their racial mount will be…
  • All that aside, I’m one of “those guys” whose overall opinion on the race will be determined by how the females look. My paladin is a draenei female despite it being the worst race in the game simply because I like the look, for example.
  • After the disappointing direction of Worgen females, I fully expect to be similarly disappointed here.

Talent Tree Revamp Reaction

  • Change is scary!
  • Actually, this sounds fine.
  • These choices are actually interesting. Some of them will be extremely difficult.
  • Here are some examples of good ones:


Those are some interesting choices. The rogue spread boggles my mind with the possibilities, for example. Shadow Focus would presumably let you Sap, use Tricks of the Trade, and so on without any Energy cost. Meanwhile, Nightstalker would also be useful in a more general sense. Subterfuge seems bonkers to me. Can you imagine? You’re healing some dude from the bushes, and all of a sudden you get a Garrote, Eviscerate, and Mutilated before you even see where it came from. And I have to assume that Stealth breaks immediately if you start capping a flag or whatever, otherwise… very OP.

And look at the tanking spreads:


Those… are actually pretty crazy choices. The “obvious” paladin tank choice would be Ardent Defender, but I have never thought it was a compelling button to push every since it was redesigned from its (admittedly OP) passive ability – it was essentially Divine Protection v2, now with triple the cooldown. Now I have choices! Sacred Shield as a Prot tank looks really juicy even with the 60 second internal cooldown, for example. And if I were questing or facerolling through obsolete heroics, Blessed Life would let me unleash some burst DPS with all that extra guaranteed Holy Power.

Here is an example of what NOT to do though:

Yes, I noticed that Repentance technically has no cooldown and is essentially a paladin polymorph. Yes, I also noticed that “Fist of Justice” (lol) is a 6-second stun on a 30-second cooldown, ala early Wrath. Choosing between those two will be absurdly difficult… unless you are Ret paladin, in which case you are just fucked. Holy paladins never could get Repentance, so a “default” HoJ at half its normal cooldown is pure bonus, nevermind the strategic implications of trading it for a spammable CC on a different DR from normal CCs. Similarly, Prot paladins experience pure bonus. Ret paladins though? They lose either their stun or their incapacitate (e.g. their only “gap-closer”), and lose even the lame-ass snare capacity they had previously. More demoralizing is that the mere continued existence of Seal of Justice means there won’t be a snare for Ret paladins for yet another expansion.

There are probably other class examples of options actually being taken away in this revamp, but the Ret one jumped off the page and cock-slapped me. Anyway, back to talent impressions:

  • Apparently Blizzard wants you to be able to change talents at any time, ala glyphs.
  • Some of those talents are obviously dungeon talents, obviously PvP, etc. Not sure how that eliminates cookie-cutter builds.
  • Perhaps a secondary effect of having more difficulty levels in dungeons/raids is that cookie-cutter builds would be less relevant.
  • Actually, no, cookie-cutter builds will always be relevant. See: rise of GearScore in late Wrath despite high GearScore being 100% irrelevant to the actual difficulty.

Dungeon/Raid/Scenario Reactions

  • “Heroic dungeons [in this expansion] will largely be tuned to be about as difficult as they were in Wrath of the Lich King, allowing players to fairly quickly down bosses in PUGs and hit their Valor Point caps.”
    • Told you so.
      • Okay, technically I predicted Firelands would be easier, which didn’t happen. Not my fault Blizzard is so damn slow.
  • Scenarios sound interesting. The lack of a trinity requirement is pretty novel, WoW-wise.
  • Hopefully Scenarios will be a frequently-updated feature, since it doesn’t technically need lore or even bosses to support it.
  • Dungeon Challenges, eh? Good luck.
  • Christ, they put Challenges in the LFD feature?! Are they insane?
    • Okay, it only matches you up with other people flagging themselves as Challenge. Not quite as crazy.
    • Actually, completing a successful gold metal Challenge run entirely via LFD should be a tier higher than doing it in a premade group, don’t you think?
  • I think Challenges are a pretty interesting feature, but what’s more interesting is how they “normalize” the gear. Seems pretty dangerous for a MMO to even tangentially introduce a feature that makes gear progression irrelevant.
  • After all, if they can make gear irrelevant there, why not make it irrelevant everywhere?
    • Other than the obvious “it removes replay value.”
  • “We are currently not planning to have 90 normal dungeons in MoP.” Ballsy. Or lazy, depending.
  • That seems like a clear signal to solo to cap, then group.
  • Or continue soloing forever, by getting VP from questing.

Misc Reactions

  • Pet Battling = Path of the Titans, Dance Studio. I predict vaporware.
  • Then again… they did play the panda card so who knows anymore?
    • “Oh my God. I’m back. I’m home. All the time, it was… We finally really did it. [screaming] You Maniacs! You blew it up! Ah, damn you! God damn you all to hell!”
  • If Pet Battling is real, $10 says the store pets are more powerful than normal pets.
  • “Pets will be account wide.” Really? Huh. Then I guess the BoE Disco Cub isn’t such a rip-off than it was before.
    • You know there will be pissed-off people who bought more than one to have on multiple characters.
  • “The plan is to get people back into the world, instead of having players roam around Stormwind and Orgrimmar all the time once they reach max level.”
  • And yet no real concrete plans on how they expect to accomplish that.
  • Hell, Scenarios and LFR and Challenges all push people back into instances.
  • Maybe daily quests with VP will get people outdoors, but that certainly isn’t much of “out in the world.”
  • Interesting how there was no mention of new Wintergrasp/Tol Barad-esque zone.

In any case, that about sums it up for now. While a lot of these things sound interesting, Path of the Titans sounded interest too. Time will only tell how many (if any) of these features actually make it to live servers.

Community Aspects

Nils is reaching the end of his WoW rope in his latest experiment, and my response probably fits better in a post than comment. Nils says:

In the past there was a community, but there is no community now. WoW doesn’t actually put you into any community. Everything is random groups. Sure, I could try to get into a guild. But I don’t feel like it. Blame me if you want: I bet I’m no more different than a lot of other players.

WoW has NEVER put you in a community. At all. The most you could say is that in the early days people had somewhat of an incentive to seek out strangers because it would be impossible for them to complete (group) content otherwise – something that sounds more like Facebook games now that I think about it. The “community” could be summed up the sort of proto-typical “LF1M tank H Ramps” spam, where the alternative was having nothing to do. But if Nils doesn’t feel like joining a guild, he probably would not feel like joining a random Trade chat pug either. Or perhaps he is saying that since you can press the LFD button, one has no incentive to join Trade pugs?

Honestly, there was as much community when I finally quit as there has ever been, and I saw people trending towards tighter guild/social bonds than ever before. In TBC, the only way to see content was to “trade up,” leap-frogging Kara guilds into SSC/TK guilds into BT guilds into Sunwell guilds. Choosing friendship and sociality meant you simply dead-ended, unless you won the guild lottery and got into one that progressed. Incidentally, this was my fundamental problem with articles like the one I talked about yesterday, insofar as those never seem to be written from the majority standpoint of raiders whose expansions just end mid-tier because the guild is not good enough to progress (be it skill, drama, or other).

Nowadays, at least pre-Cata, you could have your cake and eat it too, progressing with friends at relatively your own pace without having to worry about people trading up. Yes, solo players have no “real” incentive to join guilds/groups since they can get groups formed for them. Then again… well, as we’ve seen from LFD, some of the groups you get are so horrible that there is every incentive to do LFD runs with as many people you know as possible.

Butchered

If you want to read a 4,079 word essay on the decline of WoW from the standpoint of two members of the sub-10% of raiders, you cannot go wrong with Failure, Challenge, and the Decline of WoW. If, instead, you were looking for a well-written, relevant essay on WoW’s “decline” exploring actual issues, don’t bother reading it at all. Stede in particular eviscerates the entire argument in a single comment.

What interested me about the essay is how so completely it falls into that utterly bizarre MMO difficulty trap – the sort of notion that MMOs should be social engineering experiments to create a generation of better gamers. The part that struck me the most was when they were talking about The Butcher from the original Diablo:

The best piece of low-level content ever created by Blizzard is found not in current WoW, nor even in old WoW, but 15 years ago in Diablo. The Butcher.

Every NPC in town warns you about The Butcher before your first trip into the dungeon. In case you didn’t bother talking to them, just outside the dungeon entrance you find the previous adventurer who tried to delve in, bloody and dying. Before killing your first mob, a villain is set up. The first half hour of dungeon crawling goes by uneventfully. But somewhere on the second level down, starting to get a little comfortable with your level 4 character, you come upon a small square room completely covered with blood. Maybe you remember the warning, maybe you didn’t, but in either case, it’s your first time playing and you want to know what’s in there, so you open the door. And you get Butchered.

This experience is hard to convey in text to people who’ve never played Diablo. Ask anyone who has if they remember their first time being killed by him. It’s sudden, surprising, and scary. It’s probably your first character death. He does a huge amount of damage, stuns you, and holds you in melee range. He has a loud yell the moment you open the door, an elaborate bloody apron, and a ridiculously-sized cleaver. You’re mostly likely dead before you take in everything that’s happening. And for some reason, it’s the one moment that makes everyone’s eyes briefly glass over in nostalgia.

Having played the original Diablo, I had the same experience of being mercilessly slaughtered by The Butcher. The essay goes on from this point to talk about Hogger, trying to tie both the experiences together while lamenting that Cataclysm and WoW in general has lost this dangerous feeling. The ironic part of these examples is that each were precisely designed to not be difficult. The Butcher was not supposed to be a difficult encounter, it was supposed to kill you. As the author(s) note, you probably had not died yet at this point in Diablo, so it behooves the game designers to set up unwinnable scenario to demonstrate what will happen when you overextend in the game proper. Same exact deal with Hogger: his purpose was demonstrate the difference between non-elite and Elite mobs. You were supposed to die. Neither were difficult in any meaningful sense of the term, and both simply encouraged you to grind mobs until you outleveled them as content.

The original Hogger.

Even Nils has recently demonstrated that the early game is designed to still kill you, Hogger or no Hogger. What gets confused by these challenge-seekers is that leveling was never designed to be challenging. The “kill you” moments or outdoor Elites that could be defeated through skillful actions were not designed to challenge your skill, they were to organically demonstrate how death and resurrection worked without resorting to instant-kill mechanics. And yet people lament the removal of the outdoor Elites near dungeons as if they were designed to spice up gameplay instead of marking territory out-of-bounds for solo players.

It is fine to desire content tailored to your skill level, as those authors so obviously want. But it always strikes me as bizarrely pompous to place said desire on a pedestal as if gamers becoming better at games is some kind of righteous calling, a form of high art compared to the Jersey Shore-ness of current WoW leveling. First, they were wrong about the purpose of early difficulty. But secondly, and more importantly, a high-difficulty paradigm actively destroys the social aspect of MMOs. If I want to experience hard raiding content but the friends that I made leveling up do not, I must abandon them. Read the comments from that article. For every “exclusive content through difficulty” proponent, there are at least two more people grateful that they can finally raid with their friends (until Firelands anyway).

In any event, the other half of the article talks about loot structures in MMOs, which is another post entirely. Suffice it to say, I disagree with them on that point as well.

Old Skool

Until next Tuesday, Steam has a deal on Sega games going on. Remember when Sega made consoles? Feels like forever ago. Anyway, as I was browsing through the catalog, I came across the Sega Genesis Classics Collection, which is about 40 Genesis games for $7.49. Among those pickings, what do I find? Lo and behold, a game of my yesteryears: Shining in the Darkness.

Like finding your old gimp suit in the back of the closet.

I played the hell out of this game for for about two years straight back in the early 90’s, and never did finish it. And right when the topic de jure is the good ole days of challenging content? It must be fate! So yes, Value, thank you for allowing me to make a $0.74 credit card payment for a game by all rights will probably not hold up at all but I’ll slog through anyway out of twenty years of spite.

Your weekend homework assignment is to blog/comment about what game(s) you actually find/found challenging and wish more games were like. This is about challenging games, not necessarily what were your favorite games (see what I did there?). And there is probably a line somewhere in there between challenging and Battletoads, but I’ll leave it up to you to find it.

In the meantime, I need to get some graph paper…

OT: Subscription and Correlation

Did you know that ice cream makes it more likely you will drown? It’s true. When ice cream sales increase, so do the number of drowning deaths. Clearly linked! Speaking of spurious correlations…

I fully expect Rift to now follow in the footsteps of WoW, in that it will decline. Vanilla and BC days had challenging content, and it’s not a surprise that sub numbers grew. WotLK made things ‘accessible’, and surprise surprise, the response was pretty meh (sub numbers dropped in the US/EU, but were offset globally by WoW launching in new regions, hence the overall stagnation). Cata tried to play both sides of the fence, but a combo of too little too late, a gimmick of progression (hard mode rehashes rather than straight-up new content), and a one-track, insult difficulty 1-85 game did it in. With no new regions to offset things, subs are dropping.

(SynCaine in the post “Accessibility killed Rift“)

World of Warcraft’s growth rate went from a perfectly stable 2 million subscribers per year during 2006 to 2009, to zero during WotLK. This was exactly the time when Blizzard changed the character progression mechanic.

(Nils in the post “Smoke and Mirrors“)

“If developers design a game which requires too much effort from the average player for too little gain, the average players will start leaving the game. “

This is the part I strongly disagree with, and WoW’s sub history does as well. Vanilla/BC, which had a MUCH harder end-game that fewer players saw to completion, saw massive growth. WotLK/Cata, with raids being cleared by all who stepped inside, have brought decline.

(SynCaine in a comment on Tobold’s post “Syncaine on Accessibility“)

The reason I bring these examples up is because this type of thinking (or lack thereof) is what I consider one of the most pernicious, asinine fallacies in any discussion of World of Warcraft. It is intellectual laziness at best, intellectual dishonesty at worse. Before I begin in earnest however, here is a slightly augmented graph from MMOData that most people refer to when they talk about WoW subs:

1) Correlation does not mean causation.

Standard preface to any claim that X means Y. Ice cream and drowning are only “linked” because there is a third factor involved.

2) Even if correlation did mean causation, why this particular correlation?

This specific point is the reason the argument is intellectually lazy. When you look at the graph, it is true what Nils and SynCaine said about there being a relatively rapid period of growth during vanilla and TBC that was not apparent after the release of Wrath. However, tying that solely (or even partially) to accessibility/character progression/difficulty/etc is a completely unsupported leap of logic.

There is zero evidence given by either author as to why it was “existence of more challenging content” and not, I dunno, the introduction of the PvP Honor System and BGs in the summer of 2005, which coincides with a 500k sub spike in WoW-West on graph. Or the release of ZG in September of that year, also suspiciously near another 500k sub bump. Or if I looked at WoW’s overall numbers like Nils does with his “2 million per year growth” argument, perhaps I could argue Patch 1.12 with it’s wildly successful:

The stage is set for intense, objective-based land battles as Horde and Alliance vie for control over important strategic positions and resources around Azeroth. Head out for Silithus and Eastern Plaguelands to engage the enemy on the field!

…was responsible for the corresponding bump of 1 million (!) subscribers. Clearly, clearly, more things like Silithus and the old Eastern Plagueland towers is just what WoW needs.

3) What does endgame accessibility/difficulty have to do with anything?

This is another intellectually lazy part of the argument that the authors never bother to address. What percentage of the playerbase ever actually makes it to the endgame, and is this percentage big enough to even impact subscription growth? That is an open question.

The best metric that I can come up with is to look at the number of guilds who killed Beasts of Northrend in 10m ToC after two years of it being out (86,187 guilds), multiply that by something charitable like 30 players, and then divide by the approximate population in the graph above while only taking into account the regions in which WoWProgress collects data (~6.5 million). The result is 39.77% of players killing the easiest boss in the easiest tier of which we have data (something like Noth the Lootbringer from Naxx 2.0 would have been better, but alas…). That actually sounds like a lot of people, and 19.88% assuming only 15 raiders per guild is not too shabby either when referring to raid content.

That said, there is no evidence whatsoever from those two that difficulty-related gyrations amongst the top 1/3rd of players doing raiding content has a meaningful impact in comparison to whatever the remaining 2/3rd non-raiders are doing. Between 2005 and 2009 the subscriber base was growing at ~25% per year. Is it even remotely likely that the top 40% had anything to do with a meaningful drop in growth rate?

4) Growth, or lack thereof, does not really mean anything other than what it is.

What I mean by this is that you cannot simply look at growth as anything other than what it is: growth. It does not mean anything else without further information. For all the talk about growth rate percentages and “the design decisions that caused them,” look at the pink line for a moment. That represents subscriptions in NA alone. Unfortunately MMOData stopped tracking that information individually (or perhaps Blizzard stopped giving it out), but the whole of TBC resulted in ~650k more subscriptions in NA over a two-year period.

Is 325k sub growth per year more than the apparent zero sub growth in the year of Wrath? Sure… but we have no real way of knowing why that growth was occurring. Was player churn less of a factor in vanilla and TBC? Was the growth simply due to the release of WoW in additional regions? Does market saturation have any impact? Do we simply ignore, I dunno, one of the worst global recessions in world history?

Oh, wait a minute… early 2009 was when the markets were at their worst? And yet WoW subs were relatively stable in most regions during that entire year? Clearly Wrath’s accessibility and stress-free raiding were the only things stopping WoW’s overall decline in a tough market, as evidenced by Cata’s increased difficulty leading to subscription loss once markets improved. QED, amirite?

The bottom line here is that you cannot use WoW subscription numbers as evidence of a claim without first proving said numbers have anything to do with said claim. Did World of Warcraft gain six million subscriptions worldwide in its first year? Yes. Was that because of the strength of its class balance? Its risk versus reward structure? Its accessibility? No one can really say; all of it would be conjecture.

Personally, I believe the initial rush was due to the strength of the IP – I know I certainly gave WoW a shot because of how much I enjoyed Warcraft 3 – and also due to the strength of the Blizzard brand. The designers also got a lot of things down perfectly that I feel other MMO designers stumble across to this day, such as letting characters jump, making solo-play possible, having quests with interesting plots, getting the reward faucet just right while questing, and so on. The tone and tenor of game balance has certainly shifted quite a bit from when I began in TBC, but where I disagree with Nils and SynCaine is that I feel that Wrath was actually a step in a better direction in most (not all) ways. Unfortunately, until the duo, and others who believe as they do, let go of the absurd notion that “the numbers” support their conclusions, it is impossible to have any rational discussion about it.

There is a separate argument as to linear raid progression vs episodic progression, but that is an OT for another time.

OT: What Players Actually Want

If you come across anyone on any forum related to WoW exclaiming that Blizzard is nerfing content “because of the (baddies/Wrath babies/etc) whining on the forum,” you can correctly call them morons. This quote from Bashiok officially dispels such nonsense for what it is.

Blizzard, you do how little people post on the forums yes? how about doing some in game polls to really see what people want, and not what the idiots on the forums want

You want them to not be nerfed, you’re on the forums…

Just saying.

By looking at actual stats, actual progression, time spent playing, where, and to what extent, we can see that most people are looking for more accessible raid content, so yes, we absolutely are able to tell without a doubt that the plan we’re enacting is actually what players playing the game want and need, and are not just listening to people on the forums.

No reading between the lines is necessary, but let me emphasize this again for posterity:

By looking at actual stats, actual progression, time spent playing, where, and to what extent, we can see that most people are looking for more accessible raid content, so yes, we absolutely are able to tell without a doubt that the plan we’re enacting is actually what players playing the game want and need, and are not just listening to people on the forums.

“Want and need.” Blizzard’s words. I sketched the writing on the walls way back in March, and nothing has changed since that time… well, other than even more players leaving for lack of content tailored to their skill level. That is why Morhaime’s investor call comments are so thinly-veiled:

As our players have become more experienced playing World of Warcraft over the many years, they have become much better and much faster at consuming content. And so I think with Cataclysm, they were able to consume the content faster than with previous expansions.

As of this writing, WoWProgress states 55,797 guilds have killed Magmaw, among the NA, EU, KR, and TW population it tracks. Looking at MMOData’s WoW sub numbers, there are ~6.5 million non-Chinese accounts. The average raiding guild probably has 15 members killing bosses (most WoWProgress kills are from 10m), but let us also be charitable and also use 30 member guilds. Plugging in those numbers results in this:


55,797 * 15 / 6,500,000 =12.87%
55,797 * 30 / 6,500.000 = 25.75%


Cataclysm has been out for 6+ months and at best ~26% of the population has downed a single raid boss. The comparison is not entirely fair since not everyone is even interested in endgame raiding. Then again, I do consider it a fair question to ask how many of the 74% would be interested in raiding if things were not being designed around catering to hardcore players and/or being difficult out of principal. Only Blizzard knows for sure, but the answer appears to be “enough to matter.”

OT: The Final Tanking Solution

There has been a lot of discussion surrounding the systemic problems with the LFD feature when it comes to tanks, and quite frankly, a lot of truly bizarre “fixes.”

Rohan from Blessing of Kings thinks that maybe we should move from the Holy Trinity (e.g. tank, healer, 3 DPS) to something like 2 tanks, 2 healers, 2 DPS. While that seems out of the blue, apparently it is more similar to what Age of Conan was (is?) doing. Green Armadillo at Player Vs Developer thinks that since there are more DPS than the other roles, why not simply have a tank, healer, and 7 DPS? Gordon from We Fly Spitfires thinks that simply no one wants to play those roles, and so Blizzard should either make those things more fun to do or perhaps give up on the Holy Trinity model altogether. Adam from The Noisy Rogue asks why Blizzard is bribing tanks when they could simply make running heroics required for raiding by adding a (stacking) buff for completing them. Incidentally, Adam appears to hate non-pure DPS classes and wishes them pain. Gevlon from The Greedy Goblin thinks it is an “education” issue that should be fixed by somehow teaching people how to play better (or how to tank), and that no amount of bribery will work.

And to round it out, here is actually Blizzard’s official take on the situation:

We don’t feel the tanking and healing roles have any inherent issues that are causing the representation disparity, except that fulfilling them carries more responsibility. Understandably, players prefer to take on that responsibility in more organized situations than what the Dungeon Finder offers, but perhaps we can bribe them a little.

With Great DPS-Power, Comes… No Responsibility

All of these “solutions” flirt around the two problems, outlining what is really going on in the vaguest of ways. Tanking (and healing) carry more responsibility… why? Easy: tanks and healers cannot be carried. When a tank fails, by definition, the group wipes. When a healer fails, the group wipes. There can be sloppy play, for sure, like a tank not positioning the boss correctly, or not reacting to a certain ability the correct way. However, if the group is still able to rally and defeat the boss anyway, the “failure” really is not a failure. Conversely, DPS failing generally means that the DPS died, which is not that big a deal…

…until now.

Problem 1: Cataclysm dungeons are (still) too difficult for the LFD tool.

The first time I zoned into the revamped Shadowfang Keep and saw that there were actually three separate spells that a DPS could (and has had to in two cases) interrupt on Baron Ashbury, I knew I would despise this expansion. Commander Springvale, Lady Naz’jar, Rom’ogg Bonecrusher, Corla, Herald of Twilight, Ammunae, Setesh, Rajh, Corborus, (post-patch) Asaad, Foe Reaper 5000, Admiral Ripsnarl, “Captain” Cookie… all of these bosses from nearly every single heroic have mechanics that the DPS has to take care of or else the group wipes. Blizzard actually thought they could add responsibility onto the historically least responsible role and have everything work out? Nevermind the endless mob packs that need CCing along the way.

It might come as a shock, but bad players play this game. I do not subscribe to Gevlon’s “M&S” sociopathy, but there is a full spectrum of player abilities out there, and not every one is tall enough to ride this roller coaster, so to speak, especially after jacking up the scale a few more inches. You cannot keep these players out of the LFD tool though, because there are not enough “good” players to support the function – as I mentioned back in February, there has to be a critical mass of success going on for the tool to operate at a self-sustaining level. No matter what you think about the LFD tool, it is still entirely better than trying to make your own non-guild group, as otherwise you would be doing that instead of sitting in a DPS queue for 45 minutes.

I Ain’t Got Time to Bleed

Speaking of sitting around for 45 minutes…

Problem 2: Cataclysm dungeons (still) take too long.

It is bad enough that having one (or two) bad players from the LFDisaster lottery in your group can torpedo an entire heroic run. What drives the situation into an irredeemable farce that it is today is asking raid-geared tanks to slog through perfect no-wipe, no-death runs… in 50+ minutes. All for 70 Valor Points. Every other non-raid aspect of this game is designed around being completed in 30 minutes or less. TB dailies? 30 minutes. Battlegrounds? 30 minutes. Arena games? They can technically last for 47 minutes or whatever, but most games last no more than ~3 minutes * 10 games (assuming 50% win percentage), so ~30 minutes. What happened to 30 minute heroics? As I have openly opined in this space before, where are all the players asking for 5-man raids on their off-nights?

Blizzard seems to be addressing this particular problem, e.g. 70 VP/hour not being good enough, without actually addressing the equally (if not moreso) pressing Problem 1. This is why their bribing “solution” will be a short-term improvement at best: I actually do plan on running LFD more often, but only because the Reins of the Raven Lord is something I have been farming off-and-on again since TBC was relevant content. So I will either get the mount rather quickly, or I will become so frustrated (again) at the prospect of running these heroics that I would rather be farming Sethekk Halls the old fashioned way, and getting done in a fraction of the time.

Always the Last Place You Look

So what is the actual final solution to this seemingly tanking crisis? Does it involve fundamentally changing the way the game is played, perhaps with 8-9 person dungeons with two tanks or whatever? Nope. How about rating systems, or game tutorials? Bzzt!

Solution: Tune Cataclysm dungeons like Wrath dungeons were tuned.

Problem solved! Did you, or anyone you know complain about DPS queues in Wrath? Not a chance. DPS queues were 11 minutes back then. Eleven minute DPS queues. Can you imagine? I can! Despite the low queue times, I still tanked on three separate toons because it was faster and I enjoyed tanking more. How could I enjoy tanking and it’s responsibility? Because I had control over the outcome. You could be the worst player in the world and I would carry you kicking and screaming to a 15-20 minute LFD success. And then everyone could move on with their lives.

People did complain Wrath heroics were too easy. And you know what? Those people complain that Cataclysm dungeons are too easy. There is no satisfying those people, because they have such warped perceptions as to what daily group quests should consist of that placating them is a waste of time. These dungeons were new, relevant content the first few times you beat them. After that? They are farm content. Does anyone legitimately enjoy “challenge” on farm content? That seems like a contradiction in terms, does it not? If you are in heroic raiding content, does it please you to wipe on normal Magmaw? I find that unlikely. Challenge does not consist of RNG wipefests because you happened to be grouped with a stoned college student, a stay-at-home mom changing a diaper with one hand on the keyboard, a Fan of Knives bot, and/or the social bully studying to get his minor in Sadism.

Tanking and healing will always have more responsibility than DPSing. The goal should not be to “fix” that by adding more responsibility to DPS. All that will do is make tanking/healing more frustrating, because on top of what you already have to worry about, you have to worry about whether you will wipe through no fault of your own because Worgenlol of Random Server 316 did not interrupt the one-shot mechanic of a dungeon boss.

Challenging content does have a place in World of Warcraft and that place is in organized content. Grabbing five random players and sticking them into a group that will never exist again is not “organized content.” You can even still have challenging heroic dungeons for people that want it… just don’t stick those dungeons in the Dungeon Finder. The way the revamped ZA/ZG are rolling out is a bastardized version of this, but Blizzard could do it better. Have them exist as brutal 5m content for 1-2 months or whatever, and NOT be in LFD. Then, nerf them appropriately when you finally do add them to the tool. This solution actually appeases the “save the community (that we never interacted back in vanilla/TBC)!” camp, as you could get your local e-Street Cred up for successful ZA/ZG runs while anyone else who couldn’t be bothered could still get their daily 7/week VP the (now) old-fashioned way. Between the 353 gear and the doubled (!) VP gains from ZA/ZG, I do not think there would be any danger of there not being enough people running those dungeons. And when 4.2 rolls around at the end of August when it’s ready? Glide ZA/ZG right into LFD.

No matter what you thought about Wrath, the one thing it indisputably got correct was how to make a vibrant, healthy LFD community. Player activity only went down after nearly a year without new content, and the prospect of another gear-reset expansion. Cataclysm player activity is down four months after launch. No, seriously. Blizzard talks big game about the design iteration process, but as we know from Wrath they kept the same difficulty model the entire expansion. I actually have little hope that they will turn Cataclysm around before plowing into that iceberg, and what we are likely to see is another brutal raid tier in Firelands and less reasons to feel the need to log on every day. Design decisions like “let’s require endboss kills before they can get a 4pc bonus!” sound good on paper (and quells the forum trolls), but in practice it makes people less interested in ANY tier pieces. Cataclysm difficulty? Same kind of deal.

OT: First Tier Vs ICC

More and more, I think Gevlon over at the Greedy Goblin has gone off the deep end. In his latest post, he asserts that a Wowprogress chart proves that Cataclysm Raids are as easy as ICC. Here is the chart:

He goes on to say:

I placed some dots on the chart. The green dots represent the current situation of Cataclysm early bosses, the red dots are Cho’gall, Al’Akir, Nefarian. What?! More people killed Nefarian than the Lich King?! Cho’Gall is easier than Sindragosa?! There are 4 bosses (Halfus, Valiona, Magmaw, Omnitron) who are easier than PP?! What the hell is happening here?

What is happening here is that Gevlon has pulled a Nietzsche, staring a bit too long into the M&S Abyss only to have it gaze back at him. As we all know, aside from Gevlon himself apparently, is that ICC was gated content. As you can see from the very chart he posted, Lich King was not even available until almost halfway through the compared time period. If we actually shift the lines back to the beginning to simulate un-gated ICC, the chart suddenly demonstrates in graphics what everyone already knew:

I did not bother listing all the same bosses as Gevlon, because in his bizzaro-world more people hitting 4/12 this tier than 9/12 last tier after the same amount of time is some kind of coup to the argument that Cataclysm started too hard. That’s dumb. What’s missing from that chart? The lines for Marrowgar, Deathwhisper, Lootship, Saurfang, Festergut, Rotface, Blood Princes, and Dreamwalker, any and all of which were easier than Magmaw or Halfus, and got peoples’ feet in the raiding door. That top green hash mark is Magmaw, by the way. If you have killed Al’Akir and/or Nef by now, you should have been able to kill 10m Lich King at 0% buff. By the April 5th line in the graph, the ICC buff was 10%.

Remember the missing guilds from Wrath I was talking about? Yeah, the graph proves they’re still gone. Speaking of missing…

WarcraftRealms is, well, WarcraftRealms, but it is showing less player activity nowthan back in April of last year. Remember back in October? Nothing much to do, ICC super stale, etc? Same level of activity right now. I am not trying to say WoW is dying or anything, just that if Firelands comes out at the same difficulty as this tier (or higher!), well… it might be time to start spending a bit of that fortune of gold you have just wasting away in your bags.

OT: Firelands, Difficulty, and Cataclysmic Malaise

As you have no doubt heard by now, Firelands has been delayed until patch 4.2. A lot of people are looking at the delay as a good sign, or perhaps dismissing it as irrelevant considering 4.2 is scheduled to hit (the PTR) “soon after 4.1 goes live,” thus looking at it as though we are getting ZA/ZG early rather than the next tier of raiding late.

From my perspective, this announcement is the unequivocal admission that Blizzard has screwed up the difficulty of this expansion.

Stay a While, And Listen…
Let me start at the beginning. In the beginning, Blizzard created Cataclysm. Blizzard saw that it was hard, and judged it as good. Here is Zarhym on 1/7/11:

We don’t think it was a mistake to start with the difficulty we did. We’re happy overall with the progression path we have in Cataclysm. I think we’ve set an appropriate standard for this expansion, but we’ll continue fine-tuning things (nerfs and buffs) to make sure the end game feels right as time passes. (source)

The forums were filling up with complaints about the LFDisaster tool though, so Ghostcrawler released a rather lengthy blog post called WoW, Dungeons Are Hard on 1/24/11, which can be summed up as “L2P.” In it, he panned the design direction of Wrath with its “zerg-fest” dungeons and breezy Naxx difficulty. It is also the first time we hear about how they lamented the killing of Ulduar by releasing ToC too soon.

Then the numbers must have came in. At least that is the only thing I can imagine prompted this almost complete 180° in less than two weeks:

On the other hand, maybe things have come too far in the other direction. While we’re seeing that player assembled groups have very good success, Dungeon Finder groups are having significant issues. That’s something we’re planning to address. […]

Are you basing this conclusion off of forum posts or in game data?  I hope it’s the latter so you get a truly accurate picture.

That’s an analysis pulled from hard data. We always try to base improvements an accurate overall picture.

(2/3/11, source)

The intent of Luck of the Draw is to help make up for the lack of coordination, communication, and familiarity that pick up groups suffer relative to organized groups of guild members and friends. Cataclysm dungeons, especially on Heroic mode, are quite challenging and ask for more group organization than the Wrath of the Lich King dungeons did. Therefore, Luck of the Draw became relatively weaker in Cataclysm. I’m painting the picture with unfairly large brush strokes here, but in general, Heroic dungeons are of appropriate difficulty for organized groups, but just brutal on Dungeon Finder groups. Players wonder, and rightly so, why Dungeon Finder supports Cataclysm Heroic dungeons at all when the chance of success is so low.

(2/4/11, Ghostcrawler’s hilarious follow-up blog post)

The Luck of the Draw buff, however, is being made in response to the feedback we’re seeing on the forums, as well as the statistics we’ve been reviewing which reflect all types of dungeon party trends. We feel it’s a good way of closing the disparity between the success of pick up groups and the success of preformed groups, without trivializing the content for some players to appease others.

(2/5/11, source)

Direct from Blizzard’s mouth, we see an admission that the success rate for LFD groups is abysmal. Players actually in the system need no such prompt; we already know the 50+ minute DPS queues and the constant wipefests of Stonecore, Deadmines, etc etc. There are a bevy of precision nerfs to heroic content, followed by a blanket ICC-esque 15% buff to players.

Always Darkest Before It Goes Pitch Black
Things are a bit more dire than that though. The 2200 PvP weapons, equivalent to hardmode raid drops, are delayed twice. In the announcement, Blizzard says:

The decision to further delay availability of weapons requiring 2200 rating was not made lightly. Currently very few guilds are clearing PvE content that drops weapons of this caliber, which would make rated Battlegrounds and Arenas the primary source for top-tier weapons. We of course don’t want players who are pursuing PvE content to feel as though they must engage in heavy PvP to obtain these weapons in order to be competitive or successful.

(1/25/11, source)

Read it again. The only reason why Blizzard would need to delay these weapons is if they anticipated one thing, and then something unexpected happened. In other words, Blizzard expected (more) guilds to have been downing heroic raiding content by the end of January. The 2200 weapons are released mid-February, and here we are at the beginning of March when we are informed that things have not improved:

In an interview at the Game Developers Conference in San Francisco, lead producer J. Allen Brack said that players were not sufficiently advanced through the raid content that shipped with third expansion Cataclysm in December to handle the challenge of Firelands. He also suggested that Blizzard was thinking of creating “smaller” content patches for World of Warcraft.

“We feel like the player base isn’t really ready for the next raid yet,” he said. “And that led to some changes where Firelands is now actually going to be in 4.2.”

(3/4/11, source)

The above came from an interview with Eurogamer, not the PR-whitewashed version on the forums. In other words, a month later, there stillare not “enough” players progressing through endgame raiding content. The objective statistics available to players also bears this out. Take a look at these numbers from WoWProgress:

  • Beasts (10): 86187 (98.74%)
  • Magmaw: 45140 (93.69%)
  • Nefarian: 8943 (18.56%)

I picked 10m Northrend Beasts because, as far as I am aware, it is the most defeated raid encounter ever. Thus, that will give us the baseline number of guilds out there remotely interested in raid content, at least circa Wrath. Now look at the most defeated encounter in Cataclysm: Magmaw. Where are the 41,000 missing guilds? Difficulty of content does not necessarily account for 100% of those 41k, of course. There could be attrition, there could be churn, there could be guild consolidation, indeed, it could merely be the death of PuG raiding (which may have registered non-raiding guilds simply because X number of individual members got the achievement via Trade pugs). I do not find the argument that the bottom half of the raiding population is still leveling/gearing up three months later particularly compelling (e.g. “Beasts was out for years!”), but it probably accounts for some.

Or perhaps we should just look at what we have now. Magmaw is the most defeated raid boss this tier with 45,140 guilds claiming victory. It drops down to less than 9,000 guilds for Nefarion. Looks fine, right? I would even agree that such a difficulty curve looks good… if it were not for the fact that 13 heroic bosses exist. Were the hardmodes designed exclusively for the top 15-20% of successful raiders? Does it make any sense for them to be?

Blizzard obviously expected a more robust completion rate months ago. Why has that expectation not been realized? Based on the above, I think it is beyond any doubt that Cataclysm was overtuned, from heroics to raids. You may not have needed any convincing on this, but I find it necessary to lay this groundwork so that I may offer a prediction. I predict Firelands in 4.2 will be easier than this tier of raiding.

It has to be.

Miasmic Malaise
This heightened level of difficulty and barriers against PuGing is what I feel is behind the general feeling of Cataclysmic malaise. It feels like we have jumped from one immediate grind (endgame ICC) to another (heroics/T11). Wrath heroics were easy because that is the point when it comes to 5m daily quests, which heroics have been since Patch 2.3. Meanwhile, Cataclysm heroics were 5m raids, taking upwards of 1.5 hours after 40 minute queues, and you were expected to do them daily. On the raiding front, Naxx trash was AoE-friendly from the very start and people were able to breeze through Naxx itself, yeah… but that was because the concept of hardmodes as we know them was not introduced yet. Naxx hardmodes would have solved the “problem” of challenging content while still fostering an environment that gets people excited about raiding.

Look, this is the first tier of (raiding) content for the expansion. The bar cannot be set here, for the exact reason other bloggers have noticed: burnout and malaise.

Anecdotally, my guild is in this position right now. We are 5/12 only by taking 2-3 raiders from a “sister” guild, and I look at our first few Atramedies attempts and think of Defile all over again. We have two months before ZG/ZA come out, and I cannot imagine mustering the strength to zone back into Bastion or Descent in May, let alone however long it takes Firelands to come out after that. I have not done a heroic on my main in more than a month because 70 VP an hour is not worth my time even with a tank queue. My guild has lost 14 members of a 10m guild between May of last year and Cataclysm’s release, purely from burnout and boredom. I don’t even bother looking at the raid loot tables because what is the point? We aren’t clearing half the raid, gear upgrades are so infrequent as to not be exciting, and the gear itself is not particularly enticing anymore or have that big of a perceptable impact.

Looking at the bigger picture, I think it ultimately comes down to fallout from the 10m/25m gear merge. Blizzard would have to err on the side of caution lest the “25m gear” be given too easily in 10m raids, so 10m was tuned higher. Certain 10m hardmodes, like Magmaw for example, are reportedly miles harder than the corresponding 25m heroic encounter. So, we may in fact have a reversal of Wrath insofar as the 25m raiding tract is easier than 10m, leading to disjointed progression. Meanwhile, if you will remember, the gear back in Wrath contained more meaningful upgrades from 10m tier to 10m tier since it had to leap-frog the 25m gear to get there – getting 251 upgrades after 232 is a 19 ilevel jump as compared to 359 after 346, which is 13. Six ilevels may not seem like a lot, but just look how the reported 353 gear from ZG/ZA placated the “epix are too easy” crowd.

In Conclusion, [restate thesis]
Contrary to how I may come across with the massive wall of text that sits above this, I have no particular issue with difficult content per se. My philosophy has always been that players want content tailored to their skill level. Period. There is nothing selfish about that, or any reason to feel embarrassed by it. One thing Wrath proved rather well is that relatively easy content could in fact exist next to extremely brutal content (Sarth 3D when it was current, 25m H Lich King, etc). The pendulum has simply swung too far the other direction, and it is rather a shame that it has occurred in the first tier of an expansion that should have came out 6-8 months ago.

If you agree, disagree, and/or think I should have directed this 1900-word payload at the AH instead, feel free to let me know in the comments below.