Tuesday, July 27, 2010

The End of an Era, Part II

Before my vacation I posited that Wrath of the Lich King was really The Golden Age of the Paladin. I pointed out in Part I how Paladins (living, dead, and somewhere in between) dominated most of the story-telling and lore of the expansion. While Horde players only see a bit of Bolvar's heroics at the Wrathgate, Tirion and Uther's presence are felt throughout the expansion (and Arthas, of course). Even the few backhand slaps at Paladins that Blizzard delivers -- Champions Isimode and Faesrol, and of course Eadric the Pure):



-- couldn't take the shine off of Paladins.

But Paladins didn't just rule the lore in this expansion. Among the playerbase, Paladins have never been more powerful or popular than they are now. Just three years ago, WoWInsider showed Paladins lagging behind all but shaman in popularity. Today, Warcraft Realms shows Paladins in a dead heat with Death Knights for most popular class, with Death Knights having a slight edge at level 80.


(Census data provided by WarcraftRealms.com)

WoW players are not that easily influenced by storylines. That is to say, having Tirion running around kicking ass is not going to cause such a large increase in Paladin representation. Instead, it's due to the fact that we now have three viable, powerful specs to choose from.

Back in the days when I started playing (around the same time those numbers were published by WoWInsider), people looked to Paladins mainly for two things: tank healing, and trash tanking. If you wanted to run heroic Shattered Halls, or needed someone to pick up Hyjal trash, you looked for a Paladin. Bosses were tanked by the warrior or the druid. Paladin healers were fine, as long as you only had one, by and large, and I don’t think anyone wanted to take one into heroic Magisters’ Terrace, at least not on release. Ret? Generally dismissed as Retardins, lolret, or Retnoob, they might find themselves parked outside the raid in case someone else D/C’d or had to leave early, and to maybe throw some buffs.

With the arrival of Wrath, however, all that changed. Ret was so strong coming out of the chute that Ghostcrawler felt compelled to make his infamous ‘to the ground, baby!’ comment within a week or so of Patch 3.0. Seems that folks were pretty upset about being absolutely destroyed by a class they used to laugh at. Despite the nerfs, Ret is pretty well-represented at this point, and can do some pretty good damage, while bringing important buffs, including secondary healing through Judgment of Light and Divine Storm; oodles of mana regeneration through replenishment and Judgment of Wisdom, and, depending on subspec, can provide damage mitigation through either Divine Sacrifice or Aura Mastery. While you won’t usually see Retadins topping the damage charts over the course of the night, they can definitely hold their own, and it shows in the numbers of Paladins raiding today.

Tankadins were concerned heading into Wrath that they might be supplanted not only by a new tanking class, but by changes to threat mechanics and buffs to warrior and druid AoE threat. It hasn’t seemed to happen that way at all. While Warriors and Druids in particular are better now at large-pack tanking, Paladins are still very strong in this department, have gotten better at single-target tanking and boss tanking, and have been given an insanely good life-saver. Palatank threat generation may have been boosted a bit by the bucketloads of undead we’ve faced throughout the expansion, but they’ve also done quite well against mechanical monsters, tentacled Old Gods, beasts and dragons. No problems here at all.

And finally we have Holy Paladins. While still ‘relegated’ largely to tank healing, it’s safe to say that Holy Paladins are the current Kings of Tank Healing. Like our damage-dealing and meat-shielding brothers-in-arms, the healers of the class were concerned coming into the expansion. Holydins quickly got their feet under them in the new landscape of Sacred Shields, Beacons and splashy glyphs. Initially powered by stacking Intellect and Crit out the wazoo, Illumination provided a nearly-limitless mana supply as early as Naxxramas and, even after it was nerfed massively, mana was still not an issue. When Beacon of Light was buffed to work off of total healing, Paladins were able to easily keep up two targets at once (which still drives meter-hounds crazy, either with delight or jealousy, depending on what class you are). While Holy Paladins are still not the best at healing on the run, or dealing with mass party/raid damage, they’re far better at it now than ever, and you’re not crippling your raid if you have to throw a Holydin on raid damage.

Will it last? Sadly, it cannot. As Terenas said to Arthas, ‘No king can rule forever’, and surely the reign of the Paladin is about to end. Cataclysm’s just around the corner, with a new paradigm for everything: tanking, healing, damage dealing; the whole world is going to change. And while another class will rise to the top of the 'most played' charts, I doubt we’ll see the kind of complete domination of any class moving forward as we've seen with Paladins. And if I'm wrong and we do? That's fine by me -- let someone else have their day in the Light. Just don't nerf me 'to the ground, baby'.

Thursday, July 15, 2010

AFK

Those of you who are waiting for my follow-up to End of an Era -- it's coming. Really. As I mentioned last week, it's written, but needs a bit of an editing job and formatting. Unfortunately, my blogging time has been extremely limited this week, and to top it all off I'm going AFK for a week starting tomorrow. So it was much easier to drop this off the top of my head than spend the kind of time needed for Part II. But it will be here.

A couple of other things are popping around in my brain lately too, and if I can sort out my thoughts those will hit this blog in August. I think it's always good to examine why we play the game the way we do. Some recent events (I finally got myself a new shield, woohoo!), some soon-to-be events (I may well come back from vacation and find 10 guildies sporting nice new Kingslayer titles. It's like those broken ribs all over again!), and the expected reaction of those in and out of the group to that soon-to-be event are definite fodder for thought.

And then there's the Betaclysm. As I see the end in sight for Arthas I find I can pay more attention to this. Maybe I'll jump in the beta and blog about it. Maybe I won't. Maybe I'll just speculate on the sweeping changes that are in store for all of us. I've come a long way since Whiny Post Day, that's for sure. We'll see. For now, there's a vacation to pack for. Have a nice week, see you soon. Enjoy the summer, enjoy the game!

Friday, July 9, 2010

The End of an Era, Part 1

Two years ago at this time the World of the World of Warcraft was abuzz with talk of the coming expansion. The beta was open, talents were previewed, many of the games systems were being consolidated, and classes were being overhauled. Much of the buzz centered on the new ‘hero’ class, the Death Knights, and everyone and his uncle was going to roll one. Wrath of the Lich King was going to be all about the Death Knights.

As Wrath winds down, we find ourselves in a very similar situation. Arthas has been killed by many (though not my guild, not yet, though we did finally kill Sindragosa and took Arthas down to 70% in our one and only half-assed attempt on him the other night. I suspect that the 70% to 10% is going to be much, much harder), the last raid of the expansion is finally open, and Bizzard has been dropping all kinds of bombshells of late. As much as we look forward to the expansion and speculate on what it will bring, we also can’t help but take a look back and reflect on what has been.

And what has it been? As much as Wrath *seemed* to be about Death Knights, the fact is, if you had to put a subtitle on it (which would be pretty silly, when you consider the fact that Wrath of the Lich King is itself a subtitle, and it wouldn’t be good form to have two subtitles for one title), I think that Wrath’s would be The Golden Age of Paladins. The closing of the GAP (see what I did there?) and the overhaul coming with Cataclysm makes me a bit sad, as it will mean the end of the dominance of Paladins, in all likelihood, but it was one hell of a run.

No class, not even Death Knights, dominated in Wrath in terms of lore and gameplay like Paladins. From a lore perspective, the four most dominant figures (in terms of screen time and game importance) were Paladins. Who are they?

Arthas. Before he was the Lich King, before he was a Death Knight, he was a Paladin. Arthas is of course the reason why we’re in Northrend in the first place, and his presence was felt throughout. While we saw him mainly in his current, evil guise, we also got to see Arthas the Paladin in Caverns of Time and in some really cool flashback quests, and even met what was likely the remnant of the innocent child that he once was. The expansion was all about Arthas.

The World’s Greatest (Dead) Paladin, Uther the Lightbringer, makes several appearances in Wrath, two that are critical to the story. Previously seen in WoW as a ghost in the Western Plaguelands (the result of a quest that will be gone come Cataclysm, go get it now if you haven’t done it yet), we get to see the living Uther at his best, and worst, moment in a pivotal scene in Old Stratholme: refusing to carry out Arthas’ order to kill every living man, woman and child in the city, and being sent home in disgrace. This is a pivotal moment in the game’s lore. We later meet up with Uther’s ghost in Halls of Reflection, where he reveals a terrible secret that is then fulfilled by – surprise, surprise -- another Paladin (see further down).

Tirion Fordring quickly took up the mantle of World’s Greatest (Living) Paladin in Wrath, which represents a big step up from where we first meet him: as a lonely hermit living hard by the Thondroril River in the Eastern Plaguelands (this is another questline that will disappear with Cataclysm; grab it now while you can. It starts off slowly, but is well-worth it in the end, and provides a glimpse of how kick-ass Tiron can be when angry). When I say ‘big step up’ I’m not just talking about his height. Evidently, getting off the diet of worm meat did him some good. Tirion has more key moments in the game than anyone, with the exception of Arthas. Not only is Tirion a great fighter, he’s also a visionary, recognizing the importance of uniting Alliance and Horde in the fight against Arthas, and welcoming the Death Knights into the fold after chasing Arthas from Light’s Hope Chapel. Like Dumbledore and Voldemort, Tirion is the only one Arthas fears, and with good reason. Tirion is so cool I can even forgive him for the mess that was the Argent Tournament – even Dumbledore made mistakes -- though that gives him one of the best-delivered voice lines in the game following the Jaraxxus encounter (sorry, can’t find the sound file or I’d link it here).

Finally, there’s the World’s Greatest (Not Quite Dead) Paladin, Bolvar Fordragon. I never did the old Onyxia questlines, so Bolvar was just a guy standing next to the Anduin all that time. Yet Bolvar was central to three of the greatest story-telling moments in an expansion that has been full of them (this is something that I think Blizzard has done exceptionally well in this expansion, and I hope they can keep it up moving forward): Showing up to rally the troops and save the day against Thel’zan in Wintergarde (which I guess Horde players do not get to see); the absolutely epic event at Wrathgate: his ultimate fate atop the Frozen Throne. While the Horde’s hero ultimately became A boss, the Alliance hero ultimately becomes THE Boss, the one who is strong enough to keep a lid on the Scourge (until two expansions or so down the road when we have The Return of the Wrath of the Lich King).

So there are three Paladins and one former Paladin who played key roles in Wrath. But it wasn’t just the NPC section that Paladins ruled. In my next post on the subject, I'll cover briefly where Paladins have excelled as player characters. This was just getting a little too long to survive as one post. The rest will go up early this week. Thanks for reading!

Tuesday, June 22, 2010

Some Hopes for Cataclysm

Ruby Sanctum goes live today [Edit: not today, but 'soon'], which means we are one step closer to the great upheaval that will change the world of the World of Warcraft once more. In the past, I’ve stated that I’ve had enough of the Cataclysm talk, and it’s mostly true. However, now that my guild can actually, finally see a glimmer of light at the end of the Citadel -- I expect we’ll get Sindragosa down tomorrow and will be able to start working on Arthas himself pronto -- I can actually peek ahead just a little bit. Here are some things that I hope for from Cataclysm:

An enjoyable leveling experience. I’m not looking to race through five levels like ICC-geared groups through Drak’Tharon Keep. What I’m hoping to see is what I found in Wrath: a series of well-designed quests that really told the story. While there were a few side trips and diversions in Wrath (Hemet Nesingwary, anyone?), there were so many, interconnected quests and questlines that created a cohesive experience with a definite story. Hand-in-hand with that…

Keep the bad guy front and center. Remember doing that quest for Thoralius the Wise in Howling Fjord? You smoked some dope – err, inhaled some incense – and went into the spirit world. All of a sudden, standing in front of Utgarde Keep, was – Arthas, the Lich King himself. That was the first of many times that Arthas appeared before the players. Like the connected questlines, the frequent appearances of Arthas helped remind you of the whole point of coming to Northrend. I don’t know if we’ll see the same sort of thing with Deathwing, though I suppose we'll have plenty of reminders like the new port of Gadgetzan, North and South Barrens, and a partly-ruined Stormwind.

A Killer World Event. The Wrath lead-in was unforgettable. It was disruptive. It was in your face. It was brilliant. For me, it gave the game a shot in the arm that it desperately needed at that point in time (NOTE: I’m talking about players getting infected and turning into ghouls; the bit with the ziggurats or necropolis beaming down scourge for us to kill was not nearly as entertaining in my book). Unfortunately, too many players hated it, and I can see where they’re coming from. Still, I believe it was an incredible way to get things rolling. Let’s hope we can have a world event that is entertaining and involving, and doesn’t feel like some random holiday event.

Heroics that are relevant for longer. Back in BC days, we found that, even when we were steaming through Kara, had farmed ZA, Magtheridon’s Lair and Gruul’s Lair; when we had the best gear that Badges of Justice could buy, and were flirting around a bit with Hyjal and Tempest Keep, that places like Heroic Shadow Labryinth, Arcatraz and Shattered Halls were still a challenge, and that even the lower tier heroics required care and attention to detail to execute well. Yes, Lich King heroics were difficult; heroic Loken was deadly, for a time. But the lifespan of these heroics was very, very short. Similarly, when the ToC 5 mans came out, heroic Black Knight was very hard on this Holy Paladin. For maybe two weeks, and then it quickly became trivial. Heroics are largely so dull that I hardly ever do them anymore. If they were more challenging, I’d do them more. And that’s directly related to:

Curb Gear Inflation. This is not about being a gear snob, elitist type. Hey, I’ve benefited as much from emblems and intermediate heroics and gear resets as much as the next man. I also support Blizzard’s efforts to make raiding more accessible. AND I know that a lot of people raid for gear upgrades, and that not getting upgrades for a while can be discouraging (says the guy who lost yet another roll for the Bulwark of Smoldering Steel this weekend), and make you wonder why you’re doing this over and over again. That said, it feels as though gear sometimes just positively rains from the skies (except for shields). This is compounded by Blizzard’s decision to release slightly upgunned instances with some of the new raiding tiers. So Trial of the Crusader was released with its own five mans that had higher level gear than the ‘original’ Wrath 5 mans, as was Icecrown. While it makes it easier for folks to get geared up for the new raid content, it tends to completely eliminate the need or desire to run the immediately preceding content. I’m not sure this is a good thing.

Crowd Control, please. Just about every class has some form of CC. Let’s give them a chance to use it. And it sounds like they are heading in this direction. Good. I find AoE fests to be uninteresting.

Duskwood. The world is going to change, in some places radically. Still, there are some places that I’m quite fond of that I hope won’t change very much, if at all. That will probably be a subject of another post, but Duskwood is one of my favorites. May it always be a dank, dark, spider-infested house of horrors.

That’s it for my list, at least so far. Now I can get back to finishing off Arthas. And maybe helping Alexstraza out of a bit of a bind.

Wednesday, May 26, 2010

Buffs > Nerfs: Why no one’s Griping about the ICC Raid Buffs

When my guild sets foot into Icecrown Citadel tonight we will find that Varian Wrynn, impatient with our progress against the forces of the Lich King, will have increased his assistance to us by another 5%. The Strength of Wrynn will now grant us 20% increased health, 20% increased damage, and 20% increased heals. I expect my World of Logs ranking for Marrowgar-10, initially 14th, will drop even more as more Holy Paladins blast out ever-larger heals.

On the face of it, a buff to a player’s DPS is pretty much the same as an equivalent nerf to a boss’s health points. When Blizzard dropped the pre-Wrath patch on October 15, 2008, they were roundly blasted by the community for cutting all existing raid boss’s health and damage by 30% (never mind that the nerf was needed since those bosses were designed to square off against players with talents, spells and special abilities that were changed or gone entirely). Many players on the forums to this day define themselves as having killed this boss or cleared that raid ‘pre-nerf’ as opposed to ‘post-nerf’, and I can think of at least one guild leader on my realm who was roundly ridiculed on the forums and in trade chat for getting his Kael kill a week after 3.0.2 dropped (I was actually there for it). Even today you’ll see people establish their raiding credentials by proudly proclaiming that they got Firefighter ‘when it mattered’ (i.e., pre-nerf).

Interestingly enough, this sort of posturing and positioning does not extend to Icecrown Citadel, at least not on my server. The day the first 5% buff went live, a thread popped up on our realm: ‘Icecrown raid buff today – will you use it?’ The overwhelming response? ‘Hell, yes!’ The most tempered response from one guild was ‘If everyone else uses it, we will, too.’ By and large there was no complaining about it, no grousing about Blizzard trivializing content or making it so that everyone could get the epics that only the cream of the crop should have. This is in quite the contrast to the response to many boss and raid nerfs of the past, or increases in Badge/Emblem drop rates for that matter. My own guild only briefly considered the question when I threw it out there, and voted overwhelmingly to run with it. (And here’s a caveat: We were 6/12 when the first 5% went in, having killed Rotface for the first time the night before; it took us another 2 months and an additional 10% buff to get our next two bosses. /shame)

What is the reason for this relative silence on the matter? For my realm I suspect at least part of it is because, at the time of the first buff, no guild had killed Arthas on 25, and only 4 had succeeded in 10’s. Since most hardcore raiders view 25’s as the Gold Standard, no one had the ultimate bragging rights, no one could talk shit about anyone else. As the number of guilds clearing the instance rose with each successive buff, there was no slagging in either the official progression thread or in trade chat, likely because everyone needed at least some buff to get the kill in the first place. For once people seemed to follow the maxim about glass houses and stone throwing.

Second, and maybe more importantly, is that this was a buff to players, and not a nerf to the encounters. The people that it mainly helped were the people who were skirting the edge. Consider Festergut-10 for example. Ignoring the dps contributions of tanks (which is considerable with 9 stacks of Gastric Bloat) and healers (which is pretty insignificant, for the most part) the six dps (assuming a 2-2-6 composition) have to average 5229 dps to kill him at the enrage timer. The original 5% buff would give groups that were stuck and averaging 5000 dps just a little bit of a boost, perhaps enough to get the kill, provided that they did everything right. A raid team that is either far under geared, or far under skilled and was doing 4500 dps would still not be able to kill him, as that 5% buff would only up their dps to 4752 – not enough. Even at 15%, players eking out 4500 dps without the buff wouldn’t be able to push it up enough to get a kill, though the new 20% should allow them to. The 5-10-15 buffs were enough to help push some folks over the bar, but if those groups were barely killing Festergut with the buff, they would likely not be able to kill Putricide or the other end bosses, at least not until they farmed some more gear or figured out how to do 5K dps unbuffed.

At the same time, the boss’s abilities have stayed the same – in other words, they are hitting just as hard and fast as ever, and using all of their special abilities in the same manner. What has changed is they are hitting players that have been buffed by a little bit in health. Consider Festergut again. On a recent fight at 3 inhales our tank took the following damage:

[21:37:25.167] Festergut hits Tanky 15097 (B: 3078)
[21:37:26.086] Festergut Gastric Bloat Tanky Absorb (8275)
[21:37:26.086] Tanky afflicted by Gastric Bloat (3) from Festergut
[21:37:27.179] Festergut hits Tanky 16712 (A: 2044)
[21:37:28.114] YoursTruly Holy Light Tanky +15815
[21:37:28.114] Festergut hits Tanky 16381
[21:37:28.940] Retadin Divine Storm Tanky +1124
[21:37:29.113] Festergut hits Tanky 17803


Without the 15% health buff, Tanky stood at 48,592 health; with the buff 51,168. The first three hits did a total of 48,190 damage. Tanky would have been hanging by a thread without that key heal (and the block and absorbs), but it would have taken the exact same number of hits, with or without the buff, to kill him. Sometimes the buff will make a difference, sometimes it won’t, but the difference between life and death is small. Up to this point, the raid buff to health may save a life for one more hit or one more tick of the DoT, but it hasn’t allowed most groups to sail through the content.

Ultimately I believe that’s why the raid buff has been largely shrugged off by the masses: Because it hasn’t to this point trivialized the content. You still have to execute, in some cases to perfection, to beat the raid encounters. Even with 15% extra health you have to kill the Bone Spikes, stay out of Death and Decay, kite the Gas Cloud and avoid the Malleable Goo. You have to heal through the Mark of the Fallen Champions and pass on the Vampire Bite, and kill the Suppressors. The buffs have given us just a little bit of a boost; given us just a hair more time to live and get out of the fire, but they haven’t just picked us up and carried us through, and that’s a good thing. I expect as the buffs increase there will come a point where you really will be able to ignore some of these effects, and then we’ll hear some complaining. Hopefully I will have earned my Kingslayer title before that day comes, or before Blizzard decides that they really DO need to increase the cooldown on Gastric Bloat, or change Putricide so that he only casts one Unstable Experiment per phase – you know, when they nerf it for real. THAT’S when you’ll see the real complaints.

Tuesday, May 11, 2010

Progression Blues

Everywhere I look these days it seems I see the same thing: raiders complaining about a lack of participation on progression night. It seems that folks show up for farm night but, when new bosses are encountered, a lot of people suddenly discover they have far more compelling things to do. Raids end up getting canceled, people get ticked off, and who knows where it leads to, maybe even guild break ups. While some would argue that it’s really a sign of ‘pre-Expansion Blues’, this has clearly been a problem for some guilds for some time going back to vanilla.

When people don’t show up for ‘progression night’ it makes me wonder: Why do they raid? I did a bit of digging around the blogosphere; my unscientific study of the question reveals three main reasons (in no particular order):
Loot
Camaraderie
Challenge


There are others, of course. ‘Experience more content’; ‘Nothing else to do’; ‘The guild/girlfriend/boyfriend want me to’ – but I think the three listed are probably the most frequently-cited. Some people will try to slip in ‘Character progression’ but in my view, that’s a euphemism for ‘loot’. You tell people you’re in it for ‘Character Progression’ because, if you tell them you’re in it for the loot, you’ll look like a greedy bastard. Who wants that?

At any rate, if you’re in it for any of these three reasons, then skipping progression night seems pretty counterproductive overall. If you raid for Loot, it’s in your interest to suck it up and go on progression night, because that’s where your upgrades are likely to be. After all, unless you’re extremely unlucky with drops or rolls, loot from farm bosses has pretty much been exhausted at this point, and most of it is getting DE’d or vendored for gold. Farm content isn’t challenging at all, unless you’re going for a difficult achievement or playing around with ‘let’s see how much dps the healers can do’. Maybe the real ‘challenge’ in farm content is in seeing how long you can maintain the group’s interest in running content that is ridiculously easy.

That leaves camaraderie. Camaraderie really seems to be the only frequently-cited reason for raiding that can suffer on progression night, particularly when the group struggles. Repeated failure makes it much easier for the group to break down, for fingers to get pointed, and for people to get sulky (although we all know that happens with loot, too). If you raid for Camaraderie you may well find your lovey-dovey feelings put to the test when you get firmly stuck; then you get a new challenge – keeping your group together when the going gets tough, maintaining the proper ‘group mind’ and morale to find a way to overcome the challenge. It’s certainly not easy, but when you do finally break through there’s a tremendous feeling – relief and accomplishment mixed together – that is greater for the effort the entire group put in than you get from completing a difficult solo task.

For me and I think for most members of my guild, the camaraderie and challenge are the top reasons why we raid. As such, I have a hard time understanding why people don’t show up for progression nights. My raid group would actually like to ‘farm out’ the farm content to new raiders or alts and let them get the gear and experience. We could then go in and work on the progression bosses. One of the problems that we have had is we often get to the new bosses late in our raiding night when everyone is tired and we don’t get as much time to work on them as we’d like (and our ‘continuation night’ is running into conflicts with changes to real-life schedules). I think most of us would be quite willing to sacrifice a few Emblems of Frost and the odd BoE epic in order to make some real headway on bosses we’ve barely gotten any attempts on.

Of course, there’s no guarantee that the newer folks wouldn’t want to just keep going, and then we’d have to run the farm content ourselves anyway. That might actually set up a new challenge: a race to the next progression boss. A little competition within the guild might not be such a bad thing, as long as it doesn’t get out of hand.

What about you – do you show up for progression night? If not, why? I’d like to know.

Monday, May 10, 2010

Re: A Title at What Cost?

Just as an update to my last post -- I was cruising around in Dalaran when I saw the following advertisement:


I did some investigative work and found the guild's website. Those are indeed the instructions, and they are serious. The 25,000 gold gets you the title and achievement, but no loot. Guess you can't ask for too much! As of today, one person had applied for himself, and was suggesting that his brother might also want to pay. What the heck, it's only pretend gold, right? Still, I can't imagine feeling too good about a Kingslayer earned this way.

I expect I'll actually have something more useful to say about other topics later in the week. My brain is once again not cooperating too much with me.