Why Not Playing Isn't Easy

Lately, I’ve been reading up on the new SimCity game. I’ve been reading reviews and websites, watching videos, enjoying the Let’s All Be Mayor events and generally waiting (not remotely patiently) for the game to be released on March 5th (in North America).

As such, I’ve seen a lot of negative comments from long-time SimCity players. A lot of positive ones, too, but so many negative comments crop up everywhere. Some of the vitriol being spouted reminded me somewhat of WoW forums, to be honest. My first instinct was to tell these people to STFU. I mean, if you don’t like the game, don’t play, right? That’s when I realized what I was thinking and why I was tempted to say these things.

I was annoyed because these negative folks were bringing me down. Here I am, all psyched to go play SimCity and these clowns have the nerve to point out every single potential flaw they see in the game? Feh. Thanks a bunch for messing with my anticipation of the game. I think this is the first game I have been genuinely excited about since Cataclysm. It’s certainly the first one I’ve spent watching videos of and certainly the first one in which I’ve made as much use out of the beta as I possibly could. (Unlike Mists as I barely touched Mists beta.)

However, due to the fact that I stopped playing the SimCity franchise somewhere around SimCity 2000 (and picked up SimCity 4 because I was bored sometime last year — 9 years after its release!), I am quite aware that I am not the hardcore fanbase. I am not part of the community that has kept SimCity alive. I best recall the 1989 version of SimCity and that’s the game I spent hours upon hours playing.

There are others who have been die-hard SimCity players since 1989, who have continued through ten years of no new games from EA/Maxis in the SimCity series. That is definitely not me.

In many cases, however, that is the group that is complaining about various things, from a too-small map size to the always-online component, from glitchy graphics with roads to the fact that there is no subway system in the game.

At some point, while reading these complaints and getting increasingly frustrated with these people, I recognized something pretty clearly: I was *that group* when it comes to WoW.

What do I mean? I mean, I was that crotchety old-time player who remembered 40-man raids and attunements and couldn’t give a rat’s ass about battle pets and scenarios. I was deeply invested in the game, both in terms of my time spent doing game-related things as well as my own emotional investment. Lots of times when Blizzard did something I didn’t like, it felt like a personal attack on my loyalty. It felt as though Blizzard was deliberately doing things to their game to get rid of me, although I do, in fact, know that’s not the case. ;)

Everyone has their own breaking point when changes come to their beloved things. Whether it’s nerfs to the Firelands and Dragon Soul or nerfs to paladins, whether it’s the removal of attunements or the emphasis on dailies, everyone has an opinion. For a vast majority of players, these changes are simply ones you have to roll with. I learned early on in WoW that rolling with the punches is the only way to advance in the game. You have to change, have to adapt, have to deal with things constantly being adjusted. If you can’t, then you’re better off no longer playing.

That’s where all the “if you don’t like the game, don’t play” comments come in. It’s not that easy, and here’s why.

1) Time investment: In my case, when I made my decision to quit, I had been playing WoW since October of 2005. In that time, I had been an officer, a healing lead, a raid leader, a guild master, a blogger and a podcaster. My /played time was well over a year in real time, when you looked at the time played for both my hunter and my paladin combined. In the last couple of years, I easily spent 15+ hours a week on game-related stuff before even logging in to the game to actually play it.

It’s difficult to throw away all that time invested and not play any longer. Trust me. It’s still challenging to me to not log in, particularly on nights when I would normally be raiding when I’m not otherwise occupied. For someone like me who spent at least 15 hours a week on game-related stuff outside of the game, plus another 15 hours a week raiding (9 with Apotheosis, 6 with Choice), plus another 3-5 hours doing Stuff in-game, it was a huge change and part of why I never quit before was because I actually enjoyed spending all that time doing game-related stuff. For a great majority of my time playing WoW, forming these friendships and creating communities and educating people about the game was a delight. I loved pulling up raid strats and then later making my own. I adored pouring over the logs, diving deeply into them to figure out which healer I needed to yell at for blowing us up on Heroic Yor’sahj (stupid Atonement, stupid Lightwell). And it was all wrapped in this greater purpose of getting the team through the content. I was really happy doing that stuff and I really do still miss it. Of all the things I felt I gained while playing WoW, it’s the working with my team aspect I’ve had the most trouble replacing.

So I can understand not wanting to seemingly throw away all that time one has spent being invested in a game/franchise/etc. It makes sense to me.

2) Emotional investment: Seven years was a long-ass time for me to play WoW. I can’t imagine how some of these SimCity people feel after playing the games religiously since 1989. One must become very much attached to various concepts. I guess it’s probably something like what feral druids went through in Mists, with the separation of Guardian spec from Feral spec. I know some druids were pleased that they were finally getting a real tanking spec that was separate from kitties, but I know that some other druids were upset to lose some of the functionality. After eight years of having feral being the tank-spec for druids, I can imagine it was a really difficult thing for some druids to give up. One sort of starts to take for granted certain things about their classes, I think. Imagine if they got rid of Divine Shield. Paladins would go apeshit. I would go apeshit and I don’t even play anymore. (And don’t get me started on the removal of Divine Intervention. I still miss it. Shout-out to Euphie, my RL Friend the Resto Druid and Walks, all of whom I DIed more times during Wrath than I ever did in the two previous expansions combined.)

I imagine the same thing can be said for the long-time SimCity player. There’s a certain level of comfort when looking at the UI and seeing the familiar RCI (Residential/Commercial/Industrial) demand bars. There’s something nice and familiar about zoning and drawing roads on the map and the like. But this version of SimCity has some other things to think about, such as City Specializations, which may take precedence over the types of zones you drop in your city, despite the demand. There’s also regional play, meaning your citizens can end up working in another city while living in yours, so you can ignore the industrial demand because, hey, your citizens can go work at the dirty factories down the highway from your clean, pristine city. This is a significant change from previous versions, as I understand it.

3) The Breaking Point Arrives: Sometimes, no matter how much logical sense a change makes, it feels wrong. That’s where the breaking points come in. At which point can you no longer stomach changes that feel wrong to you? I mean, I dealt with the removal of Divine Intervention because I understood that people were abusing it (apparently, using it on someone with a Mark of Blood on Saurfang was popular), but it still felt wrong. I’m sure the removal really boiled down to “how can we prevent DI from making this encounter trivial?” and that’s unfortunate, but it’s what happened.

I kept playing, despite being disappointed, because I cared more about just DI in the game. I cared about a LOT more, not the least of which was my plan to revive Apotheosis.

At some point, however, my problems with the game’s direction became greater than my affection for it.

The major issue in leading up to an individual’s breaking point is, I think, that up until that point, you think you can do something to enact change. At least, that’s my view. The only way to enact change is to be vocal and clear about what you don’t like and, wherever possible, offer potential solutions.

When the nerfs to Firelands came out, since that was a huge turning point for me, personally, there were a ton of suggestions thrown out there as to how to “better” nerf the game. Among them, suggestions to not flat-out nerf things, but perhaps the places where people are struggling (tornadoes on Alysrazor, for example).

When T13 came out and LFR was introduced, we all thought “well, finally, there’s a raid level for people who don’t have time to commit to an organized raiding group, they’ll leave normals and heroics alone”. Wrong. The normal-modes were pretty easy anyhow and then nerfs were implemented at the fairly steady rate of 5% per month over six months, despite assurances that the nerfs would only continue if Blizzard saw a need for them.

If Firelands was a turning point for me, then Dragon Soul was the breaking point. It was at that time, when the Dragon Soul nerfs came out, that I really began considering no longer playing after Cataclysm had ended. Unless something big happened to convince me to keep playing, I was done raiding and likely done playing entirely, once my Annual Pass had expired. And that’s what ended up happening. No raiding, no real interest in Pandaria and no more obligation to pay Blizzard led to my account cancellation. Seeya, Blizz.

CLOSURE

It took a lot, though. I persevered through guilds breaking up and reforming and breaking up again. I dealt with abusive raid leaders and terrible GMs. I dealt with performing well under pressure on a shitty computer. I went through nerfs and buffs and class redesigns and buggy, buggy encounters. And finally, I’d had enough. But it took a lot to get me to that point.

So when I see people yelling at the disappointed or upset SimCity players, telling them “don’t buy the game, if you don’t like it!”, I suddenly feel for the disappointed players. They’re upset because they’re passionate. They’re somewhere between being upset and working towards changing what they don’t like and being upset enough to not even buy the new game. Some of these people are the equivalent of me when Firelands nerfs came out. And some are me post-DS nerfs.

I guess my point here is that I’ve suddenly gained a ton of empathy for these angry and upset and disappointed long-time SimCity players. And telling something to “just quit” isn’t helpful. When it comes to something about which you’re passionate, the way I was about WoW for so very long, one has to find their own breaking points and can only quit at that point, I think. It’s really about mourning the loss of what you once loved and then moving on. It’s something that’s different for everyone and people will get to that point at different times and, eventually, will quit. I started mourning in Firelands and learned to accept things after Heroic Dragon Soul was cleared and the focus in our guild moved towards the new expansion.

But you know, even when you do quit, it’s still not easy to let go of all the time and emotion you put into that activity. If nothing else, trust me on that. Otherwise, I wouldn’t still feel pretty twitchy on Tuesdays, Thursdays and Sundays at 9pm ET if I’m not otherwise occupied. :)

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!)

Better Late Than Never

Ladies and gentlemen of the holy paladin community… hello.

You are probably all caught up on this stuff, but since it was a lingering issue throughout the Pandaria beta and well into live, I thought I’d actually update here. Thanks to Ophelie’s post that reminded me I hadn’t updated the situation!

Shortly after 5.1 came out, I sent a note to Jacii, a holy paladin in Apotheosis. I was like, “dude, can you please do me a favour and see if they actually fixed Holy Avenger like GC promised they would?”

He happily obliged, for which I thanked him profusely. Then I got caught up in holidays and family and junk.

So here, now, are the results of Jacii’s testing:

Holy Avenger will now grant 30% extra healing to Flash of Light and Divine Light on the Beacon of Light target while active.

Additionally, they will continue to give you three Holy Power when benefiting from Tower of Radiance, when Holy Avenger is active.

Here are the averages of about 10 casts WITHOUT Holy Avenger active:

Holy Shock – 34,755
Holy Radiance – 25,674
Flash of Light – 46,791
Divine Light – 62,204

And here they are WITH Holy Avenger active:

Holy Shock  – 45,147
Holy Radiance – 33,421
Flash of Light – 60,999
Divine Light – 80,516

Jacii kindly also included the percentage differences, which means I don’t have to do math. Yay!

Holy Shock – 29.90%
Holy Radiance – 30.17%
Flash of Light – 30.36%
Divine Light – 29.44%

Obviously, the offsets here and there are due to heals healing for a RANGE of healing and not always, say, 35k, 25k, 47k and 62k. It seems as though Holy Avenger now properly grants 30% extra healing to all heals that grant Holy Power, as the tooltip indicates! Yay!

If you want to see the screenshots from Jacii, they’re all available here: http://imgur.com/a/pD0qr

Anyhow, my apologies to being late on this, but that pesky “real life” thing tends to get in the way an awful lot. :) Thanks again to Jacii from Apotheosis for getting me the info (like, six weeks ago) and thanks again to Ophelie for reminding me, however unintentionally. ;)

Lastly, Majik and I are still plotting planning our grand finale episode of Blessing of Frost. We’re looking for YOUR comments on what you liked best about Episodes 43-74! Recording will likely occur in early February, so get your comments in now! Tweet us @kurnmogh and @majjity or email us at podcast [at] blessingoffrost [dot] com. :)

 

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 5

Welcome to my last post in a series in which I’ve been discussing my reasons for my retirement from raiding and the game as a whole. As usual, I’m not trying to tell anyone else to quit. If you enjoy the game, please, keep playing. 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. And yes, my series here will also serve as reminders to myself why I quit when, six months down the road, perhaps I get that itch again.

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

Reason 5: A sense of accomplishment.

I started out in this game, as I’ve already said, without knowing a lot. I was a scrubby, scrubby n00b like many new players, but I got my act together, learned how to play the game with its fairly steep learning curve and did what I had wanted to do before I even hit that very first level cap of 60 — I became a raider.

I have been a raider, for better or for worse, since early April of 2006. I have been a casual raider, I have been a much more hardcore raider and I have been a raider who has spent most of that time somewhere in the middle. My ideal raid schedule is about 12 hours a week, or 4 nights of 3 hours apiece. I’ve raided as much as 20 hours a week (wayyyyyy too much), as little as 9 hours a week (not quite enough for me) and spent most of Cataclysm raiding with two guilds (Apotheosis and Choice) for about 15 hours a week (just a bit much, but since 6 of those hours were spent as a regular raider and not a leader of any kind, it worked out okay).

I have dissolved guilds (RIP, Fated Heroes), I have created guilds (hello, Apotheosis), I have left guilds, I have joined guilds. I have raided with seven guilds over my career. I have killed … oh man, this might take a minute… 155 raid bosses while content was current (including all the beast bosses in Karazhan and including all the opera event types there, too, but not including heroic versions of fights).

I have earned three raid achievement mounts (25-man ICC, Firelands, Dragon Soul). I have cleared one single heroic tier since they came out with that infernal change (Dragon Soul). I have earned a server-first kill (Heroic Hagara the Stormbinder).

I have satisfied my curiosity.

I’ve also shown myself I can make gold, recently, by starting out at the end of Cataclysm with 20,000g and (with Majik’s help via cooldowns and supplying me with raw materials) turned it into 444,000g (and change) in just over a month (since I got back from Italy on October 5). I’m sure with another few weeks, I could have hit the gold cap, but I didn’t really care that much, although everyone should open their mailbox to 30k gold or more at some point in their lives.

Given the fact that I wasn’t terribly impressed with the expansion (although they did do a lot of neat things that I’m sure I’ll talk about at some point), I had no new goals. I had very little to motivate me to keep playing. Instead, my sense of accomplishment over the history of my play has continually nagged at me saying “Kurn, you can hang it up. You’ve done everything you’ve ever set out to do and more.”

And it’s true.

I didn’t just become a raider. I became a raid leader. I became a healing lead. I became a guild master. I became a WoW blogger. I became a WoW podcaster.

World of Warcraft has been a great place for me to hang out for seven years. It’s great bang for its buck. $15 a month has allowed me to spend countless hours (okay, not countless, we’re talking 400+ days /played) lost in Azeroth. When you think about how much a movie costs, for two hours of entertainment, you can pay about the same amount for unlimited hours of entertainment in a month.

I was happy to spend all the time that I did playing. I got involved, I became really active. I did it all for the love of a game and enjoyment of a game that, these days, no longer inspires me, about which I am no longer passionate.

I accomplished what I wanted to do and more. I satisfied my curiosity. And mostly due to the changes I’ve seen over the last couple of years to the game I once was very passionate about, I can’t get excited about it any longer.

One of the changes I haven’t talked about much isn’t something Blizzard did to the game, though. One of the changes is the people.

Players often say “if it weren’t for my guild, I would have quit long ago” and that’s true for me, as well. Were it not for Apotheosis, I would have probably quit during the Firelands nerf and if not then, certainly the Dragon Soul nerfs. But I had made a committment and I stayed on.

Others did not.

Shadowcry, Osephala, Euphie, Terex, Tia, Kam, Toga, Dar and Daey are all people who raided with us for at least a short time in Cataclysm but are all people I’d known for years, dating back to Burning Crusade. These people are among those I considered the core of Apotheosis in Burning Crusade. And one by one, all of them stopped raiding with us in Cataclysm, mostly due to time considerations or a lack of interest in the game.

There is a single person on the Mists of Pandaria raiding roster of Apotheosis who was in Apotheosis during Burning Crusade and that’s Dayden — and even he took a break for a few months in there.

Without most of my old friends and especially without Majik playing seriously, there’s no reason for me to continue. No in-game reason and no social reason. It’s not to say that I don’t think the current Apotheosis roster is awesome, because they’re pretty great people, but they’re not Shadowcry, who reflected caster spells back at them on Hyjal trash. They’re not Euphie, who was our Divine Spirit priest. They’re not Kam, who was our warlock tank. They’re not Toga, who usually forgot to unequip his fishing pole after fishing up Lurker. They’re not Daey, who snubs his nose at 99% of addons and still destroys things with ease.

Those were the days, for me. I kept playing for in-game reasons beyond Burning Crusade. And I continued through Cataclysm due to having made a committment to my guild.

But the game holds no more for me at this time. And all of my long-time friends, save Dayden, the Last Naked Man Standing, have stopped raiding.

So it’s time.

Here’s to three 45-minute Baron runs: one where Whisper or Volloz bugged it out for us, a successful run with me, Tia, Tan, Crypt and Daey and one in 39 minutes without a tank (Tia, Tan, Crypt, Maj and me).

Here’s to “HE’S GOT A REALLY BIG SWORD” and the Dire Maul arena and the NPA crew.

Here’s to soulstoning Daey on Hakkar so he could die and drop aggro, then rez.

Here’s to Toga and I never missing Tranq shot on Magmadar.

Here’s to 27-manning Gehennas.

Here’s to pony kegs after Maulgar and Majik blinking into Gruul.

Here’s to WEST SIDE, STRONG SIDE on Vashj.

Here’s to Lay on Hands critting Dayden with Vashj at 5%.

Here’s to me forgetting to heal Kam on Kael and her never living through Leotheras.

Here’s to Daey running to the corner of Void Reaver’s room for a timeout.

Here’s to Daey and I being mistaken for each other on that fight at least once.

Here’s to Dayden healing and Daey tanking on our Illidan kill.

Here’s to “WARTHON STOP NOT TANKING SHIT PLZ” on our first, and only, night in Sunwell Plateau.

And here’s to the current Apotheosis — best of luck to you all in this expansion and thanks to all of you for the unprecedented (for me) levels of raiding success.

This ends my series of retirement posts, but I’m sure I still have some things to say about the game. My subscription officially runs out today, but the blog isn’t quite done yet.

Thanks for reading.

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.

BREAKING NEWS: Holy Avenger and Holy Paladins

Back in preparation for 5.0, I wrote a post where I talked about talents, including Holy Avenger. In it, I said:

You can see that Holy Shock and Holy Radiance both get the appropriate 30% bump. Even though I had Beacon on me and was healing myself with Flash of Light and Divine Light (and getting the extra holy power), neither of those spells were affected by the 30% bump.

[…]

Remember, though — those would only on the beacon target and it may actually be intended that you don’t get a bump to healing with those spells on a beacon.

So let’s look at Holy Avenger’s tooltip:

Abilities that generate Holy Power will deal 30% additional damage and healing, and generate 3 charges of Holy Power for the next 18 sec.

For a holy paladin, we can generate holy power in the following ways:

– Casting Holy Shock on any target
– Casting Holy Radiance on any friendly target
– Using Crusader Strike on an enemy target

… but we can also cast Flash of Light or Divine Light on a target with our Beacon of Light on them to gain holy power, via the Tower of Radiance baseline holy passive ability.

Now, if you were to use Flash of Light or Divine Light on a beacon target, you WOULD get the three holy power. Great. But you would NOT receive the 30% extra healing.

Since late beta testing and early 5.0.4 testing when I noticed this, I’ve been asking (bug report forum, beta forum, tickets, even tweets to Ghostcrawler) which behaviour is intended? The way I saw it, the Tower of Radiance heals were either incorrectly giving the extra holy power (if those kinds of heals are not supposed to benefit from Holy Avenger) or they were incorrectly not benefiting from the extra 30% healing bonus (if those kinds of heals are supposed to benefit). And I could not get an answer about it. Either way, it was buggy. Half of the tooltip worked on those heals, half of the tooltip did not. You see the issue, right?

Finally, today, Ghostcrawler responded to a tweet I included him in with the holy paladin in my guild, Jacii, who had been lamenting that he had accidentally kept Holy Avenger as a talent through last night’s raids after testing to see whether or not the Tower of Radiance heals did or did not benefit from it.

So he said it wasn’t intended to work with Flash of Light and Divine Light on a beacon target. Okay, that’s fine, that makes sense — but why, then, does it grant extra holy power?

I tested it on live servers and screenshotted the combat log and you can clearly see it IS giving me 3 holy power due to Tower of Radiance and Holy Avenger.

So there you have it, holy paladins. Holy Avenger WILL work with Tower of Radiance heals in 5.1. As to right now? Nope, still not working.

The first two heals are without Holy Avenger. Flash of Light hits for about 31k, Divine Light (non-crit) for about 40k. (Bear in mind this is on my pally at level 85 in heroic Dragon Soul gear.) The next three are with Holy Avenger and you can see that there isn’t a substantial difference between the first two heals and the last three heals (barring the crit, but if a crit is an increase of 100% from a non-crit heal, you can do math and see that the crit Divine Light wasn’t empowered either, since half of 82k is 41k).

You can see that though I’m gaining the extra holy power through Holy Avenger and Tower of Radiance, Flash of Light is still hitting for about 31k and Divine Light is still hitting for 40-41k, all before Holy Avenger fades.

CONCLUSION

Holy Avenger is still broken in terms of the healing bonus on live right now, but Ghostcrawler says it DOES work in 5.1.

So there you have it, holy pallies — don’t completely discount Holy Avenger once 5.1 goes live. I’m glad I was able to get in one last piece of important holy paladin information for you guys before my subscription ran out. :)

UPDATE: This has been fixed in 5.1.

Retirement Reasons and Reminiscing Part 3

My subscription runs out on Saturday, November 10th, just a few short days away. So I’ve been writing this series about the reasons why I’m retiring. Part 1 talked about raiding nerfs and how I feel the developers and I don’t see eye to eye on a number of issues to do with raiding content. Part 2 talked about how I don’t feel as though I have many of the same views as the majority of the playerbase, in terms of researching my classes and basically learning how to play. My last post, while not a full-fledged part of this series, demonstrates pretty clearly that not only do the vast majority of players of the game and I have little in common in terms of how we approach our play, but in terms of their social skills and abilities to not be total jackasses, we also tend to differ. As always, I’m not trying to convince anyone to quit. Play or don’t play, that’s your choice. It’s your $15 a month. I’m merely documenting my reasons why. And please do note that there is a comment policy in effect. Thanks. :)

Reason 3: The Bugs, oh God, the Bugs

Okay. I get it. I really do. World of Warcraft is an enormous game. I’m not a programmer of any kind, but I’ve done website coding for a living, so I understand how finicky even basic HTML/CSS code can be. I can only imagine how insanely complex the code within World of Warcraft is. As such, I am generally really, really forgiving of in-game bugs and issues. Not only that, but the devs are usually really good at hotfixing things once they recognize something is wrong.

Having said that, Cataclysm was the buggiest expansion I have ever seen. We’re talking brutally buggy in some cases. Let us examine some of the worst cases I experienced.

Tier 11 – Blackwing Descent, Bastion of Twilight, Throne of the Four Winds

The biggest issue we found in this tier of raiding was the “flexible raid lockout” system. We had a brutal night fighting with the raid lockout system last April when myself, Hestiah and Tikari were all saved to a different heroic ID than the other 25 people in the raid, despite no one killing any heroic bosses. Go ahead and read it. It’s a fun blog post. But it meant we were insanely careful about raid lockouts for the rest of the expansion, even going so far as to not swap specific people just so that we wouldn’t have to change who had the title of “raid leader” in the raid group, just in case another screw up like that happened.

In terms of specific fights where we encountered issues…

a) Heroic Magmaw: I have a video of this SOMEWHERE, but you’ll have to take my word for it because I can’t find it anywhere. On one of our progression attempts, Magmaw, instead of slumping FORWARD for a burn phase, instead bent over BACKWARDS. I wish I were kidding.

b) Conclave of Wind (both difficulties): Okay, this is less of a “bug” but is perhaps a technical limitation… We had to have people logging on every single platform in order to ensure we had a complete view of what the hell happened on this fight. Terrible design, that the combat log from one platform didn’t reach to the others.

c) Heroic Valiona & Theralion: Similarly, and we saw these issues through ICC and Ruby Sanctum as well, combat logs don’t work from one realm to another. This is still happening in current raid content with Gara’jal.

Okay, that’s not so bad, despite the raid lockout weirdness.

Tier 12 – Firelands

a) Rhyolith: I can’t point to a specific moment, but there were times when he was not moving the way he should have been. Honestly.

b) Alysrazor: Do not get me started on bugs with flying, bugs with tornadoes and other environmental stuff. People would fall out of the air despite having gotten their rings, people would die to a tornado and not actually be anywhere near one… The words “look at where I did! Just look!” were said in our raid more than once.

c) Heroic Baleroc: Touching people was always, well, touchy. Sometimes to pass on your debuff, you had to stand on top of someone, sometimes you only had to be a few yards away. Latency? Possibly, but unlikely when most people are standing still during these times…

Actually, again, not so bad, although adding this persistent issues to the Tier 11 frustrations.

Tier 13 – Dragon Soul

Here’s where the “fun” starts.

a) Zon’ozz (all difficulties): The Void of the Unmaking is buggy as fuck.

b) Hagara the Stormbinder: Two major issues here, but the first has to do with chaining the lightning. The second is that, and yes, I opened tickets about this and posted bug reports about this, if you cast Hand of Sacrifice on the person about to take the Focused Assault BEFORE the Focused Assault starts, then it fades prematurely, before transferring 100% of your maximum health or lasting the full 12 seconds. This happened to me on two separate holy paladins, in two separate raid groups, on a variety of different tanks.

c) Warmaster Blackhorn (heroic): Deck Fire. Do I REALLY need to say more?

d) Spine of Deathwing (all difficulties): Cut scene disconnects, getting stuck on the boat and having to relog, Grasping Tendrils not actually holding you in place.

e) Madness of Deathwing (all difficulties): Thrall drops people. This From Draenor with Love comic is perfect.

All of these bugs from Dragon Soul are either commonly experienced (Madness, Spine) or are easily visible in some videos I posted in this post about bugs in Dragon Soul or in this first Heroic Blackhorn kill video of ours: http://www.youtube.com/watch?v=fwllU3Kqce8. Look at all that delicious Deck Fire when Goriona is on the ship. Terrible.

There are, doubtlessly, other bugs, including things like previously-mentioned logging issues (figuring out who pre-potted on Ultraxion when you ditched into the twilight realm to do a healer-only heroism? Nightmarish.). As an example, there’s a “bug” (or perhaps it’s working as intended, I have no confirmation) where right now, the Holy Avenger talent doesn’t work right for holy paladins, where it grants 3 holy power when you drop a Flash of Light or Divine Light on a beacon target, but those heals aren’t boosted by the 30%. It’s like, it listens to the tooltip for some of the spells, but not all the spells. And I’ve opened tickets, posted bug reports, even tweeted Ghostcrawler, all to no avail.

Anyhow, the game is immensely complex. I get that. But many of these issues are repeatable. They are problematic. They are broken. The broken Hagara chaining mechanic was ludicrous. Why not fix problems in current raid content when it’s current? Those fights were out from November 29th, 2011 until the launch of Mists of Pandaria on September 25th, 2012. That’s 10 months. Are you seriously telling me they couldn’t fix Deck Fire issues, lightning issues, Thrall DROPPING people in ten months?

The lack of quality control has been problematic for a while. All you really need to do is ask rogues about vanish, right? ;) But it really made its mark on me during Dragon Soul. I’d previously seen things that weren’t that dire or were eventually fixed. They even fixed the old demon, Klinfran the Crazed, in the Burning Steppes, to work with the “new” Scorpid Sting not too long after they revamped Scorpid Sting entirely.

But you don’t really see that kind of attention anymore. Yes, you see hotfixes, bug fixes, tooltip fixes, but not a single one of my Dragon Soul issues were fixed. Why not? It’s just gotten worse, from my perspective. I hear there are some painful phasing issues to do with some dailies these days too. These issues are ongoing, so that’s one more reason I’m not interested in renewing my subscription.

The next part of the series will address my lack of enthusiasm for the Mists of Pandaria expansion.

A Comment that Helps my Arguments

So someone didn’t read (or read and didn’t care about) my comment policy after reading an old post I linked in yesterday’s Retirement Reasons and Reminiscing Part 2 post. He left a comment on the old post (we’re talking April of 2010 here). The posting of this comment actually helps to add to my point from yesterday’s post about not thinking like most other players. I won’t approve the comment, but I screenshotted it and thought I would take a moment to rebut it.

First of all, despite the fact I blurred out the poster’s email address and IP address, let’s be clear — I know exactly who the poster is. He plays a warrior named Daxia on Turalyon. (In addition to this and, obviously, his email address and IP address, I have the guy’s name and a variety of other bits of information that I am too kind to share here, all gathered in the span of about ten minutes.)

So now that we’ve determined who this guy is, let’s look at his comments.

a) According to this dude, I am a whiny, whiny baby. Well, given that I’m in my 30s, I would have to disagree with this point. Do I whine? Sure, on occasion, as does everyone. Do I bitch? A lot, probably more than most. But “baby”? Nope, don’t think so. Yay hyperbole?

b) Someone who used to raid with me linked him to the blog. Well, based on the roster of his guild on Turalyon, this comes down to one of two people. The first is the current GM of his guild, who stepped down from raiding with Apotheosis in early November of 2011. The second is a friend of that individual, who raided with us also until about early November of 2011. We kicked that second individual’s ass out of Apotheosis in early December of 2011, after finally receiving enough complaints that were severe enough to warrant it, in the officers’ estimation. I would presume that the commenter is just a wee bit biased by the individual who had the “honour” of being the first person to be removed from Apotheosis due to behavioural issues. (The GM of the guild in question actually tweeted me a couple of weeks ago to say: “I didn’t appreciate it before, but your style of raid leadership made me a better player and I thank you. Cheers to you Kurn” so I’m guessing it was the second individual who attempted to get the poster to rile me up.)

c) I had another post berating my old guildies. Well, if you look at the other posts around April of 2010, why yes, yes I did. But I wasn’t in Apotheosis back then. That was in Wrath, when I was burning out so hard that six weeks later, I was posting about how I was completely burnt out and hated 90% of the people in that guild.

d) He claims my old guildies, the ones I was apparently berating, are now pushing heroic content with him in his guild. Hm. Ignoring the fact that the only people in that guild who ever raided with me in Apotheosis are the two I mentioned above… The armory says 6/6 normal Mogu’shan Vaults and 1/6 normal Heart of Fear. Hm. According to the World of Logs reports for the guild (corroborated by the armory), they have one Will of the Emperor kill. The logs don’t have any record of them “pushing heroic content” — literally, they have 0 recorded wipes on any heroic bosses. (Hey, fun fact, Apotheosis is actually 2/6 normal HoF, so technically, they’re ahead of them in progression. Funny, that.)

e) This blog is horrible. Well, you know, that’s a personal opinion. He’s entitled to it, sure. I’ll grant him that. No skin off my nose.

f) This might be my favourite part: “gearscore!=skill”. I’m talking about Halls of Stone, an instance from two expansions ago. And using old gearscore numbers. And this guy thinks the post is remotely relevant to current content? Oh, man. I laughed.

g) “many tanks do this” (use non-tanking gear, I presume) “because the DPS players with them are so shit that without good tank dps the instance will take 2 hours”. Hang on, wait, I’m sorry — did you just prove the point I was making in yesterday’s post about people not putting effort into how they play? Why yes, yes, I think you did.

h) “I also top the meters and clear any Mists heroic in under 20 minutes”. Well, I can’t prove or disprove this, but hey, if you can do that, great for you, although I would wager your healer is generally either raid-geared, a guildmate or cursing your name but not wanting to wait for another tank in the queue. Just my two cents on that. I could be wrong.

i) “Die in a fire.” Lovely! Thanks so much for closing with such utterly… inspirational words?

You may be wondering why give this guy the attention he obviously so desperately craves. The reality of the situation is that he inadvertently proved the point I was making in yesterday’s post and brought up a new point that I wanted to briefly address. Not only do I have very little in common with the vast majority of the playerbase in terms of how they approach their character and their play, but the vitriol displayed in his comment, especially his parting words, just reinforces to me that the vast majority of players out there aren’t people with whom I care to associate. Apotheosis has a strong set of policies about language and such and all you have to do is sit in Trade for 10 minutes on any medium to large server to see just about all of them smashed by various players (not my guildies, obviously).

So I’m tired of the playerbase in general; their continued laziness and incompetence as well as their “social skills”. I mean, really, why is it so common to see racist slurs in Trade? Why is it so common to see homophobic language? I’ve spent seven years reporting people for what I feel is inexcusable language and offensive names and I’m tired of fighting. I’m tired of the “make me a sammich” jokes, I’m tired of the fact that so many people use “rape” to indicate total domination over an enemy in a video game, I’m tired of wading through the crap from trolls and jackasses.

I’m just tired of it.

Obviously, there are more people out there than the mouthbreathers such as the commenter I responded to above. This guy is not necessarily representative of everyone, clearly. But finding the people who aren’t like this guy? That’s difficult. It’s tiring. It’s draining. And it’s something I’m done with.

(Also, inflammatory comments will not be approved and will, possibly, be picked apart and mocked by me in this space. Remember the comment policy! :))

Retirement Reasons and Reminiscing Part 2

The other day, I wrote part one of this series in which I discussed how raiding has evolved over the years and how the devs’ ideas had similarly evolved. The major issue is that my own ideas don’t match up with what the devs are doing and planning and, as such, throughout Cataclysm’s many, varied nerfs to raid content, I became less and less excited about Mists of Pandaria.

I ended with a segue into how other people’s thinking is different from my own and how that’s another reason that I’m choosing to quit.

Again, play or don’t play, that’s your choice. I’m merely documenting my choices here and you’re free to read it or not. As always, please recall that there is a comment policy. Thanks.

Reason 2: I don’t think the same way as most of the players do.

What, exactly, do I mean by that?

Here. Let me show you.

 I don’t know why I’m still surprised…

OMG

Yet another fail “tank”

My blog is RESPLENDENT with examples of players being dumb, stupid, lazy and overall bad.

Now, don’t get me wrong — I was once terrible. Seven years ago, when I started this game, I didn’t understand the concept of filling out one entire spec of the talent tree to get the 31 point talent first. It had to be explained to me. I didn’t get the idea of ranks of spells for my pet, gained, back then, by taming other pets, learning those skills, then training my older pet with those new skills. I used to dual-wield daggers as my melee weapons, and at least one of them had an on-hit proc.

By the time I was 60, I had learned how not to be a total scrub. That doesn’t mean I didn’t keep learning, but it does mean that I continued to put in all the efforts I could into learning how to play appropriately.

I don’t bring Kurn into content that my hunter is incapable of helping out with. I make sure I’m hit-capped. I make sure I’m buffed appropriately. I even often ask what pet my group would prefer I use.

On my paladin, not that she has done ANYTHING in Mists, it’s about making the most of my character so I’m not a drag on the group. In 5-man content, that means keeping people alive, although not necessarily through their own stupidity.

These are standards I hold myself to.

Part of the reason I have them is because I started out, as I mentioned in my previous post, as someone who wanted to be a raider. I knew that I’d have to play better and learn more and work for my gear in order to get to be a raider.

People no longer have that reason to improve, because anyone can be a “raider”. There’s LFR, there’s 10-man normals, there’s 25-man normals, then there’s 10 and 25-man heroics. That about covers the entire spectrum of raiding, no? LFR people who can’t hit a button on Ultraxion and who (I am told) fall through the floor on Elegon. Normal raid teams who spend a night a week progressing until the nerf catches up to them. Heroic raid teams who power through normals and clear heroic modes before the nerfs or the next tier show up.

And all you really need to be a “raider” is to be at level cap and have a certain item level of gear.

You don’t need any of the dedication or knowledge to be a LFR-type “raider”.

You don’t need a huge time commitment to be a normal-mode raider and, let’s face it, normal-mode raiders can afford to be poorer players than heroic mode players, because the mechanics generally are nowhere near as punishing as on heroic mode.

You do need knowledge and some form of time commitment to do some of the “necessary” things as a heroic raider, but then again, I have been a heroic raider. This is the category in which I would place myself over Wrath of the Lich King and Cataclysm. So my beef isn’t really with my peers, exactly, it’s with the people like those I wrote those earlier blog posts about. People who don’t put in the effort. People who don’t take the time to learn. People who flat-out don’t want to learn.

Apotheosis has been fortunate in that many, many of our applicants have been of a high quality, but we’ve had our fair share of /facepalm apps. It’s those people I don’t want to play with any longer. And with the number of 25-man guilds continuing to decline, it’s getting hard to recruit for 25-man content. It was downright brutal at the end of Firelands last expansion. Sometimes, you have to trial someone just to give them a chance IN CASE they are secretly a great player and their logs or application didn’t show it, just because having a body in the raid, or available to raid, is better than calling a raid. Sometimes you have to try to teach the applicants rather than decline them off the bat because, well, it MIGHT turn out.

Oftentimes, it doesn’t work, which is why we generally only took “iffy” apps who were already on our server, so no one was wasting money if they were declined, as they were likely to be. But the sheer number of questionable applicants is downright overwhelming at times.

I don’t want to raid with people like that and I would be not only naïve but downright stupid if I thought that a raid roster was going to remain exactly the same throughout an entire expansion. Out of the 24 people I had listed in my very first Apotheosis 2.0 roster (created September 23, 2010) a grand total of THREE of those people (Majik, Dayden and myself) were still around at the end of Dragon Soul. And Dayden had taken a long hiatus. Of those 24, ten of them didn’t even complete a trial period.

In short, the one thing you can count on in a raiding guild is turnover. Looking around, there don’t seem to be a lot of quality, like-minded individuals out there: people who do their research, read strats, watch videos, understand how to play their classes at a high level. We’ve seen applicants fail to respond to our feedback in raids over and over again. “Dot all the things,” I remember telling a shadow priest app, in the hopes of helping them get their DPS up. Open up World of Logs, look at the uptimes, all the dot uptimes are below 60%.

“Always be casting,” you tell a random DPS, and you look at the logs and over and over again, the active time is reflective of their damage, which is below the tanks.

I can’t deal with it anymore. The changing approach to raiding and raids and all this “accessibility” by the developers has led, in my mind, to lazy players. Lazy players who are just, quite honestly, bad players. If that’s the kind of player that Blizzard is creating these days (and while there are certainly exceptions, it seems, more and more, as though these are the players that Wrath and Cata have spawned), I don’t want to have anything to do with them, nor do I want to be hunting high and low for quality replacements for those in my own guild. Searching for replacements is common for any guild, but I suspect it’s just going to get even more difficult given the overall quality of players out there.

So I choose to remove myself from Blizzard’s environment. I don’t agree with their raid philosophies any longer and I certainly don’t have much, if anything, in common with the average WoW player.

The next part of this series will focus on the quality control (or lack thereof) with regards to World of Warcraft.

(As always, please remember there is a comment policy in place. Thanks!)

(Edited to add: Here’s a sort of follow-up post, based on a comment I received but did not approve.)