Entries in PvE (46)

Some Thoughts On The New Badge System

There once was a time when earning a badge meant slogging through a 5-man dungeon over the span of a couple hours, or spending an entire night on downing two or three bosses in a raid. And it was a really long haul towards the next piece of gear. Not to mention that there was only one type of badge, so you knew exactly where to spend it and how many you would need when you got there. In an effort to equalize the playerbase, Blizzard has expanded on this idea several times in Wrath of the Lich King, first introducing a new set of badges for each tier of content, and then, in 3.2, making their acquisition even easier by handing them for just about anything remotely dungeon-related.

BlizzCon Entry Pass: the hardest badge to earn of all! BlizzCon Entry Pass: the hardest badge to earn of all!

What once took weeks could take a matter of days, especially if you've got a group of people capable of running Trial of the Crusader in all its forms. Some in the community have cried foul, myself included, but even I can admit that its only because I've been around the block a few times. I've seen the gear grind at its worst, and it's all too tempting to look down my nose at the people who've only picked up the game more recently, and yell at them in my shrill old man voice, "Why, back in my day...!"

And also like a confused geriatric, keeping all the different badges (and how you can get them) straight sometimes makes my head spin. It's bad enough that (excluding Badges of Justice from Burning Crusade) we have four different kinds, but to obtain Tier 9.5 equipment, you need to pair them up with trophies you can only get from 25-man ToC.

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Bad Tuning, Too Many Guilds, Or Too Many Bad Players?

I've Already Sent In My Application I've Already Sent In My Application Since Wrath of the Lich King launched in November I have been in more guilds than I have ever been in my lengthy World of Warcraft career.  Now moving on to my fourth (and fifth) guild, I've discovered a trend.  A trend that I believe caused my former two guilds to collapse on themselves, leaving me holding the non-raiding bag for a few weeks.  That trend is focusing on 10man content.  But what's causing us to fail? Bad Tuning:  10-man content is considered to be the easiest way to raid, but I simply don't believe that.  If one person dies in a 10-man encounter it's far more difficult to deal with than in a 25-man match-up.  It comes down to simple math, you're losing 10% of your force to a paltry 4% if a single member dies.  Here's a bit of anecdotal evidence to back that up.  In the early going of Wrath 10man Sarth+3D was considered the most difficult encounter in the game. The developers obviously comprehend that simple math, and design around it.  Or at least we'll assume that.  But it's unlikely that Blizzard expects many guilds to stick to one degree of raiding.  Most people that I know mix in 25-man, PUGs or guild runs, with their 10-man plate.  This allows players to acquire gear that will make the 10man encounters more trivial.  A smart idea.  My previous two guilds didn't have much success in this, leading us to stick to 10-man progression by and large.  This path proved unsuccessful after a few months. Too Many Guilds:  One issue that I've mentioned before is the amount of guilds there are these days.  Guilds come and go as often as celebrity relationships, allowing players to see greener pastures with an alarming frequency.  Sure, new guild X may be doing great right now, while your guild is stuck in Ulduar, but who knows how long they will be around?  For most players, it doesn't matter.  They subscribe to water's mantra, the path of least resistance (to gear). In theory the amount of guilds shouldn't really matter.  Having options is nice, and guild competition tends to drive players to perform at their peak.  A win-win, right?  In practice, the setup leads to guild hopping, and spreads the herd of good players over a wider range of guilds.  Thus, lowering their collective effectiveness. Too Many Bad Players:  I honestly don't believe that WoW has a larger percentage of bad players nowadays.  They've always been around in large numbers.  They just appear more obvious simply because the entry to raiding is far lower than ever.  On top of that my guilds have chosen the level that nearly everyone starts at, 10man raiding.  Because of this Smooth Criminals and Warriors of Faith had a high percentage of mediocre players, poorly geared players or flat out bad players in their ranks.  Ranks that have a small portion of good players that aren't casual.  Mix too much bad with good and the results are always the same. Players that are new to raiding are also highly likely to either quit raiding, possibly the game, or even progress past their guilds after they learn the ropes.  Causing the guilds to fill up with another round of unskilled or under-skilled players that need their hands help.  Repeating the viscous cycle. Me:  Sure, I have been one of the only absolute constant factors in these failing guilds.  That isn't a matter of opinion, but cold hard fact.  I hope to god I'm not such an awful player that I can cause a group to collapse when I am only there once a week!  I guess it's possible though.  I do play a gnome.  If it turned out to be true I think it would just increase my ego further, in a very unusual way. Before you go tearing me a new one let me reiterate that I know that 10man raiding is easy to PUG.  I know that many guilds succeed week in and week out.  This is just a discussion as to why my last two guilds failed to stay together during their 10-man push.  Ultimately, we failed to dominate content, hitting a wall at some point.  Then the leaders got fed up and moved on.  Do any casual raid leaders/GMs have any tips? My ideal guild would be a rather close knit group of friends and acquaintances, around 20 players, that could raid on the same schedule.  Two nights a week would be dedicated to tackling various raids, and one day would be spent on progression and just having fun (to ease the tension of failing).  We'd obviously be casual, but when raiding it'd be taken seriously.  Pots, food buffs, full enchants, gemmed to the gills, we'd expect every character to be at the top of their game from trash to boss for three hours a night.  Most of all, people would show up on time! What's your ideal guild?

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Blue Stew: 9/11/09: Hey! You Got Your PvP In My PvE!

Blue Stew is a new semi-daily column bringing you a delicious concoction of developer news, thoughts, and opinions straight from the boiling pot that is the official World of Warcraft forums. The highlights of each day include additional commentary by Project Lore staff. PvPvPvE Would you look at this pair of winners... In one thread, Paladin extraordinaire, Feanorion, wonders:

"why are PvE concerns being trumped by the concerns of such a miniscule portion of the subscriber population? "
And in another, posted the same day, Fireweed puts on her frowny-face:
"Since the Illidan kill in TBC I swore I would not touch PvE ever, ever again. It's mind numbing, forces you to deal with people you never want to deal with on your free time, it requires way too much dedication in the scene/too many people and to stay in a guild that is capable to handle it and so forth... What I really enjoy about this game is arena, even some random battlegrounds here and there with a small group."
This, friends, is a microcosm of all that is wrong with the average complainer's mentality towards the game : "I don't like it, so it shouldn't be there!" I've said time and time again that I'm not particularly in favor of PvP, at least not to its extremes, but that's the way I prefer to play. I'm not going to outright deny the ways in which other people might have fun. But the fact of the matter is that if any decisions to change the underlying structure of Warcraft, it would be based on an entirely different group altogether, as Ghostcrawler so handily points out:
"If you expect us to balance around the most popular way to play the game, then you'd see most of our changes aimed at low level alts and very few end-game raiding tanking changes. "
I think we all get so caught up in the endgame, that we forget most people who subscribe to WoW simply enjoy tooling around, by themselves, or with a couple of close friends, in the lower levels of the game. These are the people that like to level up over a week, not a couple of hours. And these are the people that enjoy picking herbs just because they enjoy picking herbs, not because they need to make flasks for the next raid. And that's why I think Cataclysm is going to be such a big hit with the community. It refocuses the game on these types of players without entirely forgetting those at the level cap. You see, WoW is a lot like this scrum-diddly-umptious cake... (image courtesy of http://www.mmmmbrains.com/blogg/) You see, WoW is a lot like this scrum-diddly-umptious cake... (image courtesy of http://www.mmmmbrains.com/blogg/) But even ignoring this group of players, can't we just all accept that PvP and PvE are integral parts of the game? I used to be a nay-sayer, too, but I've long since learned that both styles are like two delicious flavors coming together to make World of Warcraft just as enjoyable as a tasty little peanut butter cup! Ghostcrawler explains in a seperate thread why you will never see them split:
"Internal consistency for belief in the game world is part of it. Just keeping complexity down is another part of it. We don't want to see every spell or talent have two tooltips and players having to keep all of that straight. It just feels like two games with one art set at that point, which isn't what we're going for."
Please Explain Argent Tournament Reset Seems like the Faction Change service includes everything but the kitchen sink. Or, in this case, Argent Tournament progress. Kisirani gives a simple enough answer:
"I'm responding to this thread because it's written in a calm and concise manner, so thank you for that. Simply put, while it was not a decision we enjoyed making, due to the way the Argent Tournament functions it was not feasible on a technical level to properly switch progress between factions. I am sorry we were unable to offer a better solution."
I wish he would've expanded a bit more on that, but then again, that's due to my own curiosity. I'm always intrigued to know how the game is built, how its underlying systems are structured to allow certain things and not others. While I have no way of being specific myself, I imagine it's the case of simply coding, or constructing, the Argent Tournament in a certain way at a time before the requirements for the Faction Change service were fully laid out, leaving the two aspects of the game incompatible with each other. So for those of you still considering a Faction Change, please keep this in mind. You'll have to do the Argent Tournament all over again (though, presumably, the earned reputation with each home city will remain intact, even if the quest progress doesn't). And for those of you who already did, without realizing this caveat, I'm sorry! That's potentially months worth of daily work down the drain! Earthen Power Nerf: Overkill Oh, it's the weekend. I'll throw you guys one more bone to look over! This one's for the Enhancement Shamans out there, in response to the most recent PTR patch update, which makes changes to the way in which Earthen Power works, potentially affecting their performance in Arena teams:
"The 3.2.2 PTR change to earthen power will be crippling to Enhancement Shaman, I am not saying that this talent isn't a bit too powerful, but granting the shaman short term immunity to movement impairing effects is not the issue, the issue is it granting the shamans team mates the immunity. Removing the immunity from the shaman themselves will do nothing but cripple a spec that has just recently regained viability, without showing any form of dominance, except as a part of a counter RMP team in one tournament, a tournament which doesn't well reflect the state of play on live (nothing over item level 213)... I would propose that if you feel earthen power is overly powerful, you remove the snare immunity from allied targets, but leave it on the shaman, else we will see a return enhancement shaman being unable to stick to a target. We already suffer greatly from a lack of controllable damage, reliance on long cooldowns (bloodlust/heroism, spirit wolves), and inability to kill healers. Returning Enhancement Shaman an easy to kite class will severely undermine everything you have done to give us arena viability."
Ghostcrawler explains that they favored Ghost Wolf as a reducer of movement-impairing effects instead:
"We think Earthen Power and the Ghost Wolf change were trying to solve the same problem. Together they felt like overkill to us, and we thought the Ghost Wolf change was more interesting so we kept that one. Your mileage may vary and I would be surprised if many shaman agreed since they were the target of the nerf."
Alright, folks! Have a fantastic weekend, but don't forget to respond and let us know what you think about all of these different subjects before you do!

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Is Blizzard Really Short-changing PvP?

We dedicated players can bicker all we want about Arena balance or Rogues being over-powered, but what about the presence of PvP available in the game itself? When you have a game as popular as World of Warcraft, you're bound to attract the ire of the gaming community at large. In my travels around the internet, I've learned that there are quite a lot of people fed up with Blizzard's baby, and one of the chief complaints, next to simply being an MMO, is that it doesn't focus enough on Player versus Player combat. I suppose this isn't a new argument. After all, the game's been criticized for its "care bear" approach to open-world ganking since before its launch, and, at that point, I can understand why. It stands to reason that the people most interested in the game at the time were those that had spent extensive amounts of time playing through the Warcraft strategy games. WoW offered them a new, interesting, and more intimate way of engaging in the age-old conflict between the Alliance and the Horde. With so much standing animosity between the two factions, it would be reasonable for your average pre-release gamer to expect copious amounts of wanton bloodshed and for all-out war to consume Azeroth whole. Well, the fight with the Burning Legion mellowed those tensions. The Alliance lost their core leaders and Thrall tried his best to pacify the more chaotic aspects of the Horde. So when it came to retail, the only thing you could do in WoW was to attack someone on the opposite side if they let you, duel with fellow players, and play a silly game of "capture the flag" in Warsong Gulch (though, if memory serves correctly, Arathi Basin may have been available, as well). Quite the disappointment for some, but a great boon for others. The game's population swelled not only on the brand name, but the number of players who wanted to work cooperatively towards their goals. But Blizzard didn't completely forget about PvP. Instead, they made great strides to make it more and more a part of the game without completely alienating their base. But to this day, the game takes a lot of guff from those who have long-since quit the game or never played it in the first place. In fact, so heralded is this mythical PvP nirvana, that a lot of people believe that's the only way to make a dent in Warcraft's armor. That its players simply continue to bide their time and play such a "boring" game because a real, honest, PvP-dedicated MMO has yet to come along. Isle of Conquest... on of Warcraft's most recent PvP additions. Isle of Conquest... on of Warcraft's most recent PvP additions. The problem is that they have. Guild Wars, Warhammer, Aion. Countless other Korean MMORPGs. More games than I'm willing to list here have used PvP as a selling point to distance themselves from WoW. And yet, its success remains unparalleled in the genre. Now that's not to say that they're bad games or that they don't present a viable PvP option, but rather, I propose, the market for such games isn't quite as big as one might initially think. After all, not only are these games competing with Warcraft, but also games in other genres: Call of Duty, Unreal Tournament, HALO, Gears of War, Madden, Street Fighter, Super Smash Bros., Starcraft, Warcraft 3. Taking a quick look at the pro circuit will allow you to see what sorts of titles are dominating the competitive gaming scene at any given moment, and MMOs are curiously absent... aside from, ironically, Arena play in WoW. In my experience, the vast majority of competitive gamers prefer instant action, as opposed to the typical need to grind to a certain level to even start playing seriously. Now here is where WoW excels: it's got some excellent PvE content to pull you along, making that grind more or less worth it (at least the first time through). PvP, even if it isn't in its ideal form, is layered on top of that core structure. But some people maintain that the game simply doesn't go far enough. Really? Currently, you've got your choice of six different Battlegrounds, an extensive, rating-based Arena system, and World PvP objectives like Wintergrasp (and, to a lesser extent, Venture Bay, Halaa, and the Bone Wastes as the next most popular locales). The next expansion will add ratings to Battlegrounds, three brand new ones to fight in, the Tol'Barad PvP zone, and most certainly several unrevealed Arena maps, to boot. I contend that the sum total of World of Warcraft's PvP content eclipses that of  nearly any competing MMORPG. Is it as integrated into the game as it is in other titles? Perhaps not, but that's splitting hairs. If a game's PvP is restricted primarily to certain zones, regardless of whether or not they are physically connected to the core game world, I don't think it's any different from the way Battlegrounds are set up. And, of course, there's always rolling on an open PvP server if that's the way you really want to play the game. Blizzard may have shifted their focus to PvE content early on, but I think that the concept of PvP in Azeroth has come back in a very big way. With those old conflicts rising once again, both the Horde and Alliance marching to war against each other, even with a greater threat looming, I think the game's potential for competitive player combat can only become greater. So, I ask you readers: Is Blizzard really short-changing PvP? Have you been satisfied with the amount of content added, or do you think other games have succeeded at competing on this front, offering a better, and supposedly more comprehensive PvP experience?

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The Next Expansion: Sacking A Town

Run Ma, It's A Hurricane! Run Ma, It's A Hurricane! The Next Expansion is an ever growing series of articles that focuses on WoW's upcoming third expansion.  The column covers news, speculation and even gameplay mechanics that PL's writers would like to see implemented. The little quip about Southshore vs. Tarren Mill in yesterday's post was no accident.  We've discussed the topic at length in the past and it continues to instill a sense of nostalgia whenever it is brought up.  Unless you were trying to level during those days it was pure fun.  Even most of the lowbies didn't mind, as they got to be a part of the battle (even if it was a small part) and a glimpse of the future.  Occasionally the skirmishes became so large, and the resurrection timers so long, that one of the towns (often Tarren Mill due to level differences of the hubs) would be decimated.  Crushed, destroyed, void of anything but the corpses of the fallen and the invaders who laid them to rest. I've been waiting for a Blizzard sanctioned event since.  No, I don't count Wintergrasp.  What I want is the mix of PvP and PvE that the battles gone bye brought us.  If one side dominated the other than it had an adverse affect on one's ability to continue questing in the area.  Sure, the NPCs respawned quickly, but when the town was completely sacked they'd fall to another blade in a moment's notice.  Not to mention that it was damn near impossible to be questing between the two towns without being ganked. By binding a PvP/PvE area to the Honor system (sacking a town would give bonus honor to everyone involved) the system could be arbitrarily policed.  Upon the battle's completion the town would take time to recuperate.  With nothing to kill, and no honor to be gained the opposing faction would be forced to travel to some other land, giving the losers an opportunity to finish and turn in quests.  Or they could always prepare a counter-attack. Unfortunately some people would deem this as too hardcore, since your leveling could come to a crawl.  So I'll present another scenario along the same lines that wouldn't be PvP oriented, but pure PvE.  One that is a perfect application of Tabula Rasa's invading forces mechanic mixed into the speculated world event for WoW Cataclysm. With the Naga invading local shorelines the citizens of the areas beg for help, anybody's help.  Upon accepting your dispatch you are sent to various shores to clean up the invading forces, driving them back by the dozens.  Despite our best efforts the sea beasts overrun the shorelines, pushing further and further in.  As time progresses the bustling ports of Menethil Harbor, Southshore, Booty Bay and more are taken by the Naga.  With our shipping and supply lines in peril the capital cities have no choice but to attack the Naga's home.  It isn't until we breach their final defenses that the Naga swarm retreats back into the ocean to defend their Queen. Think of it as a reverse Isle of Quel'Danas event.  Instead of us opening up content by reclaiming the island, the invasion's progress (which would be an unstoppable force) would reveal new objectives.  We'd start off with simple quests to collect information and slaughter the early cannon fodder.  Then we would work our way up to Naga Officers (outdoor bosses), staging grounds (5-man dungeons somewhere on the shores) and naval combat (ship to ship battles against the Naga).  The aquatic tyranny would not end until we have breached the Maelstrom and located the Naga hideout.  The bosses and invading force would then return, leaving the land mostly intact. What do you think?  Would you rather the mix scenario or straight up PvE?  Any other ideas out there for a return of TM vs SS style combat?  At least these scenarios would finally make the Local Defense channel actually mean something.

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Being A Well-Rounded Raider (And A Better Rogue)

Follow The Tips Or Be Eaten By Each And Every Maw Follow The Tips Or Be Eaten By Each And Every Maw Combat, Assassination, Sublety.  Backstab, Mutilate, Sinister Strike.  White, yellow, green damage.  These are all important things to consider when you are trying to maximize your DPS, but they aren't the only things.  Not by a long shot.  The stab-happy class (and all other classes) also needs to keep stats like Hit, Expertise and Critical Rating in mind as well.  Then there's the act of standing behind your target at all times, timing a Slice and Dice refresh, popping the various cooldowns to maximize total output, sharing the wealth effectively and dropping a Vanish at the most appropriate time.  In short, the class that many players believe to be incredibly easy simply isn't.  Maximizing a rogue's abilities is as difficult as any other class in WoW. Here's the thing, one's raw DPS isn't the only thing that matters.  Adding to the already complex task of DPS is other raid mechanics.  Staying alive, reducing the healing required, spreading out and minimizing incoming damage.  These are all highly important tactics that every raider should be trying to master.  PvE encounters will become far easier for each member that masters their basic role - DPS, Tanking, Healing - and these "secondary" tasks.  Achieving outside the box is exactly what separates the casual raiders from the hardcore, and I don't mean in time spent. It'd be impossible for me to discuss what every class can do outside their normal role, but here are a few for my favorite class.

  • Minimization of incoming damage - Yes, yes, of course killing the target will reduce its DPS to the fullest extent.  By show of hands how many of us can kill an elite target inside 10 seconds?  No one?  Thought so.  In the midst of burning that mob down be sure to interrupt incoming damage as much as possible.  Kick spells - but prioritize which you kick - stun whirlwinds, Blind stray mobs.  Sap.  Every class has a handful of tools to make life easier on the healers, use them.
  • Spreading out damage - You have to be careful with this one depending on your class. Especially considering that this mostly comes up during a breakdown in an encounter.  During these hairy times spreading the damage across multiple players can be the difference between a catastrophic failure and a messy recovery.  For a rogue the idea is to save any squisher class from being pummeled, while bringing the mob to a tank.  Liberal use of Evasion and Cloak of Shadows are key.  By reacting quickly you can save other raids members, give healers time to react and focus on the tanks while reducing the tanks incoming damage as the encounter returns to normal.  Saviors just need to watch our for their own well being, as heals won't likely be coming their way.
  • Staying alive - Blaming the healer is a fun past time, but barring a complete wipe you could have saved yourself.  If you were one of a few deaths during an encounter it's on you.  Sorry.  Perhaps you should have potted, moved away from the pretty spell effects that were nearby or eaten some food for that extra stamina.  If all else fails Sprint or Vanish.
  • Dealing with AoE - Previously rogues couldn't do much with AoE.  We'd just stand there and take it, interrupting when applicable.  And we couldn't return the favor.  Very annoying.  Now we have two new tools at our disposal.  For incoming AoE damage - as seen in numerous Ulduar fights - we should be spamming a tried and true ability, Feint.  A 50% reduction in AoE damage is a sweet buff to the old school spell.  For dishing out AoE we have Fan of Knives.  FoK is best used with slow weapons.  If your energy is going to be dedicated to FoK during an encounter then switch to your slowest, hardest hitting pair.
  • For the love of all that is holy - Enchant, socket and fill out all of your glyphs with something!  None of this "waiting for a better piece of gear to enchant" or "need to find a good gem."  Get a placeholder at least!
With many experienced raiders part of the readership I know a fair amount already grasp these concepts.  But I hope each of you learned a new trick, or at least remembered how important these tactics are.  If you already knew this information, then I am sure you have something to add.  Let's hear it.  Examples for other class tactics would be appreciated as well. Remember folks, we each have roles, but we can all make raiding easier, more efficient and, most importantly, faster by performing outside our narrow view of the world.

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The Next Expansion: Pure Speculation On WoW v4.0 To v4.4

Community Spotlight On LoreCrafter.com's Catalysm Ideas Community Spotlight On LoreCrafter.com's Catalysm Ideas I, like many of you, absolutely love Warcraft's lore.  We've been talking about it much lately, ranging from various quests and zones all the way to the predicted reveal of the upcoming expansion.  To be completely honest, the lore is what I spend most of my time on.  I read about the universe all over the place, from manga and books to various websites and blogs.  I spend hours a week raiding, leveling and farming.  Yet, I'd wager that I dedicate almost an equal amount of time pouring over the many resources available.  And we need so many due to the immense size and scope of the universe that Metzen and his underlings have created for us to play in. I simply can't get enough of the lore.  Lunches, "smoke breaks", waiting for things to install.  I steal every moment I can to absorb the seemingly endless amounts of information, stories, conjecture and background to Warcraft.  It's this very reason that I have between 15-20 sites on my RSS feeder dedicated to this single purpose.  And one of them really caught my eye, and teased my brain, recently, LoreCrafted.com. Let's be clear, the latest series of posts by Tharion Greyseer are complete and utter speculation on the aforementioned upcoming expansion.  Over the course of a couple of weeks Tharion crafted a recap of what could be coming from World of Warcraft v4.0 and beyond.  The author even took the time to include Blizzard-esque role playing introductions for each patch, crafted a possible world event focused on rising seas and the incoming Naga swarms from the Maelstrom and addressed other popular expansion theories. I don't dare recap the entirety of the posts for fear of "spoiling" those who want to remain clean, and to force you to check out the excellent posts.  The information contained within is indeed pure speculation, and unlikely to be spot on, but it makes Cataclysm sound pretty interesting.  Not to mention complex if the intertwining lore aspects come to fruition.  Upon completion of the series I did enter into a surprising state of depression.  Reading the synopsis made me realize how formulaic the expansions can easily become. Who else dedicates unsafe amounts of time to reading Warcraft's past?  Have any of the non-Warcraft III players gone back and read about The Frozen Throne and the current lore?  May I recommend just playing it?  Enjoy the community spotlight? Interesting tidbit.  According to WoWWiki the bonus campaign in TFT, featuring Rexxar, was created to showcase the Orcs, because they weren't a large enough part of the story proper.  I guess that answers the 'what is the Horde doing' question I posed earlier.

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Questing: Arthas & The Scarlet Onslaught

Who Needs A Body? Who Needs A Body? For reasons unknown I was meet with a good amount of playtime this weekend.  Rather then ponder on my good fortunes I set out to plow through level 73 (accomplished) on my priest in an effort to have her join the raiding ranks before Cataclysm is released.  With most of the quests in Dragonblight accomplished on my dagger lover I went about my business rushing through quests, burning down numerous mobs and getting ganked.  Then I ran into Orik Trueheart and his eye-catching T2 (recolored) Paladin set. Trueheart is a dwarf on a mission.  He was sent to the Forgotten Shore in Dragonblight to free the souls of those that Arthas betrayed.  In case you forgot, upon hearing that his father had ordered Arthas' troops returned to Lordaeron, the crown prince had the fleets boats burned to their frames.  The actions have been retold numerous times, most recently in the novel, so the setup isn't exactly new.  But we've always followed Arthas' journey into Frostmourne Cavern after that.  Turns out that the men Arthas stranded on the chilly shores eventually died to the Scourge around them and were cursed to defend the landing forever.  That's where Trueheart comes in. Trueheart's questline, one that offers a whopping amount of quick, easy and local experience, has players once again leave their bodies to converse with the dead.  After learning their plight, we realize that the souls have been trapped because they forgot how they came to be.  Naturally it's up to us to release them.  Upon finding a use for the unusual emblem residing in the snow we are graced with a scripted cinematic that brings numerous other names into play.  If you haven't played Warcraft III or read Arthas' novel, then the line is a good place to witness Arthas' descent into madness. This Random Emblem Caught Me Off Guard Until... This Random Emblem Caught Me Off Guard Until... Sick of reliving old lore and wishing Blizzard would introduce more original backstory?  Stop crying and do it anyways.  Upon completion of the Arthas nostalgia I was given the opportunity to crush some Scarlet Onslaught faces.  Seeing as decimating the ranks of the Scarlet followers, Crusade or otherwise, is a favored pastime of mine, I couldn't say no.  Zelig, Trueheart's "bra", and his compadres of the 7th Legion, sent me off to collect information, curb overpopulation and brush up on my reading comprehension.  How could one pass up XP and nostalgic murder?  Little did I know that my face melting would lead me back to ancient lore.  The scripted culmination with Muradin in the Frostmourne Cavern is both new, and highly interesting.  It also offers sick loot too boot. Nice Logic There Arthas I was privy to the information given in the cinematic, I just can't believe that I missed such a long questline the first time around.  According to my buddy, the chain continues, becoming far more complex than a little Spock-style retconning.  If it stay on the same level of awesomeness then I will definitely have more for you.  Approaching a year from releases Wrath of the Lich King continues to impress me with its quest design, presentation and integration. These Alliance restricted quests make me wonder, what the heck is the Horde revisting?

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Out of the Comfort Zone and Into the Arena

Arena Queue
I'm not much of a PvPer. Sure, I play on a PvP realm. I hate the Horde (or Alliance, depending on which character I'm playing). I dabbled in battlegrounds. But in MMOs in general, I have never really gotten into the Player vs Player aspects of the game as much as I have the PvE ones. Over the past couple of weeks, I've had the chance to step into the arena for a few games each week and I can confirm that I am not an elite player in those situations. Both in the 2v2 bracket and the 5v5 bracket, my teams have lost more games than we've won. So we need to get some more practice. That is beside the point, however. The past few weeks have given me a lot of useful experience as a healer (my chosen arena spec) as well as a lot of good times. The times we have won, though, have been a lot of fun. Even some of the losses were entertaining. And ultimately that's the point of WoW - to have fun. After participating in a few arena matches, I feel like I've been missing out on a huge opportunity for fun in World of Warcraft just because I was afraid I might be bad. Well, I am bad. At least, I'm not as good as I wish I was. That's OK though, because with each match, I feel like I am getting better. I find problems with my game like focusing too much on what opponents are doing and not being aware of my teammates enough. That's a lot different from DPSing in most boss fights where maximizing DPS and staying out of fire/void zones/clouds is all I need to worry about. Of course, I have spent a lot more time facing bosses than I have in arenas, so it all feels like second nature now. I used to avoid world events. Now I go out of my way to complete them. I used to rarely raid. Now I love fighting those skull level enemies. I was wary of stepping foot into arenas. Now I look forward to the virtual beat downs. Of course, all of those achievement points waiting for me to earn don't hurt. I wonder what other fun activities I've been missing out on in Azeroth. Any tips on where I should look next?

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Patch 3.2: Raiding Lockout Extensions

"Okay guys, let's get Yogg-Saron this attempt!"
Blizzard is known for pulling random, often unrequested, features out of the collective brain trust and adding them to an upcoming patch without warning.  Normally people cheer for additions to the default setup.  Some of the features just don't cut it, falling way short of the robustness offered by the many add-ons already available.  Other changes are entirely unobtainable outside of Blizzard's doing.  Case in point, the changes to Raid Info in Secrets of Ulduar.  The change in code enabled players to accept or deny a raid lockout for various reasons.  If something wasn't right, then we'd be able to abort that cleared instance or one that started ages ago unbeknownst to us.  Without a doubt a useful addition which has made everyone's instancing less cumbersome. Following the same RaidID logic, Blizzard confirmed this week that Call of the Crusade will give players the ability to extend your raid lockout period.  No longer will you have to give up on an instance with just Kel'Thuzad up, or clear the beginning of Ulduar just to make further attempts on Yogg-Saron.  Instead members of a raid or party can chose, individually, to continue the instance at a later date by extending the lockout timer for another session (seven days for most raids, another day for heroics).  The lockout timer can be extended indefinitely.  Worried that you'll extend your lockout timer only to fail at completing your goal?  Fear not, Blizzard will allow players to drop the extended instance so long as nothing of substance was completed since its extension. Why would Blizzard do this you ask?  Eyonix has your basic sure-to-upset-the-hardcore answer.  "This new option is being added as a means to allow parties and raids to progress through an instance at their chosen pace". Initially I was annoyed with the announcement.  Not only did it seem to be a pointless waste of development time, but it removes one of the reasons for a lockout period to exist.  I got over those issues though.  The development time spent on the change is nothing in the long run, perhaps a week's worth of work for a programmer and some QA personal.  And the lockouts exist mainly to keep people from getting too much loot in a week, not as a race against the (long) clock.  In the end both casual and hardcore guilds will benefit from the change, and it is doubtful that the gear gap between the teams will shrink with the added feature.  Leave that up to the emblem changes. Time well spent or is this going to be a rarely used feature like in-game voice chat?  Another win for casual raiders and a strike for the hardcore?  As an added, perhaps unintended, bonus we'll be able to gear up our alts by taking over older, partially cleared (all hard modes downed) instances and cleaning up any remaining easy bosses.  That can't be bad right? For more details, check the latest official PTR notes.

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