Entries in soloing (5)
Blue Stew: 8/28/09
Blue Stew is a new 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. Welcome to the first edition of Blue Stew! We know that trying to find anything useful on the official forums can be a lot like tip-toe-ing through a minefield, but if you look a little harder, you can find some surprisingly useful information from the development team and various Community Managers (collectively known as "Blues," due to their specially-colored text). The goal of this column is to provide you with the highlights each day, as well as our own brand of commentary on the subjects at hand where appropriate. Considering the nature of the beast, there might not always be a lot worth talking about. But since this is our virgin voyage, why don't we go ahead, crack the bottle on the bow of the ship, and get this thing sailing?
- First up is an inquiry from transmogrification fetishist and part-time Druid, Saberclaw, who idly wonders why Goblins don't get to transform in the same way that Worgen do? Maybe it has something to do with our fuzzy, were-wolf bretheren being the only race with a reason to change the way they look? He quickly recoils from his stupidly outlandish thread title, stating that he was really just trying to ask whether or not we'd get to pick from various goblin types at the outset. Wryxian was kind enough to step up to the plate, stating that while the playable Goblins aren't as vastly different from their current in-game counterparts (as opposed to the Draenei, when they were introduced), you can expect them to be more than just another "standard green short guy." And I have to agree. Just looking at the picture to the right, you can tell that this particular set of Goblins has been bred and prepared for combat. There's something leaner and meaner about them. Something that says they'd rather drain your blood than your bank account. I don't know if it calls for drastic changes to the race, but I bet they'll be a lot more expressive and interesting than your average, "time is money, friend" NPC.
- Axelhander, when he's not busy squishing grapes between his toes, spends his spare time correcting the development team on their flawed game design. Today, he called out Kalgan (a.k.a. Lead Game Designer, Tom Chilton) on some comments he'd made in a locked thread about the nature of Rated Battlegrounds. His major beef? Why, as a primarily solo player, is he being locked out of the best gear able to be obtained through the new rating system? Kalgan already addressed this issue in the previous thread, stating that the reason they didn't want to allow single players to queue and participate in the rated Battlegrounds was because it would be too easy and convenient for them to game the system by afk-ing. The natural assumption would be that, as a part of a group, any individual player would have more incentive to perform at their best. After all, think of it like an Arena group: a member that just sits there while his comrades do all the work (or, more likely, get slaughtered) isn't going to be on the team much longer. Kalgan adds that the current design philosophy for end-game PvE content is to reward organization, and that they'd they like to do the same with PvP: "I understand that you're expressing a philosophical disagreement as to whether rewarding for organizational effort and coordination is the right approach for the game, but I'm not sure why the expectation would be that we'd do that in battlegrounds when we don't do that in pve. You certainly can't 'get gear on par with the game's best' by doing solo daily quests either." Hey, I like to solo as much as the next guy. When I level a new alt, I almost never team up with anybody until I hit the level cap, but what's the use in rewarding someone the finest gear in the game if they don't care to engage in the level of content that requires it?
- Zomber had to put on his "smart" glasses for this one. He asks: What's going to happen to the Argent Tournament when Cataclysm hits? Will it simply become another Quel'Danas, a once-major hub of end-game activity reduced to obsolescence by new content? Or will the event end once the crusade against the Lich King does? Zomber then expanded his query to incorporate other pockets of "dead" content in the game. The inimitable Bornakk answered the call, stating that since not everyone will own Cataclym right away, it makes sense to keep the Tournament, and areas like it, in the game. He also emphasized that it may stay in play longer than Quel'Danas did because it's currently one of the easiest and most convenient ways for a player to raise their reputation with their faction's major cities. Bornakk acknowledges how tricky managing this sort of ephemeral content is: "Generally speaking - spending a lot of time on new content and then making it end and disappear is not something we like to do and have to be very careful on when and how often we do it. We are changing some of the classic continents because they have been there for 5 years so we feel it's okay to change it around after all this time."
Going Solo: Bandaging on the Battlefield
Up until recently, most of my questing was done in pairs. My rogue teamed up with my husband's warrior for a while as we leveled together. And when he out-leveled me, I started questing with his DK. Either way, I essentially had a tank as we took on quests and easily progressed through the game. But over the past few weeks as I ventured through Dragonblight and now in Zul'Drak, Locomomo has gone solo. So now I've got no tank. Combine to that the fact that many areas within this zone have a high concentration of mobs that like to attack you in twos and threes, and I was in a heap of trouble. But it's been a good learning experience; I've adapted my play style a bit, and that alone has been a fun challenge. Being a rogue, I've been able to escape the multiple mobs with Vanish, and when that's on cooldown, a combination of Sprint and Evasion paired with some strategic weaving through mobs so I don't draw more fire. When I have multiple mobs I can handle, Adrenaline Rush and Blade Fury work nicely together. But there's still the problem of the sheer amount of damage I've been taking. I'm running low on Frostweave needed to make bandages, and also need to restock on foods - both for the buffs they give and for their healing properties. What's been saving me there is the Medallion of Heroism trinket I picked up as a quest reward from the Battle for the Undercity. I love the critical strike bonus, but more importantly at this point is the healing capacity. I've been hitting that trinket as soon as it goes off cooldown. As I said, it's been a fun challenge and really reminds me of some of the awesome rogue abilities that I wasn't using as much when leveling in pairs, simply because I didn't need to. As for the healing issue - I look at this as a good reason to go for that Stocking Up achievement! So have any of you found a reason to alter your play styles recently? Do you prefer soloing or questing in pairs? More importantly, anyone have some Frostweave to spare? :)
Soloing: Achievementology Part 1
Project Lore's Dr. Dorkins introduces you to his new segment on Soloing: Achievementology. Dr. Dorkins explores how you can get easy achievements in World of Warcraft.
The Follow-up: Who & How Are You Getting To 80?
Many moons ago, Bastosa and I discussed how and who we planned on getting to 80. Back then I figured I would simply keep healing my way up to level 80, pushing my priest as my main toon. While things started out that way initially, Solidsamm has returned to the forefront. After Mutilate's “from behind” requirement was removed, I jumped at the chance to try the new dagger spec that would not force me to be behind my target at all times. The freshness that came with the conversion is exactly the reason I returned my angry Gnome to main status.
There are two reasons why I knew I was going to be hooked on World of Warcraft when it was released in late 2004. First off, I have loved the WarCraft universe since I first entered it via WarCraft II: Tides of Darkness. Secondly, and probably most important, was Blizzard's reputation. The company should just make their tagline “We don't make bad video games.” While a game can have the best story ever, it'll still suck if the gameplay isn't there to back it up, enter Wrath of the Lich King.
I had a pipedream that I would level mostly through instances, but without a close friend who's main is a healer, that is pretty hard to accomplish these days. Lucky for me the quests in Wrath of the Lich King have diverse goals, interesting lore, and an attachment to the zones that keeps me interested. While grinding via quests may not be the best XP/hour (that still goes to good old fashioned grinding), it is incredibly less mind-numbing. I will save that process for leveling my fishing.
Now that many of you are well on your way, or already 80, who and how did you get there? Did you roll that Death Knight and start from level 55 or abandon that idea and go with one of your level 70s? While I have done some instances, I generally haven't gone back to them after finishing their quests. How about you?
I Wanna Hex You Up
I did it. Juggynaut is a Level 80 Shaman. What did I do when I hit 80? I definitely didn't say ding. I spent my last talent point, turned in my quest, then Astral Recalled and trained one of my new favorite toys. Well, I actually trained about three levels worth of skills which cost me hundreds of gold, but the most important one for me was Hex. For those of you who haven't been paying much attention to shaman lately (including the devs), or those of you who haven't been watching our features from the beta, Hex means I can crowd control a mob temporarily. While it only lasts 30 seconds and has a 45 second cooldown. I've found it terribly useful while soloing, grouping, and even raiding. While questing, Hex can either eliminate an add for a short period, or it can decrease the damage output of the enemy for a few vital seconds in a fight. I utilized it in both fashions while attempting (and eventually defeating) a 5-man quest with my favorite Night Elf Priest (I love telling people we duoed Mal'Ganis). In instances, I'll Hex any animals or humanoids I see. It's been great in both heroics and our first steps into Naxx 10, where we managed to down a handful of bosses. In the end, Hex is a crowd control spell that mixes elements of a lot of the other CC spells that are out there. On the surface, it is polymorph effect, but it also counts as a curse. It can only be used once during a typical battle, like Sap, and has a cooldown longer than its duration, reminding me of blind. Similar to Fear, it doesn't break immediately on damage. Instead it takes a certain amount of damage to break it, which according to my anecdotal evidence can vary. I think I've seen frogs drop dead from AoE before anyone in the group targeted them. While not an ideal CC spell, I'm definitely liking it over my past options (none).