Do I think World of Warcraft is a game?

The other week, I asked you all if you thought World of Warcraft was a game, based on this (admittedly very specific) definition of a game:

“A game is a system in which players engage in an artificial conflict, defined by rules, that results in a quantifiable outcome.” – Sulen and Zimmerman

My first instinct was to say yes, WoW is a game. Then I realized something. While WoW attempts to set you up, right from the start, in this artificial conflict, defined by rules, that results in a quantifiable outcome, you don’t have to do what they’re telling you to do.

When you start a character, you are placed in the starting zone and you are right next to a quest-giver. (Bear with me, I’ll be speaking primarily of the human starting zone.)

The developers (and common sense, really) expect you to interact with the quest-giver and complete the quest. Right off the bat, there’s the artificial conflict — you need to go kill wolves in Northshire, for example. As soon as you accept a quest, you are thrust into the artificial conflict. That initial human quest (as all others, I would imagine) immediately pits you against the environment and NPC mobs (wolves or what-have-you) in that environment.

Once you accept the quest, you have three options:

1) Complete the quest (quantifiable outcome — experience, quest rewards)
2) Drop the quest (quantifiable outcome — the lack of gaining experience, quest rewards)
3) Ignore the quest (quantifiable outcome — the lack of gaining experience, quest rewards)

All of that, however, hinges on actually picking up the quest.

If you don’t pick up the quest, there’s no immediate conflict. Nothing in the starting area will aggro on to you. You can essentially run around with impunity until you leave the Northshire gates and enter Elwynn Forest.

When you enter Elwynn Forest, you will encounter NPCs that are, for the first time, hostile to you and will attack you upon sight. This is a conflict and it’s defined by rules. The rules are simple: defend yourself with attacks until either you or the NPC dies or run away, knowing that the NPC is limited to a small area and will almost certainly not run away themselves. The quantifiable outcome is either victory (you lived and killed the NPC), defeat (you died because the NPC killed you), or a stalemate (you ran away and both of you lived).

My argument is that WoW itself is not a game. WoW does not inherently force you to engage in any of its sub-games, such as questing or exploring, PVPing or raiding, dungeoning or crafting, gathering or levelling.

Having said that, I believe that WoW is host to many, many games. Everything that can grant you experience, gold, achievements or feats of strength is a game. Anything that puts your character in danger of death is another game. Healing is a huge game with many sub-games, such as tank healing, raid healing, cooldown use, mana management, as well as the various encounter mechanics. (I’m not even going to touch on PVP healing!)

It might be splitting hairs to some, but I feel strongly that WoW is not a game on its own. It is a system that hosts a plethora of games. Most of those games, like healing, have sub-games within them.

However, I feel that WoW is more than just a system. It is definitely a system, but it also comprises all the social interaction that comes with an MMO. While there can be arguments made that “the social game” is a game, I think that the social part of things is less of a game, from the definition I gave, and more of a tool that can either help or hinder you in your game-related goals.

Following instructions in a raid setting will help your team defeat the encounter (assuming a competent raid leader) while not paying attention to instructions will likely end up killing you or others in your group. As such, the game of raiding within WoW relies heavily on communication and cooperation between raid members to emerge victorious after an encounter attempt. This is, of course, very different from the “socialness” of Trade Chat.

Is Trade Chat’s “socialness” a game? Again, I would argue not. It is merely a tool to help you to know who to avoid teaming up with, or that some people may be seeking others to help them with a dungeon or raid. Perhaps people playing the Auction House game (I do believe that’s a game) use Trade Chat to announce their auctions. Chat is a tool, not a game in and of itself. And chat belongs to the system that is WoW.

Essentially, while I do call World of Warcrat a game for simplicity’s sake, there are really just a multitude of games that WoW hosts and those are the games about which we are passionate.

Comfortable with my Class

On Tuesday night, Apotheosis got Heroic Beth’tilac 25 down.

Dar, one of our resto shaman, had posted to say she wasn’t going to be there, which left me with a difficult decision: who was going to heal Dar’s people in the northwest? For 28 attempts, Dar had dutifully healed that particular corner.

In order for it to go as smoothly as possible, I wanted to make as few major changes as I could.

What did that mean? That meant that I was going to take her spot.

I got to heal our moonkin, Hitoku and, lucky me, Majik, my caster officer and my co-host over at Blessing of Frost.

(The “lucky me” was sarcasm. If you couldn’t tell. ;))

So, for 28 attempts prior to Tuesday, I was essentially healing the ground tank, keeping an eye on Dar and other healers, taunting spinners down and generally watching everything, as a raid leader is prone to doing. I had never assigned myself to a cave and, to be honest, I would be happy if I never had to do so again… But I digress.

It took us 10 pulls to kill Beth’tilac Tuesday, bringing us to 3/7 25-man heroics. For each of those 10 pulls, I was healing my cave group, although my cave group migrated from northwest to southeast at one point. Jasyla said she liked that little northwest corner better and I could totally see why. The southeast corner is cramped and crowded!

Anyhow, during the first attempt, I lost Majik. Then, several other people died. So it wasn’t totally my bad, but I vowed to do better.

In the span of 10 pulls, ladies and gentlemen, I became a cave-healer pro. I kicked some ass. Not only did I keep my targets alive, but on try 10, our kill, approximately 97% of the Engorged Broodlings that spawned wanted to blow me up. I am not joking. Better still, I have it all frapsed and it’s embedded below. (Bear in mind that in P2, my computer suddenly decided to violently revolt and I experienced some tremendous lag and loss of framerate. It’s not the best video ever, but it is our first kill.)

 

Kurn, you may be wondering, what on earth does any of this have to do with being comfortable with your class?

Good question!

On the kill attempt, I was constantly the target of the broodlings, as I mentioned. Walks was healing up in the northeast and one thing he had been saying earlier in the night was that if a broodling was heading for someone at southeast, there was no way he could stop them, since they’re up on some damn ledge. So he took to calling out “ledge”.

Of course, on the kill attempt, his broodlings came at me frequently. So I was always calling out “got it”, while running to the ledge where the spiders come down from, while ALSO trying to heal Majik and Hitoku and, you know, trying not to kill myself while doing so.

I think it was only after the whole raid was over for the night that I realized that there was no way in hell I would have been able to manage all that crap (seriously, FOURTEEN broodlings hit me!) AND keep Maj and Hitoku alive if I weren’t extremely comfortable with how my class works.

It’s almost instinctual after a certain point. Granted, my instincts aren’t always spot-on or great or whatever, as you can tell since I do let Judgements of the Pure drop off and don’t use my Guardian and the like on the kill (which I’ll blame on the fact that my computer was about to throw up on me) but they really served me well over the whole raid night. At various points during the entire night, I popped cooldowns appropriately, even using Lay on Hands on Hitoku at one point. I figured out where my Beacon of Light was best put to use (sadly, on Majik) and basically, that was all the real thinking I had to do about how to heal my group.

Venom Rain? Aura Mastery. I’m low on health? Pop my bubble to buy myself some extra time to heal up my group members before turning to myself. Need to regen mana? Use my shiny Fiery Quintessence and pop Divine Plea. See 3 bright orange beams on me from Engorged Broodlings? Don’t panic, use instant heals like Holy Shock and Word of Glory until I’m in position to interrupt one and can start casting again.

Paladins have changed substantially since the original World of Warcraft game came out. Holy paladins have changed and evolved right along with the other specs. While we still need to stand still and cast to be most effective, Holy Radiance (well, the current iteration, not the 4.3 version!), Holy Shock, Word of Glory and a Flash of Light with Infusion of Light proc are all things we can do on the run. Even a 1-2 point Word of Glory can be useful (you can see in the video I made some use of that) if you’re on the move and someone needs a heal ASAP.

Giving Divine Protection a shorter cooldown for Holy (due to Paragon of Virtue) is great and it came in handy all through the night when magical damage (which includes nature damage, which is what those nasty little Engorged Broodlings emit) was troubling me. No problem — Shift-A (my keybind for Divine Protection) to the rescue!

During the night, apart from maybe the first pull or two, despite having absolutely no experience healing where I was healing and healing the people I was healing, I felt calm and in control of myself.  I really do attribute my ability to adapt to cave healing to knowing what all my buttons do. The only thing I didn’t use duing the night was Hand of Freedom and I could have used it when I was stuck in the Volatile Poison on the ground at one point on our kill.

I encourage everyone to take a second look at all your abilities. Not just the ones in the holy tree, look at prot and ret as well. Read through your spellbook and be sure you understand what your abilities do. Armed with that knowledge, you can walk into a fight and adapt much more quickly than you would otherwise. Don’t forget about your Hand spells, your procs, your set-it-and-forget-its (like Holy Radiance and Guardian of Ancient Kings).

Paladins are very strong healers and not restricted to tank healing. Not only that, but we have a ton of utility, so don’t forget to use those utility spells! Once you know exactly what you’re capable of doing, you’ll react with your instincts, leaving your brain to sit there and worry about where you should be standing, rather than what spell to use.

(And you can always read through my second revamped Holy How-To Guide to help you out!)

Substantial Holy Paladin Changes in 4.3 (PTR)

MMO-Champion’s datamining has revealed a number of forthcoming changes to holy paladins on the public test realm for 4.3.

Let’s just jump right into the raw changes and then I’ll talk about what they potentially mean.

  • Divine Plea: You gain 12% of your total mana over 9 sec, but the amount healed by your healing spells is reduced by 50% and grants a charge of Holy Power. . 50%.
  • Holy Radiance: 40 yd range | 3 sec cast 1 min cooldown | Instant | Imbues a friendly target with radiant energy, healing that target and Heals all party or raid members friendly targets within 10 20 yards for 50 up to 61 and another 683 every 1 sec for 3 sec sec, with effectiveness diminishing on targets farther than 8 yards away and grants a charge of Holy Power. . for each additional player target beyond 6. Lasts 10 sec.
  • Infusion of Light: Your Holy Shock critical hits reduce the cast time of your next Flash of Light, Holy Light, Divine Light or Holy Radiance Divine Light by 0.75 sec.
  • Infusion of Light: Your Holy Shock critical hits reduce the cast time of your next Flashof Light, Holy Light, Divine Light or Holy Radiance Divine Light by 1.5 sec.
  • Judgements of the Pure: Your Judgement increases your casting and melee haste and mana regeneration from Spirit while in combat. haste.
  • Judgements of the Pure: Your Judgement increases your casting and melee haste and mana regeneration from Spirit while in combat. haste.
  • Judgements of the Pure: Your Judgement increases your casting and melee haste and mana regeneration from Spirit while in combat. haste.
  • Seal of Insight: Unleashing this Seal’s energy will deal [1 + 25% of SPH + 16% of AP] Holy damage to an enemy. enemy and restore 15% of the Paladin’s base mana.
  • Clarity of Purpose: Reduces the casting time of your Holy Light, Divine Light and Holy Radiance Divine Light spells by 0.15 sec.
  • Clarity of Purpose: Reduces the casting time of your Holy Light, Divine Light and Holy Radiance Divine Light spells by 0.3 sec.
  • Clarity of Purpose: Reduces the casting time of your Holy Light, Divine Light and Holy Radiance Divine Light spells by 0.5 sec.
  • Infusion of Light: Increases the critical effect chance of your Holy Shock by 5%. In addition, your Holy Shock critical effects reduce the cast time of your next Flash of Light, Holy Light, Divine Light or Holy Radiance Divine Light by 0.75 sec.
  • Infusion of Light: Increases the critical effect chance of your Holy Shock by 10%. In addition, your Holy Shock critical effects reduce the cast time of your next Flash of Light, Holy Light, Divine Light or Holy Radiance Divine Light by 1.5 sec.
  • Judgements of the Pure: Your Judgement increases your casting and melee haste by 3% for 1 min and your mana regeneration from Spirit while in combat by 10%. min.
  • Judgements of the Pure: Your Judgement increases your casting and melee haste by 6% for 1 min and your mana regeneration from Spirit while in combat by 20%. min.
  • Judgements of the Pure: Your Judgement increases your casting and melee haste by 9% for 1 min and your mana regeneration from Spirit while in combat by 30%. min.
  • Light of Dawn: Consumes all Holy Power to send a wave of healing energy before you, healing up to 6 5 of the most injured targets in your party or raid within a 30 yard frontal cone for 605 to 674 per charge of Holy Power.
  • Paragon of Virtue: Reduces the cooldown of Divine Protection by 30 20 sec, Hand of Sacrifice by 30 sec and Avenging Wrath by 60 sec.
  • Paragon of Virtue: Reduces the cooldown of Divine Protection by 15 10 sec, Hand of Sacrifice by 15 sec and Avenging Wrath by 30 sec.
  • Speed of Light: Grants 1% spell haste. haste and reduces the cooldown of Holy Radiance by 13 sec. In addition, Casting Holy Radiance or Divine Protection increases your movement speed by 20% for 4 sec.
  • Speed of Light: Grants 2% spell haste. haste and reduces the cooldown of Holy Radiance by 26 sec. In addition, Casting Holy Radiance or Divine Protection increases your movement speed by 40% for 4 sec.
  • Speed of Light: Grants 3% spell haste. haste and reduces the cooldown of Holy Radiance by 40 sec. In addition, Casting Holy Radiance or Divine Protection increases your movement speed by 60% for 4 sec.
  • Tower of Radiance: Healing the target of your Beacon of Light with Flash of Light or Divine Light has a 33% chance to generate a charge of Holy Power. In addition, casting Holy Radiance will always generate one charge of Holy Power.
  • Tower of Radiance: Healing the target of your Beacon of Light with Flash of Light or Divine Light has a 66% chance to generate a charge of Holy Power. In addition, casting Holy Radiance will always generate one charge of Holy Power.
  • Tower of Radiance: Healing the target of your Beacon of Light with Flash of Light or Divine Light has a 100% chance to generate a charge of Holy Power. In addition, casting Holy Radiance will always generate one charge of Holy Power.

Whew. Okay, let’s take these one at a time. Bear in mind that Ghostcrawler has also posted some thoughts about various changes. Plus, the first set of patch notes is up.

Divine Plea: Same as always, but now also grants you one charge of Holy Power. Great, excellent. Anything that adds Holy Power is pretty good.

Holy Radiance: 40 yd range | 3 sec cast | Imbues a friendly target with radiant energy, healing that target and all party or raid members within 10 yards for 50 to 61 and another 683 every 1 sec for 3 sec and grants a charge of Holy Power. This is different. We will now have a cast time for Holy Radiance and it will be a targettable spell. You will drop the Holy Radiance effect on top of someone and THEY will heal themselves and all party/raid members within 10 yards, etc, etc. Note that this is a much smaller radius than we’re used to (10 vs. 20 yards) and it’s been confirmed that there is no cooldown. There is still the cast time, however, and I would presume that the mana cost has not decreased. As well, note that it only heals for a total of 3 seconds. So it looks as though you get an initial heal on the target/allies within 10 yards and then 3 ticks (without haste included) of the new Holy Radiance spell. Oh and look, a charge of Holy Power.

Finally, Ghostcrawler has let us know that Holy Radiance will now benefit from Illuminated Healing, our much-maligned mastery. I guess we’ll see how that goes. Certainly it’s a buff to our mastery if another of our spells is going to benefit from it, but I don’t see the overall healing done by Holy Radiance, even in its new form, to be anywhere close to the mitigation from, say, Divine Aegis from a discipline priest’s Prayer of Healing.

Clarity of Purpose and Infusion of Light: Both of these talents remain the same except they affect the cast time of Holy Radiance now, as well as Flash of Light, Holy Light and Divine Light.

Seal of Insight: The key point here is that judging with Seal of Insight up no longer grants you 15% of your base mana! Goodbye, judging on cooldown.

Judgements of the Pure: You’re now going to get more mana regeneration from keeping Judgements of the Pure up. At 3/3 JotP, you’re getting 30% extra regen from Spirit while in combat. This will keep us judging once a minute and makes up for the fact that we will no longer gain mana from judging. Ghostcrawler said we’d want to judge every 30 seconds, though the JotP duration has not (yet) changed. I guess we’ll want to watch for that to potentially drop to a 30s duration. At any rate, we were always getting a set rate of 3513 mana back per judgement (not including the cost of judging) and nothing we ever did could change that. This change tells us that more mana regen is available by stacking spirit. Interesting…

Light of Dawn: As Ghostcrawler said, this is moving to a baseline of 6 targets, up from 5. The associated Glyph of Light of Dawn will be changed to lower the number of targets but increase the output. The glyph changes this to 4 targets with a 25% boost in throughput.

Paragon of Virtue: Just a slight change to 15s and 30s off of Divine Protection’s cooldown as opposed to 10s and 20s.

Speed of Light: Still grants us 1/2/3% of spell haste, but casting Holy Radiance will NO LONGER give us a speed boost. Well, now the Paragon of Virtue change makes sense. Ghostcrawler says it’s a nerf compared to 4.2 (and it is, since we now only have one sprint) but, to be fair, if there’s no cooldown on Holy Radiance, it would hardly make sense to constantly have a 60% speed boost.

Tower of Radiance: I would say that they are attempting to pigeon-hole us into taking Tower of Radiance. I actually like the talent, but I know there are several builds out there that don’t drop 3 points here. Now, though, it’s worth taking even if you never directly heal your beacon, because it ensures (at least one point, anyhow) that you will always gain one charge of Holy Power anytime you cast Holy Radiance.

So. What do you fine folks think of the changes?

First Reactions to the Nerfbat

Well, for better or for worse, we repeated our Heroic Shannox kill (3rd kill) without needing Jagged Tear to drop off our Shannox tank at ALL, ending the encounter with 15 stacks on him.

We downed Heroic Rhyolith for the first time, after 46 total attempts, 40 of which were pre-nerf. (That brings us to 2/7 HM, btw.)

And then we flipped it to normal to take out Alysrazor and Baleroc.

Since we had someone working on the charged focus for Alysrazor, we needed two “full powers” from her, so that’s two full cycles.

We had to call “DPS OFF!” several times.

The Initiates who cast Fieroblast? They apparently now cast Fieroblast after every third Brushfire. In fact, it took us several initiates before we realized they even still CAST Fieroblast.

Tornadoes are very slow, now. You can keep ahead of one and actually run into the next one with just a single feather.

Healers were healing Gushing Wound on the tanks because there was basically nothing else to do. I wonder what four healers for that next week would be like.

Baleroc melted. You can COMPLETELY screw up the healing order for the shards and people will probably still live.

I think we’ll be pulling Heroic Beth’tilac and Heroic Majordomo Thursday/Sunday, so we’ll see what they’re like. Those are new (to us) heroic fights, but it’s clear that the normal modes are just so completely ridiculous now, at least for a group that’s done three full clears and probably a few 6/7 weeks.

Really, it’s kind of sad.

Having said that, the raid group was in fine form on Tuesday night. Lots of laughing, lots of joking… for some reason, at one point, people were openly pondering the gestation period for a Smurf.

So we had a “fun” raid night with good spirits and good moods, for the most part, but it feels weird. The Rhyolith kill doesn’t feel hard-fought. The hardest part on Alysrazor was NOT killing her faster.

Normally, for me, the best part of any night is any progression on a boss.

Tonight, it was that I got the Eye of Purification.

Ah, well. We’ll see what the next few months hold for us, eh?

Oh, and don’t forget to listen to this week’s episode of Blessing of Frost! We post a new one just about every Tuesday, so be sure to keep listening. Next week, we’ll reflect on the Firelands nerfs and talk about some of the community’s reactions and you’ll doubtlessly hear me bleeping myself again. ;)

Cataclysm Holy How-To #2: Spells and Abilities

*** All content copyright © Kurn’s Corner, 2011. Reproduction of this guide in full or in part without express permission from the author (“Kurn”), represents copyright infringement and violation of copyright law. Please, if you like this guide, link to it, do not copy it. ***

(Don’t forget to read my Cataclysm Holy How-To #1: Specs and Glyphs before reading this one!)

Once again, welcome to an updated article in my Holy How-To series! Today, we’ll be focusing on the spells and abilities holy paladins have at level 85 and we’ll talk a bit about how best to use each of these spells and abilities in a PVE setting. Please bear in mind that this was written during the time that 4.2.2 was on live realms and, as such, may become outdated with future patches.

Continue reading “Cataclysm Holy How-To #2: Spells and Abilities”

Too Soon, Blizzard!

I’ll apologize for this up front. This is going to be long. This is going to be angry. This is going to be ranty. This is also heavily my opinion and how this will affect me, personally. Don’t be offended if I don’t mention your raid group or your raid size or if I do and I’m mildly disparaging. I am not happy and that’s going to come out here. So I apologize now. This also puts a delay on my response to my own “Is Warcraft a Game?” post and my post about evaluating healers and my post about Paladin feedback.

My first thought upon reading about the upcoming nerfs to Firelands content was “What the FUCK?!” In fact, you can hear that thought in Episode 33 of Blessing of Frost. Note that this post gets angrier, so either click through or move along.

Continue reading “Too Soon, Blizzard!”

Is World of Warcraft a game?

So I’m back in school and taking an English (!) course called Video Games as/and Literature. We started out by talking about the definition of a game.  The first one we looked at was this:

“A game is a system in which players engage in an artificial conflict, defined by rules, that results in a quantifiable outcome.” – Sulen and Zimmerman

By that definition, is World of Warcraft a game?

I’ll post my thoughts (and the thoughts some of my classmates had) in a separate entry later this week, but wanted to hear what you guys had to say.

Double the Pleasure, Double the Fun

It’s definitely been interesting to raid with both my guild, Apotheosis of Eldre’Thalas, and a guild I was in for the tail end of Wrath, Choice of Skywall. I’ve learned a LOT about both Firelands and about being a holy paladin. I’ve learned a lot about being a raid leader, guild leader and healing lead. I’ve learned a lot about being a cog in the machine and being part of the rank and file.

I spend, well, I guess it’s about 15 hours a week raiding. In truth, it’s probably three hours or so too much, but nine hours isn’t quite “enough” for me, and 6 hours of raiding as “just” a raider isn’t anywhere as taxing as 6 hours of raiding as any kind of a leader. So I’ve spent a lot of time raiding Firelands over the last couple of months and have learned a lot.

What’s been the most valuable thing about this whole deal is that I’m learning from my own mistakes that I make in various raids. In Apotheosis, I’m guilty of spending too much time looking at the rest of the raid — cooldowns used, who’s dead, etc, and my healing suffers. In Choice, I’m guilty of spending a little too much time tunnel-visioning, so while I have great healing, I do occasionally get beaned by some environmental hazard.

I’ve also learned a lot from each raid and brought what I’ve learned to the other raid. For example, Choice did Baleroc before Apotheosis did, so I was able to take their strategy and refine it to suit my group. I was also then able to take stuff from Apotheosis raids and let the Choice leadership play with it as they saw fit. (They totally use our 1-8 naming of Rag elementals, which I like to think are thanks to me. ;D) Apart from the cross-raid knowledge, it’s always an amazing feeling to know that you helped a raid group do something, you know?

I mean, sure, I was dead at the end of both of the Apotheosis Ragnaros kills, but I knew I’d worked hard to get us there. For Choice’s first kill, I was one of three healers standing, there was one tank left and a sudden calm descended upon me. “We’ve got this,” I felt. I just felt it and knew it. I popped my Angry!Man (Guardian of the Ancient Kings) right as he came off of cooldown and proceeded to heal the crap out of the sole, remaining tank. (And as I did so, I couldn’t help but think, “Man, Kal would be proud of me for using him twice in one attempt!”)

The tank died shortly after, due to a meteor, but another couple of seconds of DPS and Rag was defeated.

So Apotheosis defeated Ragnaros again last week and tonight, Monday, Choice defeated Rag for the first time.

Both guilds are poised to play with Heroic Shannox this upcoming reset.

Despite my grumbling about heroic modes and such, I still do them, and heroic modes are where guilds go to raid when they complete regular-mode content, so that’s where both Apotheosis and Choice are headed.

I cannot WAIT to see the differences between the approaches to Shannox on heroic mode, can’t wait to see the mistakes both groups make and can’t wait to see how both guilds eventually down him.

I enjoy being a part of both raid groups very much and while my overall loyalty has to be to Apotheosis (both because I’m the GM and because I love my guild), healing with Choice makes me feel accomplished in a different way and allows me to relax in a way I can’t do with Apotheosis.

And hey, Rag down on normal for both my paladins, Ragnar-O’s for both my paladins… that definitely does feel pretty good. :)

PS: Don’t forget to check out Blessing of Frost, just released Episode 32!
PPS: Majik has a Twitter! Follow him @Majjity!
PPPS: I have two posts coming this week: one rewritten Holy How-To and another one about healer evaluations. Stay tuned. :)

Why I Hate Heroic Modes

I’m going to be honest with you; I hate the heroic mode toggle in raids. It doesn’t mean that I don’t do heroic modes, nor does it mean I think current raid content shouldn’t be more difficult than current normal modes. It simply means that I don’t enjoy doing the same fight with another twist or two plus everything hitting harder and having more health.

Beru linked to Borsk’s post about the end of his guild’s raiding. A sad thing, to be sure. It’s never easy to throw in the towel and it’s often something that has huge emotional repercussions for all those involved, so my sympathies go out to him. His post, however, is wonderful and he discusses a lot of different things. What really hit me is this, though, which resonated with me greatly:

I look back on TBC fondly because it was the last time when finishing the instance meant finishing the instance.

WORD. He went on to say “From Ulduar on through Firelands the heroic modes felt like a nuisance. While Rhyolith felt like a boss that needed put in his place, Heroic Rhyolith felt like “hey asshole, I’ve already killed you once, just give me my loot.”” Total agreement here.

So let’s discuss my disdain for heroic modes of any kind (for yes, it extends to dungeons as well). It dates back to the introduction of heroic dungeons back in the Burning Crusade. “Are you kidding me?” I exclaimed when I learned that I would “have” to do things like Hellfire Ramparts again at level 70. As a healer, the heroic dungeons of the day were pretty rough, at least to begin with. Heroic Black Morass? God help us all with the running around and the being oom and such. Shattered Halls? Deadly without a prot paladin to adequately AOE all the mobs so the poor healer wouldn’t draw healing aggro.

And even when I WAS geared, I couldn’t properly heal Magister’s Terrace. Without Beacon, with Holy Shock being a terrible option to use, most times, no Word of Glory or Light of Dawn or Holy Radiance… I mean, I was sitting there in mostly T5 gear and I couldn’t properly heal through the Kael encounter on NORMAL, much less heroic.

I disliked this model so much that I basically refused to do them. To this day, my paladin is still not exalted with the Sha’tar. I did what was needed of me for attunements and such, but people would laugh at others in guild if they were silly enough to say “Kurn, wanna heal a heroic??”

Wrath came around and regular dungeons were stupidly easy. I remember being on my hunter in Gundrak and trying to trap mobs like the pro that I am and tanks laughing at me.

So heroic dungeons in Wrath were tolerable, especially late in the expansion when everyone could faceroll them. To me, they felt like normals should have, shortly after launch. Their difficulty, even the “hard” ones, like Heroic Halls of Lightening and, later, Heroic Halls of Reflection, weren’t so terribly bad. (Not to say pugging them was always a walk in the park.)

And then they introduced raid hard modes with Ulduar.

I liked it, to an extent. On the one hand, they gave us more challenges and more dynamic fights to extend our playtime in there because it’s cheaper than making a brand new raid. Same trash, same maps, just different boss mechanics depending on various factors.

I was okay with this. I loved how to trigger the hard modes. XT hardmode was an excellent example. If you didn’t have the DPS to kill the heart, you’d never have to worry about switching it on accidentally. Flame Leviathan, while being able to choose a variety of difficulties, was awful because it stemmed from talking to one of two dudes and then bringing down or ignoring various towers. By contrast, how great was it to know that if you accidentally hit the big red button in Mimiron’s room, that your raid was probably about to die hideously?

I also really liked the Iron Council switch — couldn’t be simpler. Kill Steelbreaker last and that’s your hard mode. Similarly, Freya’s hardmode meant not killing her adds in the room. The switch was very simple on some fights and more obscure or complicated on others. And the levels of difficulty were really interesting from a tuning perspective.

Then Trial of the Crusader/Grand Crusader arrived with its four separate lockouts and a simple menu button to toggle it on or off. Simple, yes. Boring? Absolutely. It doesn’t help that the raid itself was mind-numbing. It taught me to appreciate trash, that’s for sure.

Again, I can’t fault them for the change because I am positive people gave a lot of feedback about how someone screwed up the triggering of heroic mode (or not) and such in Ulduar. Shoot, I probably did. When the weekly raids were introduced and people were exposed to the fights for the first time, I was like “Oh nooooooooo,” when I pugged into a Flame Leviathan where someone had talked to the wrong NPC and OH HEY, we’re doing FOUR TOWER Flame Leviathan!

So while it was easy to make the switches, it was also really easy to screw it up.

Then they realized that the four lockouts was just insane, thankfully, so they brought it back to one lockout per raid size (and now, in Cata, it’s just one lockout, period) with the heroic toggle in the menu.

And through it all, I’m still wondering why the hell we’re “forced” to go through each instance twice.

Now this doesn’t mean I don’t do heroic modes. I went 4/5 25m in TOGC. I went 11/12 25m HM with two guilds in ICC. I have my 25m ICC drake and my Glory of the Icecrown Raider 25. I went 7/13 25m HM with Apotheosis in Tier 11.

Why do I do it if I hate them so much?

In part, it’s because it’s THERE. I’m a competitive person and if there’s something to DO, I’m going to want to do it, whether or not I like the idea of it.

In part, it’s because the step up in terms of gear is great and necessary for when you embark on the next tier of content. Face it, if you’re decked out in 372s instead of 359s, you’re going to have a much easier time in Firelands to collect your 378s. And when you’re decked out in 391s, you’ll have an easier time in the next tier compared to the people in 378s. Those 13 item levels may not seem like much, but that’s the difference between heroic blues and Tier 11 gear. It makes a difference on your mana pool, your healing done, damage done, your sustained efforts.

So I do them because I know that my guild will be stronger for the next tier or the next fight or whatever. Logically, I can see that heroics fill a needed step in the gear progression.

I also do it because that’s just how progression works these days and, though I dislike how it works right now, I’m in that system and I want to progress. I want the heroic kills under my belt because they’re in the game. But I promise you, I would be a thousand times happier to kill Ragnaros, as we did last week, and know that we were now ready for the next boss in a new instance. That’s what happened in Vanilla — people cleared Molten Core a few times then moved to Blackwing Lair, then moved to The Temple of Anh’Qiraj, then to Naxxramas. It was a very linear progression.

It was even mostly linear in Burning Crusade.

You started in Karazhan and started to collect gear and some Tier 4. And once you were geared enough, you could join a 25-man team and — wait.

I feel the need to express how RIDICULOUS it was to start raiding content with 10-man groups and then move to 25-man raids. It was excruciating for us to gear everyone up for Gruul and Magtheridon and, as such, I can’t stand Karazhan any more. Which is a shame. I quite liked it, at the time. For a little while, anyway.

So, right, you went to Kara and then, to keep raiding, had to go to 25-man raids, where you would do Gruul’s Lair and Magtheridon’s Lair.

Once done, you’d move into Tempest Keep and Serpentshrine Cavern, consisting of a total of 10 bosses in the two instances. And once Kael and Vashj were dead, they were dead! None of this heroic crap.

Then on to Mount Hyjal and Black Temple and, eventually, Sunwell.

Borsk is right — finishing a raid instance back then meant something. Now it just means that the grind starts all over again, only things hit harder and have more health.

This is not remotely interesting to me.

The reasons for heroic modes are understandable, however. You have all this time and these resources being poured into raiding content and, if the raids are too hard (BWL? AQ40? Naxx?), only a small portion of the game’s population will ever see the raids. This is a huge concern of Blizzard’s and I can understand that. At the same time, they understand that there is a difference between a raid group that raids 30 hours a week and one that raids 9 hours a week and one that raids 4 hours a week. How to make everyone happy and make sure the ones who raid more seriously don’t get bored? Make optional hard modes for those who are organized and skilled enough to do those difficulty levels!

I can understand it.

I still don’t like it.

To me, it’s not remotely engaging gameplay. Triggering them? A flick of a switch instead of a game mechanic. Watching my tanks get absolutely crushed by the bosses who now hit 2701 times harder while having 300% more health? Not looking forward to it. Heroics have, to me, always felt “tacked on”. I imagine that the designers had a discussion like this about Heroic Sindragosa design:

“Okay, so Ice Bombs should just instantly kill anyone they hit on heroic? We’re agreed on that?”

“Yeah, yeah, anyone who can’t dodge those things deserves to die. What’s next?”

“Hm, good question. Probably should do something with Unchained Magic, right? Maybe it spreads to others if you’re in range of them?”

“Tempting, but… I don’t know. It doesn’t feel right. Sindragosa should be brutal. Think more brutal.”

“DUDE. I’ve got it. Are you ready to have your mind blown?”

“Hah, let’s hear it.”

“Unchained Magic BLOWS OTHER PEOPLE UP on heroic mode!!!”

“Oh MAN, that’s the best idea EVER!”

“Wait, wait. She should also PARRY THRASH.”

“YES! ON BOTH DIFFICULTIES!”

“YES!”

Jackasses. That’s not fun. I loved the Heroic Putricide encounter but not because it was heroic — I liked the mechanics of the plague. THAT was fun and engaging. Unchained Magic and parries? Brutal mechanics. I’m not asking for things to be particularly easy or unforgiving. I’m asking for heroic modes to be less about “boss and everything about the encounter hits harder and has more health” and more about things like the Unbound Plague.

It seems to me that it’s just so rare for there to be fun and engaging mechanics in heroic content. It’s usually just brutally harsh stuff.

Maloriak was engaging because of the new phase. Chimaeron was not. It was just more tank damage. Magmaw wasn’t, it was just more fire and more adds. Atramedes wasn’t, it was, hey, more annoying adds and less gongs. Omnotron was Nefarian fiddling with things and in the 30ish pulls we did on it, it didn’t feel engaging. It felt annoying. Nefarian seemed like it would be more engaging, but I can’t attest to that personally.

In Bastion, Halfus was downright easy on normal so heroic actually felt like you’d accomplished something. The dragons were interesting because of the addition of the twilight realm. THAT was a good heroic mode. Conclave was annoying on normal and on heroic, IMHO, so out of the 7 T11 heroic modes I completed (and attempted an 8th), I liked precisely two of the heroic modes: Halfus, because it wasn’t boring any longer, and Valiona & Theralion, because it was a new mechanic that wasn’t *just* more adds.

And my streak continues. I have a bad habit, since heroic modes have been introduced, of not killing the end-bosses on heroic. I went 4/5 in TOGC, 11/12 in ICC, then 7/13. And now I am 7/7 normal 25-man mode in Firelands and we’re looking at heroic Shannox and all I really want to do is say “screw you, I defeated Rag, give me a new instance.”

Heroics are easy for the designers. Just a few variables to change, a couple of new animations and a couple of new spells and that’s it. Are they challenging for us raiders? Sure. Do they accomplish Blizzard’s desire to have lots of people see their raid content? Yup. Do heroics give us an option to toggle the harder difficulties, allowing more people to see the normal modes without the more serious raiders going crazy farming the same crap for a year? Yes.

I still hate them and I do them because that’s what’s expected of me and because, by golly, I CAN do them. I try to view them as new fights and I get psyched to get them down, but it’s not the same as clearing an older instance. The pure elation I felt when we got Lady Vashj down for the first time or when Archimonde died, none of the experiences these days are comparable to that. My reaction, instead of “YAY, WE DID IT!!!” is usually “Oh thank God, it’s over,” and then I slump in my chair in relief.

So a big thank you to Borsk for helping me to pinpoint what I don’t like about heroic modes and why, even all these years later, the Burning Crusade raid content still leaves me all warm and fuzzy.

[I]t was the last time when finishing the instance meant finishing the instance.

Updates!

Last weekend, I was a guest on a podcast called My Epic Heals, which is a WoW healing-centric podcast run by a holy paladin named Eade, of My Pally Heals, and a resto druid named Wolfshayde. The other guest on the podcast was Vidyala from Manalicious. I’d previously gotten the chance to talk to Vidyala over on Blessing of Frost‘s Episode 13, focusing on the differences between 10s and 25s, so it was nice to chat with her again. :) The My Epic Heals episode came out yesterday. Strangely enough, it’s ALSO Episode 13. Cue Twilight Zone music? ;)

Speaking of podcasts… I don’t really listen to a lot of them. At all. Which is a little weird, considering I DO a podcast, but anyway. I stumbled across this snazzy podcast called Convert to Raid and have listened to all 8 episodes of it in the last couple of days. Really quality production on it and some interesting content. :)

And, speaking of raiding, I Frapsed our Rag kill. Here’s the raw video. Yes, my UI is cluttered, yes, it’s got weird noises (every time I gain Holy Power or spend it and every time Holy Shock is ready) and, sadly, you can’t hear me because of the way Fraps interacts with Windows. You can, however, hear Majik say “there goes another one” when I get flung off the side, as Tikari pointed out on our guild forums. ;)