Entries in weapon skill (2)

Blue Stew: 9/3/09

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. It's a surprisingly tame day on the forums, folks. Well, of course there's the usual whining, and some questions about the Paid Faction Change, but if you want to find answers to those or discuss the new service, Project Lore's coverage is a really good place to start (I even wrote it myself!). With that said, I've still managed to cherry-pick a few things that I think are worth looking at: So Explain To Me Again... Weapon Skill: Quite possibly the most useless skill in the game! Wait, wasn't that supposed to be Spirit? Weapon Skill: Quite possibly the most useless skill in the game! Wait, wasn't that supposed to be Spirit? Nerthuz must be suffering from Memory Gremlins in her brain again, because she can't remember what she was told last time she asked about Weapon Skill. It must be hard with those nasty little critter eatin' up your thoughts and all. But, hey, she has a point. What is up with Weapon Skill, anyway? This is an issue we've covered here at Project Lore before. Why iTZKoopA posted something about it just one month ago, and he came to the conclusion that it was a sloppy, poorly-implemented stat, though it may have simply been used as a limiter to keep people from tackling mobs way above their current level. But, then, couldn't weapon proficiency simply be built into levels instead of being something you need to raise? Why not just tack on an extra five points every time you ding and automatically pro-rate new skills you learn from Weapon Trainers? Lore-wise, I suppose there is some sort of justification. Ancilorn points out, in accordance with the theme of Nerthuz's original post: "The worlds most skilled swordsman are not so skilled when it comes to wielding axes in combat. They would have to hone their skill to become competent at wielding axes in combat effectively." Indeed, it makes sense that while just about anybody should be able to theoretically wield any weapon, Weapon Skill is associated with how well they can actually do it. In real life, anyone can learn to shoot a gun, but not everybody can be a Bob Munden. Still, I think it's an iffy stat. It's not terribly inconvenient to max out, but it does feel kind of useless. Even if its inclusion can be justified, maybe it should've been tossed out like all those other stats were at BlizzCon. Cataclysm Compilation Nothing snarky to say about Frejya, the kind of person that everyone on the official forums should strive to be. And it seems that Blizzard approves, as well, as they've given her the hallowed green text of a V.I.P. (Very Important Poster). Now that the Cataclysm section has been opened, Nethaera thought it was high time to move Frejya's extensive and resourceful thread on the next expansion to the new forum. The only flaw with it, of course, is the lack of back-linking to Project Lore! Be sure to check it out if you need to know something about Cataclysm on the fly! Two Minute Buffs Need [To Be] Changed! It just wouldn't be a normal day on the forums without Ghostcrawler addressing a little bit of QQ. This time, 'letter Z' fanatic Bearlizion wantz to know why Blizzard dizcriminatez againzt all of hiz two-minute buffz. This is where I bring up something we talked about yesterday, namely people who don't play the game as it is and rather desire to play it the way they want it to be. Usually, this means ignoring basic play mechanics in favor of unrestricted convenience. Why can't people realize that without limiters placed on your class, it wouldn't be fun to play at all? Ghostcrawler's sage advice shines like a light from the heavens once again: "With warrior shouts, the intent is that the resources do matter. You might not have enough rage at any given moment and part of the skill required in playing a warrior is making sure you have enough resources to both shout and do your other damage." The fun in playing the game comes from strategizing in combat and figuring out how to manage your resources and when to use your skills. As I see it, most Warriors (especially tanks), already deal with a rather bland experience and the best thing to do would be to make them more complex, not easier to play. GC goes on to detail a couple of ways in which that could be accomplished, but the common theme seems to be restructuring rage so that a Warrior tank would have to pay attention to it throughout an encounter and not just at the beginning of it. You guys do remember the old days, right? When threat was actually something people had to worry about? I know I can recall the days of having to strategically limit my DPS and make alternate use of Feint and Vanish to clear my aggro on the target. His other core idea is perhaps putting key Warrior buffs on CDs: "Imagine (I am arm waving for a moment) that Battle Shout and Commanding Shout didn't cost any rage and in fact gave you rage, but were on a cooldown. Then using the shouts might become a more interesting choice -- you'd want to use them at moments when you're rage-starved and generally not when you have a full bar. However, you'd also want to keep them going because of their buff so you couldn't neglect to use them too often either. A challenge of playing the class / a test of your skill would be to shout at the right moment to keep the buff up but also make sure you earn the rage when you most needed it." Sure sounds more interesting to me! But I don't play a Warrior as my main, so I'd like to hear what you more experienced players think of this sort of change. Keep in mind that they're only ideas and this is not an indication that the development team is going to suddenly change the class' mechanics. I just happen to believe that making any class more strategic to play can only be a good thing!

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Why Do We Even Bother With Weapon Skill?

It Takes Longer To Find All The Weapons Than To Level The Skill It Takes Longer To Find All The Weapons Than To Level The Skill Love it or hate it, Blizzard has been changing the leveling aspects of World of Warcraft with each additional expansion.  As the level cap continues to be raised, the developers feel that blasting players through levels is a reasonable solution.  Sure, the slow to level players, and highly casual alt creators may feel a sense of abandonment, but according to Blizzard, the game begins at max level.  With increased XP gains from questing and grinding, lower level access to mounts and cheaper training costs and Recruit-A-Friend bonuses, leveling has become nothing more than a quick chore.  So why is it that we still bother with Weapon Skill? From what I can tell Weapon Skill was part of the combat calculations for two reasons.  Mainly to limit a players ability to take on much higher level mobs than themselves.  Perhaps your skill would let you drop a beast 10 levels higher than you, but all the dodges, glancing blows and misses from your puny weapon skill (still hardcapped at 5*level) negated your epeen.  The second attribute is to please our incessant need to see our character "progressing".  Even though we'd only see an increase of five in between levels, the great driving force of rising statistics kept many of us cracking skulls. Now, at level 80, the statistic is completely meaningless.  Yes, it does impact your DPS when you aren't capped, but does anyone not have max weapon skill with their weapon of choice?  If you grab a new weapon of a skill you aren't proficient in you can have that skill capped within the hour.  The incoming influx of axe wielding rogues are a perfect example.  So what's the point?  Why is it that we have to bother with a relic from vanilla WoW that has ultimately lost its purpose to Expertise?  Is it hanging around for archaeological reasons and the achievement? Unfortunately, we can't completely abandon the system since its main purpose is still in use.  But it'd be nice if Blizzard made it an actual task to accomplish, rather than a challenge to find an elite mob to swing away at.  Of course having to invest additional time into a pointless statistic, repeatedly no less, wouldn't make much sense either.  Make it so once one class of weapons (melee and ranged) is leveled they all would be?  That wouldn't please the RPers out there.  How about giving the statistic back some of its stats that Expertise now possess?  That would require additional dev time and rebalancing for no actual change.  Hmm. The state of Weapon Skill is a sticky situation.  Ultimately, its pointlessness for 'when the game begins' just bothers me, and frankly, reeks of a poorly planned change to a former core mechanic.

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