Tuesday, December 21, 2010

Catathoughts

Two weeks have passed since the launch of Cata. The *urnaks family has been busy leveling both character and professions, mainly via questing. So far I've only done Blackrock Caverns twice, first as dps and then as tank. And only because they were guildruns with just one pug. I'm not going to go pug-happy, specially with tank and healers until I get the grasp of all the bosses mechanics.
So how have been these two weeks for me? Busy, very busy exploring all the areas and doing all the quests possible (I haven't completed Twilight Highlands quests yet, I tend to reach 85 before finishing all questlines in Uldum). The first days were a nightmare, but that's nothing new. All the world rushing to the same spots, trying to get any ore, herb or quest mob over the rest of people swarming the area. Blizz tweaked some quests so other players could finish the quest even if they didn't kill the mob (Lord Incendius' chest comes to mind), but I think these fixes came late. Right now the amount of zerging has decreased enough to be able to play without much problems. Still some quests are a pain when you're not the one who hits the mob first (Resonating Crystal, a perfect example), but with some patience they're doable.
I have confronted feelings on the new quests. Some are fun and you get enough variety of them not to get bored after 30 minutes of playing. But as a lot of people has pointed out, new areas' quests are too lineal. There's no choice on which questhub you want to do because they're linked. You get only two choices, two questlines that tend to end mixing at the end (Earthen Ring and Therazane lines in Deepholm, Ramkahen and Harrison Jones in Uldum...) so you lose the sensation of an open world and you feel like being back in an old adventure game where you couldn't progress in the game until you solve present puzzle. I don't want to repeat myself, so you can read more about this on a comment I left on this Righteous Orbs post. Blizzard has gone from "this is the world, do as you wish as long as you have the proper level" to "potatoes or salad as first course and you don't get the second until you finish it". Then second course comes and it's only "meat or fish" again.
Speaking about quests, I want to highlight two as the funniest and worst ones:
- Gnomebliteration. Who wouldn't like riding a big ball of fire trampling leper gnomes? Even the amount of gnomes to be killed is a bit high (1000 gnomes!) and takes some time when there're other players doing the same quest, it's just a laugh. And not only that, the preceeding quest has a nice geek reference: Hacking the Wibson refers to the film Hackers where a bunch of computer hackers try to break into a mainframe called Gibson that controls oil carriers. The film is totally forgetable and anyone who knows a bit about computers would point out the amount of mistakes when talking about computers. Any serious hacker just gets mad at it. The only good thing I'd point out is a very young and sexy Angelina Jolie in one of her first films.
- The flapping quests in the second Fire Gate in Hyjal Mount. Just f*cking horrible. Why make a flying control system this way instead of using the everyday flying mechanics. It's ok if they want to make things more interesting by adding inertia to the flight, but controlling the hippogryph can be a real nightmare and hitting the vulture riders very frustrating. Also just makes hitting the only action availble kind of retarded. Flap flap flap... miss! flap flap flap... oh shit! I got into a lava stream falling from one of the floating rocks. And after all you get to choose between two pets who have the same model and just colour schema is different.
A remarkable mention to the final Fire Gate quest in Hyjal, where you get to face old Raggy again, although it's a "weakened" version and not the real final instance boss. Even original Ragnaros is harder than this soloable quest. But hey, it's the Firelord! And I love engaging this quest with my Lil'Ragnaros pet out and saying "look! it's daddy!". Old "MC friends" are also there in Hyjal, with Baron Geddon as part of one of the initial quests and Charr as a rare spawn 5man boss. Will we ever see a resurrected version of Majordomo Executus?
Well, I think I'll go back to the game to get the rest of *urnaks into shape (so far 2 85s, 1 82, 3 81s), so probably won't be posting much.

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 voilà! 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 - Queensrÿche (Operation: Mindcrime, 1988)