Entries in itemization (6)
Quick Thoughts On The Dungeon Finder
Patch 3.3's addition of the Dungeon Finder has been nothing short of a game changer. There's been no single feature added to World of Warcraft in its illustrious five year run that has changed the daily lives of so many players. People are using the tool to gear alts for raiding that would have never of been geared before, creating new characters to experience the early dungeons, reaping achievement after achievement from dungeons that were rarely seen before and soaking in, dissecting and analyzing dungeon participation on a whole new scale.
I've been a part of the revolution, using the Dungeon Finder on three characters (rogue, holy/shadow priest and frost mage) on almost a daily basis and I've noticed a few trends, some nice, some annoying and some design mistakes.
- Queue discrepancy - Everyone who's used the Dungeon Finder knows about the queue discrepancy. If you're a healer or a tank you'll be placed in a group within five minutes, but more likely within one. But DPS spots generally take between 10-15 minutes, at least a 200-300% increase even though there are three spots. It's lopsided because of the population numbers; the ratio of DPS to tanks/healers is greater than 3:1. This leads us to...
- "I'm special" complex - So you're a hot commodity. Groups need you to complete their mission. To some people that means they can abandon their team at a moment's notice. Actually, it's usually no notice. My rogue has been left sitting in a half completed, DPS-filled run on numerous occasions because the tank or healer had had enough. Because of their desirable nature they know that the next group is only a few moments away, so their far more likely to abandon the group than the DPS. Those three are then left waiting in queue for another ten minutes. For a tank/healer combo that just abandoned some other group. A vicious cycle.
- Social dynamics - But it's unlikely we'll ever see those people again, or remember their slight against us if we do, so it's okay. The greater anonymity of cross-faction play tends to promote childish acts at a higher frequency than normal. But I have meet some fun, entertaining people during my runs. Too bad there's no (easy) way I can keep up with them after the run is complete. Despite the highs and lows of the WoW community, occasional clearing of throats and crickets remain the most common form of interaction that precipitates from the Dungeon Finder.
- Being carried dispute - Player X's DPS sucks, player Y went AFK for half the run and player Z is naked. We've all half-assed it during a run here or there, and as long as the run is completed who the hell cares if someone, be it tank, healer or DPS, is carried? As long as it isn't the tank and healer, or all the DPS being carried the job will get done. It might take 3% longer, but the end result will be the same.
- Meters - Whether they are being pasted to complain about above, to extend your e-peen or put someone down, they suck. And no one hates it more than your tank and healer. Once a meter is displayed all group play goes out the windows. No more waiting for the tank to grab aggro,CCing or any group mechanics at all. The DPS will crawl over their dead comrades in an attempt to top that meter, which means next to nothing nothing in a dungeon.
- Heroic to raid gap - Awesome, my alt is decked out in badge gear from head to toe. I've got enchants and gems out the wazoo. But I still can't get into most raids because of my non-badge gear. They seem my mediocre non-welfare gear and realize that I can't link to any achievements forTotC or ICC. Everyone chuckles at the thought of me starting a full Ulduar or Naxxramas run to fill those gaps. My alt logs off and hopes theguildies finish their alts for alt night ASAP.
- Min/maxing - The idea that casual players are now min/maxing, not their stats but their time spent in an instance, is awesome to me. The sheer volume of runs has lead to players of all shapes and sizes teaching each other small tricks to finishing a run as quickly as possible. It reminds me of my childhood gaming; sitting in the playground sharing tips and tricks for beating The Legend of Zelda and Contra. And those were the days.
That's three issues brought on by the community, two by design, and a pair of positives. Can't blame Blizzard for all those problems.
Thoughts On Cataclysm And Player Reactions
Cataclysm is changing many things, but perhaps nothing moreso than player psychology. The thing you really have to be careful about, when deciding what information to reveal for an expansion that's still at least nine months out, is how that's going to impact progression from right now, up until its release. We've witnessed it before: the vast swaths of people who fret for the worth of their gear when Wrath was announced. Many had considered themselves burned by the instant upgrades they found when they first stepped foot into Hellfire Peninsula. All the goodies that they had earned through blood, sweat, and tears of high-end raiding; so many epics, just completely wiped out by a green or a blue won for killing a few basic demons. Blizzard took note of this and made gear scale differently in Wrath of the Lich King. I admit that I didn't find very many replacements for my Rogue's gear until I got into the 78-80 range. Sure, there's an innate thrill in obtaining cheap upgrades, but it surely isn't one that lasts very long. Even though I'm sure Cataclysm will continue this positive trend, the effects of itemization mismanagement are still felt. I was shocked to hear that one of my guildmates hadn't even heard there was going to be an expansion, but when words reached his ears, he briefly sighed and wondered if all of this neat stuff he'd be accumulating would be worth anything a year from now. Who knows? Maybe initially, but it never will in the long run. Even Icecrown Citadel gear will likely struggle to find a home with the equipment that drops from Blackwing Descent or Grim Batol. But I don't consider that to be a big deal anymore. I think a lot of people (and I know for sure that I have) accepted that as part of the game. It's always the effort I put into obtaining an epic that I appreciate more than the item itself (unless it looks really, really cool). Cataclysm is already having its effect on players in other ways. One major issue is, of course, the controversial change to stats. Players are going to have to start wondering whether or not that extra Armor Penetration or MP5 is worth it on their next drop. In the end, this probably won't be a huge deal. All of these extraneous stats will be folded into the basic ones, so while you'll see certain things disappear entirely, you'll see others boosted greatly. I believe this is something that will resolve itself with time, but players react quickly and fiercely whenever they're confronted with such sweeping changes. For the record, I agree with Blizzard's decision, and I think their reasoning is sound (that most people can't eyeball legitimate upgrades on the spot). It's just going to affect player habits, and I think that's what really scares people. Naturally, we all fear the unknown, and while we know a lot more about the expansion than we did a week ago, it's done nothing but raise more questions. When nobody can provide concrete answers, the mob gets antsy. And that's when we get extreme claims of people quitting en masse or calling out Blizzard for ruining the game. The fact of the matter is that we've gone through this at least two times before, and the number of people who play WoW has only increased. We'll get used to the differences, and we'll get through it again. But until we can wrap our grimy mitts around our very own copies of Cataclysm, player habits are still going to change. There's a psychological effect associated with anticipation that causes people to fear until the worst of things are over. Think of it as a roller coaster. Right now we're going up the first hill, we're tensing up, we're worried about what's to come, but as we crest that hill and start to come down the other side, we'll let loose and enjoy ourselves. As I said earlier, I've come to accept a good many things about the nature of the MMORPG, and World of Warcraft specifically, but if there's one thing I know I'm personally going to have to change, it's this: I'm going to really have to pump the brakes on my habit of creating new alts. Right now, I'm working on a Paladin. It's Level 73. When I hit the level cap, that means I'll have five 80s. But I really want to experience all of the new and improved 1-60 content. I want to move along the new leveling paths, complete all the new quests, and see what Goblins and Worgen have to offer. One of the reasons I've never gotten an Alliance character past the mid-20s is because I hated having to jump around the world only to find a small pocket of quests available at each new location. Leveling a Horde character isn't a cakewalk, but Alliance just felt so much worse to me. Now that I have a race that I'd actually like to be, and the flow of leveling is going to be streamlined, I think I might be taking my first Alliance character to the cap. I just have to make sure that I leave some classes untouched until Cataclysm comes around! So what about you folks out there? Has the expansion already changed your playing habits? Do you think these are positive or negative changes? Are you worried about what's to come or have you already begun to accept what Cataclysm plans to offer?
Getting Sucked Back In: Part Duex
Choices To Make Your Head Spin
Blizzard is 100% serious about making us think before we chose to replace our items. While I still have not replaced much of my S2/T4 gear, I am finally at the level which this should start happening. At the moment I have only easily replaced four items, both of my craptacular trinkets from The Burning Crusade days and the rings to boot. The odd thing is, I have replaced my old pair of trinkets nearly three times over. That is right, I have a total of five trinkets that are an obvious improvement.
Of course, this is where the difficult choices Ghostcrawler discussed come in to play:
- First Mate's Pocketwatch
- Fury of the Crimson Drake
- Talon of Hatred
- Fury of the Encroaching Storm
- Death Knight's Anguish
Unfortunately, the WoWHead item comparison isn't of much help because of the trinkets possessing “Use” or “Chance on hit” buffs. Initially, I went back to min-maxing, a practice that I became to loathe so much from vanilla days. Rather than performing the calculations of average gains over time and all that crap, I just guestimated what was best, taking into account the vendor potential. And no, I didn't even bother checking shared cooldowns for swapping potential. I did check for this post though, the Pocketwatch is the only “Use” trinket not shared with the others' cooldown.
My thought process went something like this. Fury of the Crimson Drake is easily vendored once I look at that Pocketwatch, which beats it in every category. Due to my fast weapons, Death Knight's Anguish pops to its full extent (+150 crit) nearly every fight, adding a solid amount of +crit. To top it off it gives you two separate buffs, making me look more beefcake to the opposing faction and generally badass.
The second trinket seems like it will be a more difficult decision, Fury, Talon or Pocketwatch? Fury and Talon offer the same benefits, static +Haste with AP on use. Naturally the numbers are ever so slightly different, Talon with more haste but less AP. However, Fury is only on a one minute cooldown, meaning I can pop it twice as often. Seems like a good enough reason to beat out the Pocketwatch as well.
Pop in a simple macro and finito:
/use Fury of the Encroaching Storm
/cast Slice and Dice
Now that you are out of my head, you can see that I have finally recovered from obsessing over a small increase in DPS. The case can be made for using the later two “Use” trinkets, Fury and Pocketwatch, since they are on separate timers. The added haste over crit would probably increase DPS due to energy generation off of Focused Attacks, though, and again proving Ghostcrawler's point, I would be losing a chunk of +crit to get the haste. I am just gonna stop now...It'll all get replaced soon.
How do you guys go about these hard decisions? I have a few friends who just go for “whatever is cool,” rather than racking their or someone else's brain over the numbers. This goes for everything, armor, tabards, weapons, trinkets. If the gear is comparable the only stat they analyze is coolness. How I envy them.
Ghostcrawler Had A Busy Thanksgiving
Yesterday I mentioned that most of my Thanksgiving was spent trying to convince people to join me in Azeroth, rather than playing myself. It isn't that I didn't want to play, I did my best to find the time, but living far away from my family forces me to obligate the little time I have with them to them. I blame society and quality parenting (don't ever tell my parents I said that).
While I was busy chastising my brother for his disinterest in Wrath and cursing my cousin's friends for ruining a raiding buddy, Ghostcrawler was busy on the official forums discussing the intricacies of World of Warcraft. Seeing as we have extended maintenance this fine Tuesday, I thought we could dive into his numerous posts and do some light theory discussing today.
The first meaty post I noticed from Mr. Crabbie was a discussion on the upcoming dual spec feature. Healers and tanks have been looking forward to this feature more than anyone, as it will allow them to tank or heal when needed, and revert to a better talent build for solo leveling. Sadly, if the feature doesn't make it into the game soon then most of us will be level 80, and it will lose he majority of its impact. Blizzard realizes this, and even though they won't put an ETA on it, they are trying to get the feature in for patch 3.1.
After reading that over, I noticed another post of interest to PvEers. I have been following the discussion of Wrath's difficulty ever since Ensidia (then TwentyFifthNovember) crushed the end game content. GC mentions that Blizzard is happy with the way PvE is going. Specifically, the developers want players to run the lower level dungeons at the appropriate levels, and make sure they do not “hit the introductory raid content like a brick wall.”
One of the most interesting posts to players of all flavors will be the discussion on itemization. Greg Street gives some background into how Blizzard wants you to feel when you have to decide between items. Back in the day, and after The Burning Crusade's launch, it was pretty obvious that one piece was vastly superior to another. Blizzard is now creating gear that doesn't lend itself to clearcut answers.
Shall I take a bit of haste or a large amount of attack power? These are the kind of questions Blizzard wants you to ask when looking at your gear options. I guess that explains why I have five trinkets that are almost equal. I went with the one with the lowest cooldown and best static stat.
Last but not least, Ghostcrawler spread tanking posts all over the holiday period. The pre-Thanksgiving post is the most interesting (and possess the least QQing by the OP) as it discusses core mechanics behind tanking. The OP asks what the point of the defense mechanism is, to which Street replies to, some 20 posts later. The interesting part is that the tanking mechanics that have been a staple in World of Warcraft since the days of Onyxia, may have just been added to the crustacean's whiteboard. The pincher possessor is not happy with the fact that the mechanic pulls “double duty.” In the future we may see the stat split up into multiple pieces, as the current incarnation “might eventually be a problem.” Topics such as easy tanking and tanking scalability – needing two or three tanks for 10- and 25-man raids – were also brought up.
The decapods dedication to World of Warcraft, the world he has helped to create, is astounding. Being in California one would assume that he celebrated Thanksgiving, yet he managed to post a horde of responses on that day alone. Seems that he took off Wednesday and Friday for travel days thought. The sheer volume of informative posts from Saturday makes me feel inadequate.
Here's to hoping that dual spec is implemented before I turn my focus back on my priest.
Mo' Money, Mo' Problems: Maximizing Quest Reward Income
Many players have been griping that the gear they have seen on their first five levels towards 80 have not been good enough. Generally speaking, these players are decked out with Tier 5/Season 3 gear, or better. Heck, one of my characters has a combination of heroic/Karazhan/Season 2 and their set is still going strong. Blizzard Poster Bornakk even addressed the lack of upgrades by stating that those with concerns should "keep leveling and keep instancing, you'll find upgrades soon enough. :)" The flip side to this discussion is that this is exactly the opposite situation from The Burning Crusade's release. After TBC went live, people who had been raiding for the previous two years realized that their gear was being replaced by early quest rewards and instances. Mind you, these players had the best gear available in the game, making them feel that all their hard work was pointless. The reversal of fortunes is not perfect, but I feel it is a much better way to go than the itemization from The Burning Crusade. However, it remains to be seen if Blizzard made the end-game stuff difficult enough to force players to upgrade. While TwentyFifthNovember has now beaten all of Wrath, the hardest way possible, they are the best of the best. Many other guilds are now tackling endgame heroics with their Sunwell gear, and blowing them away. Hopefully they have upgrades available to them, and need them to complete the end-game raids. It remains to be seen. While I have been complaining the majority of this post, that isn't my only point. Many of you out there are in the same boat as me, seeing quest reward after quest reward being wasted because you can't use it. In the interest of helping with your personal economy, I have another gold creating tip for you. If the quest reward isn't a solid upgrade then buy the plate or weapon reward and just vendor it. As tanks know, plate gear costs way more to repair, but on the flip side, sells much higher than Cloth or Leather. The Auctioneer Suite used to be able to tell you exactly how much things would vendor for on mouseover, but the last version I grabbed does not have the updated information. It will likely be updated soon, if it hasn't been already in an alpha release. So for the players out there complaining about not getting upgrades, perhaps this is Blizzard's way of handing you 1000 gold for the Cold Weather Flying fee. Seriously, if you do 300 quests with item rewards on your way to 80, average 4 gold per vendor, you'll bank 1200 gold. Remember, the harder it is, the better it sells.