Showing posts with label crystal ball. Show all posts
Showing posts with label crystal ball. Show all posts

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:
  • 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.

Thursday, April 8, 2010

Warrior Class Preview: Boring


As Spinks rightly points out, players will be using the Cataclysm previews and beta to select which class to "main" up to 85. I know I won't be switching from my DK because I couldn't give up the Rusted Proto, but such previews have influenced my choices in the past and clearly have a noticeable effect on the WoW population. Honestly, I'd chalk up the lack of Rogues throughout this entire expansion as about 80% due to how unexciting their new abilities and talents seemed way back in Wrath beta. The other classes were just too shiny. The other 20% is that Paladins, Warriors, and Death Knights were equally strong melee classes that could also tank/heal (and many Rogue players switched to DKs because they were the cool new shiny), drawing Rogue players (including me) away.

Now the low numbers of Warlocks? 90% due to their outlook before Wrath hit, easily.

What each class gets going into the expansion defines what class distributions will be like for at least the following two years.

Once all the previews are here, I'll whip out my infamous Crystal Ball of Totally Dependable Except When I Guess Wrong Predictions and tell you what I expect the class distribution to look like a month after Cata is released. In the meantime, I have to comment directly on the Warrior preview that was released this morning:

How utterly disappointing. Yes, the rage change is perfectly executed, but it's a mechanics change. It's got no "cool" factor. The new abilities aren't exciting. The talent tree changes aren't exciting. Heroic Leap is kind of cool, but it's not enough to carry the entire class.

Based on this preview, I will be shocked if there is not a mass exodus from the warrior class come Cataclysm. There will still be many who love the flavor of the class and enjoy their warrior, of course.

And I'll likely still go forward with my Worgen Warrior plans - Titan's Grip Werewolf, HOOOOOOO!

I don't expect Warriors to die out at all. But I expect the population to cut in half, going from one of the most populous classes to one of the least.

Monday, April 5, 2010

How I would fix Warriors


Warriors in World of Warcraft have been a broken class ever since the initial Wrath patch made the Paladins the most-well designed and overpowered overall class in the game and made Death Knights into everything Warriors should have been, plus more.

DKs have a variety of defensive cooldowns and self-heals at their beck and call at all times, even while in full DPS mode. Meanwhile, Warriors must switch to a shield just to use spell reflect or shield wall. Paladin tanks dominate on dps, aoe threat, and survivability, while Warrior tanks lag behind. Ret Paladins bring more buffs to the raid than any other class while easily doing competitive dps at any gear level and being able to heal themselves and use defensive cooldowns with impunity.

Meanwhile, Warriors have to give up a chunk of their dps just to use a meager self-HoT.

Rage's implementation was also a weakness of the class. They were rage-starved at low gear levels, but had infinite rage past a certain threshold. This not only led to an awkward gearing point where dps suddenly shot up now that rage was available, but it also made the class completely impossible to balance. It also meant that, for geared Warriors, Heroic Strike was no longer a choice: you might as well just macro it into your attacks.

Oh, yeah, and dps warriors don't have a threat reduction like every single other dps spec. So they will always be the first person to pull aggro. Fun.

So it's clear Cataclysm will need to make some major changes to the Warrior class. I was prompted to write this post today because Blizzard made an announcement about the subject that was pretty much word-for-word what I was planning to say about rage. I better get my other ideas out there so y'all know I thought of them first!

Blue sez:

1) Rage is no longer generated based on damage done by auto-attacks. Instead, each auto-attack provides a set amount of Rage, and off-hand weapons will generate 50% of the Rage main hands do. This amount is based on a constant formula which factors in the base swing speed of the weapon. This means the Rage gained should be averaged out between fast and slow weapons. The constant formula also gives us the ability to easily increase the rage gained if it feels too low (or reduce it if is too high). We are also implementing the following mechanics, which will still allow rage to improve to some extent as you improve gear:

  • If the attack is a critical strike, it will generate 200% Rage.
  • Haste will accelerate swing times to generate Rage faster.

2) Rage from damage taken will no longer be based on a standard creature of the character's level, but instead will based on the health of the warrior or druid. Again, there is a constant that is multiplied by the rage generated in order to allow for fine-tuning. This calculation ignores all damage reduction from armor, absorption, avoidance, block, or similar mechanics, so improving your gear will not reduce Rage gained.

3) We will provide warriors and druids with more instant sources of rage. For example, the warrior shouts are changing to work more like the death knight ability Horn of Winter. Instead of Battle Shout consuming Rage, it will generate Rage but have a short cooldown. Both classes will have additional methods to generate Rage in an emergency or bleed off Rage when they have too much.

4) All "on next swing" attacks in Cataclysm are being removed. Heroic Strike and Maul will be instant swings that cost a variable amount of Rage. For example, imagine Heroic Strike costs between 10 and 30 Rage. You must have at least 10 Rage to use the attack, but it will consume all available Rage up to a maximum of 30. Any Rage consumed above the minimum will cause the ability to hit harder, and in some cases much harder. We will tune the ability so that it's generally not a good idea to hit it when you have low Rage (unless everything else is somehow on cooldown) but becomes a more attractive button the higher your Rage.

All great ideas. That I thought of first. It's nice to see Warriors finally get at least brought on par with DKs in #3, as well.

So that pretty much 100% fixes rage. But I would tweak it a bit more as part of revamping the talent trees. My main goals would be to give each tree a unique flavor, bring warriors into line with DKs and Rets in independent survivability, and solidify charge/intercept as the defining warrior "move". I like the steps Blizzard took in this direction in LK, and would keep the current "arms in battle stance using rend and overpower" vs. "fury in berserker stance using whirlwind and Slam" dichotomy.


First off, Enraged Regeneration (heal over time) should no longer remove an enrage effect and should have a shorter cooldown. Battle and Berserker stance would both come with an innate threat reduction, as well.

Furthermore, each talent tree will get a unique rage-building mechanic, defensive cooldown, and signature "charge". Here are some examples of how I would handle the revamp of each tree.

Arms:

Unleashed Rage - increases rage generated on weapon hits by XX% (25%?)
Spell Parry - allows the use of Spell Reflect without a shield equipped
Juggernaut - same as now: allows use of Charge during combat
Improved Disarm - Disarm lasts longer, reduces the target's spellpower and leaves a DoT on them


The overall tree will emphasize precision strikes. Talents will grant hit and expertise, and the masteries will raise armor penetration and crit.

You can see that the Arms Warrior will focus on getting hits, in contrast to:

Fury:

Wild Swings - Gain rage as though you had landed a hit whenever your attacks are parried, dodged, or miss.
Weapon Wall - Allows the use of Shield Wall without a shield equipped
Interceptor - Reduces the rage cost and cooldown of Intercept. Allows it to be used for free if you are out of combat.
Improved Intimidating Shout - Reduces the cooldown of the shout, and roots the primary target in place with terror


The overall tree will emphasize wild, enraged -but imprecise - assault. Talents and masteries will increase strength and haste. The Wild Swings talent means that the Fury Warrior can focus more on increasing his haste and strength without worrying as much about hit and expertise caps. He may swing wild, but he swings fast and hard.

Prot:
Front Line - attacks against you generate XX% more rage (25%?)
Last Stand will remain, and Improved Spell Reflect will be changed - if a spell cannot be reflected, the damage it does while your Spell Reflect is active will be reduced by 35%
Warbringer - same as it is now, essentially allowing prot warriors to charge during combat without switching stances

This tree is already pretty strong so I wouldn't change too much, especially if Paladins get the promised aoe threat nerf. With rage generation fixed, the only thing still needed is cleanup of the dps trees to differentiate them from each other and give them some way to help healers keep them alive.


So that's a sampling of how I'd change Warriors for Cataclysm. They definitely need some major work - more than any other class, imo - and the announced rage changes are a welcome start.

Thursday, October 1, 2009

Icecrown Lore Predictions: We Will Have a Lich Queen [updated]


UPDATE 2 (10/8/09): It would seem that Jaina is here to stay in her current form, given that the latest PTR patch gave her an updated, hi-res character model. We all know that Blizz wouldn't bother if she was just going to die in the 5-man or require a remodel. C'est la vie.


[UPDATE]
Well that was quick! Here's the beginning of the quest line to help Mograine create Shadowmourne! It appears that he reforges the base axe by combining Arthas's old paladin hammer, Light's Vengeance, with some super-saronite. Then, it seems clear that parts of Frostmourne are used to complete the weapon. This points pretty strongly to Frostmourne being broken; perhaps we discover in the Halls of Reflection that this is the key to defeating the Lich King. My theory was fun while it lasted, but clearly things are going in another direction. Sadly, sources are pointing to some seriously bad stuff going down in the HoR. Doesn't look good for poor Jaina or Sylvanas. Do they really have to kill (or reduce to "damsel in distress" status) the only famous women in Azeroth? Please be more original than that.
[/end update]


As we all know, I love making predictions. Even though I'm wrong more often than right, I find speculation about the future to be a great joy. Trying to predict it is a riveting puzzle to me. I'm the kind of person who nerds out hardcore for shows like Lost.

So naturally I locked onto yesterday's information about the upcoming Icecrown 5-man dungeons like a Democratic Senator locks onto failure. That is to say, hard.

You can read the dungeon reveal in full here. The part I'm most interest in is:

Halls of Reflection
With Jaina and Sylvanas leading the way, adventurers who make it as far as these frigid halls will quickly recognize the weapon that lies ahead: Frostmourne, the corruptive, legendary device of the Lich King himself. The Lich King's private chambers are within reach, although they may be the death of anyone who ventures there.

Boss: The Lich King: Sylvanas, thirsty for vengeance against the corrupted prince who sentenced her to an existence as an undead monstrosity, and Jaina, eager to find a flicker of Arthas's soul locked somewhere within the Lich King, have brought their hand-picked allies to this final confrontation. Arthas's true power may only now be discovered. Is there any hope in this mission, or does only death await?


So we'll be following Jaina and Sylvanas into the room where Frostmourne is. Before I get into that, let me remind you of a few other things we know from Blizzcon:
  1. Arthas will not drop Frostmourne in the Icecrown raid. He instead drops an Axe, heretofore unknown, called Shadowmourne.
  2. Blizzard has "very special plans for Frostmourne".
  3. Jaina Proudmoore was not mentioned at all in the lore spoilers revealed for Cataclysm.
  4. Sylvanas is mentioned in Cataclysm as leading a Forsaken assault on Gilneas, which serves as the basis for the new Battleground.
And as the final part of my setup, consider the following facts about the Lich King:
  1. He never goes anywhere without Frostmourne. It's one of the key fonts of his power.
  2. He keeps letting us live because he's got "plans for us".
  3. He needs a "win". He hasn't done any major damage to us since the Wrath Gate, and he needs something to establish him as a more threatening enemy, and not some comedically mustache-twisting cartoon villain.
  4. Arthas used to love Jaina. The original Arthas is mostly or completely gone, and even his heart has been destroyed. But perhaps the Lich King still has some remnants of feelings for her.

All of the above, taken together, leads me to believe that, at the end of the Halls of Reflection dungeon, Jaina takes up Frostmourne (for noble reasons, of course). She most likely presumes to use it as a weapon against him in a desperate moment, but it is in fact all part of his plan to corrupt her over to his side. I think it's the Blizzard writers' intent to continue the legacy of the Lich King after Arthas is killed at the end of this expansion, and I think the way to do that is to start Jaina on a path of being corrupted by Frostmourne (where Ner'zhul's spirit desperately survives), and eventually to becoming the Lich Queen, even after the King is dead. His plan is to bring her to stand at his side, but in the end she actually becomes his successor.


C'mon, you know the sexist Blizzard artists wouldn't be able to resist giving her a skull-bra.


But what of Arthas in Icecrown? If Frostmourne is so powerful, how could he risk giving it up when his enemies crowd his doorstep? Simple: he's forged a mothertrucking UPGRADE.

The first two wings of the dungeon are the Forge of Souls, which gathers and forges souls for some unknown purpose, and the Halls of Saron, which is the core of Arthas's saronite mining operation.

Now why would they have us go through a forge and then a mine before assaulting the very location where Frostmourne is stored?

To give us some context for Shadowmourne. The soulforge was already used to empower a rune axe constructed from the mined saronite.


So that's my prediction: that we'll see Jaina take up Frostmourne while Arthas wields Shadowmourne. After we kill Arthas, Jaina will continue to be subtly corrupted by Frostmourne before emerging as the Lich Queen.

I can't wait to see just how completely off the mark I am! But at least I had fun speculating.

Tuesday, August 11, 2009

Goblins & Worgen: Classes?


SPOILER ALERT

Well, it would seem I was right about this. That's one for two! Now I just have to make one more correct prediction, then I can title a post "two out of three ain't bad" and check that one off my bucket list.

The xpac will be Cataclysmic, Worgen will join the Alliance, and Goblins, the Horde.

Being a giant geek, I immediately began to wonder what classes those races might include. Death Knights are a foregone conclusion, and I doubt we'll see a new hero class this xpac. If I were Blizzard, I'd also be favoring healing classes and trying to avoid plate dps classes where possible. It would also be nice to give alliance another shaman race and horde another paladin race.

But then, we have to consider the lore. I know, "lorelol". And that's a problem. We can speculate all we want about the lore, but in the end Blizzard can always pull some crazy retcon like they did with Draenei, or with BE Paladins, and just say "well this is a previously undiscovered branch of the Goblins that really loves the earth and can be a Shaman, despite decades of Goblin deforestation and stripmining" or whatever. Nonetheless, I think they'd prefer to stick to lore where they can, and only deviate when they would consider it a necessity for gameplay and balance. With that assumption, I went and did some research on the two races.

First, we've got the Goblins. We know a lot more about them, being an established race and all. The ability to have neutral goblin towns is so useful to the developers that I think it's safe to say that we won't see the entirety of the Goblin race joining the Horde. Most likely it will be one of the trade princes deciding to break off from the rest (Goblin society is capitalism-focused, and ruled by a Coalition of trade princes. We've only really met goblins from two of these cartels; the others haven't really appeared in Kalimdor or the Eastern Kingdoms). Steamwheedle Cartel and the Venture Company, for instance, will likely stay neutral or hostile to both factions. This opens up a nice opportunity to revamp the character models for player Goblins as well, just as playable Darkspear trolls look different from NPC forest trolls.

According to wowwiki: "Officially, five trade princes exist, though one or two may be lurking about in the shadows." The leader in charge of the Venture Company is not technically a trade prince, but a lesser, independent "Mogul", so it's possible that the splinter of goblins that become playable are under one of them instead of a prince. On the other hand, thee Steamwheedle Cartel was the group that originally sided with the Horde, so it's possible they will again, or that this is a splinter group that separates from the cartel.

It also means that these goblins can be a little different from the ones we have encountered so far. I brought up the 'ole wowwiki to get some background on the race, and learned a lot. For instance, the goblins claim that "if not for their frail physical forms, goblins would rule the world", given their high intelligence and technology. This gently points away from warriors, but we might be meeting a cartel that bred 'em a little sturdier, or might easily find that goblins, like gnomes, can make fine warriors. Druids and shaman are pretty much a no go with goblins, and would take a massively insulting slight-of-hand to pull off given their history of complete contempt for mother nature when it stands in the way of profits. Traditionally, they also tend to focus on material pursuits and find magic and religion frivolous, meaning that they don't tend to be priests, paladins, mages, or warlocks naturally ("Goblins place their faith in themselves and in gold. They raise eyebrows at insubstantial concepts such as shamanism and the Holy Light, preferring gods they can see, weigh, and spend"). I think this is a much easier hole to plug: just say this particular cartel specialized in the trade of magical artifacts, and over time some particularly gifted members learned to be mages or warlocks. That would fly just fine. Or maybe this happens to be the only cartel with religious beliefs, and maybe make that the reason only this one cartel decided to break off and join the horde. Then you could at least have priests.

Goblins, with their interest in gold and firearms, will almost certainly be able to play rogues and hunters (this will be awesome, with pets they could almost ride!).

Meanwhile, we know a whole lot less about the Worgen. I think it's clear that the Worgen faction that joins the alliance will not be the same worgen we have encountered in Duskwood or while dealing with Arugal. Those feral worgen were summoned from another dimension (much like Outlands) where they battle a relentless enemy known as the Emerald Flame, which I'm gonna go out on a limb and say is the Burning Legion (since that dovetails nicely into the idea that the Naaru are using Azeroth to gather races from many different planets to take a final stand against the Legion). Arugal summoned them with magic, while a Night Elf summoned and commanded them via an artifact known as the Scythe of Elune. Supposedly, the Scythe appeared in response to a prayer to Elune for help, but quickly spiraled out of control, summoning Worgen all on its own. It is believed the Scythe was lost in Duskwood (and is the source of the darkness there), but may have been found by someone (perhaps the LotR ripoff "Black Riders" that were searching for it). So one viable avenue to bring them into the world is to have them flee to Azeroth to escape the Legion, and pull something like they did with Draenei where the Worgen we play are a more intelligent, "higher" version of the race. Perhaps the ones we pulled through previously were warped by the summoning, or were some lesser slave race akin to apes. If Blizzard goes this route, it opens up almost infinite class possibilities, since we know almost nothing about their society.

On the other hand, and far more likely, the Worgen we play have already been right here on Azeroth all along. If you've ever played an Undead character past level 10, you've probably been to Silverpine forest, just southwest of Undercity. In the southern end of that zone lies Arugal's Shadowfang Keep, and the small town of people he magicked into werewolves. If you continue south, you'll find an impassable wall: the Greymane wall.

Beyond that wall lies the human nation of Gilneas, sealed off completely from the rest of the world since before the Third War. No one has heard from them since. Their king, Gen Greymane, was isolationist and basically considered the problems of the Alliance to not be his problems. The position of this city on the seaboard, its proximity to SFK, and its previous association with the alliance and lore importance, and the fact that it is an already-existing capital city for the developers to use, all point to the possibility that playable worgen will in fact be Gilneans, somehow transformed into Worgen-like creatures during their isolation. This would explain why the Worgen look and think differently from the ones we have encountered so far, perhaps being more like human/animal hybrids. So much about this one fits that I find it to be highly likely. This would create a ready-made capital city on that continent, while the goblins could easily settle a trade city in the open lands of Kalimdor. The goblin race is based in Kezan, a large island in the South Seas, of which wowwiki says "Several cities exist on Kezan, including the nefarious Undermine," which will likely be the neutral city (the "Dalaran") of the next xpac, making it an unlikely, but potential, capital city for the playable goblins. One of the other "several" cities might be the starting area, with the early leveling zones being the surface of Kezan and the passage Undermine blocked off until a certain level.

Another nice supporting tidbit from wowwiki: "After Patch 3.1.0, the loading screen/ship route from Menethil to Theramore no longer crosses Gilneas." I think we have a winner!

I know that was a little off track, but the fallout is that we'll either have a situation where (a) the devs are free to make the worgen anything they want, or (b) the worgen are an offshoot of humanity, and share their culture and general learnings. Since it's useless to speculate about (a), let's consider (b).

It would make warriors, rogues, mages, and warlocks obvious choices. Druids would be right out, since a furry turning into a furry isn't that exciting, and the race has no connection with the elves anyway. Hunters also seem likely, since the peninsula of Gilneas is much larger than the city itself, and being isolated probably drove them to hunt to survive (plus keen animal sense help with the hunt). However, I would be able to buy the idea that the worgen develop a special kinship with, and begin to learn Shamanism from, the draenei, being the other "freaks" of the Alliance (and perhaps the animal transformation lends these humans a closer relationship with nature). Unfortunately, it's a stretch.




So let's combine the game design parameters with the lore and see if we can come up with educated guesses about what classes each race might have.

Looking at the population numbers, you'll find that currently paladins are tied with death knights as the most popular class. As a dev, I'd avoid giving either race paladins. I doubt they would bar those new races from being death knights, though it is possible. I'd want to favor healing classes and disfavor plate dps classes without losing all tank options. Druids don't really work for these races, and I'm avoiding paladins, so DKs and warriors for both seem obvious to give them tanks. Without druids or paladins, I'd try to do whatever I could to give both races priests and shaman. However, shaman don't work for goblins without insane lore twisting. Hunters are popular, so we should only use that class if we need to fill in some space, and also consider that right now we've got 3 alliance hunter races and 4 horde hunter races. Rogues fit perfectly for both classes, and along with warlocks and shaman are the least-played class in the game. So fit in rogue, warlock, and shaman where I can.

Where does that leave us?

Goblin:
Death Knight
Mage (maybe)
Priest
Rogue
Warlock (maybe)
(Hunter or Warrior)


So we avoid the nature-lovers and focus on the intelligence of the goblins. If Blizzard wishes to avoid the arcane, we may see both hunters and warriors, but not mages (though the goblinish affinity for fire and explosions are in favor of it).


Worgen
Death Knight
Priest
Rogue
Warlock
Warrior

(Hunter or Shaman)

EDIT: I neglected the 6-class limit in my original post, listing both hunter and shaman. I've changed it to an either/or situation.

Here we mimic the human classes and add shaman if at all possible. The biggest leap I take here is dropping mages. This is partly because the Worgen already have too many options that fit better, and partly because mages are quite popular. I also find it likely that the combination of no ties to the Kirin Tor along with the worgen transformation probably make arcane practitioners quite rare in Gilneas, a nation known more for its burliness than its cleverness.


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So there are my predictions for which classes will be offered as options for the new races. There are far too many variables for me to be exactly right, but if I at least had the right idea I'll probably count it as 2 out of 3. :)


UPDATE 8/31/09: Well, though my reasoning turned out to be mostly sound, my conclusions were off-base here, mostly due to information that I couldn't have had or guessed, such as the expanded class selection for the other races. I'm much happier with what they chose to do compared to what I speculated, so I consider myself lucky to be wrong on this one. Now excuse me while I beat up the guy who sold me this crystal ball.