First off, this hilarious video by Totalbiscuit:
I have verified -at much risk to life and limb - that the reference to homosexuals is not anti-gay, but just a statement that the sparkly pony is "faaaabulous!"
Anywho, quick statement on the horse: overall, I find the insanely high demand for the thing terrifying given it's price.
I am also kind of sickened by the (frankly unecessary) marketing ploys they're using to artificially increase demand.
But it doesn't scare me for the reasons you may think. I'm not worried Blizzard is going to compromise the integrity of the game by selling gear or achievements. I don't think Cataclysm will be an RMT-palooza.
But I am worried that the millions of dollars they just made in one day in return for a few hours of work by an artist and a programmer is going to . . . skew their priorities a bit. After all, they are a for-profit company, and in the end their goal is to make the most money, not make the best game. Making such good games is just a good way to make money.
Companies are meant to make money, and there is nothing wrong with that. I don't begrudge Blizzard the millions they made yesterday at all. Obviously, hundreds of thousands of people thought $25 was a fair price for a mount. I'm not even criticizing them. The whole thing was generally a win for everyone all around: people who wanted the mount for that price got it, Blizz made a ton of cash, and no one who didn't want the mount is hurt by the whole thing.
Or are they? (dun dun DUNNNNNN)
The only thing I'm worried about is a priority shift. Now that Blizzard has invested so much in laying the groundwork of creating a game that so many people love so much that hundreds of thousands of them are willing to pay half the cost of an entirely new video game just for a new graphic on their mount - quite an accomplishment in itself - what is their motivation to keep investing those resources into polishing the rest of the game? Are the i's going to be dotted and t's crossed anymore? Let's look at a hypothetical (and likely hyperbolic) example just to get my point across.
From Blizzard's point of view:
Option 1: Release an innovative, deep dungeon full of new art, cool lore, and great music, voice acting, and sound effects (think Ulduar). Make a number of new models and animations.
Option 2: Take half of those artists off of making the dungeon and have them design a few cool pets and mounts for the store instead. Phone in the dungeon with stale graphics and mechanics, very few bosses, and with every single enemy model fully recycled (think ToC).
Let's say both of those options cost the same amount of money. Option 1 has an indefinable value in keeping customers interested and excited about the game. But ToC showed that releasing a crap dungeon with no new assets will have little to no effect on subscriptions numbers (the main effect is lowering overall excitement for your game, which may eventually lead to a noticeable reduction in profits).
Option 2 will make you 3 million dollars in one day.
As a for-profit company, which of those two options do you pick?
That's why I'm worried that the rest of the game will start being phoned in. We'll see fewer new character models as the artistic resources get redirected towards filling the store. I'm scared that the game, overall, will get worse because spending those resources on pets instead is so much more financially attractive.
/sadface
Showing posts with label In which Hatch overuses parenthesis. Show all posts
Showing posts with label In which Hatch overuses parenthesis. Show all posts
Friday, April 16, 2010
Wednesday, April 14, 2010
Cataclysm Class Population, or "World of Paladins 2: Now With More Paladins"
As promised, here I am bringing out my Crystal Ball of Dubious Accuracy and telling you what I think will happen to the class populations in WoW based on the design intent evident in the class previews that were released over the past few weeks. I consider class population balance to be crucially important to WoW, and I find it shocking how little Blizzard developers seem to consider it when balancing classes. But I'll get into that in more detail later.
Current Populations:
Before going into predictions, it will be useful to look at the current class populations statistics. Despite the prevalence of max-level alts to switch to, the class of each player's current "main" will likely be the biggest deciding factor in which class they play in Cataclysm. There will need to a strong reason to switch, especially since mounts, pets, and achievements are non-transferrable (something that I'm almost begging Blizzard to change, even if it's for a fee). For instance, I have not been willing to begin to entertain the thought of switching mains away from my Death Knight because of his Rusted Proto Drake . . . plus all the pets (many impossible or horrendously difficult to replace), mounts (including a 12k gold motorcycle), and achievements.
All of this data considers only level 80 characters.
Right now, Armory Data Mining puts the classes at:

To back up that data with a second source, here are the likely-less-accurate numbers from the Warcraft Census:

I'm going to assume that a comparably large percentage of these level 80 DKs are not mains, given the high DK starting leve and the "shiny and new" factor. I don't see any reason to consider any of the other classes less likely to be mains or more likely to be alts.
In summary, there are way too many goddamned Paladins.
Role representation is also a concern. Basing my estimates off of the percentage of all Paladins and Warriors who specced Prot, we can assume that roughly 7% of the population is a DK or Druid tank. Add on the prot tanks, and only 16% of the population is a tank.
20% of a 5-man or 10-man is a tank. On the other hand, 12% of a 25-man raid is a tank. That means there are too many tanks for 25-man raids, but not even close to enough for 5-man or 10-man content. This indicates that Blizzard needs to balance 25-man raids to include more tanks, and if that's not enough, take more steps to increase the tank population.
The problem is similar for healers: only 18% of all level 80's heal. Sure, you only need 20% for 5-mans, but raids need about 25%.
No matter how you look at it, there is a healer shortage, and a massive tank shortage outside of 25-man raids.
Pure DPS classes have nosedived in Wrath, filling out the bottom of the population list. Overall, they make up 32% of the population, vs 34% who are hybrids playing a DPS class. It seems clear that the community perceives the benefits of hybrids, especially with dual-spec available, as far outweighing the unevenly-implemented "hybrid tax". Unless something is explicitly done to prevent it, I believe this trend will continue.
Take-away points:
In predicting class populations, it also makes sense to consider the current popularity of each race. It stands to reason that many players will be loathe to leave their favorite race, or consider race as a factor when considering a new main.
Armory Data Mining:

Warcraft Census:

Humans and elves are predominant. The most physically imposing races come next, as does the "darkest" race. The ugliest and smallest races take up the rear. Apparently, the type of people who play WoW a lot want to roleplay as something beautiful, big and strong. Whodathunkit?
Worgen will be explosively popular. They will hit the ultimate trifecta heretofore untouched by other races: they will be the Shiny New Thing, and the "darkest" thing, and also be able to look exactly like the most popular race at the drop of a hat, all at the same time! Everyone will make a Worgen. But few will make a Worgen their new main before they are opened up for race changes from existing characters. So 3 months after Cata release, they will be few and far between at 80. 6 months after and beyond, they will eventually overtake most other races, just as the Blood Elves have since BC.
Goblins are both ugly and short. Being shiny, new, and highly anticipated will help them, but they will never exceed even Orcs in population.
Rating Each Class Preview
So how did each class preview pan out? Look! I rate them from 1-10! Based on how much they would make people want to main that class in Cata!
Death Knight
Blood became the dedicated tanking tree, which is a good change but won't help the numbers. Rune system change is great, but a bit under-the-hood, so would only lead to modest population uptick. New abilities are extremely lackluster.
Rating: 4
Druid
Almost every change addresses something wrong with druids. They are getting a few cool abilities, more buttons to push as bear, an easier cat rotation, eclipse is getting overhauled, their heals are staying largely intact and benefiting from crit and haste, and there are no clear nerfs. Wow.
Rating: 8
Hunter
They are getting Focus instead of mana, which will push away almost no one and draw a few more in. The increased pet stable will be a big draw. Their rotation is getting less frantic. Annoyances like Ammunition are going away. Pets are getting increased raid utility. And the new abilities are very exciting.
Rating: 6
Mage
Bloodlust, only better. Since BL isn't going away, keen players will find the buff to be a big draw to a mage or shaman. Other new abilities are OK, but there are very few mechanics changes.
Rating: 5
Paladin
Are you fucking serious? Cool new abilities (one of them is literally "flashy") that all have utility in both PvE and PvP, easier buffing, and Paladins become the only class with an exclusive buff (Kings, though GC started a rumor that Druids might get it).
Rating: 9.5
Priest
Strong mechanic improvements, and flashy, cool new spells like Life Grip (though Life Grip will turn some people off because it gives them extra responsibility). The changes should rope in some people who would otherwise be turned off, but priest populations will always remain relatively stable.
Rating: 7
Rogue
The combo point system is improved (that system was the biggest annoyance with rogues) and survivability is going up, while stunlocks are nerfed. Smoke Bomb is super-flashy. Rogue population will go up among raiders and down among gankers.
Rating: 6
Shaman
Lots of flashy, cool new spells, but little in the way of mechanic changes or real improvements.
Rating: 8
Warlock
Shard overhaul, decent new spells, and green fire. A few nice mechanics changes.
Rating: 7
Warrior
Awesome fix to rage. Heroic Strike going away as an on-next-attack spam button. New abilities are booooring. No news on exactly how they will be improved to be brought in line with the other tanks on ease of aoe threat, or how the other tanks will be nerfed (yes, vague things have been said so far, but not enough concrete stuff to bank on).
Rating: 2
Healer and Tank changes:
One last thing to consider before we get to the predictions are the major changes being made to healers, and to a lesser extant tanks, as a whole.
The healing change to make them care about mana is a great design idea, if I understand it correctly. We won't know how good it is until we play it, but it sounds like we won't need to keep people topped off at all, instead doing triage based on leaving some people who aren't in danger at medium health. It follows that someone at half-health isn't likely to die in the next few seconds unless they are staying in the fire.
But the healing change is a major turn-off for healers. No matter how much PR GC tries to do, the bottom line is that it sounds like a nerf, and sounds like more work (even if it's not going to turn out that way). What GC needs to do ASAP is release a video demonstrating what healing will be like in Cataclysm, and showing very clearly why it will actually be more fun and less stressful.
As Gevlon and others have pointed out, if you make healer mana the limiting factor in a raid's or group's success, then you give everyone even more reason to blame the healers. Even if it isn't the healer's fault, the social perception will be that it's easy to blame the healer. And Blizzard is continually thinking of this game too much as a game system when they should be thinking about it as a social environment a lot more. Hire Tobold to be your social engineer!
Meanwhile, the tanking changes that make threat scale better with gear are broadly appealing, though talk of making AoE tanking more difficult will likely be misunderstood by some as a nerf.
Predictions:
Now that that's out of the way, here are my predictions, from lowest to highest, of populations percentages for each class at 85 about 3 months after the release of Cataclysm.
Shaman: 6.5%
Bad news, shamans. No amount of Healing Rain can save you. Mages are getting Bloodlust, and none of the most popular races can be your class, including Worgen (and lots of Draenei players will switch to Worgen). The only new Shaman will be Dwarves and Goblins, two of the least popular races. The mana change will be perceived as a nerf, hurting the representation of healers of every class. Totems will remain an annoyance, and you still won't have escape mechanisms, and Enhance will still play like a weaker Ret Paladin. Sorry.
Death Knight: 7.5%
Yeah, you read that right. Biiig cut. Most people will not level their 80 DK as their main in Cata. Paladin popularity will hit this class the worst, but the unexciting new abilities and the loss of freshness won't help either. Expect a good number of Worgen DKs who want an easy way to get a Worgen to 80 early, but few Goblin DKs, as most players will want to roll a Goblin only to see the new starter experience. The appeal of seeing the new 1-60 content will cut into the number of DKs, since they start at 58 (once they get out of their starter zone).
Warlock: 7.5%
Warlocks will see a tiny increase due to their improvements, especially the soul shard system. They will be hurt by the lack of a new pet and what I expect will be a surge in mage popularity.
Priest: 8%
Priest population should stay pretty steady. More than any other class, priests attract a certain type of person, and there is nothing in the preview to suggest they will lose players. Nevertheless, there will be a sizeable drop due to the mana change to healers driving away many players from healing classes. That is the main reason I have them rated so low. The popularity of Druids, especially as Worgen, will also take a bite out of the Priest population.
Rogue: 8.5%
This is also a modest increase for rogues. They will be popular Worgen and Goblin classes, and more popular as raiding mains because of their improved combo point system. They will lose some people who are PvP fans.
Hunter: 9%
I expect a signifiant increase in the hunter population. The biggest factor here is that many of the most popular races can already be hunters, as can both of the new classes, and even humans and undead will be able to hunt in Cata. Also, the improved pet system and the addition of focus will attract more people than it drives away, noticeably increasing the hunter population. I expect them to increase in PvP popularity as well as the focus turns away from Arena and toward BGs.
Mage: 10%
A class with Bloodlust, except it can be played by all of the most popular races, including humans, worgen, and now both kinds of elves? Buy stock in this class, folks.
Warrior: 11%
I originally thought that the boring new abilities in the Warrior class preview would hurt them. And it will hurt them slightly. But no one will notice while rolling their Worgen and Blood Elf warriors and enjoying the fixed rage mechanic, now will they? A perennial popular class will only get more popular.
Druid: 15%
And here we come to the biggest problem. What we've heard about Cataclysm so far has given us no indication that the value of hybrids will decrease. Players as a community are already picking up on this, which explains why the current druid population is so high for a class that can only be played by 2 races and can't see it's own hard-earned armor 90% of the time. As a 3-role hybrid, and the only one that can do both melee and ranged dps, you have a recipe for popularity in a land of dual-specs and little to no downsides to playing a hybrid. GC even hinted that Druids might be the only other class to get Blessing of Kings!
They will also remain the strongest healers once Paladins lose dominance of tank-healing, kitty dps will be easier, bear will be more interesting, and moonkin will finally get a non-spec-breaking version of Eclipse. Plus, the new abilities are pretty cool. Add in that fucking Worgen can be Druids, and iiiit's ovaaaaah for most of the other classes.
Paladin: 17%
The saddest thing about how giant this number is? The fact that it's such a small increase over the current number! The class is getting some great new abilities and almost no clear nerfs. Holy Paladins will become more popular as their toolbox increases and they get raid healing capabilities. Retribution Paladins will pick up a number of refugees from other dps classes, particularly DKs and Warriors, who have been watching them in jealousy for months now. And though there are hints that Prot Paladins will be brought back into line with other tanks, it's hard to dispel the long-running perception of them as the best tanks, the easiest to play, and the ones with the highest and most dependable aoe threat. Plus, they certainly won't be the weakest tanks, and if they are, you can just play dps or healing instead!
The only saving grace here is that Worgen can't play them - though Tuaren will be added to the list, which can only increase their popularity.
Yes, I am predicting that about a third of all players will main either a druid or paladin. Have fun forming raids in 2011, kids!
-----------------------------------------------------
So what does Blizz need to do between now and Cataclysm to prevent a disasterous healer shortage and gross class imbalance?
1) Change the healing mana "nerf" to make it more palatable.
2) Better PR for the increased importance of mana for healers and the cleanse changes. We need video demonstrations of how the game will be changed to compensate and keep these changes from being nerfs, and we need some social engineering changes in the game mechanics to take some of the responsibility for failure away from healers, at least in the public perception. Perception matters.
3) Increase the "hybrid tax" in some way so that players don't flock to Paladins and Druids for being the only 3-role classes in the game (and top-tier at some of those roles at the same time!). It doesn't need to be limited to the current (failing) damage tax. Change around buffs so that hybrids provide fewer of them, rather than more, compared to pures. Make sure hybrids have the weakest CC, and make it very well-known to the WoW population how much CC will actually matter - with demonstrations. Give some extra utility to pure and 2-role classes that the 3-role classes will lack. Continue to suppress the druid population by keeping them from seeing their gear in bear/cat/moonkin. Stop letting Paladins be so goddamn powerful while being so easy to play.
4) Allow Worgen and Elves to be Shaman, and simplify totems even more.
Current Populations:
Before going into predictions, it will be useful to look at the current class populations statistics. Despite the prevalence of max-level alts to switch to, the class of each player's current "main" will likely be the biggest deciding factor in which class they play in Cataclysm. There will need to a strong reason to switch, especially since mounts, pets, and achievements are non-transferrable (something that I'm almost begging Blizzard to change, even if it's for a fee). For instance, I have not been willing to begin to entertain the thought of switching mains away from my Death Knight because of his Rusted Proto Drake . . . plus all the pets (many impossible or horrendously difficult to replace), mounts (including a 12k gold motorcycle), and achievements.
All of this data considers only level 80 characters.
Right now, Armory Data Mining puts the classes at:

To back up that data with a second source, here are the likely-less-accurate numbers from the Warcraft Census:

I'm going to assume that a comparably large percentage of these level 80 DKs are not mains, given the high DK starting leve and the "shiny and new" factor. I don't see any reason to consider any of the other classes less likely to be mains or more likely to be alts.
In summary, there are way too many goddamned Paladins.
Role representation is also a concern. Basing my estimates off of the percentage of all Paladins and Warriors who specced Prot, we can assume that roughly 7% of the population is a DK or Druid tank. Add on the prot tanks, and only 16% of the population is a tank.
20% of a 5-man or 10-man is a tank. On the other hand, 12% of a 25-man raid is a tank. That means there are too many tanks for 25-man raids, but not even close to enough for 5-man or 10-man content. This indicates that Blizzard needs to balance 25-man raids to include more tanks, and if that's not enough, take more steps to increase the tank population.
The problem is similar for healers: only 18% of all level 80's heal. Sure, you only need 20% for 5-mans, but raids need about 25%.
No matter how you look at it, there is a healer shortage, and a massive tank shortage outside of 25-man raids.
Pure DPS classes have nosedived in Wrath, filling out the bottom of the population list. Overall, they make up 32% of the population, vs 34% who are hybrids playing a DPS class. It seems clear that the community perceives the benefits of hybrids, especially with dual-spec available, as far outweighing the unevenly-implemented "hybrid tax". Unless something is explicitly done to prevent it, I believe this trend will continue.
Take-away points:
- 25-mans must be rebalanced to require more tanks.
- Tank and healer populations need to be increased
- Pure dps classes need to be be more appealing for dps relative to hybrid dps classes
- We need fewer plate dps and more leather dps
In predicting class populations, it also makes sense to consider the current popularity of each race. It stands to reason that many players will be loathe to leave their favorite race, or consider race as a factor when considering a new main.
Armory Data Mining:

Warcraft Census:

Humans and elves are predominant. The most physically imposing races come next, as does the "darkest" race. The ugliest and smallest races take up the rear. Apparently, the type of people who play WoW a lot want to roleplay as something beautiful, big and strong. Whodathunkit?
Worgen will be explosively popular. They will hit the ultimate trifecta heretofore untouched by other races: they will be the Shiny New Thing, and the "darkest" thing, and also be able to look exactly like the most popular race at the drop of a hat, all at the same time! Everyone will make a Worgen. But few will make a Worgen their new main before they are opened up for race changes from existing characters. So 3 months after Cata release, they will be few and far between at 80. 6 months after and beyond, they will eventually overtake most other races, just as the Blood Elves have since BC.
Goblins are both ugly and short. Being shiny, new, and highly anticipated will help them, but they will never exceed even Orcs in population.
Rating Each Class Preview
So how did each class preview pan out? Look! I rate them from 1-10! Based on how much they would make people want to main that class in Cata!
Death Knight
Blood became the dedicated tanking tree, which is a good change but won't help the numbers. Rune system change is great, but a bit under-the-hood, so would only lead to modest population uptick. New abilities are extremely lackluster.
Rating: 4
Druid
Almost every change addresses something wrong with druids. They are getting a few cool abilities, more buttons to push as bear, an easier cat rotation, eclipse is getting overhauled, their heals are staying largely intact and benefiting from crit and haste, and there are no clear nerfs. Wow.
Rating: 8
Hunter
They are getting Focus instead of mana, which will push away almost no one and draw a few more in. The increased pet stable will be a big draw. Their rotation is getting less frantic. Annoyances like Ammunition are going away. Pets are getting increased raid utility. And the new abilities are very exciting.
Rating: 6
Mage
Bloodlust, only better. Since BL isn't going away, keen players will find the buff to be a big draw to a mage or shaman. Other new abilities are OK, but there are very few mechanics changes.
Rating: 5
Paladin
Are you fucking serious? Cool new abilities (one of them is literally "flashy") that all have utility in both PvE and PvP, easier buffing, and Paladins become the only class with an exclusive buff (Kings, though GC started a rumor that Druids might get it).
Rating: 9.5
Priest
Strong mechanic improvements, and flashy, cool new spells like Life Grip (though Life Grip will turn some people off because it gives them extra responsibility). The changes should rope in some people who would otherwise be turned off, but priest populations will always remain relatively stable.
Rating: 7
Rogue
The combo point system is improved (that system was the biggest annoyance with rogues) and survivability is going up, while stunlocks are nerfed. Smoke Bomb is super-flashy. Rogue population will go up among raiders and down among gankers.
Rating: 6
Shaman
Lots of flashy, cool new spells, but little in the way of mechanic changes or real improvements.
Rating: 8
Warlock
Shard overhaul, decent new spells, and green fire. A few nice mechanics changes.
Rating: 7
Warrior
Awesome fix to rage. Heroic Strike going away as an on-next-attack spam button. New abilities are booooring. No news on exactly how they will be improved to be brought in line with the other tanks on ease of aoe threat, or how the other tanks will be nerfed (yes, vague things have been said so far, but not enough concrete stuff to bank on).
Rating: 2
Healer and Tank changes:
One last thing to consider before we get to the predictions are the major changes being made to healers, and to a lesser extant tanks, as a whole.
The healing change to make them care about mana is a great design idea, if I understand it correctly. We won't know how good it is until we play it, but it sounds like we won't need to keep people topped off at all, instead doing triage based on leaving some people who aren't in danger at medium health. It follows that someone at half-health isn't likely to die in the next few seconds unless they are staying in the fire.
But the healing change is a major turn-off for healers. No matter how much PR GC tries to do, the bottom line is that it sounds like a nerf, and sounds like more work (even if it's not going to turn out that way). What GC needs to do ASAP is release a video demonstrating what healing will be like in Cataclysm, and showing very clearly why it will actually be more fun and less stressful.
As Gevlon and others have pointed out, if you make healer mana the limiting factor in a raid's or group's success, then you give everyone even more reason to blame the healers. Even if it isn't the healer's fault, the social perception will be that it's easy to blame the healer. And Blizzard is continually thinking of this game too much as a game system when they should be thinking about it as a social environment a lot more. Hire Tobold to be your social engineer!
Meanwhile, the tanking changes that make threat scale better with gear are broadly appealing, though talk of making AoE tanking more difficult will likely be misunderstood by some as a nerf.
Predictions:
Now that that's out of the way, here are my predictions, from lowest to highest, of populations percentages for each class at 85 about 3 months after the release of Cataclysm.
Shaman: 6.5%
Bad news, shamans. No amount of Healing Rain can save you. Mages are getting Bloodlust, and none of the most popular races can be your class, including Worgen (and lots of Draenei players will switch to Worgen). The only new Shaman will be Dwarves and Goblins, two of the least popular races. The mana change will be perceived as a nerf, hurting the representation of healers of every class. Totems will remain an annoyance, and you still won't have escape mechanisms, and Enhance will still play like a weaker Ret Paladin. Sorry.
Death Knight: 7.5%
Yeah, you read that right. Biiig cut. Most people will not level their 80 DK as their main in Cata. Paladin popularity will hit this class the worst, but the unexciting new abilities and the loss of freshness won't help either. Expect a good number of Worgen DKs who want an easy way to get a Worgen to 80 early, but few Goblin DKs, as most players will want to roll a Goblin only to see the new starter experience. The appeal of seeing the new 1-60 content will cut into the number of DKs, since they start at 58 (once they get out of their starter zone).
Warlock: 7.5%
Warlocks will see a tiny increase due to their improvements, especially the soul shard system. They will be hurt by the lack of a new pet and what I expect will be a surge in mage popularity.
Priest: 8%
Priest population should stay pretty steady. More than any other class, priests attract a certain type of person, and there is nothing in the preview to suggest they will lose players. Nevertheless, there will be a sizeable drop due to the mana change to healers driving away many players from healing classes. That is the main reason I have them rated so low. The popularity of Druids, especially as Worgen, will also take a bite out of the Priest population.
Rogue: 8.5%
This is also a modest increase for rogues. They will be popular Worgen and Goblin classes, and more popular as raiding mains because of their improved combo point system. They will lose some people who are PvP fans.
Hunter: 9%
I expect a signifiant increase in the hunter population. The biggest factor here is that many of the most popular races can already be hunters, as can both of the new classes, and even humans and undead will be able to hunt in Cata. Also, the improved pet system and the addition of focus will attract more people than it drives away, noticeably increasing the hunter population. I expect them to increase in PvP popularity as well as the focus turns away from Arena and toward BGs.
Mage: 10%
A class with Bloodlust, except it can be played by all of the most popular races, including humans, worgen, and now both kinds of elves? Buy stock in this class, folks.
Warrior: 11%
I originally thought that the boring new abilities in the Warrior class preview would hurt them. And it will hurt them slightly. But no one will notice while rolling their Worgen and Blood Elf warriors and enjoying the fixed rage mechanic, now will they? A perennial popular class will only get more popular.
Druid: 15%
And here we come to the biggest problem. What we've heard about Cataclysm so far has given us no indication that the value of hybrids will decrease. Players as a community are already picking up on this, which explains why the current druid population is so high for a class that can only be played by 2 races and can't see it's own hard-earned armor 90% of the time. As a 3-role hybrid, and the only one that can do both melee and ranged dps, you have a recipe for popularity in a land of dual-specs and little to no downsides to playing a hybrid. GC even hinted that Druids might be the only other class to get Blessing of Kings!
They will also remain the strongest healers once Paladins lose dominance of tank-healing, kitty dps will be easier, bear will be more interesting, and moonkin will finally get a non-spec-breaking version of Eclipse. Plus, the new abilities are pretty cool. Add in that fucking Worgen can be Druids, and iiiit's ovaaaaah for most of the other classes.
Paladin: 17%
The saddest thing about how giant this number is? The fact that it's such a small increase over the current number! The class is getting some great new abilities and almost no clear nerfs. Holy Paladins will become more popular as their toolbox increases and they get raid healing capabilities. Retribution Paladins will pick up a number of refugees from other dps classes, particularly DKs and Warriors, who have been watching them in jealousy for months now. And though there are hints that Prot Paladins will be brought back into line with other tanks, it's hard to dispel the long-running perception of them as the best tanks, the easiest to play, and the ones with the highest and most dependable aoe threat. Plus, they certainly won't be the weakest tanks, and if they are, you can just play dps or healing instead!
The only saving grace here is that Worgen can't play them - though Tuaren will be added to the list, which can only increase their popularity.
Yes, I am predicting that about a third of all players will main either a druid or paladin. Have fun forming raids in 2011, kids!
-----------------------------------------------------
So what does Blizz need to do between now and Cataclysm to prevent a disasterous healer shortage and gross class imbalance?
1) Change the healing mana "nerf" to make it more palatable.
2) Better PR for the increased importance of mana for healers and the cleanse changes. We need video demonstrations of how the game will be changed to compensate and keep these changes from being nerfs, and we need some social engineering changes in the game mechanics to take some of the responsibility for failure away from healers, at least in the public perception. Perception matters.
3) Increase the "hybrid tax" in some way so that players don't flock to Paladins and Druids for being the only 3-role classes in the game (and top-tier at some of those roles at the same time!). It doesn't need to be limited to the current (failing) damage tax. Change around buffs so that hybrids provide fewer of them, rather than more, compared to pures. Make sure hybrids have the weakest CC, and make it very well-known to the WoW population how much CC will actually matter - with demonstrations. Give some extra utility to pure and 2-role classes that the 3-role classes will lack. Continue to suppress the druid population by keeping them from seeing their gear in bear/cat/moonkin. Stop letting Paladins be so goddamn powerful while being so easy to play.
4) Allow Worgen and Elves to be Shaman, and simplify totems even more.
Labels:
Cataclysm,
crystal ball,
design,
In which Hatch overuses parenthesis,
Load of Crap,
news,
Opinion,
WAAAHmbulance,
WoW,
WTF
Friday, March 12, 2010
Gaming Update: It's About Time!
This week, I gained accessed two games that I have been waiting nearly a decade for.
My first year of college, I met two of my best lifelong friends from across the hall, and they introduced me to Starcraft (among other things, such as whiskey, another lifelong friend).
My second year in college, I met my current female lifepartner. In the early days of our relationship, one thing we did together was play through Final Fantasy 10 (her idea, not mine . . . she's awesome!)
This week, Final Fantasy 13 was released. It is the first "real" FF in my opinion since 10. I'm sorry, but 12 flat-out sucked. The graphics were good, and the story as well, but the gameplay systems were a disaster. We bought it with excitement upon release, and gave up in disgust a few weeks later. We spent last night playing FF13, and have loved it so far. If anything, it feels so far like the spiritual successor to FF7 (tied with 6 for my favorite ever), in so many ways.
Also this week, I was reading this interview with Dustin Browder, lead designer on Starcraft 2. He mentioned offhandedly that they had "added a bunch of new keys this week", meaning beta keys. I had been avoiding my email and battle.net account page to save myself the heartbreak of not being in the SC2 beta. Hoping against all hope, trying to keep my excitement in check, I futilely logged into my battle.net account.
Well, not so futilely - the beta was there.
So in conclusion: you know how people tell you "life isn't fair"? Well, guess what: for me it is. There is a god, and I believe in miracles.
So far, I love both games. Have a great whiskey! I mean, weekend!
My first year of college, I met two of my best lifelong friends from across the hall, and they introduced me to Starcraft (among other things, such as whiskey, another lifelong friend).
My second year in college, I met my current female lifepartner. In the early days of our relationship, one thing we did together was play through Final Fantasy 10 (her idea, not mine . . . she's awesome!)
This week, Final Fantasy 13 was released. It is the first "real" FF in my opinion since 10. I'm sorry, but 12 flat-out sucked. The graphics were good, and the story as well, but the gameplay systems were a disaster. We bought it with excitement upon release, and gave up in disgust a few weeks later. We spent last night playing FF13, and have loved it so far. If anything, it feels so far like the spiritual successor to FF7 (tied with 6 for my favorite ever), in so many ways.
Also this week, I was reading this interview with Dustin Browder, lead designer on Starcraft 2. He mentioned offhandedly that they had "added a bunch of new keys this week", meaning beta keys. I had been avoiding my email and battle.net account page to save myself the heartbreak of not being in the SC2 beta. Hoping against all hope, trying to keep my excitement in check, I futilely logged into my battle.net account.
Well, not so futilely - the beta was there.
So in conclusion: you know how people tell you "life isn't fair"? Well, guess what: for me it is. There is a god, and I believe in miracles.
So far, I love both games. Have a great whiskey! I mean, weekend!
Thursday, February 25, 2010
Breaking News: Your Opinions Aren't Automatically Important Just Because You Write for WoW.com!
Well, I guess that's only news to the bloggers at wow.com.
Rant incoming.
WoW.com (formerly wowinsider) is in a unique and powerful position to influence the views of the community. And I believe that power comes with some responsibility (thanks, Uncle Ben) that lately (and only lately) the wow.com staff have begun to shirk.
A lot has been made about wow.com's supreme and shameful irresponsibility in posting hoax rumors about Cataclysm alpha as fact and stirring up an unnecessary shitstorm by massaging the facts from a Blizzard Support Department Budget Meeting. They explicitly tried to make a non-story seem like some diabolical plot by Blizzard to screw people, when it very clearly was not. They should be ashamed.
But that's not even what I'm posting to criticize them about.
When you go to MMO-Champion.com, you are looking for pure news, distilled down to bullet points. When you go to Tobold or Spinks or Gevlon, you are looking for opinion. You don't go to Tobold's blog expecting updates on the latest patch notes and blue posts. And you don't go to MMO-Champ expecting opinions about WoW and its community.
But there is a place in between. This place is WoW.com. It is the largest WoW blog, and holds the distinction of being the only one that actually pays a staff of dozens of bloggers to keep the spigot of posts coming constantly. It can do this because it's owned by AOL's blog network and uses its unparalleled (well, unparalleled by people working alone for free) ability to produce content to drive millions of hits to the site for advertisers. I can't find the numbers at the moment, but I remember seeing some estimates, and the number of people who visit that site every day is staggering. Good for them! (But bad for the community!)
WoW.com covers everything. They post news in a relatively timely fashion (read: after their staff reads it on MMO-Champion), have guides to all classes and aspects of the game, follow the community (including their machinima and horde-themed cupcakes), and include editorials, classifieds, and advice columns. They are basically analogous to a full newspaper, while blogs like Tobold's are limited to an opinion column, and MMO-champ amounts to a basic news feed.
For so many years, this worked well. However, lately, the staff has begun to abuse the fact that they have the ears of a massive chunk of the WoW audience to push their own personal, petty opinions (often in the guise of news posts!) without the benefit of point/counterpoint to temper their views. They are starting to act like a pure opinion site, which poses some major problems.
They have no unified editorial voice. So any single blogger can post his/her own petty feelings and have it read by millions. Meanwhile, their name, their content stream, and their massive audience all position them as seeming to be *the* definitive source on WoW. So when their bloggers express an opinion, it's going to hold more weight than it should. It's going to seem, to many readers, like this is the voice of WoW.com and its opinions should be considered greater than others.
The most egregious example of this was Adam Holisky's post from mid-December, in the wake of 3.3, entitled How the WoW Community is About to Push the Self-Destruct Button. How obnoxiously arrogant do you have to be (and this coming from someone with a PhD in arrogance) to presume to tell the entire community what they "need" to do? That because Holisky's opinion differs from theirs, they must be a "minority" that "needs" to do what he says because, for some reason, his opinion matters more than theirs? You expect more professionalism from someone getting paid. And you expect more restraint from someone with such a large audience available to him. He's abusing the audience the site gives him to trumpet his own opinion.
To all of the wow.com staff. People do not come to wow.com for your opinion. They come for information. So every time you push your opinions on them, you are failing them and failing at your job.
Wow.com did not build it's audience on your personal opinions. So every time you express them, you are abusing the audience.
Since then, it's gotten even worse, because now WoW.com bloggers are inserting their opinions into the news stories. It's not so bad when a post is clearly labeled and titled as an editorial. It's another matter entirely when it's the only post about a piece of news, and the post actual is all about the blogger's own personal feelings on the subject.
Example 1. So Matthew Rossi doesn't like it when people skip bosses in a dungeon. Tough shit. Guess what: there's a reason why so many people skip that stuff, and it has nothing to do with "not being able to bear a 20 minute dungeon". They are only there for frost emblems, and I don't get why you think your personal desire to clear every boss in OK should outweigh their desire to skip it, especially to the point where you claim moral superiority and call them lazy. Oh, and by the way, the Blue post by Cyrgil doesn't even say what you claim it says, Rossi. It actually has nothing to do with legitimate boss-skipping in places like OK, but just explains why they don't put in a mechanism to automatically skip to the last boss in all dungeons. But thanks for spreading your misinformation without even bothering to post the quote or even understand it. Now millions will read your opinion with no counterpoint and use it to make the lives of perfectly nice and rational people more difficult. Thanks so much.
Example 2. This one is smaller and more petty on my part. Matt Low (who's personal blog World of Matticus is excellent) posts a brief news clip about the Night Elf Mohawk NPC being removed from the game. Then he goes on to fill space by ranting about how much he hates the grenade. Which is of absolutely zero value to anyone reading news. Stop it.
Imagine if you read a news article in the New York Times entitled "Obama Passes Health Care" in the news section and the article read: "I hate Obama, and today a disasterous health care bill was passed by the evil snakes in Congress that's certainly only going to screw the country up." Maybe you agree with that statement, but the point is it belongs in the opinion section, not the news section.
So please, wow.com bloggers: take the responsibility that goes with your massive audience and noteriety seriously. Stop abusing it to try to unduly influence the playerbase with your personal opinions without giving equal voice to disagreement. (I mean outside the largely-ignored comments section) Stop even abusing it to waste everyone else's time by venting your ill-thought-out personal feelings and masquerading it as content.
Thanks.
Oh, and if you have any sympathy for wow.com, this will kill it: check out this shit. Michael Sacco should issue a public apology. Or be . . . heh heh . . . sacked. :D
Rant incoming.
WoW.com (formerly wowinsider) is in a unique and powerful position to influence the views of the community. And I believe that power comes with some responsibility (thanks, Uncle Ben) that lately (and only lately) the wow.com staff have begun to shirk.
A lot has been made about wow.com's supreme and shameful irresponsibility in posting hoax rumors about Cataclysm alpha as fact and stirring up an unnecessary shitstorm by massaging the facts from a Blizzard Support Department Budget Meeting. They explicitly tried to make a non-story seem like some diabolical plot by Blizzard to screw people, when it very clearly was not. They should be ashamed.
But that's not even what I'm posting to criticize them about.
When you go to MMO-Champion.com, you are looking for pure news, distilled down to bullet points. When you go to Tobold or Spinks or Gevlon, you are looking for opinion. You don't go to Tobold's blog expecting updates on the latest patch notes and blue posts. And you don't go to MMO-Champ expecting opinions about WoW and its community.
But there is a place in between. This place is WoW.com. It is the largest WoW blog, and holds the distinction of being the only one that actually pays a staff of dozens of bloggers to keep the spigot of posts coming constantly. It can do this because it's owned by AOL's blog network and uses its unparalleled (well, unparalleled by people working alone for free) ability to produce content to drive millions of hits to the site for advertisers. I can't find the numbers at the moment, but I remember seeing some estimates, and the number of people who visit that site every day is staggering. Good for them! (But bad for the community!)
WoW.com covers everything. They post news in a relatively timely fashion (read: after their staff reads it on MMO-Champion), have guides to all classes and aspects of the game, follow the community (including their machinima and horde-themed cupcakes), and include editorials, classifieds, and advice columns. They are basically analogous to a full newspaper, while blogs like Tobold's are limited to an opinion column, and MMO-champ amounts to a basic news feed.
For so many years, this worked well. However, lately, the staff has begun to abuse the fact that they have the ears of a massive chunk of the WoW audience to push their own personal, petty opinions (often in the guise of news posts!) without the benefit of point/counterpoint to temper their views. They are starting to act like a pure opinion site, which poses some major problems.
They have no unified editorial voice. So any single blogger can post his/her own petty feelings and have it read by millions. Meanwhile, their name, their content stream, and their massive audience all position them as seeming to be *the* definitive source on WoW. So when their bloggers express an opinion, it's going to hold more weight than it should. It's going to seem, to many readers, like this is the voice of WoW.com and its opinions should be considered greater than others.
The most egregious example of this was Adam Holisky's post from mid-December, in the wake of 3.3, entitled How the WoW Community is About to Push the Self-Destruct Button. How obnoxiously arrogant do you have to be (and this coming from someone with a PhD in arrogance) to presume to tell the entire community what they "need" to do? That because Holisky's opinion differs from theirs, they must be a "minority" that "needs" to do what he says because, for some reason, his opinion matters more than theirs? You expect more professionalism from someone getting paid. And you expect more restraint from someone with such a large audience available to him. He's abusing the audience the site gives him to trumpet his own opinion.
To all of the wow.com staff. People do not come to wow.com for your opinion. They come for information. So every time you push your opinions on them, you are failing them and failing at your job.
Wow.com did not build it's audience on your personal opinions. So every time you express them, you are abusing the audience.
Since then, it's gotten even worse, because now WoW.com bloggers are inserting their opinions into the news stories. It's not so bad when a post is clearly labeled and titled as an editorial. It's another matter entirely when it's the only post about a piece of news, and the post actual is all about the blogger's own personal feelings on the subject.
Example 1. So Matthew Rossi doesn't like it when people skip bosses in a dungeon. Tough shit. Guess what: there's a reason why so many people skip that stuff, and it has nothing to do with "not being able to bear a 20 minute dungeon". They are only there for frost emblems, and I don't get why you think your personal desire to clear every boss in OK should outweigh their desire to skip it, especially to the point where you claim moral superiority and call them lazy. Oh, and by the way, the Blue post by Cyrgil doesn't even say what you claim it says, Rossi. It actually has nothing to do with legitimate boss-skipping in places like OK, but just explains why they don't put in a mechanism to automatically skip to the last boss in all dungeons. But thanks for spreading your misinformation without even bothering to post the quote or even understand it. Now millions will read your opinion with no counterpoint and use it to make the lives of perfectly nice and rational people more difficult. Thanks so much.
Example 2. This one is smaller and more petty on my part. Matt Low (who's personal blog World of Matticus is excellent) posts a brief news clip about the Night Elf Mohawk NPC being removed from the game. Then he goes on to fill space by ranting about how much he hates the grenade. Which is of absolutely zero value to anyone reading news. Stop it.
Imagine if you read a news article in the New York Times entitled "Obama Passes Health Care" in the news section and the article read: "I hate Obama, and today a disasterous health care bill was passed by the evil snakes in Congress that's certainly only going to screw the country up." Maybe you agree with that statement, but the point is it belongs in the opinion section, not the news section.
So please, wow.com bloggers: take the responsibility that goes with your massive audience and noteriety seriously. Stop abusing it to try to unduly influence the playerbase with your personal opinions without giving equal voice to disagreement. (I mean outside the largely-ignored comments section) Stop even abusing it to waste everyone else's time by venting your ill-thought-out personal feelings and masquerading it as content.
Thanks.
Oh, and if you have any sympathy for wow.com, this will kill it: check out this shit. Michael Sacco should issue a public apology. Or be . . . heh heh . . . sacked. :D
Thursday, February 4, 2010
WoW: Quick & Easy Guide to Playing a Rogue in Heroics
This post is dedicated to Arisal, the most polite saronite slave in the EU.
So you've never played a rogue in World of Warcraft before. You don't really care enough about a character that just runs heroics for badges to bother with the extremely complicated and intimidating ins and outs of min/maxing raiding rogue dps. Maybe you aren't used to playing a melee class.
Well guess what? To do reasonably good dps in heroics, (and be an asset to your group in other ways) you barely have to do anything! No extra research, no spreadsheets, no dps simulators. Just copy this spec, follow a handful of guidelines, and hit just 5 buttons for fun and profit!
Talent Spec:
51/18/2
Mutilate is the easiest to play. Combat requires more buttons and Subtlety sucks, so let's ignore them for now.
Abilities:
OK, I lied. You may need 7 buttons, depending on who is in your group, but you really only have to use 4-5 on 90% of pulls. Those buttons are, in order of importance:
Mutilate
Fan of Knives
Envenom
Hunger for Blood
Tricks of the Trade
Slice and Dice
Garrote or Rupture (to put up a bleed so you can use Hunger for Blood. You can skip this if a dps warrior or feral druid is in your group)

Opening the fight: This is the only remotely complex thing I'm going to ask you to do. Just stay with me, it's worth it. Hit Esc to open your WoW menu. Select "Macros". Hit the button at the bottom to create a new one, and select the question mark icon from the list and name the macro "tricks". Then copy and paste the following text into the macro:
And drag the macro onto your action bar. Hotkey it so it's easy for you to reach.
At the beginning of every instance, target the tank and type:
and hit enter. You have now set it so that whenever you hit your tricks hotkey, you will cast Tricks of the Trade on the tank. You just became a major asset to your group because you give the tank a massive threat boost. Use this macro before EVERY PULL.
The only other concern you may have at the opening of the fight is Hunger for Blood. Keeping track of that buff and keeping it up can be annoying. The solution that's almost as effective: don't bother tracking it! Just refresh it every other pull! No complicated monitoring of the buff required.
There are two ways for you to refresh HfB every other pull. One of them is to start the fight from stealth, use Garrote, then HfB. Starting from stealth is preferable because of the Overkill talent. If you aren't starting from stealth, do a single Mutilate, then hit Rupture, then HfB. That's it. Just refresh it every other pull, and stop worrying!
Rotations:
AoE pulls (3+ enemies at once) are easy (and they make up most of today's heroics). Just pick a target in the pull and start autoattacking it. Then hit Fan of Knives over and over. Sure, you could squeeze out a few more dps in other ways, but it really won't matter in a heroic. Just spam FoK.
On single-target trash, you're generally just going to Mutilate until you have 4 or 5 combo points, then Envenom. You only need 4 to make Envenom worth it. If you want to ignore combo points, you can simply Mutilate x2, Envenom, repeat.
On bosses, simply add a single Slice and Dice to the beginning of your rotation. You will usually only need to use it once because the Cut to the Chase talent will keep it refreshed for you. You might need to use it again after a long break from dpsing a boss, like when the lightning guy in HoL splits into sparks or when the last boss in Drak'tharon turns you into a skeleton. Once SnD is up, just keep doing Mutilate x2, then Envenom.
Stats: every melee stat is reasonably good for you; don't sweat it too much. Put on all the agility leather you can get, gem for attack power and hit rating, and make sure you are at least over the 8% melee hit cap (though more hit after that is still good)
Weapons: Daggers. Get whatever the highest ilevel dagger is you can get, but if you have a choice get a slow mainhand (1.8 speed) and a fast offhand (1.3-1.5 speed). A nice starter offhand you can get on the AH for peanuts is Librarian's Paper Cutter.
Poisons: Instant Poison on your mainhand, Deadly Poison on your offhand. Don't forget them, and stay stocked up! You can buy them from a guy in the Dalaran Sewers.
Tips:
Stay behind your target when you can.
Don't be an asshole. Being a nice and humble sub-par player is better for your group than being an arrogant ass who happens to be top dps. Take it from the arrogant ass. :)
Be an asset to your group by paying attention to fight mechanics. Stay out of void zones, stop attacking when necessary.
Be nice to your healers and tanks.
I hope this guide makes it easy for new rogues to do reasonable dps without much work or attention. Playing a rogue well can be a blast, so have fun with it!
So you've never played a rogue in World of Warcraft before. You don't really care enough about a character that just runs heroics for badges to bother with the extremely complicated and intimidating ins and outs of min/maxing raiding rogue dps. Maybe you aren't used to playing a melee class.
Well guess what? To do reasonably good dps in heroics, (and be an asset to your group in other ways) you barely have to do anything! No extra research, no spreadsheets, no dps simulators. Just copy this spec, follow a handful of guidelines, and hit just 5 buttons for fun and profit!
Talent Spec:
51/18/2
Mutilate is the easiest to play. Combat requires more buttons and Subtlety sucks, so let's ignore them for now.
Abilities:
OK, I lied. You may need 7 buttons, depending on who is in your group, but you really only have to use 4-5 on 90% of pulls. Those buttons are, in order of importance:
Mutilate
Fan of Knives
Envenom
Hunger for Blood
Tricks of the Trade
Slice and Dice
Garrote or Rupture (to put up a bleed so you can use Hunger for Blood. You can skip this if a dps warrior or feral druid is in your group)

Opening the fight: This is the only remotely complex thing I'm going to ask you to do. Just stay with me, it's worth it. Hit Esc to open your WoW menu. Select "Macros". Hit the button at the bottom to create a new one, and select the question mark icon from the list and name the macro "tricks". Then copy and paste the following text into the macro:
#showtooltip Tricks of the Trade
/cast [@focus] Tricks of the Trade
And drag the macro onto your action bar. Hotkey it so it's easy for you to reach.
At the beginning of every instance, target the tank and type:
/focus
and hit enter. You have now set it so that whenever you hit your tricks hotkey, you will cast Tricks of the Trade on the tank. You just became a major asset to your group because you give the tank a massive threat boost. Use this macro before EVERY PULL.
The only other concern you may have at the opening of the fight is Hunger for Blood. Keeping track of that buff and keeping it up can be annoying. The solution that's almost as effective: don't bother tracking it! Just refresh it every other pull! No complicated monitoring of the buff required.
There are two ways for you to refresh HfB every other pull. One of them is to start the fight from stealth, use Garrote, then HfB. Starting from stealth is preferable because of the Overkill talent. If you aren't starting from stealth, do a single Mutilate, then hit Rupture, then HfB. That's it. Just refresh it every other pull, and stop worrying!
Rotations:
AoE pulls (3+ enemies at once) are easy (and they make up most of today's heroics). Just pick a target in the pull and start autoattacking it. Then hit Fan of Knives over and over. Sure, you could squeeze out a few more dps in other ways, but it really won't matter in a heroic. Just spam FoK.
On single-target trash, you're generally just going to Mutilate until you have 4 or 5 combo points, then Envenom. You only need 4 to make Envenom worth it. If you want to ignore combo points, you can simply Mutilate x2, Envenom, repeat.
On bosses, simply add a single Slice and Dice to the beginning of your rotation. You will usually only need to use it once because the Cut to the Chase talent will keep it refreshed for you. You might need to use it again after a long break from dpsing a boss, like when the lightning guy in HoL splits into sparks or when the last boss in Drak'tharon turns you into a skeleton. Once SnD is up, just keep doing Mutilate x2, then Envenom.
Stats: every melee stat is reasonably good for you; don't sweat it too much. Put on all the agility leather you can get, gem for attack power and hit rating, and make sure you are at least over the 8% melee hit cap (though more hit after that is still good)
Weapons: Daggers. Get whatever the highest ilevel dagger is you can get, but if you have a choice get a slow mainhand (1.8 speed) and a fast offhand (1.3-1.5 speed). A nice starter offhand you can get on the AH for peanuts is Librarian's Paper Cutter.
Poisons: Instant Poison on your mainhand, Deadly Poison on your offhand. Don't forget them, and stay stocked up! You can buy them from a guy in the Dalaran Sewers.
Tips:
Stay behind your target when you can.
Don't be an asshole. Being a nice and humble sub-par player is better for your group than being an arrogant ass who happens to be top dps. Take it from the arrogant ass. :)
Be an asset to your group by paying attention to fight mechanics. Stay out of void zones, stop attacking when necessary.
Be nice to your healers and tanks.
I hope this guide makes it easy for new rogues to do reasonable dps without much work or attention. Playing a rogue well can be a blast, so have fun with it!
Labels:
guide,
In which Hatch overuses parenthesis,
rogues,
WoW
Friday, January 8, 2010
A Treatise on Oculus, Part 4: The Solution
Back to Part 3
So, now we have established that Occulus is different than every other Wrath heroic, and in fact 99.9% of the rest of the game, and we’ve established that, no matter what your personal feelings about the instance, these differences have caused negative consequences, especially when combined with how the Dungeon Finder works. First, I’m going to suggest three simple things to change in Occulus that I believe will “fix” it and for the most part and eliminate the negative impacts that I listed earlier. Then, I will suggest a small set of low-impact changes to the Dungeon Finder itself to put the reality of the player experience more in line with what I stated earlier to be the developers’ primary intent with the system. Finally, I'm going to give some suggestions for the Blizzard developers on how they might avoid similar mistakes in the future.
How to fix Oculus:
1) Change the spawn distribution of the enemy “trash” drakes. Instead of having them spread out in singles throughout the sky, place them in groups of 3 as “packs”. One of these packs will auto-aggro as you approach a robot platform during the second part of the instance, meaning that a normal group will face only 3 of these groups. A few more packs can be around the instance for flavor, as long as they aren’t too close together or likely to be directly in the group’s path.
2) Greatly decrease both the time the final boss takes and his difficulty. Eregos is the only boss in the instance you fight while on drakeback, and as such he should be nerfed, hard. Blizzard already did this to some degree, but I don’t think it was enough. He should only summon drakes twice, and should only banish himself and send sparks after you once. Then just cut about 20% of his health off. Now he’s more on par with the difficulty and time commitment of a boss in any other heroic.
Yes, Eregos can be very easy if you have a great group. But we aren’t talking about fixing the instance for an experienced group of guildies. We are talking about fixing it for random dungeon finder pugs, which are more likely to have ungemmed pvp-geared DKs who have never seen the instance before than they are to have good players.
3) Visual guides. Probably the biggest problem with Oculus compared to other heroics is how easy it is to get lost. There are no hallways, and shockingly few ways for someone who hasn’t been there, or even someone who gets lost, to tell where they are or where they are supposed to go, and this problem is compounded by the vertical nature of the instance. I know that it’s going to sound like I’m rebuilding this instance for a short bus full of blind people (oh wait I am), but when you think about the linear hallways of every single other heroic, you have to admit it makes sense. There are a few options for visual cues that will help people find their way:
- Lines of light: This would be the best option, but I’m not 100% sure the tech is there on Blizzard’s end. When a boss or pack dies, a beam of light appears leading directly to the next objective. So, you kill the first boss, and a beam of light arcs up from that platform leading to one of the platforms above you with robots on it. Once you beat the last enemy on one of those platforms, another beam of light appears leading to the next one, etc.
- Dragon Guide: similar to the beams of light. Once you beat the first boss, a friendly drake NPC leashes to your party and helps you fight. It follows a script as each enemy pack dies, leading you to the next one.
- Platform coloration: Each “level” of the instance (sections between each boss) should be a different color, first of all. Then, ideally, the next platform you need to get to should turn a pulsing bright red until you get there.
Now that Oculus is fixed, let’s move on to how to improve the Dungeon Finder. I do not know if these are technically possible, but they are improvements that directly address the Oculus problem:
1) Weight the instances based on how many people have entered (not completed) the instance that day on that battlegroup. If tons of people are leaving Oculus, it’s less likely to show up for others. This is preferable to the mess of people leaving as soon as the loading screen is done.
2) If someone leaves in first 2 minutes, your group gets teleported out of the dungeon and inserted back into the front of the Q to replace those who left. The next dungeon will be assigned randomly. You can only do this once before you’ll have to leave Q and wait out the debuff if you want to get a different random dungeon.
Future lessons for Blizzard:
Thinking back to the early coverage of Wrath, Oculus was one of the most talked-about and anticipated pieces of content (oh, how things have changed!). It showcased the vehicle tech and promised an era of new and exciting instance design (that was only partially realized). In short, Oculus was actually a good idea. I’m glad they went for it. They just blew the execution spectacularly.
So I definitely think Blizzard should keep trying new things with instances. But how can they avoid a repeat of the failure of Oculus?
For one thing: don’t throw so much new and different stuff at us at once. If you want to add vehicles, then make sure the abilities are simple, the paths are clear and linear, the gear scaling is strong, and the enemies behave in traditional ways. If you want an open-world instance with scattered single enemies, don’t make people fly an unfamiliar drake with unfamiliar abilities in a 3-D plane at the same time. Before I knew what Oculus was actually like, I imagined it would be much like Nexus, only with a hole in the middle that you had to fly your drakes through. That would have worked much better. You clear a linear set of hallways, then do a brief drake flight across a chasm to reach the next clearly-marked linear hallway to dismount into.
Another thing to keep in mind: people like to play their characters much more than they like vehicles. If more than 25% of the instance is vehicle-based, you screwed up. Also, take a lesson from Ulduar and do not force players to start an instance in a vehicle first thing. Nothing was more annoying to me than having to do Flame Leviathan at the beginning of a raid week when I was just itching to play my character and get further into the instance.
Also, keep in mind how the instance will compare to other instances. If you add new mechanics, vehicles, or flying (or swimming! Hint hint!), compensate for it somehow. Make the instance easier or shorter than the more traditional ones. Or add an easy “freebie” boss with good loot. Plus, fully account for scaling from the very beginning. We’ve learned from Oculus that once an instance gets a bad reputation, it can be nearly impossible to improve that image in the eyes of the playerbase. By the time you start hearing complaints about how Oculus 2.0 doesn’t scale so geared people don’t want to go there, it’s already too late. Think of it ahead of time.
Finally, and by far most importantly: hire more fucking people to develop and test instances. There is no goddamn excuse for Oculus to be released the way it was, to be as ill-thought-out as it was, and to remain so shitty for so long. There is not enough content in this game. Blizzard has enabled us to consume content more quickly and accessibly than ever before, but development has not even begun to keep pace despite the literal fortune of cash we send them every month (which gets siphoned directly into Bobby Kotick’s pockets instead, awesome). Get more people on it, and get more testing done by intelligent people who know their shit. I could name 20 people in the community right now who would accept peanuts as pay (literally) if they got to go to Blizzard every day and test instances. Smart people.
People who could have made something better than Oculus with their eyes closed and using nothing but their nipples to type in the lines of code.*
Thanks for reading, and may all your randoms be VH.
*Blizzard devs are smart and skilled, I’m just suggesting they are understaffed. They had too much time pressure and too few resources to get Wrath done, and that’s why Oculus is so bad. Not because they are bad developers or people.
Friday, December 11, 2009
Scourge Strike: an Odyssey of Disappointment
From the moment that beta information about DKs started leaking, the Unholy talent tree appealed to me most. I liked how it focused on the disease mechanic more than the other trees, making me feel more like a DK. And why would I care about Blood or Frost when I could control a ghoul, run and ride extra-fast, summon a gargoyle, create a swirling mass of death and destruction around me, and all the while be protected by a shield of bone?
Well, clearly it was far too fun. Unholy Blight's implementation as an aoe aura is gone. No DPS spec can afford to spend points in the utility talents like the increased run and mount speeds. And worst of all, the tree's signature strike, Scourge Strike, has been the only real story of failure for the new class.
Originally, it ignored armor, doing shadow damage instead. This was cool, but it turned out it hit too hard in PvP, and not hard enough in raids (where the target's armor was heavily debuffed, reducing the value of ignoring armor). Trying to correct this problem has led to a series of changes to the strike in almost every patch, none of those changes actually solving the problem.
The absolute low point was when, for an entire patch, Unholy DKs no longer even spent the talent point in Scourge Strike, finding it more effective DPS to contort their spec into the frost tree to focus on Obliterate as their FU* strike instead (*in this case, FU refers to the strike's cost of one frost and one unholy rune, not the developers' attitude towards unholy DKs). The devs were pretty much OK with this, and Ghostcrawler recently admitted that they only revisited SS because of player complaints. I specced out of Unholy and went for blood when this change occurred, especially in light of just how much armor penetration (useless to unholy, key for blood) was going to be on the raid gear going forward. I missed my favored spec and my trusty ghoul Beetlegobbler, but I persevered.
After that, a patch made SS marginally useful again, but not useful enough to bother with talents and glyphs that propped it up, such as Reaping and Epidemic. Hearing that Unholy was key for Anub'arak hard mode (which turned out to be true), I tried Unholy again. The disease-a-palooza was fun, but SS was still not doing too well, and armor pen still wasn't useful enough for the spec, considering how unavoidably prevalent it is on gear now. It seemed kind of sad that Unholy's viability outside of aoe situations was entirely predicated on abusing a badly-designed Glyph of Icy Touch for bonus RP to do more Death Coils, to the point that another Icy Touch was more valuable to your DPS than another Scourge Strike.
But when 3.3 hit the PTRs, a ray of hope shone on the beleaguered strike. The changes seemed genius: they fixed everything wrong with the strike while keeping its flavor. The attack would do physical damage, making armor pen attractive, but then also do a fraction of that damage on top as shadow damage. That shadow damage would be affected by talents and be able to crit independently, making many talents in Unholy attractive again. Along with the change to Glyph of Icy Touch, this brought the spec back to where I felt it was originally intended to be, and where it had been back when I fell for it: using Reaping to get more Scourge Strikes.
This change went through months of favorable testing on the PTR, without much change to it at all. Then it hits the live servers for less than two days, and already a nerf was hotfixed in.
Let's put aside the fact that other, more overpowered mechanics have been left in for months at a time.
Apparently, Unholy was doing too much damage now. I didn't really notice during our raid, given how I wasn't really paying attention to the meters with everything else going on. My first thought was that it was fine. If the dps was too high, OK, let's nerf it. They just removed the ability for the shadow portion to crit independently, I thought, how bad could that be?
Turns out: pretty fucking bad.
According to the DK math gurus over at Elitist Jerks, the change was enough that the Unholy rotation and talent spec revert to what they were before the change. The playstyle is back to being less fun and flavorful. In the end, all they have accomplished with this change is making armor penetration marginally more attractive.
Ugh.
Can you just get it right, guys? This is so disappointing. Once we are done with Anub Hard, I'm respeccing back to blood to get off this roller-coaster of suck.
The worst part? Ghostcrawler's post today explaining the change. Please note before reading this statement that they nerfed the ability in less than 48 hours.
You read it right. They are going to leave it as-is (which is to say, broken) until they get some data from Icecrown hard modes and the new arena season (I refuse to capitalize arena, the game's greatest mistake, GC).
Those are months away.
-----------------------------------------------
To be clear, I'm not asking for SS or unholy, or anything about DKs, to be overpowered. I just think it's clear that Blizzard's intent is that players use SS and Reaping, but no matter how many changes they make, they just can't seem to make that appealing without breaking the game. I don't enjoy the playstyle of Unholy without those, so I'm one of the people who would like SS to be viable without being broken. And I'm quite disappointed with how badly they've done so far, and with how quick they are to break the spec while being so slow to fix it.
Well, clearly it was far too fun. Unholy Blight's implementation as an aoe aura is gone. No DPS spec can afford to spend points in the utility talents like the increased run and mount speeds. And worst of all, the tree's signature strike, Scourge Strike, has been the only real story of failure for the new class.
Originally, it ignored armor, doing shadow damage instead. This was cool, but it turned out it hit too hard in PvP, and not hard enough in raids (where the target's armor was heavily debuffed, reducing the value of ignoring armor). Trying to correct this problem has led to a series of changes to the strike in almost every patch, none of those changes actually solving the problem.
The absolute low point was when, for an entire patch, Unholy DKs no longer even spent the talent point in Scourge Strike, finding it more effective DPS to contort their spec into the frost tree to focus on Obliterate as their FU* strike instead (*in this case, FU refers to the strike's cost of one frost and one unholy rune, not the developers' attitude towards unholy DKs). The devs were pretty much OK with this, and Ghostcrawler recently admitted that they only revisited SS because of player complaints. I specced out of Unholy and went for blood when this change occurred, especially in light of just how much armor penetration (useless to unholy, key for blood) was going to be on the raid gear going forward. I missed my favored spec and my trusty ghoul Beetlegobbler, but I persevered.
After that, a patch made SS marginally useful again, but not useful enough to bother with talents and glyphs that propped it up, such as Reaping and Epidemic. Hearing that Unholy was key for Anub'arak hard mode (which turned out to be true), I tried Unholy again. The disease-a-palooza was fun, but SS was still not doing too well, and armor pen still wasn't useful enough for the spec, considering how unavoidably prevalent it is on gear now. It seemed kind of sad that Unholy's viability outside of aoe situations was entirely predicated on abusing a badly-designed Glyph of Icy Touch for bonus RP to do more Death Coils, to the point that another Icy Touch was more valuable to your DPS than another Scourge Strike.
But when 3.3 hit the PTRs, a ray of hope shone on the beleaguered strike. The changes seemed genius: they fixed everything wrong with the strike while keeping its flavor. The attack would do physical damage, making armor pen attractive, but then also do a fraction of that damage on top as shadow damage. That shadow damage would be affected by talents and be able to crit independently, making many talents in Unholy attractive again. Along with the change to Glyph of Icy Touch, this brought the spec back to where I felt it was originally intended to be, and where it had been back when I fell for it: using Reaping to get more Scourge Strikes.This change went through months of favorable testing on the PTR, without much change to it at all. Then it hits the live servers for less than two days, and already a nerf was hotfixed in.
Let's put aside the fact that other, more overpowered mechanics have been left in for months at a time.
Apparently, Unholy was doing too much damage now. I didn't really notice during our raid, given how I wasn't really paying attention to the meters with everything else going on. My first thought was that it was fine. If the dps was too high, OK, let's nerf it. They just removed the ability for the shadow portion to crit independently, I thought, how bad could that be?
Turns out: pretty fucking bad.
According to the DK math gurus over at Elitist Jerks, the change was enough that the Unholy rotation and talent spec revert to what they were before the change. The playstyle is back to being less fun and flavorful. In the end, all they have accomplished with this change is making armor penetration marginally more attractive.
Ugh.
Can you just get it right, guys? This is so disappointing. Once we are done with Anub Hard, I'm respeccing back to blood to get off this roller-coaster of suck.
The worst part? Ghostcrawler's post today explaining the change. Please note before reading this statement that they nerfed the ability in less than 48 hours.
"Will it stay this way for long? It's too early to tell. This implementation has a chance of working out, but we also want to see the Icecrown hard modes start up as well as the new Arena season kick in."
You read it right. They are going to leave it as-is (which is to say, broken) until they get some data from Icecrown hard modes and the new arena season (I refuse to capitalize arena, the game's greatest mistake, GC).
Those are months away.
-----------------------------------------------
To be clear, I'm not asking for SS or unholy, or anything about DKs, to be overpowered. I just think it's clear that Blizzard's intent is that players use SS and Reaping, but no matter how many changes they make, they just can't seem to make that appealing without breaking the game. I don't enjoy the playstyle of Unholy without those, so I'm one of the people who would like SS to be viable without being broken. And I'm quite disappointed with how badly they've done so far, and with how quick they are to break the spec while being so slow to fix it.
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