Showing posts with label expansion. Show all posts
Showing posts with label expansion. Show all posts

Saturday, October 22, 2011

WoW goes Kung-Fu Panda


By now I suppose all WoW fans have read the news about the new expansion, so no need to paste here details. I feel Blizzard is hammering the nails on WoW's coffin, at least in the western market. Pandarens were always a little joke in WoW universe, and now become a playable race and theme for a expansion. Very, very disappointing.
You've been running around Kalimdor and Eastern Kingdoms, then Outland and Northrend, thwarting the plans of the big baddies, following a good chained history and then... everything goes to a halt and something new is introduced, disrupting totally the chain. By that time Deathwing will be just a dead husk, but what about of the threats still looming around? Old Gods, Burning Legion... they aren't going to kick back and relax while we're in Pandaria learning kung-fu!
WoW subscribers have been going down since Cata was released. Almost everyone felt the expansion didn't bring anything really new that was worth to keep playing the game and went away looking for greener pastures. In this case it seems Blizzard considers american and european markets dry and looks to attract a raising market like the asian and specially the chinese, focusing the entire expansion on chinese lore. Will it work there? Probably. Previous expansions, specially Wrath of the Lich King were hard to be introduced there. Chinese specially find undead and skeletons very disgusting, a taboo. So an entire expansion based on creatures they dislike wasn't going to work (Blizzard had to change several mob models for the chinese version). So they're now fully betting on the chinese market with something they like. I wouldn't be surprised if after Mists of Pandaria we get Sands of Arabia or Snows of Caucasus as the new expansion.
But at least, one good new (and also a good hook to keep playing): if you commit to one year of WoW gameplay you get Diablo III for free. A good marketing trick to secure player base.

Wednesday, August 17, 2011

Facing the end of Cataclysm?

Things start to catch speed. In two days we've had some news that will impact the game heavily.
Yesterday was turning threat into a non-issue for tanks. Hit hard from the begining and don't fear to lose aggro as the fight goes on. On one hand it's a good idea: dps usually outgear tanks quickly, or if not, the dps ramps up faster than threat. That makes a lesser geared tank struggle to keep mobs on him and end loathing the tanking role (as it happened with my warrior duign WotLK). While this means tanking will be easier (and hope more people decides to queue as tanks) we still have to see what Blizzard intends to do. They want tanks to be more active without having to worry about losing aggro, or "more fun" as they say. Right now as tank you have to take care of: aggro, moving mobs, interrupts (or at least be in the interrupt rotation), catching adds or perform special actions (like intercepting some beam, activate any machinery, etc). Even decursing yourself is in your to-do list. Taking aggro management out of the list already leaves tanks with several thigs to perform or take care of. Adding more things may end backfiring and make tanks life more miserable.
The second thing has been announced not long ago: next expansion will bring the Deathwing raid. The aquatic raid of the Abyssal Maw has been discarded because they say wasn't convincing enough and story wasn't fitting. There are two big implications here: first is this will leave a big unfinished story: after all the struggle in Vashj'ir and the Throne of the Tides we won't know how things will end for Neptulon and Ozumat. Again Blizz will be the king of unfinished plots. The second and most important is this can mark the end of the Cataclysm expansion. By october/november this patch will be most likely out in the streets, so the Cataclysm expansion will be done in just one year instead of the typical two years lifespan. Of course some extra patches can be released after (like Ruby Sanctuary on WotLK) but the expansion plot will be finished. Now there are two ways: either we'll be one year grinding old content/extra patches with no determining content or Cataclysm will be the shortest lived expnsion with just one year + the time it takes to get next expansion finished. There's a third way also, let me get my tin foil hat: Cataclysm is finishes after a year and then we get the expansion 4B: Mists of Pandaria. After the storm that created the announcement of the trademarking of the name within the videogame category and all the speculation wether this would be the next expansion or just a stand-alone videogame, today's announcement of the Deathwing raid could mean we get done with Cataclysm and then we move to Pandaria until the next "official" expansion (I think next one was the Emerald Dream one) is relased next year. This would also address the only 5 new levels that Cata brought, so we can set foot on the Emerald Dream (or whatever is next) as level 90.
Anyway, ditching out the Abyssal Maw so fast and with that vague explanation and announcing the final showdown with Deathwing is worrying. Another sign of the end was hinted by Shintar some days ago when she wrote about how disappointing were the Molten Front story-wise. I felt the same, after that long and boring grind you expect some epic ending and you just get a letter with a mount. Maybe they ditched the grand finale due to the same reasons they did with Abyssal Maw: Cataclysm is facing its end and they have no time to add other content.
WoW is showing his age and Blizzard acknowledged also that they've lost almost one million subscribers in the last 6 months. Adding more content is not enough anymore to retain people, specially when you've been playing since first days. No matter how many dungeons, raids or dailies you add. It's all the same. Bigger weapons, shinier armours, different colour cloaks, but it's the same. If WoW really wants to keep being MMO #1 needs to add something entirely new.

Tuesday, November 30, 2010

A brave new world

With the release of the Shattering patch the world we used to know has changed forever. Some areas have been almost 100% revamped (Hillsbrad Hills, Loch Modan come to mind) while others are pretty much the same with just some tweaks (Elwynn Forest, Redridge Mountains). Some seem to remain as before everything went tits up. Yet in these almost-unchanged areas you can feel as it's a new place to discover. I warn you there will be some spoilers.

We have now a TON of new quests, all of them grouped in quest hubs. Some of them are just the same quests as before (Shintar already wrote about this) and it feels weird to do them again. In some special cases you get an explanation about this repetition. So far I've found this in The Third Fleet quest (Wetlands), where after completing the quest chain you're told the cursed Eye of Paleth was removed time ago and First mate Fitzsimmons died time ago too, so you've been talking to his ghost without knowing his condition. And when you exit the inn you see he's really gone.
Some of the new quests are continuations of old questchains but others just revamp the whole questchain, like the Stalvan Mistmantle serie. And it feels weird. You already killed Stalvan before, so when his brother asks you for aid (first quest) you expect to be a continuation and you just need to prove him his brother was a true evil beign. Instead of this you get to fight him again, but this time you get a nice surprise from his brother. Did you know the Stalvan family came from Gilneas? :)
Another change related to quests is the addition of questgivers inside instances. The first time I did the "CSI" questchain in Westfall I didn't complete all the outside quests, since there's a point where the chain seems to stop. So when I went inside Deadmines I missed the animation where you get a flashback of Edwin's VanCleef death. If you keep questing in Westfall (hint: do the Westfall Stwe questchain) you'll finally get to see what happened after Edwin was killed by a party of adventurers and who's the shadowy figure that appears in some quests.
The addition of several flightpoints is something I don't know how to rank it. In one hand will make lowbie players life much easy. Almost every quest hub has his flight point. The problem I see is there're too many. Some of them are the best thing since sliced bread: the one in Raven Hill (Duskwood) and Eastvale Logging Camp (Elwynn Forest) were as needed as rain in a desertic landscape. Back then you didn't get to ride a horse until level 40, so you had to run back and forth all the time from east to west in Duskwood to deliver quests, get the continuation and then complete them again and repeat the operation. Doing these quests at level 40 was meaningless. You didn't even got hardly any reputation (yes, back then reputation gain was tied to the level difference between your character and the quest) and even with a 60% horse it took enough time to grow bored of the place. Right now once you get one of these strategic flightpoints life has a new meaning.
On the other hand some flightpoints seem meaningless and just clutter the map. Are you sure Goldshire needed a flightpoint? Stormwind is just there! Same for Wetlands, where Alliance gained several flightpoints, when formerly there was just one (and it was also booooring to run from Menethil to Welgar's Excavation Site or the Dragonmaw Encampment) now whe have several scattered through all the map. What before was a pain it's now so trivial it loses almost all its value.

I've just visited a small part of the revamped Azeroth so far. Western Plaguelands should change its name and recover the Lordaeron designation. Only one Plague Cauldron remains and the rest of the land has recovered. Uther's Tomb is one of the most beautiful places, with so much green around. Stormwind is full of quiet and bautiful corners where you can relax or develop your RP skills, alone or with your mates. And if you're Alliance like me you'll rage and fume when you see how Southshore and most of the Hillsbrad Hills ended. Now I'm just starting to explore Kalimdor. Darkshore is one of the saddest places with the destruction of Auberdine.

My recommendation is: go out there, explore the old-new lands. Check out the quests, even if you're an old  grumpy  80, check out the old-new lore you'll get from them. In a week most of us will be busy leveling our chars to 85, so there won't be much time to rejoice in this old-new world (specially when you're out of slots!).

Post soundtrack:
Brave New World - Iron Maiden (Brave New World, 2000)

Wednesday, November 24, 2010

The misty frontier

So the day has arrived! Deathwing decided to take a tour and create the biggest barbequeue ever seen in Azeroth, ripping the world apart in the process. The foretold End of the World (copyright The Twilight Hammer) is here...the Cataclysm has arrived!
But wait! How come we are in Cata when the Cata expansion hasn't launched yet? It's not december the 7th yet! Well, for the first time Blizzard has changed the way th new expansions are delivered. When Burning Crusade and Wrath of the Lich King were launched we had to wait to get our hands on a copy of the game and install it. You were in vanilla WoW, installed BC and voilĂ ! You can now go through the Dark Portal and visit that strange continent made of different lands stitched together. Same for Wrath... you install the game and then you can take a ship or zeppelin to the frigid lands of the north. But not this time.
Blizzard has taken a progressive approach to the Cataclysm launch. Instead of waiting for release day to deliver all in one shot they've decided to do some major releases before launch date. First we had the new talent trees and abilities in 4.0.1 (note the change in the number version, no longer 3.x.x), then 4.0.3 brought the elemental invasion. Now we have 4.0.3a where the world has gone tits up. But while we're using v4 of the game (the Cataclysm version), we still don't have the Cataclysm game in our hands. We'are not in Wrath anymore, yet we're not fully in Cata. We're in a difuse border between the two expansions, although our foot in Cata land is placed more firmly and the foot in Wrath land is begining to raise and move to join its companion.
In one hand I'm a bit disappointed by this, because I get the feeling it strips a lot of content out of the release. Changing the world entirely is no piece of cake and I think it should have been reserved for that special date. On the other hand I'm happy to see this already without having to wait for december the 7th (even is not that far). The way we get our updates on the world of Azeroth is more dynamic, no more waiting for that milestone that's release day. If things keep going this way we could get patches (specially bugfixes or talents finetuning) on almost everyday, in a smooth way that wouldn't disrupt gameplay (breaking addons, avoiding respeccing, etc), leaving big stuff for special release days, like adding a new dungeon or raid zone. Technically is challenging, but a big software company like Blizzard should be able to cope with it.
I look back to the Burning Crusade release time. A lot of people gathered at the Dark Portal, waiting for midnight. Everybody held his breath when the hands of the clock came together. And then nothing happened. Not even a simple activation effect on the portal. Thinhs have changed a lot nowadays. The elemental invasion has been a good prelude to the Cataclysm launch, amking the content transition smoother.
Come Deathwing! My sword thirsts for your corrupt blood!

Friday, October 29, 2010

So far... so good?

Several days have passed since the release of the 4.0.1 patch and still I haven't finished tuning all my chars. While specs and glyphs are in place I still lack some gem change here and there and only a few chars have their gear reforged. Also the amount of bugs that have plagued this release made playing too painful sometimes, specially when getting random disconnections for no reason (no /cast or cogwheel icon used) and then taking ages to log back in.

Only one of my main chars have switched specs. Durnak is now Unholy dps/blood tank when formerly was blood dps/frost tank, When deciding which of the two dps specs to use I thought unholy would be funnier thanks to the Dark Transformation talent. I've been doing mainly Headless Horseman runs and so far I haven't been impressed by the numbers or the playstyle, but at least it gives you something to watch (the Shadow Infusion charges). On the other hand I have a humble level 66 deathknight that formerly was unholy and I changed it to frost and it's chugging out 5k obliterates on Killing Machine procs, oneshotting whatever gets in his way. It just needs some hit rating to avoid missing blows, but for a level 66 it's pretty crazy. The downside of the spec is that's just "boring". Hit with whatever is available until Killing Machine procs and unleash a powerful Obliterate.


Priests are a class with new mechanics in all specs. While I haven't rolled any holy spec priests, both discipline healing and shadow dps are cool specs to play. Disc allows plenty of "free time" (while your party is shielded) to stack Evangelism charges using Smite so you can then activate Archangel and get some wings and boost your healing. Just like drinking Red Bull. Shadow (which I haven't played much since healers are scarce) just changes the way you aoe. Instead of using Mind Sear, a spell that does now pretty weak damage, the new way of dealing with groups is to debuff each target with Shadow Word: Pain and start moving around so you increase the probabilities of creating a Shadowy Apparition. It's really fun to see copies of you walking towards their targets and autoimmolate (just lacks a good shadow explosion animation when they hit their goal). While mana isn't an issue in disc spec, shadow consumes a lot of it, so the new replenishment mechanic using Masochism has to be introduced in the rotation while being careful not to kill yourself, aside from using the shadow beast minion on cooldown, both for recovery and for dps boost.

Another heavily changed class are paladins, thanks to the introduction of the Holy Power combo points. Pre-patch tanking with a paladin was just a faceroll: Avenger's Shield, Consecration, Hammer of the Righteous and you got a huge aoe threat that kept everybody on you without problems. Right now, after doing some Horseman and Heroics runs I see it hasn't changed much except for some details: Consecration can't be cast now and then since it's larger cooldown (no matter it's also more mana expensive, I haven't find any mana issues yet) and Shield of the Righteous has changed, so you now need to stack 3 points of Holy Power and then slam your current target to get a big threat boost. Healing as holy is also influenced by the amount of Holy Power you have and also the spells used have changed. Previously it was mainly Flash Heal and Holy Light spam, with the occasional Holy Shock for emergencies. Now Holy Shock is your bread and butter since the cooldown has been reduced and also awards Holy Power points. Also you can do a bit of dps, since Crusader Strike is now a base ability for all pladins and rewards Holy Power. This brings the paladin class closer to the typical image of a warrior monk who stays in the line of scrimmage instead of sitting at the back healing. Again I haven't found mana issues so far, even with the Divine Plea nerf, but nowadays people is overgeared and healing isn't as critical as it used to be. As for Retribution spec I haven't had a lot of chances to try it, but seems more fluid now that you have more buttons to push instead of Crusader Strike, Divine Storm and waiting for Exorcism to come out of cooldown so you can use it again on Art of War proc.

The rest of the classes haven't changed much in mechanics, even with changes like focus for hunters, rage normalisation for warriors (and the enrage procs in fury). Melee classes have lost a ton of dps (due to armor penetration going away) while spell classes look like they're on steroids (specially arcane mages. Vurnak has turned into a fearful terminator), but this looks like it's going to be addressed in a future patch (so enjoy it while you can before the nerf bat slams you). The game has changed, but it looks like it hasn't been as dramatic as people expected. And it's a good thing, since re-learning how to play a class from the beggining is not easy nor fun. Old habits still pop up but at least these mistakes aren't fatal.


The last thing i want to comment is regarding gearing up. Thanks to the Frost and Triumph emblems conversion into Justice Points it's been easier to get T10 gear (in most cases I had several Triumph emblems I didn't need, while I was short on Frost). And another big change is the removal of the Arena Rating requeriment on pvp gear, so you just need Honor Points. While I try to stay away from pvp as much as possible some pvp gear is worth getting, specially if you aren't into raids. Ilevel 270 shields are dirty cheap, requiring only 70 HPs. Other itmes like off-hand librams, wands or necklaces are very cheap too. I also managed to get the healing mace (Wrathful Galdiator's Gavel) for my priest, paladin and druid. Finally I found some use for these Honor Points I had collecting dust in the Currency tab.

Now if Blizzard fixes all the bugs it will be great. This wednesday we have a mini-patch that solves some issues, like the cogwheel disconnection that's been plaguing the Headless Horseman fight (thanks to the author of CogFix, that allowed me to click the pumpkin without problems) but still there are several issues pending that cause a lot of unhappiness, like the slow ghost gryphon or the lagged sound and they haven't been included in this mini-patch.

Thursday, October 14, 2010

It's going to be hard

So finally patch 4.0.1 hit the streets. This time we don't only have to sort headaches caused by non-working addons, but all chars need to respecc, check the gems and glyphs, sort out icons on action bars... this week is going to be very interesting.
If you think fixing a char is a pain, multiply that by 26 (ok, I don't play these 26 always, only 12 or 13 regularly). Grimbol, my inscriber, is threatening to go on strike. And Turnak the jewelcrafter is supporting him.
Ok, so after finally downloading the last 1,2 Gb patch file (that didn't show in the background downloader!) I started fixing things. Only some chars have been specced so far (warrior, paladin, druid, priest, hunter) but still they lack some correct glyphs and gems (specially for the relics, now they have sockets). To spec them I used my own designs but I also used WoWPopular to confirm if some talents were mandatory or good enough to invest points on them (btw I find crazy the most voted disco priest build is not investing a single point in Improved Power Word: Shield when this is the cornerstone of the class!, so take the info with a pinch of salt until things settle down a bit).
Addons aren't causing much ruckus at the moment, either they're up to date or old versions aren't giving much problems. As usual, after some days most of them will be up to date or I'll be used to the errors they yield.
The real test will begin once I start doing some heroics. I don't want to take a char to a PUG run unless it's completely fixed, specially if it's a tank or a healer, so my first impressions of some classes come only from dummy tests.
Paladins look like a new class introduced in this patch with the Holy Power combo point and the new talent trees. I've always found frustrating that they changed holy and prot because ret was "broken". Damn it! Pally tanking might be ultra-boring, but was damn comfortable, like your favourite old pair of shoes. And holy wasn't bad, just lacking some AoE healing. Well, it wil take some time to get used to this, specially for tanking.
Shadow priests seem to run out of mana pretty fast. After unleashing the full debuff pack, some mind flays and mind blasts will deplete your mana bar very quick. Maybe something is wrong with my spec or maybe it's a matter of handling rotations/procs correctly. Or could be that I need to use Shadow Word: Death more to trigger the Masochism mana regain. On the other hand, disco priests seem pretty solid and mana doesn't seem to be a problem. In this spec I have the new Evangelism / Archangel combo and looks nice, although you need to use Smite to trigger it. I see mandatory some kind of tracking system for the Evangelism charges, either as combo points or placing the number in the icon on the action bar, since having to check the buff icon may be distracting. Same for the Shadow Orbs you get as shadow priest.
Not much to say yet about the other classes I specced, since I didn't try them much. Only the resto druid, that seems it works correctly as before, unleashing the full pack of HoTs and then using Nourish (instead of the crappy Heal) when needed.
When I logged in it was 21:00 or so. When I went to bed it was 3:00 in the morning and I still think I didn't do much. Today I'm falling asleep at the office, but I know tonight will be the same again and friday will be harder. But thanks goodness it will be friday :)

Monday, September 20, 2010

Braaaaains... I'm coming!

In the TBC days we got a Simon game set into the game. You may remember the apexis crystals near Ogri'la, where you had to reproduce the sequence of colours played by the crystals. If you liked the idea of placing mini-games into WoW then you'll love the addition of Peaceblooms vs. Ghouls that will be added in Cataclysm.

Uh... what versus who?
Well, if you haven't heard of the game called Plants vs. Zombies then you probably have been locked in some dark cellroom for the last year. The idea is quite simple: there's a zombie invasion in your neighbourhood and you're locked in your home. You must fend off the zombies that think you're their next lunch. But this time you don't have any conventional weapons to get them down. No shotguns, no chainsaws... you just have some plant seeds.
While it sounds weird (yes, it is!) the game is just a tower defense type where your weapons are a wide array of plants: plants that shoot peas, bushes that act as shields, plants that generate extra solar power (you need solar power to sow more plants and get power-ups), so they never reach your home. Zombies in turn have also different abilities: from the standard brain-eater to the armoured zombie (using a bucket as helmet), a pole jumper that avoids shields... The action turns frantic and the cute graphics and great sounds make it an excellent game. And you can play a big bunch of levels for free. Just give it a try, it will hook you.

Need more peacebloms!
So yes, we're having the game ported to Azeroth as a mini game, renamed to Peaceblooms vs. Ghouls. If you're tired of grinding or the wait time in LFD is too big you can always plant some seeds to get some fun. Totalbiscuit from Blue Plz! has released a video of the game so you can see how it looks like:



I want moar!
Yes, there're some plugins that let you play games while still playing WoW, but this and the previous Simon games are different because they're part of WoW. I wonder why other simple games haven't been added yet, like a Dynablaster/Bomberman game (easy to make since we already have the needed items), a Tetris (this may require extra coding like P vs. G, a PacMan or even another classic like Space Invaders (evil draenei?). Which game would you love to see included in the game?

Post soundtrack:
Endgame - Megadeth (Endgame, 2009)

Friday, September 10, 2010

Gnomes, trolls and flying around

While this entry was going to be dedicated to the operation: Gnomeregan and Zalazane's Fall events, a blue post this morning about flying in Azeroth has stirred me up and I'll be ranting again about crappy design decissions.
First of all, if you haven't done Operation: Gnomeregan and/or Zalazane's Fall you might want to skip this part, since it will contain spoilers. Just head to the last part where I'll be talking about flying in Cataclysm. You've been warned.

Comparing the events
I won't describe deeply the events. Shintar already did it today and probably better than me. I want to focus on comparing the last part of the event (the only you can only do if you're level 75+) that will reward you a feature of strength and a cool overcloak a shitty cloak (more about this in my previous entry).
In the gnome version there's a bigger sense of epicness. During the battle you're given targets to take down: rocket launchers first, then wait for bombers to destroy the shields on tanks, then enter Gnomeregan properly, battling a giant trogg to the climax where the place is blown up with an atomic bomb. All very martial, with a "Scotty, beam me up!" scene before the bomb fires off. Bravo!
On the other hand the troll version seems less epic because you're not given any specific objectives and the finals is somewhat... disappointing. You start by asking the spirit of Bwonsamdi for help (hint: that name is inspired by the voodoo Loa of the Dead, the Baron Samedi), you battle him to prove you're worthy and then you're off to kill Zalazane, taking down whatever gets in your way (you even battle a miniboss, but not as remarkable as the giant trogg). In the end, Zalazane's blown to pieces by Bwonsamdi and everybody's happy. The owrk is done, but I feel it lacks the epic finale you see in the gnome version. By the way, during Operation: Gnomeregan you never face Thermaplugg. He communicates through a brag-bot from the depths of the instace. I suppose they did it so they could keep the instance unchanged, since the bomb explodes in the train station (the upper level, out of the instance) while Thermaplugg is in the depths of th instance and protected by at least two heavy doors, so the blast or radiation won't reach him.
Both events are fun (until you do them by the third time), but I enjoyed the gnome version more. After all, Thermaplugg is an instance end-boss and Zalazane justa low level mob, not even rare or elite :) But while we know Tehrmaplugg will be still alive (so instance remains unchanged)... can we afirm Zalazane's dead for sure? We're told the low level mob was just a brain-washed troll infussed with Zaazane's powers, so are we sure we've killed the right one now? *grin* I expect a comeback... even if the real one's really dead, resurrected like Arugal.

Flying in old Azeroth
Ok, rant time now... again! The detonator now is this blue post:
We’ve added a new flying skill called Azerothian Navigation. When World of Warcraft: Cataclysm is released, players who purchase the expansion will see this skill available from flight trainers once they reach level 60. This new skill is required for flying around all Kalimdor and Eastern Kingdoms zones, including the new level 80-85 zones.
The cost for this is 250 gold. The name has also changed. I've updated my original post with the new information. :)
So... after paying 250g for normal flying in Outlands (anyone can confirm if formerly was more expensive? I have the sensation it costed more), most probably having paid for the epic flight (between 4000 and 5000g depending on your reputation), another 1000g for flying in Northrend... they want us to pay more just to fly in Kalimdor and Eastern Kingdoms? What's this, we're purchasing a GPS device or subscription to be able to fly over the lands we've ran across hundreads of times before, walking or riding? Not to mention if you want the 310% flying speed: more gold to the sink (5000g).
But the second part of the message just made my eyes roll. 250g is nothing nowadays, not even for a level 60 toon. Heck, I have a level 32 tauren druid that has over 300g, thanks to auctioning stuff from my level 80 main. What's Blizzard's goal? To keep chars under 60 flying around instead of walking/riding? This is already done. You need to be level 60 and head to Outlands to train the flying skill already. A skill that formerly was only available at level 70! So why this double payment for the flying skill? Are they planning to eliminate the Outlands flying skill or allow you to fly there after purchasing this one? If so then all makes sense, but I haven't seen any post about this. Also the skill only refers to Azeroth and Outlands isn't Azeroth. You'll hit 60 and you'll pay twice. If we already can fly in Northrend and we know the lands of Kalimdor and Eastern kingdoms since we've been playing here since the early vanilla days it makes no sense: you know how to fly, you know the place and you even can fly in harsh condtions like in Northrend. So again... what's behind this decission? Can I get a total discount since I've already the Outlands and Northrend's flying licenses?

Post soundtrack:
Revolution Calling - QueensrĂżche (Operation: Mindcrime, 1988)

Wednesday, August 18, 2010

New trees aren't that new

Good neeeews everyone! I've finally killed Professor Putricide. Since our guild raiding stopped time ago I haven't been in a raid group for a long time, and not being very keen to raid pugs I hadn't put a foot on Icecrown Citadel for long. But last saturday I was asked to join two pugs by fellow guildies. The first one was a complete fail. We got to Marrowgar, wiped and pug disintegrated. Typical. But in the evening I was asked to bring my shammy healer. The raid had already 6 bosses down, so we went to down the Professor, the last boss of the Plagueworks wing I was missing. It was hard, we wiped a lot of times, but we finally made it (including a desperate failed attempt where we brought him to 3% and the whole room was covered in green goo). We then went to kill the Vampire Council, but after several wipes (we got to 10%) the raid began to crumble since it was a bit late and people decided to try Halion, another started raid with only the big dragon alive, but we couldn't down him after several attempts where people (specially the shadow realm tank)  started dying on p3. A pity, since the group was very competent. Oh well, I didn't get any loot but it was refreshing to raid again.
Now, on the subject of the post, the upcoming talent trees are mostly set. They are still not complete and we see changes from week to week, but the core and major part of them is in place. And my rant is: one of the explanations Blizzard gave for this change, aside of removing passive buff talents, was to allow people to have more choices when speccing, so we could see more diverse specs than the cookie-cutter or the highly specialized raid tree (where you avoid some must-have talents because that buff/advantage is brought by another player). After playing with all the classes for the specs I am playing or I've played (which are all but holy priest, survival hunter, elemental shaman and sublety rogue) I don't see that diversity Blizzard claimed. Sure you make some choices inside a same tree to advance to the next tier (should I pick a talent that reduces pushback when damaged or that one that reduces certain spell cast time), but almost all of them are very situational, like only helpful while leveling or in certain situations, or when doing pvp, but the few points you get to put in the secondary trees (between 10 and 7 points depending on your class) don't offer really a choice. If you're a resto druid you'll put these in the balance tree in talents that buff your healing, a fury warrior will invest in the arms tree to bost damage and a shadow priest won't put a single point in the holy tree. So in the end we all going to have very simmilar trees,s pecially when people hits 85 and gets into raiding again. the only change I see it's a negative one: hybrid specs are gone. They might not be viable for raiding mostly, but a lot of people found them enjoyable to play.
Picking the right talents wasn't an easy task in the old days. There weren't theorycrafting sites offering information about the most effective trees and you usually picked a talent if you liked it. Right now choices (the right choice) is more obvious, but there's not enough room for experimentation. And once talent trees are finished, I expect even less. If mana is going to matter again, optional talents that allowed mana regeneration will become mandatory, so we'll have less points to expend in other trees or skills that  might be useful in certain situations (to reduce stuns, silences and so).

Saturday, July 24, 2010

Moar design fails: cloaks

While a big part of the WoW bloggers seem trapped in the healing addons discussion I want to write about cloaks. Yes, this started with LarĂ­sa's post about cloaks. And as I commented int hat post, they usually are too anodine or plainly ugly. Few cloaks are really good looking in game, and taking into consideration is the part of our toon we see most of the time (if you have it enabled) it's strange Blizzard hasn't put more effort into making some good designs.
Technically it's the easiest object to apply a texture mapping. Most of the cloaks are rectangular or trapezoidal, with some bending here and there, but the core object remains a low-polygon rectangle type. Since the form is so simple applying a texture is quite easy and doesn't need much preproduction work so when it's applied to the object it looks correct (you need to stretch the texture to adapt it to the form of the object. Rounder objects like heads need more work so when the skin texture is applied it doesn't look kinky).

So we start playing our level one character, cloakless. By killing the first mobs we'll get some grey-quality items to equip and one of them will be a "cloak". Sorry but that barely can be called a cloak. Maybe a neckerchief or napkin tied on your back.
As your character progresses you'll start getting longer cloaks, capes or mantles. First ones, white-quality and still without any stat are still too short to be called cloaks. Again it seems you have a handtowel tied on your back. The first greens you'll get will also be still short and simple in design.
As time passes your character will get longer cloaks but unfortunately not better in design. Vanilla WoW have simple designs, almost patternless. Some cases are really painful, like getting a blue quality cloak named Tigerstrike Mantle... that even doesn't has tiger stripes on it so you can't avoid feeling deceived when you get it.

During TBC things didn't get much better and only in endgame we can see some elaborated patterns like the Shroud of the Highborne, but the design, as the major part of TBC gear is somewhat... too colorful. I wonder sometimes if TBC designers were thinking on the Acid House times. The only cloaks orth mention are the blue rewards from the Death Knight's questline. And even these don't make cloaks look like they're made of cloth.
And then we reach the Wrath of the Lich King expansion were things haven't improved much. First endgame cloaks from Naxxramas are hideous. Aged Winter Cloak? Horrible colour combination. Cloak of Armed Strife? Come on! Not only has again a more than arguably colour choice but that "skull" motiff on it like Superman's cloak it's just a big design fail. And after all the patches few cloaks are worth mentioning, like Aetha's Intensity. That's a cool looking cloak! Maybe too ellaborate, but at least is worth displaying it in your character.

So we have two expansions and several content patches but still the major part of cloaks look poor. Then you see cloaks from other games like LOTRO, just like these ones and then you can't help but start wishing the designers get banged in the head with a mallet. Because seeing what happened with swords and other gear I don't expect things to improve. Even with the overcloaks: it's like adding an old short cloak over the current one, applying the motiff to the upper part of your current cloak. So if you're not really into tabards (aside from the reputation gain) overcloaks won't be your game too.
So here's my calls to Blizzard designers: please improve cloak designs. Forms are ok (you can add more complexity like how it bends and moves), but patterns need more work. And you don't really need to add complex designs like the Drape of the Violet Tower. Check animal hides and create a good tigerskin cloak, not that Tigerstrike Mantle.

Wednesday, July 14, 2010

New trees preview

After announcing a big change in the talents trees, we finally get to test them. While they're just a beta version I don't find Blizzard has accomplished what he's been announcing.
- Eliminating "boring" talents that just buff existing spells or skills. There're still plenty of them in all classes: Incite for warriors, Improved Shadow Word. Pain for priests... they're still here
- Adding more "flavours". Not true at the moment. After picking a specific tree and putting the mandatory 31 talent points in the core talents you're not left with much choices for a given class. I've tried several classes and if you want to improve let's say Fury, your best choice is to spend points in Arms tree, not Protection. Some classes even need more than 31 points in the main tree (33 or even 35) to get full advantage, so that leaves very few "free" points to place on abilities that will give you some "fun" skill. Placing 31 points in your main tree doesn't mean you have still 10 points to place freely. You'll need to invest between 5 and 10 (that's all of them) in a secondary (or in the third too) tree to get talents you'll need for your spec, like it happens now. I think in the best cases I managed to get 3 talent points I could really plae wherever I want to get one talent or another that wouldn't really cripple my main output (be it dpsing, tanking or healing) so I could choose between getting an extra talent that's not really mandatory for my spec but may help in some situations or enhance other stats like mana return/regen, increase healing effects on me, etc
- Very few new talents added. Since the big pruning there's not many points left so you can spend them on new talents. Some of them look very nice, like Blood and Thunder (protection warrior), but others are just "more of the same boring talents", like Even the Odds (fury warrior), that just increases damage on certain abilities
So as I said in my previous post the idea is good, but we still have too many "boring" talents around that are also still mandatory for your class, leaving little or no option to get other talents that differentiate your from any other player of the same class and spec. Let's wait for more tuning and hope next version has trees that allow more customisation and possibilities.

Friday, July 9, 2010

Bye bye real names!

It couldn't end in any other way. After the HUGE shitstorm unleashed over the internet, Blizzard is dropping the use of real names in forum posts. Even all players did a great noise on forums, social media and anywhere you can think of, I'm pretty sure it was the legal implications rather than our complains. Anyway, it worked.

Thursday, July 8, 2010

Trimming the trees

No, I'm not talking about pruning session or suggesting that resto druids are too fat and need to get fit. I'm talking about the last Blizzard announce about talent trees. While the fires started by the real name appearing on forums are still raging all over the internet Blizzard has made a new announce that will impact gameplay (and I hope this time it's for good)

The fun stuff
For some time Blizzard has been stating they want to get rid of "boring" talents that just pump up your dps/healing/avoidance/etc and just keep what's "fun" in a spec. The problem I saw was what they consider "fun", because most "fun" talents in fact are dps/healing/etc boosters, the only difference is they have a limited time span and add some animation (like Slow for arcane mages). Then they're on cooldown for some minutes until you can use them again. Knowing when to use these skills/spells is the key here, but I don't see how this makes somethign "fun", specially hen you face a given fight for the second or third time. Once you know a boss fight (I'm leaving out leveling and questing on purpouse) using that special talent just turns into something automatic for most of the times,s o I don't see much "fun" in that.

The big pruning
But Blizzard surprised everyone with the announce: taking a lot of talents from every tree, leaving only the core ones and these that add some extra spice to the class, reducing from typical 51 point talent trees to 31, locking the other two trees until you spend 31 points in the main tree and giving a lvel 10 character that just spent the first point in the talent that will become his spec a signature skill/spell (Mortal Strike for arms warriors, Divine Storm for retribution paladins, Shield Bash for protection warriors, etc). While I was skeptic of the "leaving only the funzors" I really like this change. Getting a good spec has turned harder and harder as new levels, talents and skill/spells have been added. Also minimal changes in a talent could mean having to respec so you could have the optimal talent tree for your class, specially if you're a raider. Spotting the core talents you really need for your class must be easier now with this change.

On with the chainsaw!
But I'm wondering... why stop here? If all prot warriors are going to have the same core talents, why bother us in having to spend points on them? I suggest Blizzard reduces trees even more and take out the core talents, making them into learnable skills/spells you'll be able to train as you level up, leaving the trees with side skills that will affect the way you play but not your role effectivity. Of course tat would mean trees aren't anymore a sign of class specialization but as specific class diversity. This way you could have prot warriors that prefer to invest in shield skills while others may prefer other talents that will help them in the tanking job, like shouts, ways of dodging/parrying a blow, mocking the target... so not all prot warriors play the same way, the same way a prot warrior and a prot paladin have different playstyles. Both do the tanking, but paladins excel at aoe aggro and dealing good damage, while warriors generate better single target aggro and have more survivality tricks. Now imagine a warrior that relies more on using the shield while another prefers different defensive stances (kung-fu style) so he can dodge or parry more, while a third warrior prefers to invest in toughness and resilience so the blows he receives do less damage.

The forest
Anyway, the new changes look good if well executed or if they aren't dropped like the Path of the Titans. We'll end having lots of different spec trees instead of what we have nowadays: either a specific tree 98% of the players use or a cookie-cutter where you have like 5 or 7 points to spend where you want, so there's hardly any difference between players. Maybe it will be harder for us to choose which secondary skills suit best our gameplay or are funnier, but at least we'll have different flavours for a given spec on a given class.

Wednesday, July 7, 2010

1984 is coming

The reaction by my fellow bloggers to the Blizzard announce about using the real name and surname in forum posts has been unanimous (see here, here, here and here). And I want to join them because I also think it's a very bad idea to put your real name on the internet without even asking first. Some may say "but you accepted the EULA!". So what? Did we have an alternative? Do you want to play WoW? then you're forced to use RealID. I already said in fellow bloggers' posts that they're messing with privacy issues beyond what's acceptable. It's ok for me that a RealID friend sees my real name. After all it's me who chooses that person to be a friend in battle.net. But it's very wrong that friends of my friend (who don't need to be my friends too) see my name, status, etc. I haven't chosen them, so who the hell is Blizzard to give MY name to people I don't know? Same with the forum posts. It's fine if my (and only the ones I've chosen) friends see my posts with my real name. But the rest of the whole world? No way, José.
So why is Blizzard acting in this way? What do they expect? It's to stop spamming, trolling or to sue offensive/inappropiate posts? If you use a credit card to pay they already have your real data. If you have a game card and you recharge it (I think you can only do it by credit card payment) they also have your data. Do Blizzard wants us to switch from credit card to game card and buy a shiny new one each month with cash so our real name doesn't appear anywhere and all players appear in battle.net as John and Jean Doe? If that's the only way to protect our privacity while still enjoying such a great game, then it will be.
Other social networks already had to roll back on their ambitious plans about letting everyone see everything (Blizzard should take a closer look to Facebook and how they were forced to change the default privacy settings not long ago), so I hope this happens too in battle.net. Until then, as other fellow bloggers have said, don't expect any posts in the forums from us. Not that I post usually in official forums, but when there's some big technical problem I like to help people there. Now I'll remain silent and post elsewhere, like this blog, even if no one is reading me.

Thursday, July 1, 2010

Beta is coming

The closed beta has been finally announced and the NDA ban has been lifted from Friends & Family alpha, so a ton of information is now available on the net. Yet again I won't apply for the beta. In the last expansions I was still busy running current content, but now I'm not doing much: some dailies, some alt leveling, raising my fishing skill on some characters, but my gameplay level has decreased. As commented before I'm burned out. If my guild was still raiding I'd be more active. And yes, I know it's a vicious circle: if I'm not there other people will also consider not showing up, but raiding has been scarcer and scarcer (we don't even place sign ups in calendar since we don't even have enough active members). Still the other day we were asked to help our friend guild with an alt run into ICC and I brought Valaak, my enha/resto shaman there, since they needed an offhealer, and managed to kill Festergut (something I already had done with my pally Turnak) and Rotface (first time for me). We also had a pair of attempts at Vampire Council. I really enjoyed being in the fray again and this time without the responsability of leading the raid. I wish I could do more raid runs without heavy responsabilities, either leading or tanking (even tanking isn't very complicated nowadays to be honest), even on known bosses like ICC's first wing it's great to be there and help others to get some gear (or even better, get some ICC gear for me too :D). Heck, I even would like to go back to Ulduar, possibly the best raid zone thanks to its diversity on boss strategies and go past Hodir.
Going back on track: I won't be applying to the beta to avoid being burned with the new expansion. I'm ok with reading about new areas, changes, skills, etc and seeing videos, but I prefer to reserve the real experience for when the expansion hits the streets, just like I did with TBC and WotLK. Having so much alts (already 11 at amx level) means I'll be visiting the same places and doing the same quests again and again and again... so I already have an "alt burn factor" I must consider. Wether the expansion will have enough power to hook me up like TBC and WotLK, only time will tell, but I fear it will be less than WotLK, but that can be due to several reasons: with each expansion you've been around for longer and it's harder to get any interesting surprises on each expansion or patch. Also I think Blizz did several mistakes in the way of delivering content, specially the Trial of the Crusader, the abuse of LFD for badge farming... intentions were good, and necessary, but execution has been somewhat deceiving.
By the way, I will try the new races, that's for sure. I've already tried or have characters (even if they're low level alts) with the existing ones, so I'm looking forward for worgens (specially) and goblins. I'm still wondering which class will fit better each one. Worgens look savage, so feral druids look appropiate for them. I'm not sure about goblins... typically in fantasy realms they're usually cannon fodder in the hands of bigger greenskins, but in the Warcraft world they've been (until now) a neutral race dedicated to commerce (or should I say to gather tons of gold). Warlock may fit well the goblin race, since shaman is not available (so I could create some kind of Warhammer Night Goblin Shaman), but rogues also look good for such a sneaky race.