Posts Tagged Tier 9

Dumb questions

Reading over some of the questions which were answered in the twitter-dev-chat-thing – I’m reminded of a clip from family guy.  Unfortunately not available on youtube, in which Stewie attends a star trek convention and has a legitimate question to ask but the panel just keep answering completely unrelated and insipid questions from the audience and then don’t have time to answer his.

This only a slight exaggeration of what happened with the twitter event.

It’s not for want of decent questions being asked, but these were just glossed over and instead questions as fucking stupid as “When Race change is live will we be able to change to any race in our faction no matter what class we are?”.  Pretty much the standard deal with Blizzard, answer only the questions which fall into one of three categories:

  1. Questions you’ve already answered before.
  2. Questions that have no relevance for anyone except the person asking, because he/she is probably mentally retarded.
  3. Questions in which you can easily answer something along the lines of “We’re not sure yet” or “We have no plans yet” without seeming like total douche bags.

Almost all the questions about Icecrown and/or Cataclysm were things that had already been answered at Blizzcon.  While actual informed questions such as anything along the lines of “Do you really think raiders like raiding 5 of the same bosses 4+ times in one night?” or “Why is it that you deem the 3.2 content patch a success when it is universally loathed by all but the most casual of casual players?” are simply ignored.

No but it would be far too much to ask that they actually answer any of the tougher questions or questions which would provide us with new insight into how they manage to release content which is so obviously flawed even after over 5 years of experience.  Somehow they seem to think that players of this game actually like the idea of being forced to go back to old raid dungeons and heroics in order to get their CC upgrades, and soon their Icecrown upgrades.  Newsflash for them, WotLK heroics were a fucking joke even at the start of the expansion – why the fuck do you think we want to keep fucking doing them every fucking content patch.  Are they getting any better? No they’re just getting even more faceroll, boredom and burnout inducing than before every time.  The only idea that I can conceive which they must have in their heads to make them force us though these hell-pits every patch is that they want new players and newly dinged 80s to have someone to group with.  But that doesn’t happen even on a highly populated server like mine – all that happens is that heroic PuGs start asking for better and better gear. And understandably won’t take anyone without full 213/226 gear into their group for Oculus because they want to get the whole thing over as soon as possible, but like a bad case of genital herpes it just keeps fucking coming back.

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Druid 3.3 changes and new haste softcap

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.

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Resto tier 10 set bonuses

Well for once the 2 piece bonus seems more overpowered than the 4 piece.

Druid T10 Restoration 2P Bonus – The healing granted by your Wild Growth spell reduces 0% less over time.
Druid T10 Restoration 4P Bonus (Rejuvenation) – Each time your Rejuvenation spell heals a target, it has a 2% chance to jump to a new target at full duration.

Wild growth no longer reducing healing per tick? That sounds like it might be too good to be true, since for most of WotLK resto 2 set bonuses have been pretty lacklustre.  Perhaps they decided that the rejuvenation crit bonus of tier 9 was going to be a tough one to beat with just another 4 piece bonus and so they’d need the combination of both bonuses being pretty nice in order to persuade people that the tier 10 perks were better.  At least it’s not going the way of t8->t9 conversion where clearly someone in the design team just said ‘”oh shit, tier 8 4p bonus is way better and scales much higher than tier 9 4p – we’re going to have to nerf  it by 50% just to get people to upgrade…”.

So yeah, I like the t10 2p, but I’m uneasy about the wording for the t10 4p.  As some of you might have noticed the word “jump” is a bit of a problematic one here.  ”Jump” signifies that there is a 2% chance when rejuv ticks that it will remove itself from the current target and randomly jump to a new target.  I’m sure I’m not the only one that would see this as problematic, in fact I’d go as far as to say if this went live in that fashion that no decent druid would be using t10 4 set and would probably stick with just 2 or 3 pieces for as long as they could get away with.  The only way this 4 set will work is if it isn’t a “jump” but more of a “copy” or “spread”, ie: 2% chance for the rejuv to apply another rejuv to a random person in range while the parent rejuv remains on the designated target.

To be fair to Blizzard this is probably how it will (or even does, since we can’t test it yet) work, since there really is no way that the wording taken at face value would ever be considered an actual buff to rejuvenation.  Can you imagine? You rejuv a guy on 50% hp and after 1 tick it just goes to some other random guy leaving the original target without a hot?  Yeah, I don’t think so, but that is how it’s worded right now.

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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.

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Daily Heroics, soon a thing of the past

I was going to write a post about how we killed Anub’arak on 25man hardmode last night, but since we didn’t – that will have to wait :P

So when 3.2 first hit I was running 3 different level 80 characters through the daily heroic minefield.  When it first started it wasn’t so bad because I actually hadn’t done any heroics for a very very long time and so, while they weren’t exactly new content, I had forgotten bits and bobs so it wasn’t totally mind numbing.  However that quickly changed, mainly due to the almighty random number generator’s persistence in choosing the same fucking dungeons over and over on consecutive days as if encouraged by some kind of malevolent force.  Not that anyone really minds when it picks Azjol’Nerub 5 times in a row though, rogues and hunters sure are popular dps on the days when it does!  But when you’ve just completed your 3rd gundrak in almost as many days, it starts to grate.

I pretty much can’t be fucked to do the daily heroic on most of my characters now and this is for other reasons than just that the content is boring as hell.  Mainly that the end is already in sight – triumph badge wise – for both Cows and Deathcow, that and I don’t really give a shit about Bullshot.  Cows is currently getting 61 badges a week just from raids alone, while Deathcow is getting around 49 (no hardmode 25).  I only now need another 70 badges in order to have enough to upgrade my last piece of 232 t9 to 245, once I win a trophy.  Trophies are coming thick and fast since we now get 4x between 10 guys on 10 man hardmode, and then another 9x between 25 guys on both 25mans (soon to be 10x hopefully).  In fact as I mentioned a while back we’re getting even more trophies due to splitting up the mains into 2x 25 man groups and filling the rest of those groups with alts, and giving trophies to mains.  As a result, the motivation to actually run through many more heroics is rapidly evaporating.

I wouldn’t give it much more than 2 weeks before you stop seeing any Apex mains doing the daily heroic any more, and so I guess no more 3am crew for me either which definitely isn’t a bad thing :)

Just to add, I recently had an argument on some forum somewhere (I would link it but I totally forgot which of the many forums I frequent it was on) about which meta is best for resto druids.  Of course as most druids know this is the Insightful Earthsiege Diamond, which is always better unless you massively out-gear the content you are running. I found a great post here which explains why in more detail.

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