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Wut??

October 16, 2008 Leave a comment

So everyone’s been QQing about retribution paladins.  Oh, they are unstoppable/unbalanced, blah blah blah.  These morons wouldn’t know a balanced class if it shat on them.  I’m so sick of kiddies and their moronic blathering.  No one complains about how unbelievably powerful ice and arcane mages are?  How about how OP locks are?  Not a peep.  What a bunch of retards.  Anyway…  I digress…

Ret pallies have been improved somewhat.  We still need a few skills like range closers and buffs to some abilities.  But as it stands we’re where we should have been at release 3 years ago.  Blizzcon came and went and the devs said “ret pallies are fine and we’re releasing them as is”.  Ghostcrawler, the dev who’s been in communication with the pally forums for some time stated that we may receive some balancing, but its not going to be severe.

Today, a hotfix on the Live servers doesn’t quite seem to follow that line of reasoning.  Divine storm, our 51 point talent has been changed to Physical damage from Holy damage.  So now our ultimate talent is a copy of a baseline warrior ability and is now affected by armor mitigation.  Which means, its effectively useless against most melee targets.  Hurrah.  Some suggest that this is an unintended nerf and that its really a bug.  Doubtful.  Blizzards attitude to ret pallies has always been bait and switch.  Oh here’s some abilities that are useful and can make you actually want to play your class….. but you can’t have them.  Instead of fixing the myraid of problems with the class, ret pallies get GCD removal of Auras.  Great, i can change my aura without triggering my global cooldown.  Shouldn’t that have been that way say like 3 years ago?

I don’t know what to say aside from this is the same typical bullshit that has been going on from the start.  Thank god I’m not getting the WotLK expansion.

Categories: Games, World of Warcraft

The Goblin In The Tuxedo (Repost)

September 26, 2008 Leave a comment

My attention has been recently called to this post (The Goblin In The Tuxedo), which underscores all the problems with WoW. Although its a rather dated post (from march or april of this year), it really articulates what so many of us have been trying to say. Areans killed WoW and World PVP. Anyway, its a rather interesting read so i’m reposting it here. Its long so you’ve been warned.

In the wake of the Season 4 ratings announcement, a couple of things have become clear. One, that Arena will remain the source of the best PvP gear in the game. Two, that Blizzard is doing what they can to try to shape it into a “viable eSports platform” (to quote a recent developer interview). Clearly, the Arena will remain the focus of PvP for the indefinite future.

Before the release of the Burning Crusade at the start of 2007, PvP in WoW referred to skirmishes in the open world and organized encounters in instanced maps called battlegrounds. World PvP could mean anything, from a level 60 killing a lower-level character to a chance encounter between level 60s in a high-level zone that escalated to a mini-war as each side called in more friends. A fundamental element of world PvP is that it was random, unpredictable, and often unfair–leading to stacked retaliation on the part of the victim through his friends or even other strangers in the zone. On a PvP server, these battles could become exciting and dynamic, lasting for hours (and the rivalries created could last indefinitely afterward).Battlegrounds were an organized method of getting two factions together to fight in large-scale battles. The epitome of this was the raid-level battleground, Alterac Valley. The original versions of this map could last for hours or even days, with the tide of the battle moving back and forth. Alterac Valley used to be considered so important that people would wait in queue for hours, and if they were in an instance when the queue popped, their party members would understand if they left. The battleground’s playtime has been significantly shortened since then, but its scale remains.

Today, while battlegrounds and world PvP do exist, PvP is now encompassed by the Arena. Introduced in the Burning Crusade expansion, it consists of rated duels within small, instanced maps. After the expansion, it became clear that certain class combinations were superior to others, and that many classes had significant strengths in some formats. Over the course of three seasons of Arena, the scale of PvP has been reduced to cookie-cutter class compositions running around a pillar, the only differences between teams being the names over their heads. The funneling of MMORPG classes of different races and specs into small instances for the purposes of eSport has caused a large amount of controversy when it comes to balance, particularly for classes that have struggled to achieve the success of other classes based on representation statistics available online. There is also a contingent of people who prefer large-scale warfare on an MMO-scale, since this is, after all, an MMO based on a well-known franchise of real-time strategy games.

The problems that arise from running MMO classes through staged duels can be summed up as follows:

  • Because classes are based on different roles due to their PvE roots, some classes don’t survive when matched up against classes whose role is stronger in a small-scale PvP setting. Certain classes don’t hold up well in the Arena environment itself, such as hunters and mages. Large numbers of players are enduring an uphill battle that other players don’t have to face.
  • Race choice, originally an aesthetic decision with special abilities to add flavor to your character, suddenly become major decisions that can determine how far you can push through the upper echelons of Arena battle.
  • Classes are able to choose different specs of talents that alter the way they are played, but in the Arena, only certain specs have viability in a small-scale PvP setting (regardless of how fun that spec is for the player).
  • Balance changes for the Arena affect other areas of the game. For instance, Blizzard tested a change to the Life Tap mechanic of warlocks that would have significantly altered their itemization requirements and playstyle in a PvE setting. Only when warlock Arena representation began to recede during testing did Blizzard abandon the change. Shamanistic Rage was changed into a physical effect so that it could not be dispelled by enemy players, but the duration was halved, affecting enhancement shamans in PvE. Neither are (or would have been) game-breaking changes, but they are noticed and resented by players not participating in the Arena.
  • Establishing instanced duels as the top form of PvP in the game ignores three continents of open land already populated by both factions. World PvP is significantly diminished. The scale of PvP is reduced to five people waiting around a goblin in a tuxedo.
  • Certain professions are locked out of the Arena because they are considered overpowered in a rated, small-scale setting (many engineering items, for example). However, other professions like enchanting or blacksmithing–which can produce a stun-proccing mace–are allowed.
  • Arenas ignore all established lore. There is no regard for faction or setting. Members of the Alliance fight other members of the Alliance undisturbed in the ruins of Lordaeron, for example–an impossible situation.
  • Cheating to ensure a high rating, and selling ratings to undermine the ratings system.
  • Community elitism based around Arena ratings.

This year, two competing MMOs are set to be released that have a lot to offer large-scale PvPers. Because of its recent PvP stress test, Age of Conan is currently the most talked-about, and later this year, we will see the release of Warhammer Online, perhaps WoW’s biggest challenger given the history of Warcraft itself (the first game was originally supposed to be a Warhammer game). Both of these new MMOs will encourage large-scale world PvP in ways WoW does not–city sieges, realm control, ransacking, trophies, conquering towns, and huge rewards for killing enemy leaders. Guilds in Age of Conan can build their own fortresses and battle against other guilds. Warhammer features a tier-based level of control for a realm that leads to outright invasion of the enemy capital, and Mythic has brought back keeps from Dark Age of Camelot. Keeps are NPC-guarded forts that players can fight over, complete with siege weapons and bosses. Guilds can claim the keeps and place their tabard for rewards, so these locations act like miniature battlegrounds taking place day and night in the game world.Because of Blizzard’s focus on smaller-scale battles, the Arena has potentially pushed WoW into a corner when its larger-scale competitors are released to fill the niche that Blizzard has left unaddressed. The problem will manifest when players are able compare a typical evening of PvP activity between WoW and other MMOs and find WoW lacking. Age of Conan players will be leading large-scale sieges on enemy fortresses using group formations to provide buffs, while WoW players will be waiting around a goblin in a tuxedo. Warhammer players will position their tanks in keep entrances to block out invaders while their teammates dump hot oil from above, while WoW players will be waiting around a goblin in a tuxedo. The worlds of the others games will be alive and full of activity, compared to WoW in which most PvP is taking place in instances, and much of the world is empty except for those who are leveling, ganking lower-level players, or doing daily quests.

The much larger scale of battle in Warhammer will mean your choice of class and specialization will be less of a factor in determining your ability to contribute to the war effort (in fact, everything you do including PvE quests will contribute victory points to your realm), because the dynamics of a large battle mean anyone can find a fun, useful role. This remains true in WoW battlegrounds, where a shadow priest, balance druid, or enhancement shaman who would normally have difficulty in the Arena is able to have a good time in Alterac Valley. Unfortunately, the Arena has compartmentalized talent specifications into “PvE spec,” “PvP spec,” “utility spec,” and so on.

Competitors are also implementing features to address common player problems. For example, dual-targeting was recently added to Warhammer which means you can have a hostile target and a friendly target selected simultaneously, reducing the targeting work that some classes must do in large-scale combat such as healers (and some spells will utilize both targets). Guild control is improved to make it not a chore to run one, and guilds can even form named alliances with each other. WoW still ships with many of the same interfaces and controls it had in 2004, to the point that addons exist to replace not just unit frames, but the quest log, inventory, profession dialogs, and more. It all makes Blizzard look slow and conservative when it comes to keeping up to date with the playerbase and its needs. Warhammer will ship with 20 scenarios (instanced PvP zones equivalent to battlegrounds for players who want a quick PvP game), and starting at level 1, a player can just click a button in the interface to enter a queue. In four years, Blizzard has only released four battlegrounds. The Arena runs just three maps.

WoW’s reduction of PvP scale has given its competitors a huge opportunity to attract players hungering for PvP on a scale befitting a massively-multiplayer online game. Blizzard has given no indication that the Arena will be de-prioritized in the coming expansion pack, and given developer statements on eSports, it is likely to remain as-is. While the other MMOs will reward players for forming armies, taking cities, and collecting enemy heads as trophies, WoW will demand an army of five members maximum of a particular group composition waiting around a goblin in a tuxedo. Blizzard has decided that this is the route they wish to take with the game to provide for an eSports platform. The exact intended goal is unclear. Televised battles on Korean television? Worldwide tournaments? Is it worth the sacrifice of scale in exchange for pointless, composition-influenced duels?

The information released so far about the next WoW expansion doesn’t offer much in the way of a response to these new competitors. The expansion will offer 10 more levels and a new battleground that is not instanced like the others, which comes off as a tacit admission that the playerbase is wanting more large-scale PvP in the open world. No other info has been released about the new battleground’s objectives or mechanics beyond the existence of siege weapons. Unfortunately, a level 70+, expansion-only battleground is not going to compare to the integrated, tier-based RvR system of Warhammer. Like other battlegrounds, it will be another area in which players are funneled out of the world and collected in a controlled location that has no effect on the world outside of victory buffs, and the Arena will continue to be the source of the best PvP gear, legitimizing it as the “true” PvP game-within-the-game.

The demand for MMO PvP has evolved toward larger scale fights taking advantage of the existence of thousands of players in an online world, but WoW has moved in the opposite direction in pursuit of a reduced-scale eSports platform, hurting non-instanced PvP and violating the original spirit of the Warcraft franchise which was once a very brutal story of “two factions battling for dominance.” Just how many players leave WoW for the dynamic battlefields of Age of Conan and Warhammer will indicate how much of the WoW playerbase is disappointed in its current direction, and how well its competitors fulfill their needs. I personally believe WoW is in trouble, having pushed itself into a corner with the year-long focus on the Arenas and leaving an opening for competitors to snatch up frustrated WoW PvPers who are hungry for huge, lore-based battles. Speaking for myself, watching videos about Warhammer’s player-controlled keeps already looks more fun than any WoW battleground I’ve ever been in, and I’m excited to level a goblin shaman and ransack dwarven cities…

Link to the original thread:
http://forums.worldofwarcraft.com/thread.html?topicId=6136325779&sid=1&pageNo=1

Categories: Games, World of Warcraft

Mechanized Hog

September 23, 2008 Leave a comment

Lots of things may be broken in beta still, and the game will probably be released with in an unbalanced state, but hey, at least we get mechanized hogs to ride around in.  In spite of all the crap that blizzard has done that negatively affected gameplay, I want to praise the hard work that went in to the game.  Its not easy, but every now and again they bring some great ideas to the table.  Here’s some pictures of the hog.  It is really a vehicle object and acts like one, but works like a mount.  There’s even a side car so a friend can jump in and ride along.



One of the most coolest vanity pets ever!  Chilly!

Chillin with Chilly

A few more pictures here.

Categories: Games, World of Warcraft

And it begins…

September 22, 2008 Leave a comment

There was a build released yeserday (8970), and ret pallies got hit pretty good with the nerf bat. Of course we are always one or two releases behind than actual development, but I’m pretty sure the trend is going to continue – nerf, community complains, blizzard ignores, more nerfs, ad inifnitum.

  • Fanaticism critical strike chance of all Judgements capable of a critical hit reduced to 4/8/12/16/20% (Down from 5/10/15/20/25%).
  • Two-Handed Weapon Specialization now increases your damage with 2H weapons by 1/2/3%. (Down from 2/4/6%)

Currently because of a change in the crit rate of mobs, all classes are missing about 3%hit and 3% crit. It looks like they adjusted the mob crit rate to bring it in line with a warrior crit or some such thing. Hopefully they’ll fix it soon

My question is when is blizz going to fix/change seal of justice. Its practically useless. I take that back, it is useless. Stunning a mob randomly with diminishing returns is a waste of a seal and spell. If only they would change it and give us some sort of real spell interrupt mechanic.

Thanks to mmo-champion.com for the patch notes.

Categories: Games, World of Warcraft

The other shoe begins to drop

September 19, 2008 Leave a comment


Well with the new 8962 build out, paladins have gotten a tweak here and there. There is one problem with the new build that irks me. Seal of command is bugged in that it is being affected by armor. If its not, then the seal is not getting the proper modifiers from attack power, Spell power, and/or weapon damage. Seal of command is doing about half the damage is supposed to. Which makes it a poor performer in mana/dps. Right now ret pallies have to suffice with using seal of matyr or seal of blood. Which is not terribly bad, but the fact that the seal does damage to the caster does not make it very viable to pvp and some pve. The ret pally should be a self sustaining dps class with group utility. That is what seems to be the direction of the devs judging from the abilities given to us in Wrath.

I do however feel that a nerf in ret paladin dps/abilities is coming. I really hope i’m wrong. But it happened so many times before. As another poster put it “they give us a taste of what we could be, and then take it all away”. So very true.



And now for some completely OT ranting:

For so long I’ve watched this game become unbalanced, where
warlocks, hunters, MS warriors, and rogues are king. Everything is about Arenas which is a great concept, but utter shit in execution. Its not about person X and their friends doing some fun pvp. No. Its about who can spam the most abilities first. Oh and don’t bother if you’re not one of the ones in blizzards good graces. You have to be one of the chosen few classes who whispers sweet nothings into a certain dev’s ear. Balancing the game around warriors, rogues, and warlocks just because you play them is totally unprofessional and an utter disgrace. I’m sorry, the game stopped being fun right about the time when i was told i can’t play my class the wy i want to. I have to heal and thats all i’m good for.

PVP/PVE on the retribution pally was only for the masochists and the criminally insane. Maybe now there’s a glimmer of hope I can play my class in ALL areas of the game and not feel like I’m only there for refreshing buffs or standing in a
corner healing because I can’t dps. Yes I have a MASSIVE chip on my shoulder. I watched my favorite class grounded into nothingness and then disregarded. Now retrib pallys are finally able to compete fairly against other classes (PVP/PVE) and every wanker who gets outdone by a retrib pally cries nerf. These asinine purile drivel being spouted by absolute morons with no sense of game design and balance. Where are the numbers? No, they don’t bother with
actually testing the game. They just chose to see what they want (omfg, I got beat by X class). I personally don’t have time to test the game, but if I did you can be sure I’d have some raw data to present. Not some whiny little post about nerfing class X. I have played the premade retrib pally enough to know that I can say without a shadow of a doubt, the class is finally up to par. The spells/abilities/talents are there finally. If only it would stay that way.

Image courtesy of Thottbot.com

Categories: Games, World of Warcraft

Build 8962 released

September 18, 2008 Leave a comment

Well there’s a new build for beta out. Build 8962 which made some small changes to the ret tree. Mostly tweaks. I’m only going to focus on Ret changes because I really am not interested in prot or holy anymore.

Tooltip fix for Seal of Command

  • Seal of Command changed: promises a critical strike on a stunned/incapacitated target.
  • Reduction in mana gain for party from Judgement of the Wise. Was .5% mana gain, now .25% to align it with other class regen abilities (shadow priests, etc)
  • Art of War tooltip fixed: Flash of Light casting time is reduced by 1.5 second

Thats all i gleaned from the forums so far since i’m still downloading the new patch.

WotLK Beta (US-English) Forums -> 8962 change list

If you don’t mind getting the patch data second hand some nice person on the forums has posted a patch list where you can obtain all the beta patches released so far (including the new build 8962).

WotLK Beta (US-English) Forums -> Patch & Client Mirrors


Edit: As usual MMO-Champion is right on top of things. You can get all the details for Ret, other spec/class changes, and new content there: MMO-Champion – World of Warcraft Guides and Raid Strategies

Categories: Games, World of Warcraft

World of Warcraft: Wrath of the Lich King

September 2, 2008 Leave a comment

http://www.worldofwarcraft.com/wrath/images/wallpapers/wall10/wall10-800x600.jpg

Wrath of the Lich King. Yes they’ve been working on it and its a lot more new content. Having been lucky enough to have access to a beta test account, I’ve previewed some of this new content. Its a mixed bag. On one hand you have the continuation of Warcraft lore that pretty much everyone enjoys. And you get to play some more content for epic loot, etc. Then you realize. Its the same thing. Again. More grinding, more leveling. more spending countless hours doing quests, trading, skilling up professions etc.

The death knight is by far the most powerful class to date. There is quite a lot of synergy between the talent trees and it shows. I think it will take a lot to bring them in line with the other classes. Death knights have 3 interrupts (2 spell interrupts), an ability which PULLS enemies towards you, health regen abilities, AoE abilities, slow/snare abilities, self buffs, group buffs, and the list goes on and on. My personal problem with WoW is that i feel as it has spiraled out of control since the release of Burning Crusade. Call me old fashioned but it just feels that there’s a lack of balance in the game.

I want to highlight (praise) all the UI improvements that they’ve made. Some of them feel a bit gimmicky (like achievements), but some of them are a welcomed change (too many to list). Anyway, thats enough for now. WotL will surely be a big hit for fans and new players everywhere.

Btw, the trailer is here if you haven’t seen it.
World of Warcraft: Wrath of the Lich King

Image courtesy of Blizzard

WoW

October 25, 2007 Leave a comment

Below is a parody. Watch it. (I’ve embedded it as I felt the Youtube/Videosift title gave too much away).

Categories: Games, Geek, World of Warcraft

Bit o’ rant…

September 4, 2007 Leave a comment

Lately I’ve been looking around on my WoW server and I’ve been noticing a lot of enhancement shamans (dual wielding). Well geared ones to be precise. However, the thing I consistently see is they all choose to go with two fast weapons, or a fast offhand weapon and a slow main hand weapon. Yes there is a major problem with enhancement shaman weapon itemization past 71.x DPS weapons. Past 71.x DPS blue weapons, only two crafted weapons and pvp weapons exist for enhancement shamans for the offhand that satisfy the slow (2.6 speed) requirement. This is a major problem for class progression. (How is one supposed to play the class when the tools are not available???)

However, with shamans who are geared with Karazhan/SSC/TK gear, they should at least have access to a few slow (2.6 speed) offhand weapons. I know a few items for offhand weapons that are 2.4 speeds and higher. These are about ideal for enhancement shamans. As far as I can tell, there are about 1-2 enhancement shamans in some end game raiding guilds. Can they not get the weapons with being such a very small number in a raiding guild? I’m sure some rogues/warriors also like those slow offhand weapons. But I really don’t think the issue with raiders of Kara/SSC/TK is that they are having to compete for weapons. I think they are unfamiliar with their class. Pre-BC, shamans favored very fast weapons, speeds 1.9 and faster (ex. daggers, fist weapons). The change in the way Windfury works, it now favors very slow weapons. This has been proven time and again in simulation models, real in-game testing, and solid theorycraft.

So why is that I look around at all these shamans in their SSC/TK gear and they’re pushing around two 1.5 speed daggers? It goes to show you don’t need to know anything about your class to raid. I’m sure they know how to play their class some, but I don’t think that they fully understand how badly they are gimping themselves (and their raid) using such high speed weapons. It irks me to know people don’t care or aren’t aware of the class dynamics. Sure I don’t expect everyone to care, but you’re playing the class, aren’t you a bit curious how it works?

I could go on for ages how I keep saying slow is better, and how no one seems to believe me when I say it. I didn’t do the math, I didn’t do the testing, I didn’t make the models. The guys in the link below did however and if you want to know more, click through.

Elitist Jerk’s Theorycraft

Categories: Geek, World of Warcraft

Dance!

July 6, 2007 Leave a comment

Added a new screenshot to the Postcards from WoW section. As some of you may know the picture is of the famous Dancing Troll Village, that is off limits to normal adventurers. It can be seen while flying en route to and from certain locations such as Dark Shore/Auberdine and Moonglade. I decided to take a picture of it from a less common angle. Sadly with the outland expansion and the introduction of flying mounts, there are not very many interesting exploreable areas left. The Old World (eastern kingdoms and kalimdor) still hold a few more secrets I’m sure. Maybe I’ll poke around there some, who knows.

Here’s some amazing moves from some people who won’t let being disabled keep them down.  Fantastic stuff!

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