Entries in live blogging (3)

BlizzCon 2009: Important Guild Changes

Note: The below information was covered as part of our Live Blogging & Tweeting during the show.  But the information is simply too important to be glossed over.  Here are the major class changes in one convenient, to the point package. Quick Synopsis Of The Upcoming System Quick Synopsis Of The Upcoming System Guild progression was, without a shadow of a doubt, my favorite WoW announcement during BlizzCon 2009.  The crowd erupted when the snippet was splashed across the screen.  The bees nest was stirred further as the developers began detailing the progression tracks, rewards, and reward schemes.  The panelists had to stop speaking numerous times during the presentation as the crowd drowned them out with hoots, hollers and hoorays.  It seems that I wasn't the only player desperately seeking a reason to grow with a guild.  Prophetic vision placing that in the The Next Expansion column, rather than Wishful Thinking methinks. Cataclysm's Guild Progression basics:

  • You're guild will earn experience by way of its most active members (top 20 guildmates contribute).  The "gate" is to limit the "grindiness", a reoccurring theme at this year's BlizzCon.  Limiting the amount of players who can contribute helps maintain a balance between massive guilds, and those with only a few dozen players.
  • Guild contribution won't change your daily activity much.  You can contribute by doing the stuff you already do, be it dailies, professions, farming reputation, raiding, PvP (rated Arenas and BGs) or bum rushing Hogger.  Different acts will be weighed differently.
  • The guild level cap currently discussed is level 20.  Guilds will receive talent points, much like the class talent points.  More on this below.
  • Looking For Guild system being implemented.  The idea is to make it easy for a Raid Leader, Officer or GM to find exactly what a guild needs, or to post a casting call.
  • Guild Achievement system is also incoming.  It'll act like today's system, but require that a certain percentage (75% discussed) of the attendees be a part of the guild.  Some current achievements will be recycled, but most challenges are to be new.
  • A new paid service, guild transfer, was mentioned as a possibility.
  • No, it's not going to happen.  There is still no guild housing plans.
Look At All Those Talents Look At All Those Talents The current rewards for guild progression are too fluid, and numerous, to discuss in bullet form.  According to the Systems panel, guilds will have numerous rewards for sticking together, and not sucking.  First off is the guild Talent system.  Effectively a clone of the current class talents, but with convenience rewards.  The guild variety will offer no gameplay changing talents (no buffs or anything like that).  Instead it will focus on making things easier for a guild.  Bottom line, you're guild will never have to spec a certain way to beat a boss.  We'll be hit with tons of time saving abilities like grabbing extra money from mobs, mass resurrection, mass summoning, reduced durability loss and reduced repair bills!  Quite awesome right?  Sadly, I didn't call that last one correctly. On top of those guild wide buffs there will be a way to reward individuals a bit more, the vendor/currency system.  Users will gain guild currency as they earn XP for the guild.  They then can buy special items, including rare reagents (hello Frost Lotus), Heirloom gear, crafting plans, vanity items, guild standards, guild respects and guild bank slots.  The items are all bound to the guild, so if you leave the Totally Rad Guild, you lose access to the totally rad loot they have accumulated.  Leaving a guild is not as painful as it sounds.  If you join another guild, you get access to their perks right away. It remains to be seen exactly how easy guild leveling will be.  Those specifics were not detailed.  Numerous other titles, old and new, have had guild progression systems of varying success.  Some developers made it incredibly difficult to obtain.  Others tied the size of a guild to its success.  Yet others made it so easy and bland that the feature was lost, a common occurrence.  Worst of all, some demanded that a guild have certain attributes before they could continue advancing in content, disrupting the idea of choice. Hopefully Blizzard's track record of incredibly polished, not always innovative, design will prove to be successful once again. At least they are giving guilds yet another topic for drama, what to spec in!  I vote saving money spec.

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BlizzCon 2009: Important Changes to Hunters and Warlocks

Note: The below information was covered as part of our Live Blogging & Tweeting during the show.  But the information is simply too important to be glossed over.  Here are the major class changes in one convenient, to the point package.

Here's The Rockstars Of The Day
Blizzard once again organized two class panels, and once again the later gathering repeated the earlier get together.  Instead of covering a snippet of each class the three panelists decided to dive headlong into two classes, the Warlock and Hunter.  These two DPSing classes were chosen because of the drastic modifications being made to them for Cataclysm's release.  A quick summary, Blizzard wants DPS classes to struggle with resource management less. Hunter:
  • Resource change - This is by far the biggest change to Hunters, and possibly any class, since the game was released.  The class' current resource, mana, will be thrown out the window and replaced with Focus, an all new resource.  Focus is a lot like a rogue's Energy.  Hunters will regen during battle, with a maximum default pool of 100.  However the resource will regenerate slower than a rogue's energy on average.  It'll regen at a faster rate when using Steady Shot.
  • Cooldowns - As a direct result of the resource change, Hunters will now struggle with cooldowns less.  Instead you will be fighting with gaining the appropriate amount of focus to launch an attack.  Get ready for tons of "Not enough Focus" error messages.
  • Aspect of the * - Aspect of the Viper, as it plays now, will be gone, obviously.  It may come back in a different form, or Aspects may disappear all together.
  • Ammo - They still promise to address this issue, but ammo will remain as an item, just a non consumable item.
Warlocks:
  • Soul Shards - Here's the big change for the other WoW pet class, the shard mechanic.  For starters, shards will no longer take up bag space!  But that isn't as good as it sounds, because you'll be needing them less, and creating them easier.  Locks will only use a shard during combat (likely 3 per fight), and summoning your demon buddies won't waste one.  Shards will regenerate when out of combat.
  • UI change - The shard mechanic is becoming such a focal point that Blizzard is changing the default Warlock frame to include a spot for (currently three) shards.  If you don't like shards "you play a Mage."
  • Soul Burn - This will be your new spell, and the basis of the new shard mechanics.  Using the ability will burn a shard and empower your next spell.  Once triggered, nearly all of the following spells will behave differently (Death Coil -> longer, more powerful Death Coil, Summon Demon -> Instant Summon Demon, Fear -> Instant Fear, etc).  Soul Burn will have a 30 second, off GCD, cooldown.
These are class changing rewrites in my opinion.  Exciting ones at that.  I did enjoy my previous huntard, but haven't played one since returning to WoW.  I dabbled in a Warlock back in the day, but the shard fiasco really annoyed me.  There's a good chance my Worgen will be a Warlock, instead of a my previously planned Druid. Of course, my class decision is just a predication based on information for something that will see many iterations before the "2010" release.  It's in quotes not only because Morhaime said it, but because I doubt it'll happen.  One wrong move and I could just as easily swing back to a Worgen Druid. What do you think of these major class changes?  Warlocks have always complained about the shard stuff, a drastic change there isn't too surprising.  But the Hunter stuff, that really took me by surprise. The class changes were followed up by the overhaul of statistics and itemization during the panels.

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BlizzCon 2009: How Did MMO-Champion Do, You Ask?

Incoming! Incoming! The short answer is that Boubouille scored.  The data mining machine, who used some other resources for his recent discoveries, received almost a perfect score during yesterday's opening ceremony.  Nearly every World of Warcraft detail that had been disclosed by MMO-Champion.com came true.  Nearly ever one. There's absolutely no way I can take away from the sleuthing that went on to find out Cataclysm's particulars.  Sure, I didn't believe them all at first, but Blizzard confirmed that the company is simply crazy.  Crazy enough to reinvent what MMO gamers, not just World of Warcraft players, will expect in future expansions. Here's what MMO-Champion had spot on:

  • Worgen & Goblins - WoW.com independently "confirmed" this before the event ever happened, but it was Boubouille and his mask discovery that sparked the rumors.  The new races' racials definitely sound OP as announced.  However it was later confirmed that all the other races will have their racials revamped.
  • Level cap raised to 85 - Seems an arbitrary choice, but Blizzard wants players to focus a bit more on the content leading up to level 85.  Not just the idea of getting there.  Of course that won't stop many people from being level capped week 1.
  • Azeroth revamp - The lands as we know them will indeed change drastically.  Barrens is split in two (double the Barrens Chat?!), Grim Batol is now Twilight Highlands and various other lands, coastlines and jungles will radically change.
  • Flying everywhere - Yes folks, we will be able to fly everywhere in Cataclysm.  This even includes Wintergrasp.
  • Class combinations - Data mining discovered the new possibilities and they've all come true, even Night Elf Mages.  Solving the 2:1 Horde to Alliance druid question is the Worgen's ability to offer a self-standing holy trinity.
  • Unfinished original content done - Uldum and Mount Hyjal will both be arriving as part of Cataclysm.  Blizzard stated that Hyjal was never completed because it was impossible to do what they wanted previously.
There's really only one thing I can say Boubouille missed the mark on, and that's the main protagonist of the third expansion.  Deathwing is, without a shadow of a doubt, the bad guy in Cataclysm.  He's the force that lays waste to the lands as we know them.  Not an erupting Maelstrom as so many speculated.  QueenAzshara and her Naga buddies are definitely around, they have a new island to themselves just south of the Maelstrom, but they'll be a distraction compared to The Earth Warderer. "That is their (Goblin) mount" "That is their (Goblin) mount" We've also got some additional details that no one guessed.
  • New Secondary Profession - Archaeology (a word that will be often misspelled) will be added to WoW.  It'll be the first secondary profession that plays like a gathering profession.  No, fishing doesn't count.  After collecting from nodes of ruins and such, players will be able to discover rewards.  The mechanic to discovery hasn't been disclosed, but the possibility of a mini-game (Bejewled?!) was mentioned.  We will be able to track ruin nodes, and other gathering nodes at the same time.
  • Mastery system - A new mode of progression.  The Mastery system is going to work alongside Talents to offer additional character customization, and it won't be class restricted.  This means a Priest can pick up the same Mastery skills (or whatever they are to be called) as a Rogue.  We are going to find out more details during the WoW Game Systems panel at 10:30 PST.  I'll be covering it via Twitter, and I expect it to be live blogged here as well.
  • Heroic Deadmines & Shadowfang Keep - We heard dungeon revamps were coming, and now it's official.  These particular dungeons will use the same art and models.  To spice things up these assets will be mixed with new encounters and fights.  We'll hear more at today's Raids & Dungeons panel, which I'll be covering as well.
  • Ragnaros - He's indeed back, "bigger and more pissed."  How much bigger can the developers possibly make the Lord of the Fire Elementals?
  • So much more - Changes to fishing, Blackrock Spire is back, new PvP zone, rated BGs and the Alliance loses Southshore!
Consider me excited.  What do you think?  Good, bad, lore buster?  Anything that truly shocked you? For the StarCraft II players out there; I'll be sitting down for a StarCraft II interview later today. @iTZKooPA with your questions.  I'll select the best ones and work them into my own queries.

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