Stupid Hunter Tricks

I have a new favourite thing to do in World of Warcraft and that thing, my friends, is soloing Zandalari Warbringers.

It all began because my level 90 priest, who is my enchanter, was severely lacking in various reputations to get the “good” enchants, the ones that need revered with the August Celestials and Shado-Pan. My priest had basically been neutral with both of these factions and I was in absolutely no mood to do countless dailies and such to raise her rep to honored, much less revered. Some searching online revealed that one can get a ridiculous amount of rep with these Bind-to-Account things called “Stolen Insignias”, which drop from Zandalari Warscouts and Zandalari Warbringers.

I’d killed a few Warscouts and I knew of the Warbringers (they had previously kicked my ass) but still felt stuck because I didn’t really know if I could solo them.

At the relatively low equipped ilvl of 525, I’m proud to say that my hunter can, in fact, solo the Warbringers. It is awesome.

Why is it awesome?

Well, not only is my priest the proud owner of all the bracer and weapon MoP-level enchants, but I am getting these awesome things called Big Bag of Zandalari Supplies and Small Bag of Zandalari Supplies. The big bags are themed, so to speak, and are duplicates of the various bags the rares in Townlong Steppes have a chance of dropping. So you could open a bag and get 20 Golden Lotus, along with something like 100 herbs. Or you could open one and get a Sha Crystal, some Mysterious Essences and a crapton of Spirit Dust. Or you could open one up and get a ton of ore and a few gems. The small bags contain gold, plus a stack of a couple of different materials. (I am now drowning in Kyparite, by the way.) These bags and insignias also have a chance to drop from the (much easier) Zandalari Warscouts. (There’s about a 29% chance to get big bags from the Warbringers and a 15% chance from Warscouts, so the Warbringers are definitely better odds, although I quite enjoy killing the Warscouts, too!)

If you don’t need rep and if you don’t need various MoP materials like herbs, enchanting stuff, ore or leather, then there’s still one reason for you to go out and try to kill Warbringers: the mounts.

The Slate Primordial Direhorn
The Slate Primordial Direhorn

So that’s the Slate one that I got the other day. The others are Jade and Amber and you can apparently tell which colour mount is a drop possibility by virtue of what colour mount the Warbringers are on. (or their chairs? I am unclear on this.) At any rate, the mounts are a nice little bonus.

I’ve been killing these guys all weekend long. They have an approximate respawn timer of an hour and they only spawn in five places in the world: Near Chi-Ji’s Cradle in Krasarang Wilds, near the Briny Muck in Dread Wastes, near Sik’vess in Townlong Steppes, near the Yaungol Advance at the eastern edge of Kun-Lai Summit and near Sri-La Village in The Jade Forest.

As a hunter, the hardest part of this is controlling threat. I was very confused as to why my pet’s aggro was, well, terrible. Apparently, they’re immune to taunts, much like the Death Adders on the Timeless Isle. As such, to get it done easily, I personally have to chain misdirect my pet and feign quite a bit. Terrible, but the rewards are good enough and it’s challenging enough for me to keep doing it, despite the immunity to taunts.

If you’re not too concerned with threat, the next major issue is keeping your pet alive. The Glyph of Mend Pet is helpful in removing the potential fear being cast on the primary target of the Warbringer, but the Glyph of Mending is essentially mandatory for this.

The other thing to be worried about, in terms of pet health, is the stupid Vengeful Spirit. You need to turn off all your AOE stuff and keep your pet on passive so it doesn’t change its target, or else you may get the attention of the Vengeful Spirit who can two or three-shot you (or your pet). Keeping Mend Pet up at all times will help to draw her to you, where you can easily run away from her. If you need to feign while she’s up, do so, but then re-cast Mend Pet to ensure she turns around and comes right back to you instead of your pet.

In terms of pets used, I use a turtle for the Last Stand ability as well as the Shell Shield ability. Both can come in fairly handy!

Overall, it’s a fun, profitable thing to do and it’s something that lesser-geared hunters can do fairly easily, with some practice. Here’s a video guide to soloing a Zandalari Warbringer that I put together this weekend. :)

Quick Alpha Thoughts

Honestly, I have neither the time nor the inclination to talk in-depth about the Alpha patch notes for Warlords of Draenor that we’ve gotten. This may actually be a short entry! (hahahaha, if you believe that, I have a bridge to sell you.)

The first thing anyone needs to do in order to have an informed opinion on these changes is to read the entirety of the patch notes. No, I’m not kidding. Pretty much everything they posted is necessary to further understand the changes. What is absolutely wonderful about these notes is that they do attempt to give you context. That is amazing and you have to thank the devs for trying to do so. From what I can tell, they attempted to explain the whys pre-emptively. The whole bit about ability pruning is particularly interesting.

So what am I going to discuss here? I’m just going to say that I’m a little disappointed to see some abilities go, from a hunter perspective. In particular, the loss of Aspect of the Hawk, Distracting Shot, Hunter’s Mark, Rapid Fire, Scatter Shot, Silencing Shot and Serpent Sting altogether are, to me, fairly disappointing. The changes to Kill Shot (no longer available to Survival Hunters) and Lock and Load (being removed by itself, but still able to be procced from Black Arrow) also sting a bit. That Stampede is now a talent is interesting, so I’m not all that fussed, although I don’t know how Murder of Crows or Blink Strikes can compete.

Note that I’m not going to lobby to get these things changed — I know things will naturally change and evolve due to feedback and play data in Alpha and Beta. That said, I did want to talk a little bit about why I feel these changes are disappointing, from a PVE standpoint.

Aspect of the Hawk

Okay, seriously, I know. I know! I get it. We always use Aspect of the Hawk. To not use it is to use Aspect of the Cheetah or Aspect of the Pack. This is absolutely ability bloat at its finest. The trouble is, it’s only ability bloat NOW because we used to have other options. We had Aspect of the Wild (nature resistance!), we later had Aspect of the Viper (mana regen!) in addition to Cheetah and Pack. That Aspect of the Hawk finally goes the way of the Wild and the Viper is not terribly surprising to me, but it feels like an iconic part of being a hunter is going. Yes, they’re baking the buff itself into the abilities and such, but I’m someone who actually enjoyed the different aspects back in the day.

What they really need to do is a way to prevent morons from running around with Pack on constantly, particularly in things like LFG and LFR. >.>

Distracting Shot

I will freely admit that I rarely use this ability. However, when I have used it, it’s generally been in key situations where I ended up kiting some damn thing halfway across the room/area/etc. We’re talking General Drakkisath in Upper Blackrock Spire, back in the day. What about on a pull gone horribly awry? Forcing a mob to pay attention to you and chase you down is a core part of what hunters have been. And while I was thrilled to not have to always kite Drak (thank you, Toga!), I enjoyed knowing that I could and that I had successfully done so previously and could do so again. This kind of gameplay doesn’t really happen these days, though, and I think the game is poorer for it.

For what it’s worth, I occasionally use this out on Timeless Isle when fighting the Gulp Frogs if I pull more than one so that my poor bear doesn’t get 10 stacks of their poison. I could use another shot, like Arcane Shot, if I wanted, but I use Distracting Shot because I want that other mob to look at me and I want it to look at me now. The only way we’ll be able to kite things in the future is if we’re the last one standing, essentially. While that means that kiting in the middle of a raid encounter, for example, will no longer be our domain (and perhaps it hasn’t been for a long while), it’s worth taking a moment to think about where we started and to respect what we were able to do.

Hunter’s Mark

More bloat, I’ll grant you, but another iconic ability going the way of the dodo makes me sad. True, it’s automatically applied on virtually any shot. True, with the raid icon markers, we no longer need to use Hunter’s Mark to actually differentiate between different mobs. But it pre-dated the icons and, for a long while, was the only way TO distinguish mobs from each other.

Rapid Fire

They’re getting rid of a lot of cooldowns. I’m okay with that. I’m even basically okay with Rapid Fire being removed. I’m not a fan of blowing all cooldowns on the pull and on CD thereafter, which perhaps makes me not the best hunter in the world (which is one reason I haven’t raided seriously on Kurn since Vanilla). It’s just that it’s so weird to see all of these abilities that have been around forever finally being cut. We lost all of our melee abilities (even our ability to wield both a ranged and a melee weapon) in Cataclysm and this feels like they’re coming back around to finish the job. Even if it’s just a silly cooldown that I probably never used as much as I should have, I’ll still miss it.

Scatter Shot

Once upon a time, back when I spent a lot of time in Warsong Gulch while levelling my hunter, I was defending the flag in the Alliance base. An orc hunter named Dar (not to be confused with the awesome mage Darista, whom we all called Dar) came up the tunnel with a feral druid named Elu and, while I called it out (dude, I had humanoid tracking on and was shadow melded and was watching Dar’s dot come up the tunnel), I was unable to prevent them from taking the flag. Why? Because when I gave chase, I was suddenly disoriented. I lost control of my character. “WHAT THE FUCK WAS THAT?” I yelled at my computer. As I waited to be resurrected (Dar managed to DESTROY me), I scrolled up in my combat log. “Scatter Shot?” I said, “What in the hell is Scatter Shot?”

As a hunter, I knew I must have had the same abilities as Dar, who was about the same level as me, so I found it in my spellbook and put it on my bars AND YOU BET YOUR ASS I Scatter Shotted him every single time I saw him thereafter.

It’s another shot I rarely use, mostly just to prevent spellcasting if Counter Shot or whatever is on cooldown, but I’ll miss it, too.

Silencing Shot

I remember getting Silencing Shot. I believe I spent some time in the Western Plaguelands playing with casters as I learned how to use it. Counter Shot is fine, I guess, and I understand this is part of the larger picture of no longer having silences ATTACHED to interrupts, but it’ll be missed.

Serpent Sting

Oh, Serpent Sting. I think I’ll miss you, most of all! Hunters used to have a fair number of “stings”. Serpent Sting has always been around and it used to be terrible and not worth the debuff slot on mobs in Molten Core, for example. Scorpid Sting helped reduce the target’s chance to hit (and before that, reduced their Strength and Agility by a certain amount). Viper Sting was a mana drain. Wyvern Sting, a Survival-only (for so long) form of CC. I always thought that stings could be a REALLY interesting mechanic for hunters, that Survival hunters, in particular, could be a great DoT class, right up there with warlocks. Instead, they’ve already removed Scorpid and Viper, Wyvern is a talent and now out goes Serpent Sting. It was one of the very first abilities I gained as a hunter and I remember being awestruck and fascinated at the green vapours that appeared on the recipient of my sting.

I think this is the one choice that I don’t really understand. Serpent Sting isn’t automatic. It’s a deliberate choice one makes when they’re attacking the target. Not using Serpent Sting at all, or as much as you can (aiming for 100% uptime), is, well, silly, but it’s also the sign of a not-great hunter (at least on single-target fights). While we all SHOULD use Serpent Sting and aim for that 100% uptime, I’m sure many people don’t. Since it’s not automatic like Hunter’s Mark (unless you’re Survival and using Multi-Shot — which, by the way, will still exist!), I don’t see why Serpent Sting is going away. Is it bloat? Perhaps, I guess, but it’s not bloat like Aspect of the Hawk or Hunter’s Mark, both of which are either used 100% of the time due to lack of other options or are applied automatically. Even world-class players can’t always keep Serpent Sting up 100% of the time. It’s a bit of a mystery to me why this ability, which takes a bit of skill/practice to use properly, is being culled. Alas, poor Serpent Sting, I knew you well. /salute

What about Holy Paladins?

Honestly, good riddance to the Guardian of Ancient Kings as a holy cooldown. Adios, wings. Seeya, Divine Plea. I’m fine with all of these. (My jaw dropped into the apartment below me when I saw Druids are losing Innervate, so I was more prepared for our loss of Divine Plea.) I’m sure I’ll have more to say about healing, but for now, I’m pretty much okay with things. (Although Flash of Light and Holy Light healing for roughly the same amount feels wrong to me, but that’s another rant for another day.)

What do you think about the Alpha notes? Anything you’ll really miss?

But Wait, There’s More

Before I forget, my bio and first column are live over at SentryTotem.com! Every Tuesday and Friday, there should be a brand-new column from me about Guild Leadership. In fact, there’s a second column scheduled to go live today, so be sure to check it out sometime after noon Eastern, 9am Pacific. :)

I Wasn't Going to Say Anything…

As a rule, I try to pay very little attention to April Fool’s Day. I don’t usually participate in gags or pranks or what-have-you, myself. This year was the most involved in April Fool’s Day I’ve been in ages, and I wasn’t even very active. All I did was tell Rho that yes, he could tell people listening to Realm Maintenance that Blessing of Frost was coming out of retirement. (Which it’s not, by the way, but I do appreciate the comments from various people wishing that were the case — as does Maj!)

Yesterday’s April Fool’s jokes by Blizzard had two reactions from me:

1) Hah, these “patch notes” are hilarious! Love the Calvin & Hobbes references, among others.

2) … oh, right, it’s April 1st. I will ignore this “artcraft” post pretty much entirely.

I wasn’t going to talk about how the female draenei post was somewhat insulting towards women. I wasn’t going to talk about how intolerant people can be when the representation of a woman is less than a straight man’s “ideal”. I wasn’t going to talk about how the fact that Blizzard decided to make fun of the female draenei can be considered a statement that they find it funny to screw with the players’ heads in introducing a model that is not the straight man’s “ideal”.

And then Twitter exploded with reactions. Particularly on my timeline today, April 2nd, there’s all kinds of hate and anger — not just restricted to the joke. Backlash for the joke is fair, assuming it doesn’t cross over into abusive insults or threats. Saying “I didn’t find it funny” is fine. Saying “I didn’t find it funny because of points a, b and c, that I will explain below” is also fine. Saying “YOU #)*%_@#% PIECES OF #(&)!% I CAN’T BELIEVE YOU @)*$)!@* THAT #)*@% UP” is not fine. Hopefully, you get the point.

However, what’s happening on my timeline today is hate and anger directed at people who didn’t find the joke funny and decided to say something about it.

Dudes. (And I don’t mean just guys, I include girls there, too.) That is uncool.

Now, believe me, I have zero interest in defending WoW Insider in general. I’ve had my issues with them as a website and, in fact, make it a point to basically never read it. That said,  they posted an interesting article called The Joke is On Women and, subsequently, had to turn off the comments. Why? Because of all the awfulness that was cropping up. (Another great read, from The Godmother: That Joke Isn’t Funny Anymore.)

Look, I’m a woman, but do you know why my character, Kurn, is a male night elf? Apart from the fact that I instantly hated the female night elf idle bounce animation (for various reasons such as I don’t actually do that myself and, frankly, never would), it was to blend in with the masses. I never wanted to stand out as a woman among players, because I’ve been treated terribly in the past by a variety of people who thought that, because I’m a woman, it’s okay to objectify me and to treat me like I’m there for their pleasure. I worked as a writer on a high-profile website for four years in the late 90s and into the 2000s and part of my daily routine was weeding out the creepy messages from guys who were offering me a life of luxury to come be their fourth wife or concubine (I’m not kidding) or guys who demanded I spend some one-on-one time with them on the phone (which was not at all part of my job, but they insisted it was).

Due, in part, to those experiences, I decided “nope, I’m going to make Kurn a guy”. And it was lovely. I was left alone when I wanted to be. It was only when I rolled Madrana, a human female, that I started getting lewd whispers and inappropriate comments from people. I have actually said to people “I’m a dude” to get them to back off. (I once had an opposite-esque experience, actually, which broke my brain for a few different reasons, but anyhow.)

So, within WoW,  I took steps to make sure I wasn’t particularly bothered as best as I could (male night elf, telling people I’m a dude if they persisted, etc). Even on this blog, I have a comment policy that I stick to and ask others to adhere to, as well. Further, I’ve gone out of my way to be a good player, to help dispell all the “girls can’t play” crap that goes flying around out there. Basically, I’ve done what I can do to make sure that being a woman who plays a video game doesn’t adversely affect my gaming experiences.

Think about that for a minute. Being a woman can adversely affect my gaming experiences.

Being a guy does not inherently do that in the same way that being a woman can.

Guys automatically “fit in” with gaming culture because so much of the content is created by guys and, like it or not, for guys (even though female gamers are about half of the gaming population). In order for me to fit in and be comfortable, I have to do X, Y and Z first. I shouldn’t have to, but I accept it because to not do those things, to not protect myself, will result in uncomfortable, awkward and downright creepy experiences. If I want to play and have a good time, with other people in the mix, I must first take those precautions.

I’m not even complaining that I feel that I have to take these kinds of precautions, although it would be nice to easily fit into a culture I am definitely part of without doing so. The truth is, I’ve experienced this stuff my entire life. I was the girl who spent her teenage years calling local Bulletin Board Services and playing Trade Wars 2002 and Legend of the Red Dragon while moderating a forum about Star Trek. So, whether I like it or not (and I don’t), I generally don’t make a big deal about it because I’m used to it.

So, ultimately, if Blizzard (or any other company) wants to make a joke about a previously “attractive” character (how attractive is a female draenei, really? Horns, hooves and a tail??) being made “less attractive”, by changing the face, adding fur and the like, that’s their decision. My decision is to not like it and, as long as I do so respectfully, there’s no problem with my opinion.

The problem comes when either I am disrespectful or when others are disrespectful towards me.

You don’t like that some people are offended? Fine, feel free to disagree. Just do it politely and with respect. Try to put yourself in someone else’s shoes, particularly if you are the straight male for whom the joke was obviously intended.

If you don’t know about Anita Sarkeesian, by the way, you ought to take a look at her stuff. She has had the most vile and horrific abuse levelled at her simply because she wants to deconstruct anti-feminist tropes in video games.

Oh, and one more thing, while I’m thinking of it: “feminism” is not a dirty word. Being a feminist doesn’t mean that you want women to be the dominant gender. It doesn’t mean that you have to be a crew-cutted, man-hating lesbian. Being a feminist simply means that you believe men and women are equal and should be treated as such. I once shocked the hell out of a friend of mine by saying “no, I’m not really a feminist” and she was like “… do you think men and women are equal and should be treated as equals?” I replied that I did. “Then you’re a feminist.” So go read some of these quotes about feminism to perhaps better understand what feminism is, but this is probably my favourite.

Feminism is the radical notion that women are people.

– Marie Shear, reviewing Kramarae and Treichler’s A Feminist Dictionary in the news journal New Directions for Women (1986)

So when people — women, in this case — talk about being offended, look at why they’re being offended. You can disagree with them, but do it respectfully and with the understanding that this isn’t the first time they’ve had to deal with being the butt of a joke like this. As for myself, I simply didn’t find that portion of Blizzard’s April Fool’s Day funny and, really, I wasn’t going to say anything about it, but now I have. And I hope the Internet is better for it.

(As always, the aforementioned comment policy is to be adhered to, thank you kindly.)

My Own 90 Boost Adventures & Ruminations

Here’s where I confess that:

a) I actually resubbed for 30 days shortly after pre-ordering the expansion last Monday (and by “shortly”, I mean “within four hours”)
and
b) I boosted a warlock from 1-90

I know, I know. The poll results said I should boost a brand-new monk. I couldn’t do it. I just couldn’t. I have absolutely no desire to play a monk outside of a tiny bit of curiosity when it comes to mistweavers. I did not want to play a monk.

Similarly, I kind of thought it, well, silly, to play a warlock. I already have a ranged DPS class with a pet — my hunter. So why the warlock?

Well, the first reason is because I’ve always been interested in warlocks in terms of a playstyle. DoT management has always intrigued me in theory. The second reason is that I’ve tried, on more than one occasion, to level a warlock. It never goes well (even with heirlooms — and I even have the heirloom RING!) and I have no interest in levelling a character from 1-90 or even 1-60 and then boosting from 60.

The third reason is that hey, I don’t much like the other options I felt I realistically had and so went with the warlock. It was the second choice in my poll, so why the heck not?

I’ll say this up front, I’m a bad warlock. I’ve spent about an hour at the training dummies and I am just not doing a great job. Part of this is UI-related (I need a good dot timer that ISN’T DoTimer because DoTimer keeps crashing my WoW, oddly) and part of it is that I’m sure I’m just not comprehending the subtleties of the class yet. Happily for the rest of the population, I have not grouped up for anything at this juncture, because I clearly don’t know what in the hell I’m doing and do not wish to inflict my idiocy on other people. You’re welcome! :)

That said, part of the reason for even using the boost was to help my professions along in the sense that I have:

– skinning/leatherworking on Kurn
– alchemy (elixir)/jewelcrafting on Madrana
– herbalism/mining on my shaman
– alchemy (potion)/enchanting on my priest
– alchemy (transmute)/inscription on my warrior

Those are all maxed. This means that, on Eldre’Thalas, I am missing just blacksmithing, engineering and tailoring as primary professions. I might bring my mage back from Skywall (at some point) and drop his herbalism for tailoring… but the point is, I wanted my boosted character to have blacksmithing and engineering.

Now, I could have, perhaps I should have, rolled a death knight on Eldre’Thalas, levelled five levels to 60 and then boosted that to 90, with 600 BS/600 Engineering. But I thought about it and realized that I really have zero desire to play a death knight. I don’t enjoy tanking and I enjoy melee DPS even less than I enjoy tanking.

So I boosted the warlock to 90 (male dwarf, FYI) and have the plan to make him a blacksmith and an engineer.

Problem: OH MY GOD, THE MATS.

It was brought to my attention that, previously in the expansion, Blacksmithing was changed and one is now able to use just Ghost Iron Ore to level to 600.

Ultimately, though it was good to know, it was kind of useless because Engineering requires many of the same materials as Blacksmithing. Additionally, the total number of pieces of Ghost Iron Ore required is over ten thousand. Even though it’s abundant and I could buy a bunch I’m sure, if I had to go mining in the old worlds for things like Thorium and Cobalt for Engineering, then I decided to do it “old school” for Blacksmithing, too, by just going around and mining for both professions while I was going to be out there anyway.

Total pieces of various types of ore/stone needed for BOTH Blacksmithing AND Engineering the old-school way: 5593.

Total pieces of various types of ore/stone needed for BOTH Blacksmithing AND Engineering with the “new” BS Ghost Iron Ore method: ~12000.

… yeah, OLD SCHOOL IT IS.

So, I made a spreadsheet because things just got complicated. Of course, it doesn’t include things like “Alicite” or “Wool Cloth” type materials. I have most of that stuff just lying around in my many bank tabs of my bank guild. I just tracked the stones and ores. Of course, in order to count up all the ores I needed, I had to look up the mats at various guides and then MULTIPLIED the number of bars they were asking for by two, in many cases, in order to come up with how much ore I needed. That’s not the case with things like Thorium, but is the case with something like Adamantite. So I broke down the number of pieces of all the types of ore needed for Blacksmithing and then did the same for Engineering. Then I hauled out Altoholic and searched through all my toons (on that realm, excluding the Apotheosis guild bank) and put in a column stating how many of these things I already had. Turns out I had a lot of Rough Stone, Coarse Stone and even Dense Stone. I also had a lot of Iron Ore. Then I put in the “Total I Need” column at the end, showing me how many I needed to have IN MY BAGS after mining to ensure I’d have just about enough. In the case of Copper Ore, I had to mine 369 pieces. In the case of Thorium, 609 pieces.

So I designated Saturday, March 15th, as #MININGDAY2014. Here’s some of what I did.

bsengineering3
So. Much. Thorium.
bsengineering4
On to Fel Iron.
bsengineering5
Adamantite took a long time, but was marginally less awful than Fel Iron.
The worst, to date. Cobalt was painful.
The worst, to date. Cobalt was painful.

So I did everything through Fel Iron Ore on Saturday, did Adamantite and Cobalt on Sunday and plan to tackle the rest later this week, as time allows. I’ll also be spending some time on Timeless Isle, practicing being a warlock, once I get around to doing a bit more reading.

As an aside, I’m finding something really interesting is happening since I’ve been back: many people are acting as though I don’t know what in the hell I’m doing.

Guys, I may have taken a break for over a year (17 months minus a week in there around Christmas, actually) but it’s not like I don’t know how to play the game. Sure, I didn’t know about the Ghost Iron Ore method for Blacksmithing, but even still, I discounted that method once I had learned about it, because 10,000+ pieces of Ghost Iron Ore versus fewer than 6000 pieces of stuff just doesn’t make sense to me, especially because I had to mine some of the old stuff for Engineering anyhow.

And yet, 90% of the comments I’ve received about this have been challenging my logic for choosing to mine old-school materials.

I know people are mostly trying to help and some are confused by my choices, but for crying out loud, I didn’t play for 17 months. It’s not like I forgot everything I ever knew about the game. ;) It’s changed, but it hasn’t changed that much. And it’s not as though I don’t keep up on the vast majority of changes. Or as if I don’t do my own research on things. While it’s really interesting to be on the side of things where I have to look stuff up and I have to confirm various things, it’s less interesting to be repeatedly challenged by people who think they know better.

To be honest, it’s making me think a lot about how I’ve acted in the past, when I’ve been on top of my game and have known things with absolute conviction. While I maintain that any advice I’ve given out in the past about this game has, at the time, been accurate, I can’t help but wonder if newer people (or at least less-knowledgeable people) were frustrated with the advice I’d offered to them. I know that I’m right about certain things (old-school mats vs. Ghost Iron Ore in this particular situation, FOR ME, for instance), but part of what fatigued me over the course of my WoW career was the constant questioning of my decisions. Have I, at some point in the past, caused fatigue or frustration to someone else when I’ve genuinely been trying to help? I’m not talking about feedback to people in my raid groups or guilds, but random holy paladins who were, as I saw it, Doing Things Wrong in random dungeons in the past. Or hunters. I mean, okay, the melee hunters in this Wailing Caverns run I once was snarky to, I’m not apologetic about. At all. :P I mean people to whom I offered unsolicited advice.

I’m trying to figure out which scenario I’m running up against here…

1) People are offering me advice and are trying to be helpful, despite the fact that it is actually not going to help me in the least.
2) People are offering me advice and are trying to be helpful because they think they know better than I do.

While I’d really like to believe the majority of people offering advice fall into group 1, I can’t help but think there are at least a few in group 2 and possibly some people who are both.

Again, this is causing me to be introspective. Every time I’ve offered advice to someone, I have tried to be helpful and have tried to make sure that the advice WOULD be helpful. But I know that many times, I’ve seen the problem as a very basic “oh, they don’t know about X, Y or Z, LET ME INFORM THEM” problem, thus falling into category 2. Have I been wrong in the past? Is it a lot more nuanced than I’ve seen it? Should I have been less willing to offer advice until I was certain someone needed it? I don’t know. I can’t help but think that if I didn’t offer advice, then maybe no one else would have. I can’t help but think that if people keep their mouths shut and adopt an attitude of “not my problem”, the community suffers. And what if people who are obviously struggling don’t ask for advice? What if people just sit there quietly, unsure of what they’re doing, but remain silent rather than open their mouths and be thought a fool?

Even after an extended break, I didn’t think I’d ever be on the “oh, no, Kurn, do it THIS WAY” side of things again. But apparently, I am. It’s a weird thing to go from being someone who knows damn near everything there is to know about the game to, well, not knowing, for example, that Blacksmithing is available to level from 1-600 with just Ghost Iron Ore. The last time I was this out of touch with the game itself was before I hit 60 on my first toon. And I don’t know if I like it. No, okay, I don’t like it. And I definitely don’t like being challenged by others on my various decisions, but I’ve done that to others in the past. I’m not even sure that the random, unsolicited advice I’ve given in the past is altogether justifiable, although I would think that telling a death knight “tank” to use Blood Presence is, you know, something they should do regardless of how tactfully that may or may not be put…

I guess I’m just trying to work out how I feel about people’s recent behaviour towards me and how my reaction to that may mirror how other people may have felt when I gave those others unsolicited advice. I mean, I’m thankful that people want to help me out. I appreciate the sentiment. And I like talking to people about the game. But maybe doing it in a way that is less challenging and more helpful (but not condescending!) is a better way to get one’s point across. Yeah, I’m wondering how I could do that, myself. Certainly, it’s a fine line to tread, but I know that I’d be more receptive to advice given in such a manner and I imagine others would be, too.

Today, March 17th, 2014, is the last day that you’ll be able to buy Kurn’s Guide to Being a Kick-Ass Raider at its introductory price, by the way! The launch sale ends tomorrow, so don’t hesitate to check it out!

All KINDS of Warlords Stuff

I have not one, but two post about the Warlords of Draenor healing changes sitting in my drafts folder, but then I took a nap and when I woke up, the Warlords of Draenor pre-order (and included boost to 90) had gone live (along with the $60 paid version of the boost to 90).

It’s as though I have too many thoughts racing through my head to get any of them down, but, by golly, I’m going to try.

“On or Before December 20, 2014”

The thing that seems to be causing people’s heads to explode is that, on the pre-order page, it says quite clearly “Game is expected to release on or before 12/20/2014.”

First of all, they’ve already said that’s not the release date. They’ve said fall of 2014. So that’s somewhere between September 23, 2014 and, shockingly, December 21, 2014.  My money is on early fall, but they’re obviously being very Blizzard about things and hedging their bets, as per usual.

Still, people are upset because that means more than a full calendar year in the Siege of Orgrimmar raid instance.

This isn’t new, though. Icecrown Citadel, the final major raid of Wrath of the Lich King (no, Ruby Sanctum doesn’t fully count), launched on December 8, 2009. Cataclysm launched one year later, on December 7, 2010. Dragon Soul, the final major raid of Cataclysm, launched on November 29, 2011. Mists of Pandaria released, surprisingly, on September 25, 2012. Siege of Orgrimmar, the final major raid of Mists of Pandaria, launched on September 10, 2013.

Given that track record, it’s hardly news that people are going to spend a year with Siege of Orgrimmar as the “current” raid content. It is, however, quite disappointing to a lot of people, I would imagine. I would further submit that this is probably the entire reason why pre-ordering now gets you the level 90 boost immediately.

On the bright side, Blizzard typically has beta periods that last approximately 6 months. 6 months from now is, you know, September. In my opinion, this means we are very likely to see beta launching in the next month or two. So they’re going to try to keep players occupied with new toons at 90, the beta launch, plus their other properties. (D3’s expansion is coming out soon, Hearthstone is certain to be ending beta soon, Heroes of the Storm is on its way…)

I’m not surprised. I’m not even disappointed, although I know a lot of people are. Maybe it’s the fact that I’ve not played much of this expansion and I’m fairly separated from what’s going on, or maybe it’s because I’m just that jaded, hah! I actually thought it wouldn’t be impossible to get things going for a June release, but apparently I was wrong. Ah, well. I do think it’ll be closer to late September than late December, but what do I know, eh? Clearly not a lot. ;)

Healing Changes in Warlords of Draenor

Honestly, over the last few days, I’ve written over 3500 words talking about these healing changes and I can’t make up my mind about them.

On the one hand, I’m in favour of absorbs being less potent (I’ve always hated absorbs and yes, I’ve played a holy paladin), I’m in favour of smart heals being less smart, I’m in favour of having time to make intelligent decisions about on whom to cast which spell.

I’m not in favour of the cast-times being added to Light of Dawn, Word of Glory/Eternal Flame, Wild Growth, Prayer of Mending (and other priest spells) and Uplift.

I’m not in favour of healers having to relearn how to do their jobs all over again. My previous drafts rambled a lot about this point, but here’s the thing: DPS basically still does today what DPS did when WoW launched. Tanks have changed a lot, I’ll grant you, especially with this whole “active mitigation” thing. But healers had to relearn how to heal for Cataclysm. I’m not saying that was a terrible thing or that healers didn’t need a serious retooling, but here we are, just 3ish years later, and they’re removing the “mid-level” heals (or whatever you want to call them). So much for the three-heal system. (Actually, I’m well-aware that the three-heal system was already out the window come the end of Cataclysm, with healers spamming AOE and smart heals, and I can’t imagine that’s gotten any BETTER throughout Mists.)

It’s not that healing doesn’t need to be reworked, because I’m certain it does. I just think it sucks that the burden of relearning falls to the healers. Again. As if relearning your specific class again doesn’t suck enough (and it can!), learning how healing works in a whole new system of healing can be painful. Blech. I read the healing changes and immediately did not want to heal, period.

Out of the many words I’ve written on the subject, perhaps the most poignant (for me) were those that made me see that perhaps I’m just too old for this stuff. I mean, not necessarily because I’m old (because I’m not, shut up!), but because I’m weary. Part of the reason I stopped playing is because rolling with Blizzard’s punches just got really exhausting after a certain point. After seven years of adapting to every change and all the retuning and retooling and redesigning, I was just tired. Heck, I still feel tired. It used to energize me to know that changes were on the horizon. I’d jump at the chance to learn anything new.

But I just… don’t, anymore. That lack of passion, lack of desire to learn, it kind of indicates to me that maybe I’ve truly outgrown the game…

But You Just Pre-Ordered! WTF?

Warlords of Draenor Pre-order
… yeah, I did. Guilty as charged. I bought the pre-order for two main reasons:

  1. I’m going to at least check out the new expansion. That’s never been in doubt, even if my lifelong dream of getting server-first skinning has been crushed. I also had the money to pay for it now, so why not spend it now on something I know I’m going to want to have later?
  2. Even if I don’t play much for Warlords of Draenor, I want my stable of alts to be ready for the expansion for money-making purposes. (I’ve quite enjoyed having a stash of over 220,000 gold sitting there, ready for me if I ever wanted to come back and raid seriously again.)

I’m also seriously considering resubbing for a bit, but I wouldn’t expect that to last through to release. Maybe I’ll spend the next month or two playing around a bit and then let things lapse before coming back at the 6.0 patch, at which point I will endeavour to learn how to heal all over again, unless it really makes me want to cry. (Which is a possibility.) Still, I feel as though I owe the community at least a 6.0 holy paladin primer. We’ll see.

That said, because I pre-ordered, I have a shiny new boost to 90 I could use, if I resubbed, and I am incapable of deciding. Here’s a poll. Vote for your favourite options and I promise to take them into consideration.

Temptation

It should not come as a surprise to most readers that, over the course of my life, I have spent a ridiculous amount of time within World of Warcraft. I played for just over seven years and then stopped once my Annual Pass obligation was completed. I’d just stepped down as Guild Master (and Raid Leader) of Apotheosis and I was writing a novel for National Novel Writing Month, attempting my 10th NaNo novel in the last 11 years. I’d just finished university a few months prior. I had grandmother stuff going on (moving her to a residence and such) and was focused on getting a job — a real 9-5 job — in my field.

So when I stopped playing World of Warcraft, I didn’t really miss it. I had a lot of other stuff going on in my life. That was, however, 13 months ago.

Lately, I’ve found myself tempted to start playing again. And it’s not just the “oh, it would be nice to play, but whatever” temptation. It’s the “man, I really want to play and this isn’t waning!” type of wanting to play. It’s the type of wanting to play that you have during weekly maintenance when you know you can’t play, so, obviously, that’s all you want to do. (Interesting. I wonder if I resubbed, and suddenly could play, if the temptation would subside.)

This latest bout of temptation has lasted about a week, so far, and shows little sign of abating.

That said, I’ve at least realized why I want to play. It’s got very little to do with the game itself, although that’s a part of it. It’s got to do with the fact that I am currently not feeling terribly accomplished in “real” life. But there’s always something to do in WoW that will help you to feel accomplished. Got a lot of farming done? There’s that sense of accomplishment. Killed some raid bosses? Amazing, there’s some achievement. Even got your equipped ilvl up a few notches? What a great feeling! Virtually everything you do in WoW has the specific goal of making you feel accomplished. (Insert long diatribe about how the game has a zillion tiny, and not so tiny, hooks to keep you playing…)

This was a problem for me, back in university. Who wanted to read about what dead German guys thought about society when you could go make 10,000 gold on the Auction House? WoW has always been a place where I could feel accomplished, so it’s no wonder that I’m looking in the direction as accomplishments in my “real” life are few and far between at the moment.

It’s not to say things aren’t happening in my life, but the lack of full-time employment is wearing me down. Apart from not having a reliable, regular income, which I’m actually somewhat managing, family stuff is taking a larger and larger role in my day-to-day life. To be honest, while I do love my family, I could do with a little less of them. So not only am I looking for something that will give me a sense of accomplishment and achievement, but I’m looking for something to take up space in my life. A full-time, fulfilling job would be keen. As it stands, I’m doing freelance web stuff (which is actually working out nicely and I just confirmed a new client the other day), but the downtime as I wait to hear back from clients is irritating, to say the least, and it means that projects drag on a bit without me doing any of the work I could be doing, because I’m waiting for feedback. (What, me? Impatient? Never! ;))

So is it any wonder that I’m looking at WoW? I could do any number of things in the game. I could take Kurn, who’s already 90, and go try to get geared up. Or I could take Madrana, who’s still 85, level her to 90 and then try to get HER geared up. Or I could take my shaman farming alt and mine and herb ALL THE THINGS and work on getting up to a million gold. Or I could roll a new toon somewhere, taking advantage of being able to mail BOA stuff cross-faction and cross-server. (I think I’ve had no less than three offers to come hang out with various guilds on Twitter, should I decide to resub and roll a new toon!) Or I could do any number of other things! (For some reason, I’m also tempted to do old dungeon video guides. My LBRS guides on YouTube, which are at 240p and are of terrible video quality, remain my top-viewed videos! WTF?)

The trouble is, though, that while I do believe my experiences in WoW have been nothing but amazing in terms of having learned stuff, at the end of the day, my item level doesn’t matter in “real” life. So all those feelings of accomplishment wouldn’t actually help me to change my “real” life situation. Ultimately, change in my “real” life is what’s going to make me feel accomplished and useful and will take up space in life so that I’m not dealing with my family so much. (Alternatively, if I could find someone in this city worth dating, that’s another option for taking up space in my life and such… but let’s not get into my lack of a love life.)

And yet, I wonder, would it be such a bad thing to resub for a month? The month of December is going to be fairly uneventful for me except for some stuff around Christmas and the end of the month. I’m in a holding pattern for both of my web clients right now (and one is going away for the holidays), so why not spend some time feeling good about achieving various things, even virtual things?

The other consideration is that I’m writing my Kick-Ass Raider guide and it would be really helpful if I could use examples to illustrate my points that don’t come from, you know, Wrath of the Lich King or Cataclysm. While I’m sure the major keys to being a great raider haven’t changed a lot in the last 13 months, it might be good to visit even LFR to get an idea of what Mists of Pandaria raids are like.

Speaking of my guides, something that’s really interesting (to me, anyhow) is that I’ve enjoyed writing them with some distance between me and the game. I feel as though it’s just a lot easier to write about various aspects of the game without having been a part of it for a while. It does make it a little more difficult in terms of talking about the pitfalls of raiding, which is why it would be nice to have more contemporary examples, but I couldn’t have written my GM guide while I was still GM of Apotheosis. I was just too close to the situations. It was even still difficult for me to write about certain situations in that guide because of how keenly I still felt them, and I didn’t even start writing that guide until I hadn’t been playing for over six months. Even after six months, I was still feeling things deeply. It’s easier now. So if I get back into the game, will that make things clearer for me or will things still feel “too close”, obfuscating the actual issues I should focus on with emotional reactions?

The other interesting thing is that so many other people have the desire to play! Several of my friends from Apotheosis who have quit now want to go back. Even my brother wants to go back. He and I had a chat on Friday evening that went something like this:

Me: “I’ve been so tempted to go back to WoW, lately.”
Him: “Me too! I WANT TO PLAY!”
Me: “Ugh.”
Him: “Oh my God, do you want to roll a new character with me on the Horde side somewhere?!?!?”
Me: “No!”

(What he doesn’t know is that it’s not because I don’t really want to roll a new toon with him, but that it’s because he said Horde and not Alliance. ;) I’ve never been good at resisting my brother’s cries of “LET’S START NEW TOONS TOGETHER!” It’s how I have a shaman, a priest, a mage and a druid. All his fault.)

Obviously, I remain torn. I do intend to resub at some point, prior to the expansion’s release (which I still think is happening around June 10th, 2014, give or take a couple of weeks) and I do intend to be around for at least a month at the release, but the question is when? Now? January? March? May? I guess we’ll see just how tempted I get over the next few days, weeks or months, eh?

How about you? Are you still playing? Tempted to go back if you’re not still playing?

Ruminations about Raiding from the Retirement Home

Well, hello there, folks. Apologies for the dust, but that strange thing we call “Real Life” seems to have expanded significantly since I stopped playing. Plus, who wants to hear about WoW stuff from someone who hasn’t played it since November?

Of course, though, I have things to say. I always have things to say. As usual, whether you play or not is your choice. These are just my ruminations about raiding. I’m not calling on people to quit en masse, I’m not encouraging everyone who’s ever quit to go back. I’m just writing because I have stuff I want to write about.

I’ve kept up with some of changes that have happened in the game since I quit in November. A lot of the smaller changes have escaped my notice or interest. To be honest, I don’t care about most of the balance changes, I don’t care about VP upgrades, Elder Charms, dailies or anything of the sort. However, what has struck me as interesting has been some of the discussion between Blizzard reps and various players about a couple of subjects. Specifically, the 10% nerf to 5.0 raids that is coming up in 5.2 as well as some responses to a thread on the forums about raiding being too hard and time consuming.

In order to address these points, I want to talk about my own philosophy and what encouraged me to raid.

RAIDING WAS THE PVE END-GAME

We typically spent a lot of time getting our toons from 1-60 in Vanilla. It took me 30 days of /played time, one full, real-life month (!) to get Kurn to 60. It was a long slog. Part of it was that I had no idea what I was doing to start, part of it was because I was distracted by all the cool things I could do in the world. (I spent way too many hours on a run from Desolace down through Feralas to Tanaris in order to explore the neutral Auction House, for example. There were many deaths as I ran down there at level 28 or so, collecting flight points along the way. I still had a blast, because it was all new and exciting!) I eventually hit 60 and was getting the hang of the various 5-mans available to me. I soon learned the best ways to clear LBRS, that the Father Flame event in UBRS was SO not worth it, that unless a warlock needed shoulders you should probably avoid Jandice Barov in Scholo, memorized the pulls in Strat Undead, figured out how to summon the Postmaster in Strat Live, figured out how best to navigate around Dire Maul’s various wings and, possibly most importantly, knew every square inch of Blackrock Depths and how to get everyone through Molten Core and Onyxia attunement. (Damn you, Windsor, DAMN YOU!)

As I saw it, the 5-mans (and LBRS/UBRS 10-mans) were stepping stones to the REAL end-game, which was raiding. I also acknowledged that not everyone wanted to raid or even had to raid. But the max-level instances were there to help attune us to the raids and also challenged us to learn how to play, basically. That’s where I learned how to pull properly, but that took time. I still remember killing more than one group after the rat cage in Strat Live because I pulled the patrolling abomination at precisely the WRONG time, causing a group of undead to join in the fun. But I learned to time things better and got to be good at pulling, as well as CCing and controlling my pet. (We will not talk about how my cat, Whisper, once wiped us all in BRD because we jumped off the “high road” and Whisper took the long way ’round…)

As I understood progression within the game, it was very linear. You got to 60, did these instances, then started raiding. And you would start raiding with the 20-mans, Zul’Gurub or the Ruins of Ahn’Qiraj, if you didn’t have 39 friends to go raiding with. So we cleared ZG and half of AQ (always less popular than ZG with my guild). We recruited constantly and only ever twice had a full 40-man group to go tackle Molten Core. We would usually be around 32ish people or thereabouts, of varying levels of gear, skill and specs. We once walked into MC with something like nine warriors. Awkward. But no more awkward than 26-manning Gehennas one night.

MC would lead to Blackwing Lair, which lead to AQ40, which ultimately led to Naxxramas, the original level 60 instance. Somewhere in there, around the midpoint of MC, you could probably start working on Onyxia, which dropped T2 helms. (Insert moment of shock when you think that they’re about to release Tier 15…!)

Guilds were supposed to work their way through the content and eventually arrive at Naxx and Kel’Thuzad.

It didn’t really work out that way, though. Given the amount of people needed (at least 40 to have a full-powered raid) and the amount of time needed to prepare to raid (flasks, food, all the farming), many guilds just fizzled out, the guild I was part of at that time included. You have to know that in any guild, you have a lot of chances for things to go kablooie. The raid leader or GM quits? The chances to come back from that (if it’s unexpected, especially) were slim, back in those days. When you had 40 people, at a minimum, to manage, things got crazy hectic and there was even less of a chance of overall consensus or acceptance of various strats because there were even more people who could disagree with you. Maintaining order was challenging.

So, to me, it’s not at all surprising that so few people ever cleared the original Naxx. You weren’t expected to even SEE Naxx back in those days. It was accepted that most people, even raiders, would maybe get somewhere into Blackwing Lair, maybe early AQ40, and that’s where they’d basically fall apart. It was only the most dedicated and talented (and, in some cases, lucky) players who would get through Twin Emps and C’thun and get deep into Naxx.

There was, of course, a time limit. Naxxramas came out with Patch 1.11, June 20th, 2006 and Burning Crusade came out on January 16th, 2008. (Wow. Imagine less than ten months between the final instance of an expansion and the release of the new expansion…) So guilds only had 7 months to get to and clear Naxx.

It wasn’t really possible for people to catch up and get to Naxx. That’s why Naxx (much like Sunwell Plateau later) had so few guilds that ever even got to it. That’s why they could re-release an easier version of it as Tier 7 at the start of Wrath of the Lich King. So few people had seen it when it was current content, it was like a brand new instance.

BURNING CRUSADE MAINTAINED LINEAR PROGRESSION (MOSTLY)

Burning Crusade was more of the same game that we loved. We still had to go through and do the instances at level cap before we went off to raid, only they also introduced “heroic modes” and made those attunement quests rely heavily on mastery of level 70 heroic instances. I won’t talk about the rep requirements for heroics, nor will I talk about how some of the heroics were really quite difficult, even for people who knew their classes quite well. Entry into Karazhan didn’t require heroic dungeons to be completed, but Serpentshrine Cavern required time spent in Heroic Slave Pens and Tempest Keep’s The Eye required all the Trials of the Naaru to be completed — which included Heroic Shattered Halls, Heroic Shadow Labyrinth and Heroic Arcatraz to all be completed. (They were all considered to be some of the most challenging dungeons.) Once you cleared SSC and TK, you could get into Hyjal. Black Temple attunement required an extensive questline and for you to kill certain bosses in SSC, TK and Hyjal.

Long story short, progression here was extremely linear up until the point where they removed the SSC, TK, Hyjal and BT attunements and released Sunwell Plateau which was open to everyone without attunement (although the last three bosses were gated for two months).

Still, things were pretty linear because in order to participate in T6 content, you pretty much needed T5 gear. You couldn’t very well show up to a Tier 6 boss and do your part as a team member in gear you got way back in T4 out of Karazhan. It would be like doing some of Molten Core and then showing up to Naxx back in Vanilla. You couldn’t do it — your stats would not be high enough to justify giving you that spot, unless you were in an exceptional group who dragged you through farm content to gear you up.

So we went:

60-70
Normal level cap dungeons
Heroic dungeons
Karazhan (10 people)
Gruul/Magtheridon (this is when raids started requiring 25 people)
SSC/TK
Hyjal
BT
Sunwell

Somewhere in there, I think with the launch of Sunwell and the Shattered Sun Offensive, Blizzard gave us badge gear. We’d had Badges of Justice for quite some time, but now it could be used to purchase gear that was … interesting.

These badge-obtained items weren’t quite T5 (ilvl 133) but they weren’t quite T6 either (146). They were in the middle, leaning closer towards T6, with an ilvl of 141, for the armor. The weapons were ilvl 146, which was BETTER than what could be gotten out of BT, just from a stat perspective, with the exception of weapons off Illidan (151, except the Warglaives, which were 156).

All of a sudden, you could go from being all decked out in Kara gear to farming badges for this badge gear and you could move from being relegated to T4/T5 content (none of which most people touched in pugs except for Karazhan, at least on my server) to being able to join a guild progressing in Hyjal and Black Temple or even Sunwell.

This was the introduction of the catch-up mechanic. While the removal of the attunements was the preliminary step, the introduction of this badge gear was the thing that actually enabled people to move from T4 to T6 content without ever seeing T5 content. You could go from pugging Karazhan or even just doing heroic dungeons, to a Sunwell Plateau pug on your own.

It’s as though, midway through the expansion, Blizzard realized “dude, if guilds keep getting stuck at these entry requirements (attunements) for each tier, no one’s ever going to see Illidan,” and then once they lifted the attunements, they realized that the gear was the stumbling block. “Let there be gear!” they said, and there was.

Despite this, and despite the blanket 30% nerf at the 3.0 patch drop, about a month before Wrath came out, Sunwell Plateau was not seen by a ton of guilds. It was more popular than Naxxramas was for a variety of reasons (no attunement, the ability to pug trash for epic drops, etc), but I know hardly anyone back on my server went into Sunwell. Even very progressed raiders on other servers had a lot of difficulty with Sunwell and many guilds broke up while coming up against the second boss, Brutallus, who was well-known for being a “guild-breaker” and the sole reason many people picked up Leatherworking, for the Drums of Battle that could be used for a “permanent” haste buff, which stacked with Heroism/Bloodlust.

BURNING CRUSADE-LIKE BADGE GEAR BECOMES THE NORM

So off we go to Wrath of the Lich King.

In Wrath, tier gear was available from badge vendors right from the start. Sorry, I mean emblem vendors. Remember all those emblems? Emblems of Heroism, Valor, Conquest, Triumph and Frost. I still call them badges. :P

Anyhow, you could now get TIER gear from these vendors. Not all of your tier at first, but once the Trial of the Crusader raid (T9) came out, you could use your badges (which you got from basically any PVE content, including heroic dungeons and even a random normal one, once a day) to purchase your entire tier set from a vendor.

This continued with Tier 10 gear from Emblems of Frost, although your methods of gaining Emblems of Frost were a little less varied than Emblems of Triumph. Here, this page explains things pretty well.

So it was during this period, around Tier 9, that you suddenly not only had a “catch up” mechanic, or a mechanic to help you out in case your tier token is packed or to help with bad RNG. Suddenly, players had an alternate method, aside from raiding, to gear up entirely. What’s more, since the badges were EVERYWHERE, basically, people weren’t using the gear to “catch up” in order to go out and raid. It was more just to improve their own characters for the hell of it. And who could blame them? If you have the ability to upgrade your gear, especially with such ease, why wouldn’t you do it?

This is also the point where, in my never-remotely-humble opinion, raiding stopped being so much about the gear, which had been a huge incentive for people for years to this point. Until T9 came out, you were never able to get all of your tier gear without raiding. Gear was many people’s GOAL for raiding. (Not mine, mind you, although it was always nice to get upgrades.)

Gone was the linear progression, entirely. You could now level an alt to 80, do a ton of heroics, get the lowest tier of your tier 9 and then jump into PUGs without being a drag on the group due to your gear. (That’s not to say, of course, that you wouldn’t be a drag on your group at all, but that’s another story.) In theory, a knowledgeable player could get an alt to 80 and decently geared in an extremely short period of time. It was during this time that I actually levelled a bunch of alts. I had levelled my hunter and my paladin, but I levelled a druid to 80 as well as a priest, a shaman and even got my mage from 70 to 80. I healed pugs on all my healing-capable toons and did gold-DKP runs on my hunter. I knocked out dailies and weekly raid quests on most every character. Without a doubt, I was the most active I’d ever been in-game, with six characters at level cap and almost all of them had at least a full set of T9 and I was capable of doing just about any content I wanted to with them (barring heroic raids).

JUSTICE POINTS, VALOR POINTS AND CATACLYSM

Once Cataclysm launched, not all tier was available from the vendors. Clearly, Blizzard had realized “hey, we should probably keep SOME of the tier to raids only…”. Still, players had all kinds of options from their Justice/Valor point vendors. While there were a couple of slots that were notoriously hard to upgrade (helm and shoulders in particular) in early content, but there were several off-set pieces available to people, such that it was also pretty easy to gear up an alt or a new level 85 character. Combined with Darkmoon Faire trinkets, plus crafted gear from various professions, someone could level a toon to 85 and then get geared and hop into a raid pretty quickly. Even while running a guild, raiding with that guild, raid leading with that guild, I levelled a second holy paladin from level 1 to level 85 and geared her appropriately for T11 content in less than two months. If I’d had all the free time I wanted, that would have dropped to maybe three weeks, total.

It only got easier once Dragon Soul was out and the Heroic Hour of Twilight instances were out. Plus LFR joined the fray.

It was clear that LFR (in conjunction with the nerfs we saw in T11 and T12) was brought out to push people back into raids. However, given the precedents set in Wrath of the Lich King (where people were able to get good gear just by virtue of doing daily dungeon runs over a period of time), the challenging aspects of the LFR raids were toned down, if not eliminated.

Blizzard claims this is due to LFRs being a group of 25 people who don’t communicate and don’t plan things out. That’s fine, I get that. But there were very few, if any, negative consequences for screwing things up in Dragon Soul’s LFR. People didn’t have to soak on Morchok, bounce the ball back on Zon’ozz, even switch to the “proper” slime on Yor’sahj. People could eat Ice Waves on Hagara and manage to live. People could easily ignore the twilight realm on Ultraxion while healers didn’t pick up the healing buffs and still live. LFR Blackhorn wasn’t anywhere near as challenging as its normal version and was a pale imitation of the heroic version of the fight. LFR Spine saw healers twiddling their thumbs throughout while DPS mindlessly did damage and countless abominations died before they were pulled into the proper position. Thrall kept dropping people on Madness.

So LFR Dragon Soul was laughably easy to get through, with most of the issues stemming from griefers: those who would start the fight before people were ready or the group was even full, those who would deliberately kill abominations before they were in place and the like.

At the same time, normal Dragon Soul wasn’t terribly difficult. My own guild stomped the first four encounters on Normal on the first night we were in there. Two weeks later, Deathwing was dead and we could start in on heroics.

Meanwhile, non-raiders could “catch up” through LFR and get very similar gear to normals, albeit slightly less powerful versions. Again, though, these people weren’t trying to “catch up”, they were trying to progress. And that’s fine, that’s what LFR is for, IMHO. It’s for the casual raider who wants to see the content and do the encounters but doesn’t have the time or desire to raid in an organized, progressive fashion.

But then, they nerfed the crap out of Dragon Soul, both normal and heroic, despite having LFR available.

WHAT IS THE ACTUAL PURPOSE OF LFR, NORMAL AND HEROIC DIFFICULTIES?

After they had nerfed T11’s normal modes after T12 came out (by ~30%), I know I assumed they would go forward and nerf T12 by the same amount (normals only) once T12 was done and T13 came out. But just three months into T12, they nerfed everything in Firelands, pretty much, on normal and heroic. Why? So that people could progress and see the content.

Once LFR came out with T13, I know I assumed that normals and heroics would remain untouched in terms of being nerfed. After all, anyone with ilvl 372 could get into LFR and see the content.

But no. They started nerfing Dragon Soul normals AND heroics just 9 weeks into the release of the instance, and that’s with an active LFR.

It was no longer about allowing people to “see the content”, as they had previously claimed. If all they wanted to do was to expand the number of people who see instances, they’d done that with LFR. No longer would instances mostly go unseen, as had happened with AQ40, Naxxramas and Sunwell Plateau. The trouble is that, due to the ability to catch up even more quickly, fewer people were seeing the earlier instances, although likely not as few people saw the early raids as the late raids back in Vanilla and BC. Anyhow…

Here’s what Blizzard said about the nerfs to Dragon Soul.

For any number of reasons a group may be having difficulty on a specific encounter each week, and our intent in adjusting the content is to ensure the ability to keep progressing, enjoying the content, and gearing up. […] Very few players are willing to suit up, buff up, do all the necessary requirements to raid, jump in, and then do no better than they did last week for hours and hours, only to return next week and do the same.

So it became clear: Blizzard wanted people to eventually see any difficulty level without always putting in the required time and energy. Right?

MISTS OF PANDARIA AND A RETURN TO DAYS OF YORE. KINDA.

Well, not really. Nethaera recently replied to a poster on the official forums, who had complained about being in normals for three months and wiping for 8 hours a week and she suggests some things that may be causing issues in the person’s normal raids.

You’ve found a bug or an imbalance in an encounter that’s causing you issues.

Your Raid team may not be using solid achievable tactics to approach the encounters and may need to refine them more.

Members of your Raid team may not have the most appropriate gear for the encounters. which can cause additional burden on other members who do have appropriate gear.

Members of the Raid team may need to change spell rotations or even talent options for specific encounters

So Nethaera is telling people to basically gear up, learn how to play their class, examine tactics and to submit a bug report if they think they’ve hit a bug.

This sounds like a perfectly reasonable response to me. This is what people used to do! This is how I’ve always approached the game. Make sure you have the gear, the skill, the knowledge and a strategy (or two… or three…) and note any weird behaviour that could be a bug. But Neth is telling this person who is stuck on normals to basically learn how to play the game. Good! It’s said a lot more diplomatically than, say, I would put it, but this is a case where the person who is complaining is basically saying “give me my loot with very little effort required”. And Neth says “no”. Yay!

However, at the same time this exchange is going on, the news comes out that they are nerfing T14 by 10% when 5.2 (and thus, T15) comes out. Bashiok says that they went “too far” in Cataclysm, meaning that they allowed people to skip all previous content, later on in the game and that fresh 85s could just hop into Dragon Soul. So now they’re going to try to force people to go through T14 content before hitting T15, and in order to make it a little more palatable to pug it, they’re going to nerf both normals and heroics by 10%.

But hey, if you killed various bosses in those instances PRE-NERF, you get a “Cutting Edge” (for heroic) or “Ahead of the Curve” (for normal” feat of strength! Snazzy. I guess…

SO WHAT’S THE POINT OF THIS POST, KURN?

I guess my point is that Blizzard is being inconsistent.

In the beginning, raiding was basically reserved for those who had the time to dedicate to it, but this was unacceptable.

They wanted more people to raid, so they lifted attunements in BC and implemented badge gear.

This presumably grew the game and so they continued with that trend in Wrath, with the game reaching

They feel that they did too good a job in allowing people to “catch up” in Cataclysm, so in Mists, they’re going to go back to the linear model, but make it easier to complete than it was before (10% nerf).

At the same time, by virtue of what Neth is saying on the forums, they are seemingly okay with someone in a sub-par raid group because there appears to be a limit to what Blizzard will do to allow people to progress without those people doing “the right things”, like gearing up, figuring out how to play and the like.

REALLY? NEARLY 4000 WORDS AND THAT’S YOUR POINT?

Well, there’s more to it than that. WoW is down to 9.6 million subscribers in Q4 (October, November, December) of 2012, down from “over 10 million” in Q3 (July, August, September). The Annual Pass ended, for many people, in November. Is the reason Blizzard is forcing people to go through raid content in a linear fashion because they’re hoping to get back to Wrath basics, where the game population grew substantially and everyone had alts? Is it because their early instances are being completely abandoned even by newer raiders in the more recent expansions? At the end of Wrath of the Lich King (reporting for Q3 2010), there were over 12 million concurrent WoW subscribers.

There are now 9.6 million.

I don’t think WoW is dying, I don’t think 9.6 million subscribers is bad. It’s leaps and bounds more than most MMOs have these days.

However, if I worked for Blizzard, I’d be looking back at Wrath and trying to figure out ways to entice people to keep playing. What could I lift from the extremely popular WotLK expansion and drop into Mists? At the same time, I’d have to balance how to keep the better/smarter/more talented players around.

I think the problem is that WotLK is when Blizzard got an influx of “the masses”. Not gamers, not people who understand what an MMO is or how things like aggro work. We’re talking people who don’t bother to train their skills, who don’t understand the game and they’re inflicting themselves on other players. So as game population went WAY up (and it clearly did), the overall ability of a random group dropped down into the basement.

I think that Blizzard needs to ask if they want 12 million bad players running around, making life miserable for everyone else on every single random dungeon or battleground or LFR they run OR if they want to keep the game interesting for the more talented players, even at the risk of alienating some of the bad players (and thus, their subscriptions).

I think a lot of this is tied in with how they approach gear and available PVE/raid content.

I don’t claim to have the answers. All I can say is that, if I were in Blizzard’s shoes, I would have wanted to keep people like me (GM, raid leader, blogger, podcaster) interested in the game. Since I am not interested in the game any longer (okay, not interested in PLAYING the game, since I’m obviously keeping up to date on some of the happenings), I can only imagine that people like myself (and Majik, for example) are being replaced by the people Nethaera responded to on the forums, who complain about 8 hours of wipes a week on normals for three months.

Which type of player is better for the game? Which approach is best from a financial standpoint? How can in-game changes to gear, gear acquisition, raid content and nerfs be used to maintain and grow this population? How can Blizzard balance the game population? Do they even want to?

Like I said, I don’t have the answers. I can only guess that we’ll learn more as Mists of Pandaria matures. Where will WoW’s population be for Q1 2013? We’ll find out in early May and that, combined with in-game changes, may give us an idea of where Blizzard is heading and what its true intentions are with regards to the type of players it wants playing World of Warcraft.

(PS: The final episode of Blessing of Frost is out. Enjoy!)

Old Habits and Updates

One of the things I loved about WoW is that I could play it at any time of day or night. I could always find something to do in World of Warcraft that would be beneficial for one (or all) of my characters, even at, oh, 4am. For a long time, it was a habit to play WoW until I was just so exhausted that I would have to go pass out.

This was especially the case when I had a headache.

You can make all the jokes you like about a raid leader/guild master/etc having game-induced headaches (God knows I did get some headaches due to other people in that fashion), but since the age of 18-19, I’ve had some seriously bad sinus headaches on a fairly regular basis due to something called vasomotor rhinitis. I was on a steroid nasal inhaler for this for quite some time, but for the last several years, they haven’t made that particular inhaler any longer and other prescriptions don’t work quite as well to the point where there’s no real point to taking any regular prescription for the condition at all.

What works best for me, during some of my most severe headaches, is taking an over the counter decongestant, along with some Tylenol, waiting for it to kick in and then taking a nap or going to bed when the pain is bearable enough to ensure lying down. (Lying down always makes it worse for me, and sleeping while sitting up sucks.)

WoW was a great habit to have when I had headaches. I would be sitting up (good for my head), I would be entertained (thus distracting me from the pain) and it wasn’t something that required a ton of attention when I was obviously not feeling 100%. But it required SOME attention and that was really, really awesome.

It’s been over two months since I last played WoW. I haven’t uninstalled the game yet, but my account is inactive and I have no plans to reactivate it. I haven’t really missed it all that much. Part of it is that I threw myself into National Novel Writing Month (and “won”, by writing 50,000 words in the 30 days of November), so when my account was disabled on November 10th, I didn’t really have a chance to miss it ’till December. And I didn’t really have a chance to miss it in December what with the holidays and family and all kinds of stuff.

I find I don’t really miss WoW very much now, either. I sometimes miss the idea of raiding and I certainly miss the idea of being really good at something (tank healing!), but other things are taking the place of most things I used to do in-game.

Except farming when I’m up late with a headache, like I am right now. There’s still not a good option. Television is loud and is also too passive, mostly. Reading is too difficult with the headache. Other games aren’t as interesting. At least when I’d farm in WoW when I was up with a headache, I felt like I was doing something useful with my time. I do miss that aspect of the game.

But, having said that, I guess I’ll go try to watch some TV or a movie on Netflix and hope that’s enough to distract me until the Tylenol and decongestant kick in.

Hope you’re all doing okay out there. Aside from this killer headache, I’m doing pretty well. :)

PS: The last episode of Blessing of Frost is being recorded Soon(tm). Let Majik and I know what your favourite bits were — episodes 43-74 only, please! :)

Retirement Reasons and Reminiscing Part 4

Over the last week or so, I’ve been discussing my reasons for my retirement from raiding and, thus, my departure from World of Warcraft. I’m not trying to tell anyone else to quit as that remains a very personal decision and it’s not one anyone can make for you. I’m just trying to share my reasons and help myself (and anyone else, I guess) gain a better understanding of why, exactly, after seven years of playing this game, I’m pretty much done.

As always, please do respect the comment policy. :)

Reason 4: Not being excited by the new expansion and new changes.

I wasn’t thrilled when, while watching the live Blizzcon stream, I discovered that the new expansion was Mists of Pandaria. PANDAS? Really? I wasn’t thrilled. Nor was I thrilled with the new talent system. Nor did I particularly like the idea of not really having one “big bad”. I didn’t like that it was “only” another five-level expansion (although I had expected it). So my initial impression was disappointment and that certainly coloured my views going forward.

So let’s talk a little bit about each of those things.

1) The Pandaren (and monks). Wasn’t thrilled. Still am not thrilled. I think the Pandaren seem fairly goofy. I do, however, love that they can be either Horde OR Alliance. That is pretty great. As to monks, I gave monks a lot of thought. I compared them to death knights in my head, remembering the introduction of the DKs in Wrath of the Lich King. DKs were completely overpowered and unbalanced in virtually every single encounter, including Sartharion with three drakes. Hell, DKs were still OP even in heroic Dragon Soul content, if you ask me — both DPS and tanks, but particularly tanks. So I knew that, come this expansion, monks were going to be pretty powerful. I haven’t done a lot of reading about monks in general for Mists, but I had an idea that we’d see similarities between the power of DKs and the power of monks. What I’ve ascertained through reading various blogs is that mistweaver monks, the healers, are very OP. I think the tanks are doing well also. The issue appears to be with the windwalkers, the DPS spec, as apparently there’s a learning curve that many people are not quite grasping and, even if you’re great at it, they’re kind of middle of the pack in terms of damage. All of which is fine except that monk healers are dominating pretty much every other healer out there, which is problematic for a variety of reasons.

Having a new race is fine. New continent, new race, okay, I can deal with that.

Why did we need a new class? Did we really need a sixth healing spec and a fifth tanking spec and what is technically a 23rd DPS spec? Seriously, 11 classes, all with 3 (except druids who got guardian to separate it from feral which makes sense, I think) specs + guardian = 34 specs in the game, spread out over a total of 13 races? Good God. The combinations are getting pretty nuts, too, especially after old classes were able to be new races in Cataclysm (night elf mages, for example, or dwarf warlocks).

I don’t know why this bugs me, which is partly why I’m writing about it. I guess the monks are integral to Pandaria and the Pandaren or something, but with the dilution of 25-man raiding, is there really a huge need for a 5th tank, 6th healer and yet another DPS? I mean, even in 25-man raiding, you can’t support all five tank specs and it would be rare to support all six healing specs.

Maybe the introduction of a new class of healer and tank was in order to help reduce queue times for all random group content? It never hurts to have more tanks or more healers in the population. But if that’s the case, that hasn’t really worked out particularly well. My hunter still faces queue times anywhere from 20-30 minutes for any random heroic dungeon, just like in Cata.

Anyhow. I wasn’t thrilled with the Pandaren and the monks. I still remain unimpressed, although the fluid animation of the Pandaren models make me jealous as all get out.

2) The new talent system. The big complaint everyone had was “oh, it’s dumbed down” because we went from 41 points to spend to a grand total of… six. One every 15 levels. Which is a far cry from Vanilla. But no, it’s not dumbed down so much, because you are now expected to change your spec frequently. As well as your glyphs.

I admit that it was challenging for me to remember to change my glyphs around in Cataclysm. I would occasionally forget to swap glyphs and would inadvertently take more damage than I needed to for glyphing/not glyphing Divine Protection and the like. The glyphs didn’t seem to matter too much for me in 5-man content, but in raiding, I did have to occasionally change out glyphs and even had a second holy spec for pretty much the whole expansion so I could have a “standard” spec for most fights and whatever progression fight I was on would have its own custom spec, basically. (Like Chimaeron and Yor’sahj, for instance.)

But there was always so much going on in my raids, particularly for me as the raid leader, that it was really easy for me to forget to swap glyphs/specs/etc. So the idea of doing that but also with talents is, in a word, daunting. I’m very used to a “set it and forget it” type mentality when it comes to my talents. The game has taught me that over the last seven years. It’s a hard habit to break and while I’m sure I could do so, that’s not particularly engaging gameplay for me. “Oh, hold on, I need to swap that and that and dammit, hold on, let me reload my UI. And crap, does anyone have any Tomes?” The actual process of swapping things out is not engaging to me. Don’t get me wrong, I love seeing something and going “man, this talent/glyph would be GREAT for that fight!” and I enjoy tailoring my abilities to a specific fight. I’ve been doing this on Kurn as I swap between dungeons, dailies, rares and such. But in a raid situation? When you can’t do the swaps in combat? When it’s just one other thing you have to remember to do in addition to your food buff, watching your flask timer, listening for or reading your assignments, trying to remember when to best use various cooldowns on this fight…? Ugh. If I could plan out a “by fight” plan for my toon, like “as soon as I see Morchok, unglyph Divine Protection” and “as soon as I see Yor’sahj or Zon’ozz, reglyph it” and it would DO it for me, that would be great. That would take the busywork out of the equation and just leave the planning in place. Which I really enjoy. But at the same time, pre-programming your spec and glyphs sort of automates stuff in the game and I know the devs don’t like that. Still, there must be a better way than manually opening your talents up and doing all that in the midst of prepping for a pull.

So while I don’t think the talent system is particularly dumb compared to the talent trees of old, I don’t think it’s particularly efficient, nor do I find it engaging at the mechanical level. A small complaint, perhaps, but that’s my two cents.

3) No “big bad”. The last time I raided without a “big bad” was in Vanilla. The big villain in Burning Crusade was Illidan and then, later, Kil’jaeden. In Wrath, it was Arthas — he was everywhere. He taunted you. Youwanted to kick his frozen ass. In Cata, it was Deathwing — this is the jackass who obliterated Auberdine, who fried us as we were out in the world, innocently doing our thing. Vengeance would be ours!

I don’t always need a reason to kill things. I’m not big into the lore. But it helps to engage with “the big bad” as you level up to encourage you to do what you can to get to That Fight, you know? Vanilla raiding, for me, was trying to clear ZG (done!), AQ20 (3/6), kill Onyxia (guild never did it) and Ragnaros (we spawned Domo, never got him or Rag down, as a guild). Why? BECAUSE IT WAS THERE.

It’s likely the same kind of attitude today (I haven’t read anything about the raids), but I feel a big bad sort of ties things together in a way that made things more cohesive and coherent in BC, Wrath and Cata than in Vanilla.

4) Five levels. Again. I hated the five level part of Cataclysm. I really did. Levelling was clumsy, gearing was awkward and the levels were insanely long with very little reward, it felt like. And it feels exactly the same way to me in Mists. I’ve got two 90s now, my hunter and my shaman, and while I used to really enjoy the levelling process in previous expansions, it felt like such a chore to do it this time around. Some of the quests are great. Some of the zones are amazing. But the levels are so long and again, there’s little to no reward for dinging. Grats on 86! You get… nothing. Grats on 87! You get one new skill. Grats on 88! 89! And you get nothing for that. At 90, you get your level 90 talent and the ability to fly and that’s great, but it’s like, what is the point of 86, 88 and 89? Now, more than ever, to me, the levelling process has felt like an artificial barrier before dinging max level.

Now, a 10-level jump would have brought us to 95, so I can understand why it was another 5-level expansion, but the levelling process in, say, BC, meant abilities every couple of levels and talents every other level and it was spread out over 10 levels with only the last one before max level was really particularly bad. Same for Wrath. But I felt it was a chore in Cata and even moreso in Mists. Which makes me sad. It took me 30 days (THIRTY DAYS) of /played time to get Kurn from 1-60. I took my time, I enjoyed things, I explored the world and I eventually got to 60. It was an accomplishment on its own. Now, max level is a pesky pre-requirement for all the “content” they’re putting out, I find.

So those were all things I was concerned about before the game even launched. Since the game has been out, there’s one more thing that has caused me to think that I’m making the right decision in quitting.

5) The devaluation of organized raiding. (While I’m a proponent of 25-man raids, I think what I’ll be discussing also affects 10-man raiders, for once!)

Mists of Pandara has a crapton of PVE things you can do at max level. I mean, a crapton.

– Dailies
– Scenarios (still haven’t done one since Theramore and I’m pretty pleased about that, to be honest)
– Dungeons
– Challenge mode dungeons
– LFR
– Organized raiding

There are more things, of course, but all those things give you Valor Points, which is basically the upper-tier PVE currency. The current VP cap is 1000 VP, with a hard cap of 3000 VP.

The ways in which you can get Valor Points is pretty crazy, with all kinds of “bonus” VP for the first time you do a certain task. Here, Wowhead has you covered.

It says that the first LFR of the week that is completed gives you 90 VP. Assuming that’s, say, the first half of Mogu’shan Vaults (3 bosses), that’s approximately 30 VP per boss.

That is more VP than in 10/25 normal/heroic modes, which only garners you 25 VP per boss.

That is only the first LFR of the week, though, true, but a daily Challenge mode is 60 VP, plus other amounts if it’s your first gold/silver/bronze of the week.

Scenarios net you 60 for the first, 20 for the second every day.

And don’t forget the dailies where you get 5 VP for each daily, up to 48 dailies a day.

Valor Points are needed (along with reputation with various factions) to gain some of the top PVE gear available, particularly in the early stages of the expansion. Previously, you could cap (or come close to it, at least) by doing dungeons or raiding or a combination of the two.

Now, you cannot VP cap by killing 18 bosses at 25 VP apiece. That’s only 450. In order for raiders to get another 550 VP, what should they be doing? Well, that’s where we run into problems with time and effort and the like. Right now, there are “only” three LFRs open, as I understand it: Mogu’shan Vaults 1 and 2 and HoF 1. So, if you full-clear MV and HoF, which is the entirety of the raid content right now, that’s 12 bosses at 25 VP per for 300 VP. Then if you do all three LFRs successfully, you get 90 + 45 + 45 = 180, so that’s a total of 480.

But what if you kill all 18 raid bosses and then all FIVE LFRs?

18 raid bosses = 450 VP
LFR x5 = 90 + 45×4 = 270

Total Valor Points available through only raiding: 720.

Well, gone are the days when you could even come close to capping out VP by solely doing raid content.

In Blizzard’s desire to make things accessible and give people choices, they have (perhaps inadvertently) forced people to do content they don’t want to do in order to get the rewards they want to better equip themselves.

Let’s say you want something pretty from, oh, the Shado-Pan. Let’s say you want a helm, like Six Pool’s Open Helm. It requires Revered with Shado-Pan and 2250 VP.

In order to get Shado-Pan rep, you have to open up their faction and I believe that means first getting to Revered with the Golden Lotus.

So you have to do the Golden Lotus dailies until you’ve gotten all the way through honored (which is, frankly, when I gave up). Then you have to do Shado-Pan dailies until you get to revered with these guys. And then, you have to make sure you have 2250 VP. If you’re capping, that won’t take too long, but in order to cap, you will probably default to doing the dailies which you have to do ANYWAY in order to get the rep. (Plus, DPS players don’t have to wait 30 minutes in queue for dailies, so it’s something you can do more quickly and perhaps more efficiently than waiting in queue for a dungeon, unless you do dailies while you queue. Anyhow.)

And then when you’re exalted with everything and a new bunch of VP gear comes out with the next tier, then what? Are you still going to be unable to cap while solely raiding?

Sure looks like it judging by this tier.

Let’s be clear, Valor Points are the successors to “badges”. Back in Burning Crusade, the developers realized among other things that there existed a huge gap in gear. You often had a bunch of people who were geared from Karazhan (T4 gear) and a bunch of people who were geared from Mount Hyjal, Black Temple and, later, Sunwell (T6 gear) with few people in between. Many guilds and raiders who tried T5 content simply broke up or gave up. This led to a major problem for guilds in T6 content — they couldn’t recruit anyone and expect them to keep up with healing or DPS or even threat/survivability for tanks.

I’m not saying this was the sole reason for the introduction of badge gear, but that’s when badge gear was introduced. You could take your Badges of Justice and go purchase gear with this currency that dropped in ALL the raids. You could farm the crap out of Kara with its 12 bosses or whatever and use that to buy near-T6 equivalent gear. Voila, people pushing T6 content could now recruit people with halfway decent gear without keeping T5 instances on their raid schedule specifically to gear up the recruits.

That’s the start of the Valor Points we use today. It was used to allow raiders — raiders! — an opportunity to gear up for the current content without having gone through the previous tier. That was new, it was ground-breaking and it was probably a really good thing.

But nowadays, everyone can get VP gear and raiders no longer can get capped exclusively through raiding.

For me, this is indicative that there is less value being placed on raiding. The way I’ve always seen raiding has been the pinnacle of PVE content, where you see the most challenging encounters, requiring the most people. It’s changed, obviously, because now you can raid in LFR with 24 people you don’t know OR you can spend 10 hours a day raiding heroic modes trying to get world firsts. Either way, however, by trying to make sure raiding is accessible and trying to give people “more things to do”, they have, perhaps mistakenly, removed some of the incentive to raid in an organized group.

If you want to see the content, do LFR.

If you want to cap VP and get VP gear, do LFR and dailies and dungeons and scenarios, whatever.

If you want to raid, you can pick your kind of group (10 or 25) and difficulty (normals or normals and THEN heroics) and raid.

People used to raid for a lot of reasons — to see the content, because normal raids were the only way to do it (pre-heroic raids, of course) or to get gear (because you didn’t used to get badges from dungeons or anything except raiding) or to work together as a team.

Now, you can see the content elsewhere, you can get gear/VP elsewhere… and all that’s left is the “working together as a team to defeat encounters” aspect. Don’t get me wrong — that’s why I raided. But I was always aware that people raided for other reasons as well.

By giving us so many choices, did Blizzard shoot themselves in the foot? Did they give us too many methods to cap out VP without thinking about how that will affect raiding populations?

I guess my point here is that, due to the variety of issues I’ve already outlined, I don’t trust that Blizzard has thought this stuff through adequately. I don’t trust them. At all. They’ve eroded it over the years and now it’s just gone. While I don’t know that people will stop organized raiding, I think it’s a possibility. I think the amount of stuff to do out there devalues what I always felt was the pinnacle of PVE content, was always the end goal of any PVE-oriented person.

Along with the nerfs, this kind of lack of respect for raiding and raiders really underlines why my decision to quit is the right decision for me.

The next, and likely last, post in this series will discuss the fact that I feel fairly well-accomplished and how I feel as though I’ve met most of my goals that I set out to achieve in this game, leading to an overall lack of incentive to continue playing.

Kurn's Attunement Ramblings

Scattered throughout this blog are countless mentions of old attunement quests. Jailbreak. Attunement to the Core. The BWL attunement. The Black Temple attunement. They’re all over the place. I even wrote about keys last year.

Apparently, attunements are currently being discussed in the blogosphere. I’ve been wanting to jump in since day one, but I feel as though I don’t have a ton to contribute to the discussion, because I’ve already talked about attunements. A lot. (Seriously.) Then again, why should I let that stop me? ;)

The latest round of attunement discussion arose due to a few blue posts by a European Community Manager, Draztal. In essence, some people are clamouring for the return of attunements because it’ll “give people something to do”, to which Draztal responds with challenge modes, scenarios and pet battles, amongst other things. Others claim that attunements were great for explaining why we’re fighting these bosses and that lore is missing, to which Draztal responds that some people didn’t care about the lore and found that attunements were just “getting in their way” because they would be declined entry into raids that required attunements.

One of the more interesting parts of his posts was this, his second-to-last post:

I doubt it was very fun for the players that were being told “no, sorry, you need to get these attunements to join our guild” and was being rejected when he said “but noone is running these right now because it’s not current content anymore”.

Was it fun when it was current content? For some. For some others it was just another unnecesary wall preventing them from getting to the content they really wanted to do (raiding).

I’m not kidding when I say this: I could write a thesis about attunements.

But because I like you, I won’t inflict that upon you. ;) Instead, let’s talk a little bit about what I think is important about attunements and why I think they should exist, along with what changes I would make to them.

But first, let’s look at…

ATTUNEMENT HISTORY

Level 60 was the first level cap. As a brand-new level 60 character, you could not enter into Molten Core, Blackwing Lair, The Temple of Ahn’Qiraj (*) or Naxxramas (the 40-man version) without first doing various attunements. (* Technically, once someone on your server had done the excruciatingly long and difficult Scepter chain, you never had to do an attunement to get into what was called AQ40, but neither AQ20 nor AQ40 were available until someone had done that quest chain and banged the gong.) There were no heroic dungeons at 60, so there were no other kinds of attunements. (There were several key quests, mind you, but only one person in your group needed the key. They were pretty optional, although I had ALL the keys and loved them dearly.)

You could enter Zul’Gurub (20m raid instance) and The Ruins of Ahn’Qiraj (also known as AQ20) without any attunements (so long as someone had done the Scepter chain) once you hit level 58, but hitting max level did not magically imbue you with the ability to do, well, anything. No one was going to pug AQ40, so that forced a player to either continue to do 5-10 man content (by which I mean dungeons, including UBRS) or start getting into ZG/AQ20 runs (either pugs or guild runs) or work on their attunements to get into more challenging content.

In Burning Crusade, where the level cap was 70, there were reputation requirements to earn the heroic key of the various dungeons available. You had to hit Revered (initially, then later, this was brought down to Honored) with the associated faction in order to get the heroic key to literally unlock the heroic version of the instance. So for the heroic versions of Hellfire Ramparts, The Blood Furnace and Shattered Halls, you needed to be Revered with Thrallmar or Honor Hold, for example. (Shattered Halls also had its own key quest!) In addition to this, the first entry-level raid, Karazhan (a 10-man raid instance) had an extensive attunement process that everyone had to go through on every single toon they wanted to bring into the raid. (14 months after BC’s launch, they lifted the requirement that everyone have a key.)

While Gruul’s Lair and Magtheridon’s Lair did not require attunements, one typically had to start gearing up through Karazhan before they could hope to get Gruul or Magtheridon down.

Serpentshrine Cavern and Tempest Keep were the Tier 5 instances. This is where, perhaps, attunement nay-sayers who lived through this time may have a point. The Serpentshrine Cavern attunement was relatively straightforward: You had to go to Heroic Slave Pens (thereby being Revered with Cenarion Expedition), kill the first boss, find the captive Skar’this and get his quest.

His quest asks for the Earthen Signet (a drop from Gruul) and the Blazing Signet (a drop from Nightbane in Karazhan, a boss that required at least one person in the raid have done a series of quests for — in essence, its own attunement). Maybe I lied about it being straightforward…

Still, that’s “all” that was required for Serpentshrine Cavern access. It wasn’t too complicated; if you were killing Gruul and Nightbane regularly, it wasn’t a big deal to get these drops and get attuned. This attunement was lifted in June of 2007, just five months after Burning Crusade’s launch. (As such, I never did this to completion, although Kurn had the Blazing Signet at some point.)

The tricky part is Tempest Keep. Hands down, this sucked. And I never actually did this attunement either, because it was lifted in June of 2007 as well.

Long story short…

– Excessively long quest chain, then:
– Trial of the Naaru: Mercy: Heroic Shattered Halls
– Trial of the Naaru: Strength: Kalithresh in Heroic Steamvault, then Murmur in Heroic Shadow Labyrinth
– Trial of the Naaru: Tenacity: Heroic Arcatraz, rescue Millhouse Manastorm
– Trial of the Naaru: Magtheridon: Kill Magtheridon

Now let’s be clear, here. This was pre-LFG. This was back when even finishing a single Heroic Shattered Halls run was a crapshoot unless you were with a competent group, which usually consisted of a prot pally tanking. Heroic Mumur was painful. And doing Heroic Arcatraz was an exercise in masochism. Even I think Tempest Keep attunement was rough. People who did this got the Champion of the Naaru title. Champions indeed; I have a great deal of respect for people who did it, even at the end of the expansion.

Two of the Tier 6 instances, The Battle of Mount Hyjal and the Black Temple, had their own attunements, as well. (Sunwell Plateau did not.)

Hyjal required you to kill Lady Vashj in Serpentshrine Cavern and Kael’thas Sunstrider in Tempest Keep, commonly known as the Vials of Eternity quest. This was pretty straightforward, although no easy task. Black Temple attunement was considerably more annoying. It consisted of a LOT of quests, an Arcatraz run, a 5-man quest, a trip to Fathom-Lord Karathress in Serpentshrine Cavern, killing Al’ar in an Ashtongue Cowl in Tempest Keep, killing Rage Winterchill in Hyjal and basically that’s the worst of it, followed by some more questy stuff in and around Black Temple.

For being attuned to both Hyjal and BT, you got the Hand of A’dal title, since both of these attunements were no longer needed as of March 25, 2008. (This is why I tend to default to wearing my Hand of A’dal title, and I do it proudly.)

(Looking back, how in the hell did we manage to get everyone attuned to stuff? We did the BT/Hyjal attunements for most of the guild, but good gravy, in retrospect, I’m suddenly really impressed with the BC-era Apotheosis!)

Wrath of the Lich King arrived and, as is typical of Blizzard, pretty much all attunements were thrown out the window. What do I mean by that? I mean that Blizzard will find something they enjoy (in this case, attunements) and will introduce it all over the place and then when the community complains enough, they’ll swing way over to the other side of things and have very little of that thing. Another example would be the reliance on interrupt mechanics in Tier 11 content: Omnotron, Maloriak, Nefarian, Halfus, Ascendent Council, Cho’gall, which is half of the normal encounters in T11. All of these fights required people to interrupt basic boss abilities. Interrupting played an important part of precisely one encounter in Firelands (Alysrazor), or 1/7th of the encounters in Firelands.  I don’t think any actual interrupting goes on in Dragon Soul boss encounters… Anyhow, I digress. My point is that Blizzard will really overuse something they particularly like and then will throw it out the window entirely in newer content. I think moderation is the key, but what do I know?

So attunements in Wrath got thrown out the window, basically, after the attunement craziness in Burning Crusade. You dinged 80? Great, you can now enter every single raid instance and are automatically able to do heroic dungeons. The one exception is that you had to get the Key to the Focusing Iris from Sapphiron in Naxx in order to be able to do Malygos in Eye of Eternity.

Later, the raid leader had to have cleared all of Trial of the Crusader (defeat Anub’arak on normal) in order to attempt the heroic version of that raid, which was also known as Trial of the Grand Crusader. You also had to have the raid leader have killed Lich King on normal to activate heroic modes in Icecrown Citadel. There were also specific things you had to do in order to be able to face Algalon in Ulduar, but by and large, attunements didn’t exist and those that did certainly weren’t anywhere near the level they were at in Burning Crusade.

In Cataclysm, the only form of “attunement” is in terms of accessing certain bosses. You can’t do Sinestra (heroic only) if you don’t do Heroic Cho’gall. You can’t do Heroic Ragnaros without doing the previous six bosses on heroic in that particular reset. You can’t do Heroic Spine (or Madness) without doing the previous six bosses on heroic in that particular reset, either. And you can’t swap things to heroic without the raid leader having cleared things on normal.

Geez, that got long. But it was important background information to show how much attunements have changed over the last several years!

WHAT KURN THINKS IS IMPORTANT ABOUT ATTUNEMENTS

I feel that attunements have two major facets to them that are often overlooked, particularly by the more “entitled” crowd, which (I am generalizing here) is, in my observations, more likely to consist of “newer” players to the game than people who played in Vanilla or Burning Crusade. (Some of the players who dislike attunements certainly lived through the attunements of Vanilla and BC, though. Let’s not forget that not all attunements were “fun”, even for someone like me who is generally in favour of attunements.)

The first facet is that attunements act as a barrier to entry and I’ll talk a bit about why I think this is desirable. The second facet is what I will call the “Fire-Forged Friends” or “Band of Brothers” element.

BARRIER TO ENTRY

One part of an attunement process is the barrier to entry, which means that you can’t ding max level and zone in. There’s something to be done first. I like this for four reasons.

1) A sense of anticipation. Nowadays, you ding max level and can, more or less, walk into any raid instance. (LFR currently requires a 372 ilvl, but using the same-server raid finder tool has no such requirements and pugs don’t always check people’s gear, etc.)

Where is the fun in that?

For me, and for a number of people with whom I’ve played over the years, attunements for opening up raid content was often a solid step on the way to becoming a raider. It’s really hard to remember a time when I didn’t raid, but I assure you, there was such a time. It was spring of 2006 when I was wanting to start raiding, after my brother had guild-hopped (from the guild I had just joined!) to a guild that was working on Molten Core.

I was all of level 53 or 54 when he left the guild. I wasn’t attuned to the core, I couldn’t even pick up the quest (which I snatched up quickly at level 55!).

So I was not yet a raider. But I wanted to raid, so I did my homework, read up on the quests at Thottbot, then started in on various quest lines, such as Dragonkin Menace (the starter quest for the Onyxia attunement) and started making progress on various attunements.

Getting attuned to Molten Core was a huge rush. I was going to be able to go in there and kill these huge, epic bosses! … I just needed 39 other people to go with me.

My guild at the time started out small in Zul’Gurub (no attunement needed) and then started in on Molten Core in the summer and recruited and recruited and while we only ever fielded one single 40-man Molten Core raid, we did a lot with around 30-35 people. We did spawn Majordomo Executus twice and attempted Onyxia a few times. Possibly the greatest accomplishment was actually attuning everyone to Onyxia and Molten Core, to be honest… but the sense of accomplishment for completing the attunements was huge. It was a big step towards becoming a raider, because, well, not everyone COULD be a raider. If you were attuned to various raids, it was a huge boost for you and your guild. I remember this group of three guys who applied to our guild — holy paladin, rogue and a DPS warrior. They had three-manned the Onyxia chain together. Including Jailbreak. This was hugely impressive and based primarily on that, we invited them to the guild. They were excellent players and how they tackled their attunements proved that to us.

I don’t think there’s anything wrong with delaying the start of raiding by adding an attunement. It adds to the sense of anticipation. It adds to the idea that you’re working towards a goal rather than just walking in and hitting a loot pinata.

2) A chance to actually gear up for the content. Okay, this is one of my pet peeves. Drives me up the effing wall. Using PVP (or other, inappropriate gear) to fool the item level checker drives me nuts. I think that the one time this is actually okay is if you have heirlooms that work from 80-85, which are counted as level 1 by the item level checker, but by and large, when someone buys a couple of PVP items to fool the item level checker, I get pissed. (I swear, this game has had a negative effect on my blood pressure.) By putting attunements in, you give people the opportunity to run dungeons that are appropriate to their level before they group up with others in LFR or heroic/etc dungeons. I am ALWAYS careful not to be a drag on my group. Always. Kurn is always hit-capped (as is my mage), for example, while I do my absolute best as a healer to help out with the mechanics of a fight (interrupting, if I can, not standing in bad, explaining things if people don’t get it). I’m that person who loves to CC to make life easier for people. I would CC regularly in Zul’Aman’s 5-man dungeon version on my paladin, by using Turn Evil on (essentially fearing) the demon guy in the temple. I love dropping traps on Kurn. I even used to kite General Drakkisath in UBRS (until the ever-awesome Toga decided to do that for us, more often than not). In short, I am basically a team player as soon as you throw me into group content.

What Blizzard did in Cataclsym is introduce the item level checker to sort of make sure that people weren’t running into various dungeons while completely unprepared. Unfortunately, since PVP gear had a higher ilvl, people quickly realized that they could have an ilvl of, well, 0, so long as they had a full set of PVP gear in their bags.

If you have an attunement, you give people a chance to get gear that will legitimately help them before they move on to more challenging content. Want to make sure someone has a great weapon? Make it a reward for the last bit of the quest. Give them armor along the way, or a trinket, or something. There should be both an emotional gain (the satisfaction of doing the attunement) as well as a material gain (gear) in order to encourage people to actually do the attunements, especially on more than one character.

3) The possibility of gaining for experience on your character before hitting content. Let’s face it, tons of people have zero idea how to play their characters efficiently for group content. If you want to quest on your own, that’s fine. As soon as you enter group content, if you’re not playing in a way that allows you to do appropriate DPS or healing for the content, you’re screwing other people over. Tanks are not immune to this either, obviously. (I am talking to you, DK tank I once had in Vortex Pinnacle, who focused on one mob alone, not spreading any diseases or dropping D&D, which meant that even a holy shock on him meant that ALL THE OTHERS would turn, as one, and beat the crap out of me.)

By delaying entry into a raid setting, you give people the opportunity to spend a bit more time learning how to play their class by being asked to complete an attunement. Sure, these same people can grind out VP on a weekly basis to get gear to bypass ilvl requirements legitimately in Mists (since PVP gear will have a lower ilvl. Level 90 crafted PVP gear seems to be at 450, while heroic gear from a dungeon is 463. Epic PVP gear is 464. Raid Finder gear is 476/483. Normal raid gear is 489/496. Heroic raid gear is 502/509.), but with the crazy amount of things you can do at 90 for Valor Points, that doesn’t necessarily mean that people will be engaging in relevant group content too much before trying to jump into LFR or pugs and making life miserable for those who DO know how to play their classes.

4) It can be used to artificially extend the content’s life. Let’s be serious. It’s July 13th. On Tuesday, July 10th, Apotheosis cleared Heroic Dragon Soul in 2h24m. And that was with a few screwups on H Zon’ozz due to some miscommunication on my part. Dragon Soul launched on November 29th. That means we’re approaching the 8-month anniversary of Dragon Soul. The nerf is about to go up to 30% next week. This is tired, stale, old content for many people. If Blizzard cannot provide us with new content, then why not try to extend the life of the content? I’m not talking about something ridiculous like having one new boss available per week, they way they did with Trial of the Crusader, but maybe various wings opening more slowly, the way they did in Icecrown Citadel (albeit without the limited number of wipes, which only forced the more hardcore people to level and raid with alts before getting the strat down and then downing the boss in their main group). Or, you know, a form of attunement. Maybe in order to get into Throne of the Four Winds, you would have had to clear Bastion on normal. Or in order to spawn Nefarian, maybe you would have had to do a questline that included Heroic Blackrock Caverns and a quick trip to an instanced Blackwing Lair, where you might have been able to see Nefarian retreat into Blackwing Descent? See Onyxia be reanimated? How much cooler would that have made Blackwing Descent?

I don’t mind a long attunement quest chain, obviously, but what if you started doing one when you’re two levels from max level?

What if there existed, in Mists of Pandaria, a long attunement quest chain that started at level 88 that you could work on ’till you got to level 90, then were asked to run, I don’t know, three specific heroics in order to be attuned and then that’s it for attunement? It would give XP as you were getting to 90, with some nice rewards now and again (especially at the end) and it wouldn’t be dramatically difficult, but it might give people the opportunity to learn more about what they’re about to do, or even, I suppose, what they’re about to be able to do.

I’m thinking out loud and this blog is already almost 3500 words long, so I’ll move on to my next section.

FIRE FORGED FRIENDS” / “BAND OF BROTHERS” ELEMENT

Do you know what I remember most about killing Lady Vashj, apart from the 15k crit Lay on Hands that saved our tank’s life at ~3% on the boss left? I remember the people. I remember one of the tanks dying, getting a battle rez and then dying in poison. I remember the “west side” of the platform, which got three of the tainted elementals, and I remember exactly who was on that side (WEST SIDE STRONG SIDE!). I remember the cries of joy and sheer triumph that came from my Vent, practically deafening us all.

These were people I had sweated with through the rest of SSC. These were people I worked hard with to defeat those other bosses. These were the people I was technically working with the complete the attunements to Hyjal and BT.

I remember the Onyxia attunement — running Jailbreak over and over again. I remember getting the Blood of the Black Dragon Champion from Drakkisath to finish off that attunement, and how they were limited drops that only a couple of people could get. I remember working with the same people over and over again, getting better at working together as a team, accomplishing these steps in attunements for people. I remember saying to apps “Not attuned to the core? No problem, we have a team that can take care of that for you,” and they were like “REALLY?”.

It was a bonding experience. We fought together, side by side, getting bosses down through sheer will and, occasionally, dumb luck. Every single step we took together, through attunements and into raid instances, felt important and everyone learned so much about not just their characters, but their fellow guildies.

Do you know that, to this day, I can basically tell which add Majik is going to sheep and I can trap another one? I’ve been playing alongside him for so long that I can anticipate just about everything he’s going to do. Part of that is because we’ve played together a LOT, including attunements.

These memories of attuning yourself to a raid, they’re not worthless, especially if you’re doing it with your friends or your guildies. They’re part of the journey you’re taking together.

Maybe I have a different perspective on things because I wasn’t always a raider and I’ve always viewed the steps to becoming a raider as being particularly important. Maybe I put too much emphasis on that epic six-hour BRD run when I got attuned to the core. Maybe I should forget about those last-minute, 30-minute pre-raid attunement runs for MC, even though we got GOOD at them and had a blast.

I don’t think I will, though. We’re coming to the end of my WoW career and what I will remember is not dinging 80 or 85 and running heroics. I’ll remember Majik dying on his Jailbreak run and having to do it over again. I’ll remember being in awe at the sheer size of Blackrock Depths as this hunter and paladin dragged me (on Kurn), my guildie (a paladin) and a pug mage through everything, including an Emp run. I’ll remember getting Hand of A’dal after killing Kael’thas Sunstrider. I’ll remember the journeys I’ve taken with so many people over the years, and attunement is a huge part of some of those journeys.

CONCLUSION

I think that attunements would be nice. I think that you could even have guild-level attunements or, my preferred option, account-wide attunements. No one liked doing Jailbreak a second time or running through BRD to get attuned a second time or doing the crazy BT attunement for a second character. (Am I weird if I liked doing Karazhan attunement a lot? I thought so.)

More than that, though, I think attunements served a purpose. I think they could still serve a purpose.

I just don’t think Blizzard and I will ever agree on the subject and that’s just one more reason why I’m calling it quits after Cataclysm.