Posts Tagged Rant
Gearscore & Gated Icecrown
So hopefully 3.3 is just around the corner, mmo champ seems to think that it’ll be next week. Which to be quite frank sucks for me because I can’t take any time off just now at work. Actually that’s a lie, I could take a few days off but I decided against it for the following reason:
Icecrown is gated…
Yeah, so the rumour mill is that it’s gated and it might even be longer than a week between each ‘gate’ open. So I’m thinking, what’s the point in taking time off around patch release? Pretty much none right? Because hardmodes wont even be active for like a month or more so the only thing I’d gain is a few badges (YES BADGES NOT EMBLEMS) from normal modes and a bit of normal mode loot. And quite frankly I can get both of those at the weekend anyway…
Since my situation will probably change in January and I’ll be able to raid hardcore again, I’m actually pretty happy about this. Yeah that right, I’m happy that Icecrown is gated. Not because the artificial drawing out of content which isn’t designed to last the time it’s meant to last is a good idea. It’s not, it’s a fucking lazy shit idea. But because right now, it means that the actual competition in Icecrown probably won’t start hotting up until January at the earliest (since no one gives a shit about normal modes – likely there will only be points for normal mode full clear) – which is great for me.
So yeah, Vive la Gated.
On a secondary note: what the fuck is this bullshit with gearscore suddenly? As I’ve only been playing on weekends recently, due to work, I think I’ve seen this as a more sudden change than most people. 6 weeks ago no one on Al’Akir was using gearscore, very few people knew what it was or had an addon for it, some had heard of it by reading US forums and hearing the whine there. So yeah it’s totally fantastic that now this disease seems to have crossed the atlantic and infected our precious Parisian server farm. Within a few short weeks every trade pug had gone from “Link Archiv [sic]” to “LFG Wailing caverns 5k gearscore minimum”.
You might wonder why I give a shit, since 3 out of 5 of my level 80s have over 5k anyway. Well it’s not really about that, it’s about the whole idea that people over-inflate the already inflated gear with regards to what instances you can do with it. For example, requiring gearscores of 4k+ to do fucking heroics is a complete joke, how the hell are people supposed to gear up when they can’t even get groups for heroics. Heroics being fucking stupidly easy to do in just-dinged blue gear.
Although really the gearscore / link achiev problem is not as bad as you might think from reading the forums. As anyone knows who’s played wow for longer than 1 expansion timeframe, when the expansion comes pretty much everyone is set back to square 0 in their gear. Thats why a new expansion launch is one of the best times to level up a new character, or to start playing again (and many do) because everyone is suddenly thrust into the same boat of having crappy gear. And it feels good.
Blizzard killed the twink game
I’ve been pretty busy these last few weeks, what with attempting to move house and starting a new job. So my play time in wow has been cut quite a bit, as a result I’ve spent a lot of what little game time I have doing things that don’t require waiting around for other people to show up. This means, no grouping, no heroics, no dungeons, no raiding, no group based pvp. What is left you ask? Well basically one of three things:
- Level an alt
- Pvp on a level 80 main or alt
- Pvp on a lowbie alt
Number 1 was quickly removed from the running, partially because I actually have no spare character slots any more, and more so because I know that really I have too many level 80s as it is and I’ve barely logged in 1/2 of them for more than 5 minutes in the last few months. Option 2 would be where most people turn to in times like these, after all if you enjoy BG pvp it’s pretty quick and fast paced action at the touch of a queue button. However, this really depends on what characters you have at level 80 and their gear level.
The choices I have on my level 80 characters are as follows: Druid, Deathknight, Warrior, Hunter. To the untrained eye it might seem at least 3 of those characters would be pretty awesome in BG pvp and should provide some fast fun for a few hours or so right? Wrong, and here’s why: My druid has only pve gear, admittedly very good pve gear but pve gear nonetheless and only spell damage pvp gear at that. If I try to join a BG and heal I’ll get 2 shotted by pretty much any class with decent burst dps, If I try to go boomkin and do some damage it’s even worse mainly because of Blizzard’s utter refusal to even try and make boomkins viable in any kind of pvp. So that’s the druid out.
The deathknight is in a similar situation to the druid, full pve tanking gear and no pvp gear used to be reasonably fun in BGs like WSG as flag runners – but that got nerfed a fair bit so now you just get killed in a few seconds by any kind of focus fire and the abysmal damage you output in return just makes it feel like you’re hitting people with a particularly fluffy pillow. I’m not complaining about my lack of pvp gear on any of these characters, more just the fact that If I want to just go and have some fun in a BG – I can’t without spending endless hours farming pvp gear and respeccing, which is precisely what I don’t currently have time to do. So that’s the deathknight out.
Now the Hunter is my most recent level 80 and again, has no real pvp gear. But actually on a hunter this doesn’t seem to matter because they’re so deliciously overpowered you can just stand around and completely rape whoever you like from 45 yards away. Killing casters with a hunter is rather like killing flies as one of those blue electric fly killer lights. It’s quite a funny situation when the sheer amount of push back to their spells coming out of your auto shots and pet attacks is enough to reduce them to gibbering wrecks of around 40% hp before they even get 1 cast off. But it is precisely this reason which causes me to become very very bored of playing this character in any kind of BG, it’s just too easy. So that’s the hunter out.
Finally my warrior, he actually has pvp gear – albeit mostly hateful and deadly but still it’s not too bad. The problem with warriors in BGs that I’ve always found is it’s super fucking boring unless you have a pet healer. If you’re in a bg where there are no, or few, healers then the amount of fun you can have is severely handicapped. This is probably down to personal preference but, although warrior was my first ever char to reach level cap in vanilla, I just find them to be too dependant on other people in the BG to be particularly fun to play for some relaxing ownage.
This pretty much rules out the whole of option 2. In conclusion I’d say that none of the current level 80s I have is good for some quick fun action, except the hunter – but with the hunter you just feel like you’d get more of a challenge out of playing ping-pong against a guy with no arms. So what about option 3? It looks like an attractive prospect and before I start I should have a slightly disclaimer that I have done twink pvp before and really enjoyed it.
The problem with twink pvp nowadays is, you can’t actually do it. Since blizzard decided that they’d allow xp in BGs when levelling (a good idea btw), they allowed a ‘turn off xp gain’ option for twinks. They cited that twinks wanted this option, which is technically true – it certainly makes it easier to gear your twink up when you don’t have to worry about gaining a few xp in a dungeon from a boss kill which drops an item you really need. And of course since BGs were going to give xp, this option was needed for people who wanted to remain in their twink bracket. However what they weren’t bargaining for was the massive level of retardation that Blizzard decided to inflict on this section of it’s paying customers for no apparent reason. In a bid to make ‘normal players’ (read: casuals) able to level in in the BGs without the nasty mean twinks from killing them, Blizzard decided to make anyone who had turned their xp-gain off have a separate queue from those who had it turned on. The consequence of this being that no-one who has their xp turned off can get any BGs to proc because in most brackets (except for 10-19) there aren’t enough people with it turned off to create even 1 WSG. I can’t imagine them being unable to see the consequence of this change, and so I can only conclude that they intended to be total cunts to the twink community from the start.
The whole thing was nonsensical anyway, does it really matter if twinks completely rape non twinks in lowbie BGs? Not really because both sides will have their own twinks, and xp gained in a BG is not based on kills, but based on objectives such as flag captures and winning the match. Most WSGs before the change in 40-49 bracket, where I used to have a shaman, were about 2-4 twinks per side. Now that bracket is totally dead except for 1 WSG that sometimes appears in peak times for a few hours. If you turn your xp back on, you see there are actually 7-9 WSGs open. This means that often these brackets are completely unplayable and twinking is now broken.
The only alternative for people like me is to level chars up in BGs and just go from bracket to bracket while dinging and never turning off XP. However, there are a few problems with this, mainly that the brackets themselves are far too big. Because of the 10 level breakdown, when you first enter a bracket at level 10 – you are completely useless and get 1 shotted all the time until you are about 15. Then you have some fun from 15-19 and then ding 20 and back to being 1 shotted for the next 5 levels, this is not fun. Ok, doing the ‘leveling up in bgs’ thing is a reasonably alternative to twink pvp, but the brackets need to be in 5 level granularity rather than 10. BGs of 20-24 and 25-29 and etc would make this much more fun than it currently is.
But why do I want to pvp at low level anyway? Im sure some people reading this are asking something along those lines, and the reason is quite simple. Low level pvp is more fun because there are less abilities, less cooldowns and overall a lot less damage flying around. Fight last a lot longer in general, and require you to do way more things. Look at level 80 pvp, a warlock casts 2 spells in under 2.5 seconds and hits you for 10k. Burst damage is king and far too much of it has been added to classes that never really needed it in the first place. But it’s not only this, another reason for low level pvp being fun is that you’re still leveling – as you level through a bracket you’re gaining new abilities and becoming stronger. At level 80 this character progression is severely limited, you no longer ding and so you already have all the abilities you’re ever going to get – nothing new and shiny on the horizon. Coupled with this it’s basically just a grind at level 80 to gain the honour items you require – gear is the only progression, and it’s a limited progression because you can’t even get the best gear in BGs you have to arena for that.
But what if you don’t like arena? Large swathes of the wow population have been saying this for a long time – Arena sucks, participation in an active arena team has dropped to new lows, barely 30% of players even bother doing their 10 games a week while even less actually play it actively. Arena’s problems stem from the fact that this game will never be balanced, often certain comps are vastly superior to others – coining the notion that arena is 90% comp 6% lag and 4% skill.
As a result, it is not uncommon for people to play lowbie pvp and then delete the character and remake it once they hit lvl 30. Why would people who already have level 80s do this unless it was more fun? So why did Blizzard kill this? Why did they ruin a perfectly good and fun part of the game? I think it was mostly down to the bad press, twinks were the evil people who ’spent too much money on lowbie characters’ and ‘only liked killing people who were vastly lower geared’. These were typical of the nonsense statements bounded around on the forums by people who had their grey-geared level 10 rogue 1 shotted by someone who actually spent a bit of time on their gearing. Afterall twinking still happens at level 80, unless you think it’s a fair fight you’re getting between a 213 geared guy and someone with 251 gear.
Druid 3.3 changes and new haste softcap
Posted by Cows in Resto Druid on October 14, 2009
More resto druid changes in 3.3 have been announced.
Rebirth: The cooldown on this spell has been lowered from 20 minutes down to 10 minutes. Cannot be used in Arenas.
Obviously a good change, and I’m sure anyone who has done any of the CC heroic modes will agree that waiting ~16 minutes for your combat rez to come back up after a wipe or even a successful kill was starting to get pretty dumb. I would have preferred they had done something similar to Bloodlust’s debuff mechanic for combat rez. For example it has a 3 minute timer but places a 10 minute debuff on the druid when he/she casts it that prevents it being cast. That way if you wipe then it’s always available for the next fight – however reducing the cooldown to 10 mins is a decent compromise.
Item – Druid T10 Restoration Relic (Rejuvenation) – The periodic healing from your Rejuvenation spell grants 32 spell power for 15 sec. Stacks up to 8 times.
Then you have this tier 10 resto druid idol and two things struck me. Firstly it’s pretty boring how we’ve been pigeon-holed into always having a rejuvenation based idol. Ok I get it rejuv is awesome but this idol could just have easily only procced from wild growth (and therefore stacked instantly to 8 practically every time you cast wild growth, although they’d probably have to up the spellpower for it to be worth it. But the main issue here is that there is almost no difference between this idol and the current tier 9 idol. In fact the new idol will just take longer to ramp up to full spellpower at the start – and gives you hardly any extra.
The current idol procs instantly for 234 spellpower and has 100% uptime if you have at least 2 rejuvs running. The new idol procs 256 spellpower in 32 spellpower segments with 100% proc chance per segment per tick of rejuv. It just seems to me the difference isn’t very pronounced, sure people will go for the t10 idol but probably not as a ‘first piece must have item’ like the t9 one was, as you’re only gaining 22 spellpower.
Personally I’ve never liked the whole relic procs idea that came in with t9. It seems very lazy design to simply give classes a major stat boost for something they’re already doing in their rotations / general healing. How much better would the t10 have been if they upped the spellpower a bit, to say 280, lasts 20 seconds – and made it a flat proc from something other than rejuv – for example swiftmend. Suddenly you actually have to work a little tiny bit for your idol proc rather than just getting spellpower bonuses for doing what you were going to do anyway.
Glyph of Rapid Rejuvenation – Your haste now reduces the time between the periodic healing ticks of your Rejuvenation spell.
Gift of the Earthmother now increases your total spell haste by 2/4/6/8/10%
I’ve put these two together because they are clearly part of the same issue. If rejuv ticks are to be hasted, then of course the 359 haste softcap has to be moved and the only way to really do this is to nerf GotEM, so that’s what they’re doing. This nerf only makes sense if the idea of hasted rejuvs is going to go live – which they already mentioned it might not – so I’d fully expect to see this change to GotEM removed if hasting does indeed not go live.
Of course I’m talking about a haste softcap as it exists on live today, but even if GotEM wasn’t nerfed the ’softcap’ would no longer really be a true cap. As it is right now any and all haste you have past 359 is essentially worthless on *most* fights. However with Glyph of Rapid Rejuvenation haste would suddenly be worth taking past 359 – arguably not worth more than crit currently because of the t9 bonus but then t10 doesn’t have that bonus so we’re going to ignore that for now. But by nerfing the amount of haste your instant spells gain from GotEM by 10%, if you want to hit a 1.0 sec gcd for instants now you require ~856 haste which is a pretty big increase over the old 359. Of course due to item inflation in 3.3 the top level gear is going to have insane amounts of haste on it and crit goes back to being a lot less useful once you replace your t9 set for t10. This change might even force some druids back into 3/3 Celestial Focus in order to reduce the needed haste back down to a more obtainable ~736 (with 3/3). I personally think the GotEM change is a good one, although technically a nerf, at least now when you get your brand spanking new gear you wont be as annoyed to find out it’s covered in haste as you were in 3.2 – since you’re actually going to want to have that haste.
What I really don’t like though is the idea of hasted rejuvenation. The whole concept seems to be flawed, based around the rather giddy idea that most other blogs have on the subject, that ticks wont be nerfed once hasting comes in. Of course they will be, if suddenly your rejuv is ticking, say, 15% faster than it used to – do you really think Blizzard will let you just keep that? They’ve already made it clear that they think rejuv is overpowered so I doubt it will take that long for them to nerf the tick amounts down to compensate for the increased tick speed. And then what are we left with? A spell that essentially does the same healing it did before but now requires a lot of haste stacking to maintain it, sure it will now scale with haste but all that means is that those of us at the very top of the gear chain will have a slight benefit. Those in the middle will have no benefit and those at the bottom will have a nerf.
I’m not going as far as to say it’s a completely bad idea, as who knows what fights the future brings who’s mechanics will probably favour the new shiny fast rejuv, I see it as more of an unnecessary change. Certainly the change to GotEM makes it more attractive, but still an obvious crutch to hold up what in the long run will probably turn out to be a bad mechanic.
A tribute to luck
“Icecrown Citadel features 10- and 25-player versions of the raid dungeon, and each version has 12 encounters. Each encounter can be fought in either normal or Heroic mode, and players can use a new user interface feature to toggle easily between difficulties.”
When most of us saw this there was a collective sigh of relief. Thank you Jesus for making Blizzard realise they completely ruined the game with their 4 lockout system for Crusaders Coliseum. I’m really not a religious person but you can see why I was beginning to think that only the divine would shake the current design team off their self destructive path. Apparently us players of the game weren’t enough to do so before the events of 3.2 so it stood to reason that the thousands of people shouting ‘4 lockouts fucking sucks’ at the top of their forum-voices while 3.2 was on PTR wasn’t enough. And the many many more that did so after 10 and 25 heroic became unlocked on live, but by then it was too late of course.
If only we had some kind of test realm in which to test whether ideas are total shit or not. What’s that? We do? Oh yeah the PTR where they ignore any and all player feedback unless it relates to a game breaking bug – and sometimes even just ignore those too. I often wonder why they even put patches on the PTR, because it certainly isn’t for player feedback. If it was then the hardmodes in Ulduar 3.1 would have been tuned because the majority of raider feedback was basically ‘easy modes are probably a bit hard for the average player and hard modes are really too easy’. And yet nothing was done about them, until after some guilds had already killed them on live and the moving of the goalposts had to happen. I mean does anyone even remember the Hodir hardmode changes? 3 Minutes to kill him at live, which was reasonably easy since all it took was a bit of lucky RNG with clouds and crap and may be some mage stacking and you had it. So a guild kills it, they instantly nerf it to 2.5 minutes which is still doable and so it gets nerfed again to 2 minutes which was completely impossible without using the flowerpower buff (which also gets hot fixed within a few hours). So now we have a few guilds who killed the boss on hard and have their sigil and can progress, while the rest of us are sitting around with our dicks hanging out waiting for Blizzard to realise that the fight is actually now completely impossible until they nerf it. This shows how the design process at Blizzard is completely flawed, they obviously didn’t do much testing on the fights to see if the hardmodes were doable or not – and when people killed them faster than they anticipated they moved the goalposts, thus giving a big fuck you to any guilds who were a few steps behind. Clearly the timers for Hodir were completely made up on the spot, they were arbitrary time limits not based on any kind of data (which is available even to players…) on even theoretical maximum dps available in that fight, just picked in a meeting as sounding nice with no other reasoning behind them.
Apart from the goalpost moving wrecking the progression in the early days of Ulduar, all in all it was a great dungeon. A definite step forward as I’ve already said in previous posts on the subject, optional hardmodes within the same lockout is king. Which brings me back on topic, although I’m not too keen on the idea of some kind of interface to switch between normal and hardmode versions of an encounter (I much preferred the Ulduar way of having an in-game switch such as Mimiron’s button or Flame Lev’s towers), but at least we don’t have the utter raid killing, burnout inducing retardation that was and is the Crusaders Coliseum lockouts.
So far most of my criticism of CC has been based around the lockouts and the snorefest that is clearing 3-4 of them each on 3 different characters every week. I mean to be honest I’ve even stopped clearing them on my hunter simply because I can’t stand it any more – clearing 3x on my deathknight and 4x on my druid is already enough to make me want to quit, but that’s a different story. I’ve not really touched on the 50 tries problem much, but of course this contributes just as much to the suck of CC as the lockouts do. In previous raid instances the main tool for progression has been trial and error, for a bleeding edge guild when you reach a new fight the first thing you do is pull it and see what the fuck happens then keep pulling it until you work out exactly what is happening and how to beat the fight. This is how WoW has worked since molten core. But no more, not in cc25 – Blizzard thought it would be a good idea to replace this tried, tested and much loved play-style with a new one. This new one essentially consists of sitting around and talking about an upcoming pull for around 30-40 minutes beforehand. Then you pull and hopefully kill the boss, then you need to sit and discuss the next pull for 30 mins while waiting for all your combat rez, soulstone and bloodlust debuff timers to go away.
On top of all of this, they had the shear bare faced cheek to name the achievements you get for clearing the instance with lots of tries left after different levels of Skill. Skill? Are you sure? Oh right yeah because it’s pretty much a testament to a raid’s skill that they manage to play for 2 hours continuously without 1 disconnect within a fight, or 1 tiny piece of server lag, or 1 computer crashing in all that time. Two cross-raid healers disconnect on Twins thus there is not enough healing and the raid wipes, the counter ticks down from 50 to 49, “Sorry you are not skilled enough this week!”.
A tribute to skill, mad skill and insanity? More like a tribute to luck.
Pirates’ day was shit
I don’t know, a lot of us were looking forward to this when it showed up in the in-game calendar. Granted most of the enthusiasm was based on it being of a new breed of new shiny one day holiday events. But for anyone who actually took part it was pretty rubbish, and I use ‘take part’ very loosely as most people would have found it hard to find anything to actually take part in.
Essentially the event boiled down to, if you fly to Booty Bay and talk to an npc, you get turned into a pirate for 12 hours and a 10 point achievement. Thats it, no quest to complete, nothing else – just that. The whole thing just felt like it was cobbled together in about an hour by one of Blizzard’s interns when he/she was bored. I mean OK it’s a one day event so don’t expect massive amounts of content, but the problem was that even the stuff they did didn’t work properly. The 12 hour pirate suit could have easily be made pretty cool but it wasn’t, and to top it off if you mounted on a flying mount it any where near Dalaran it would disappear (why???).
As we know from Halloween’s in game events the whole shape shift thing can be done very well. It’s pretty fun during those two weeks when you’re raiding and half the people are ghosts or orange zombies or whatever, that is cool. The same at winter veil when 1/2 the raid is a tiny green Xmas gnome, it’s not like I’m super giddy about it though, being a druid kind of sucks when any form you shift into removes whatever cool shape shift you had. I don’t really understand why they couldn’t make these shape shifts stay on druids but only show when in caster form – so you don’t get your cool gnome costume removed just because you needed to actually play your class for a second. But back to the point, why did they make this pirate costume so fucking shit? Firstly it’s not a random pirate costume for everyone – it’s just a white shirt on whatever race/gender combo your character is – which is boring. This could have been cool still if they had made the buff persist through death and basically not be removed by anything except it’s eventual timeout. Then we would have had full servers of pirate hatted people (again, except the druids *shakes fist*) which would have been okay. They also could have made you randomly shout/say/emote piratey things, or added ‘arr!’ randomly to the end of everyones sentences (same mechanic as the ’sh’, and ‘..hic!’ when someone is drunk) – this would have been pretty fucking funny IMO. Also it is meant to be parodying the ‘talk like a pirate day’ in RL so why not actually do that, cmon imagine gchat and /2 filled with random …arr! and stuff.
In reality there’s about one thousand things they could have done to make this 1 day ‘event’ (again, don’t really class it as an event…) a lot of fun, and yet none of it was done and a lot of the improvements are really really simple too. It’s a shame really because a lot of what they’ve done in the past with holiday events has been good – I already mentioned Halloween which is probably my favorite in game holiday event. The absolute worst thing, however, is I was really looking forward to the ‘Day of the Dead’ one day event. After seeing this pirate’s day piece of shit I’ve changed my mind. A lot of us were hoping that day of the dead would be a revisiting of the WotLK launch event where there was a zombie infection that could be spread (turning people into zombies). This was by far the best event Blizzard has ever done and having this come back for just one day a year would be pretty awesome. It looks like day of the dead will just be something crap like this though, talk to some random npc in a graveyard and collect your 10 achievement points, yay. In typical forum style I give this event 1/10. Mainly due to the potential it had, which it didn’t even try to live up to.
It doesn’t look like I’m the only one with these sentiments either.






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