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Thursday, October 27, 2011

WoW: Death Knight T13 - Huh.

So MMO Champion has datamined the death knight's T13 set from the latest PTR update and I have to say I am underwhelmed. It's not a bad looking set, and, if it was released/available when the others were, it would have been more acceptable. However, Blizzard has indicated that the original T13 was not up to snuff when it was rendered so they started from scratch. They went on to say they wanted to make a really great set that fit the death knight theme and I have to give them that this set does that. However, a lot of expectations were raised when the Q&A panel was asked:

Where is the Death Knight tier 13?

Its really awesome and you will see it soon
It's hard not to anticipate from that that the death knight tier 13 would be on par or better than what they did for warriors or hunters. Like I mentioned earlier, this isn't the worst set for death knights, but the first impressions from it was that it was rather bland. So what is really wrong with it?

It's really all about the helm. The rest of the set seems right and I do like how the shoulders look, but the helm is what everyone looks at first. The helm is where the first impression is from and where one would like people to stop and look at the fearsome death knight standing there. As it is, the first thing I saw was a bearded man. After some adjustments in MMO Champion's model viewer, it looked better, but I cannot unsee the beard. The female example looks like a bearded lady.

Now I know what they are going for with the spiked front of the helmet. It's supposed to be a ribcage for the skull theme of the helm. But it also makes the horns look a bit out of place. Granted, it looks fine in the front view, but the forward angle and length seems a bit much.

The biggest problem with the set is that it was released almost a month after the others were available. Even at the Blizzcon art panel, they had an image that shows every class except the death knights. This raised expectations even more. Surely something that takes this long would be an epic set that would blow away the rest. It became almost certain that Blizzard would put something that would "wow" their death knight players. It would immediately be known that death knights will have an awesome set.

Then we have the MMO Champion datamine. Huh.

I have to say, once again, that it is, in no way, a terrible set. It simply did not have the impact that was expected, certainly not in the way when the warrior or hunter sets were introduced. The general reaction was closer to when the paladin set was found. I remember the round of mocking laughter at the "bird boy" set, but, after a while, it did grow on people and I personally find it a set I would like to kit my paladin with. The same is likely going to happen with the death knight set. As understated as it is, it does fit the death knight theme and will likely look a whole lot better in the game than through model viewer pictures.

Even if it doesn't get accepted widely as a good set down the road, death knights do have to be glad that Blizzard didn't try to make a counterpart for the warducks.

Friday, October 21, 2011

WoW: The Pandas are Coming

I have dreaded this moment. It is probably a good thing I didn't attend Blizzcon as I probably would have just left after the expansion announcement. But is it really that bad? Are having pandas ... er ... pandaren really that devastating to the World of Warcraft? Is it really worth ragequitting the game because of this rather dubious addition to WoW lore? 


Actually, after the initial shock wore off and I managed to think about it,  the answer is no. 


Yes, the addition of the pandaren is a bit hard to swallow, and the lore behind their appearance in the game may seem forced, but it is definitely better than the draenei. A mist-ical (get it? wow, tough crowd) land shrouded in magic is definitely more acceptable than goat people crash landing their spaceship on Azeroth. But in the years since their introduction, they've become an accepted, and even a preferred, race for players. 


Panda or not, this is an awesome picture
Pandaren also serve another purpose; the World of Warcraft needs to stand on it's own. WoW has relied heavily on lore from the Warcraft RTS games and the story can stretch so far. As of 2011, Illidan has been killed, Kil'Jaeden locked from Azeroth, Arthas is dead and Deathwing is soon to follow. The list of threats stemming from the RTS lore is running low. 


That's not to say World of Warcraft was only keeping to lore born from the RTS games. The game has introduced a lot of lore it can claim as it's own and has been very successful (mostly) in making all that very immersive. Beloved and hated characters like Highlord Bolvar, Garrosh Hellscream are WoW inventions. The increasing insanity of Sylvannas, while not a WoW-born character, brings further depth and the promise of interesting events to come that will affect Azeroth. 


Pictured: Freshness
The lore additions of World of Warcraft has been weaved into, and expanded, the RTS lore and has been, for all intents and purposes, gradual. Mists of Pandaria takes a huge leap into lore of it's own making. An entirely new continent, new races, new stories not stemming from anything found in Warcraft of the past. The pandaren and Pandaria are a shot of freshness and are there to show there indeed are more stories to tell in Azeroth. It's Blizzard's way of showing that the World of Warcraft is more than just what we have already seen in previous games. 


Yes, they could have done an Emerald Dream expansion, and maybe it would have made more sense. Yes, they could have maybe sent us to bring the fight to the Burning Legion. But with the reveal of Pandaria, now we have to think "what else does Azeroth have to offer?". The last line in the reveal trailer said it quite nicely: "Azeroth's limits have yet to be revealed".  There is now confidence that there can be more after Pandaria. 


So I have accepted the pandaren as a good race for the World of Warcraft. The models look great and the environments shown look like they can be quite immersive. But why am I not convinced that I will play this expansion? 


Maybe I am not sure I will like this story arc. The promise of returning the focus to the horde/alliance war is nice, but I would have preferred fighting for lands already taken and lands to be conquered. Pandaria seems like a detour kind of like how Outland was. Perhaps it's because I don't know too much about it. After so many years, the Eastern Kingdoms and Kalimdor do feel like a second home. I still feel badly for the loss of Southshore and I take my time to look over it during my archaeology runs. After Deathwing falls, it just makes sense to me to kick some Horde ass and take back some of what we've lost. Or, if Horde, press the offensive. 


Do I look like I snuggle?
Maybe there will be all that in Mists of Pandaria and maybe it will be awesome. With the information now though, I just don't know. With luck, maybe I can get into the beta and see for myself if I will purchase this expansion and snuggle with the fuzzy bear men. 

Tuesday, October 18, 2011

WoW: Hollow's End Returns!

Another holloween season and another Hollow's End event in World of Warcraft. Naturally, the Headless Horseman's loot has been updated to ilvl 365 but great news to those who need those last few masks for the achievement: you can get them from the vendor.

There is also a new pet (pic from MMO-Champion) - leave it up to Blizzard to make something cute and creepy at the same time. 



The cat costs 150 tricky treats. Now these are relatively easy to come by, my paladin has around 30-odd of those in the bags now. In an eeeeeeevil Blizzard way, these treats can also be obtained in the handful of candy bags from the inns. So in their eeeeevil Blizzard way, they've found how to get people who have already done the achievement to do it again.

A few other things of note:

  • Masks no longer take the helmet slot. They instead put a buff with no duration on the character to put the mask on. It doesn't persist through death and is still really, really ugly.
  • The new quests are pretty fun to do and the Wickerman dousing WILL get you flagged for PvP. Some horde chased down my paladin after getting the dousing done. no one bothered my Death Knight. Sheesh, not even ganking love.
  • The sword from the loot bag has some use even for non-agility users. The pumpkins are now level 85 and they can do some damage. Having my army of ghouls and pumpkins attack a boss was pretty funny to see.
  • Setting fire to your own faction's Wickerman gives a reputation and xp boost.
  • All those rare items that caused frustration for completionists that could not get their title for years? Those can now be bought by using tricky treats. Not cheap, but now a better means to complete the achievement instead of just pure luck.

SWTOR: Inquisitor/Consular Main Tanks

So the forums were abuzz with chatter from a Q&A session with community manager Stephen Reid where he indicated that the game would have 4 classes as a main tank (Sith Juggernaut, Jedi Guardian, Bounty Hunter Powertech, and Trooper Vanguard) and 2 as off-tanks (Sith Assassin and Jedi Shadow). This, of course made potential Inquisitors/Consulars quite irrate and people hoping that Mr. Reid misspoke or was simply mistaken.

As it turns out he was (see the related quotes below) mistaken and all 6 advanced classes are designed to main tank. This leads to an interesting situation where we have a total of 16 advanced classes (8 per faction) where 6 can tank, 4 can heal, and everyone can dps. Also interesting to note that none of the classes can do all three, so there are no jack-of-all-trades classes.

Now will this make me want to play an assassin rather than a juggernaut. At this time, not really. At least, not until I get get my hands on to test them out.

Quotes start here:



StephenReid General Discussion -> [VIDEO] Interview with Stephen Reid @ NY Comic Con 2011

Quote:

Originally Posted by Calimwulf

Yep, this also contradicts what Zoeller was saying on class philosophy design. I wonder who was wrong, or if something has changed or was misinterpreted.
 I was wrong in this instance, sorry folks! I was

As I said in another thread on the topic, I got myself mixed up - a combination of my limited experience as a tank (generally) and my time spent playing a Sith Assassin specc'ed to be an off-tank.

Again, apologies for the confusion... don't blame Ed for the question, blame my lack of sleep. And lack of tanking.

I guess I should level a tank to 50 in live now to make up for it. 10.17.2011 05:29 PM


StephenReid Jedi Consular -> I *Really* Hope SR Misspoke Here :(

Quote:

Originally Posted by torsjn

In this interview, SR calls the Shadow/Assassin an "offtank".. wth??

http://www.youtube.com/watch?v=L6gtNCQPDmk tank part starts at 2:00.. he clearly says Shadow/Assassin are "offtanks".. Taugrim sums up and says something like "so there's 4 main tanks and 2 offtanks?".. and SR again says, "yes, that's right".. and then he also specifically calls the Shadow/Assassin "evasion tanks"

SERIOUSLY disappointing if this is not just SR misspeaking

As you'll see from Georg's latest posts, I did mis-speak. My tanking experience is limited (in MMOs generally; as I said in the interview, I'm a DPS lad) and I did point that out in the interview.

I think my confusion came from playing a Sith Assassin in our Eternity Vault demo many, many times, who was specced to be an off-tank, not main tank. However, as Georg has now corrected me on, that's not a limitation of the AC, it's a choice on the part of the player.

Sorry if I confused everyone for a minute. This is what happens when you ask questions of the Community Manager that are better suited to the development team. It's not their fault that they can't make it to every show, we want to keep them hard at work on the game. 10.17.2011 05:25 PM


GeorgZoeller Jedi Consular -> I *Really* Hope SR Misspoke Here :(


Quote:

Originally Posted by CriticalMass

Things change, apparently this has too. With MMO developers you can only go on the last thing that was said.

So apparently they've changed their thinking on the matter and now we are off-tanks. Which blows and goes against what they've been saying for a very long time, but whatever.

Nope.


By design, all tank capable ACs can spec to be fully capable main tanks.


There are no 'off tanks' unless you intentionally spend your skill points into different trees. 10.17.2011 04:19 PM

GeorgZoeller Jedi Consular -> I *Really* Hope SR Misspoke Here :(

All tank specs in the game are designed to function as a main tank. There are no 'off tanks' by design in the game, that would involve players intentionally choosing such a role by speccing hybrid.


Friday, October 14, 2011

SWTOR: A Never-End Game Story?

Ok, that was a terrible title, but I like it somehow so I'll stick with it.

The developers of Star Wars: The Old Republic have repeatedly touted that it's MMOs "story driven" gameplay will set it apart from all others. Story has indeed been a huge part in many games. World of Warcraft decided to focus on the story of the game with Wrath of the Lich King and had implemented technologies (e.g. phasing) to make the game more immersive. RIFT's dynamic environment does something similar and they have been releasing stories relating to the game's lore - something I wish they had done before the game was released. There is no doubt that the more attached the player is their character(s), the more they would want to spend time playing.

But then, in RIFT and WoW, the story is little more than a diversion from the daily routine. Once the story has 'ended', i.e. finished all the plot quests, it's back to the grind. I barely do any daily quests anymore and queue up for random dungeons only with great hesitation. Then again, it did take me a few years to get to this point in WoW so that's saying something about how the game keeps me engaged. Sadly, I got to this rut in RIFT after only 4 months.

SWTOR, on the other hand, supposedly brings the story at the forefront and is supposed to take a good chunk of time to do. Now this intrigues me in good and bad ways.

First off, I have played Bioware RPGs and the story elements are mostly top-notch. I have rarely played a Bioware RPG where I did not end up immersed as a result of the story. My favourite was Dragon Age: Origins. The story of the game did feel epic and it made up for a number of shortcomings. In the end, it gave my character great depth and I felt proud for his great achievements in the game world (also, he died). I played through a few more times, but none of the other characters felt as epic.  If SWTOR has a story element as good as this, I would be extremely happy.

But that brings me to the other side of the coin: stories have an ending. In my Dragon Age: Origins example, the game ended leaving me in awe and amazement at how good a game it was. Even all other playthroughs ended at some point. MMOs in general are not designed to end. When a player reaches max level, the game does make a change, and not always for the better. How will the character's story cope with the grindiness of the end game? If the story is about my Sith Warrior's rise in power and becomes a Darth at level 50, what now? Will the story be to go from system to system to kill x number of Jedi Knights on a daily basis? If there is more to it, how much more can there be until more can be added through patches or an expansion?

As excited as I am with getting my hands on SWTOR (subtle hint to get a beta invite), I have to wonder how the story element can hold up in the long run. MMOs are games to be played over a lengthly amount of time and there has to be something to do when logging on. Will the story provide sufficient longevity so players will keep playing this game over others?  Or will the story elements while leveling (which is said to be quite substantial) be enough for players to have such an attachment to their character(s) that they would invest more time in the game even if there is no longer a story to do?

Unfortunately, it is very difficult to answer that question. With the current NDA, there is no more info than what Bioware/EA has released or allowed to be seen. We need to have faith in the force (i.e. Bioware) that they can pull it all off.

Monday, September 26, 2011

Itemization Changes and Re-gearing

I still browse RIFT forums mostly to see what is going on. Not to mention that a lot of good topics from that game and WoW can be applicable to other games in the genre.


One of the bigger topics going on recently are changes to how stats work for warriors. For those unfamiliar to RIFT, warriors are currently stacking Dexterity rather than Strength (supposedly their primary stat) simply because Dexterity scales better. Most warrior abilities work so much better with higher critical strike chance than higher attack power and, while I won't go into specifics, it is certainly understandable when a lot of abilities/talents give extra benefit with critical strikes.

The downside is that warriors are preferring leather items or things with high dexterity over plate or anything with high strength. Trion attempted to stem this behaviour by providing a lot of critical strike chance to plate gear but the leather counterparts were still simply supperior. Trion's latest attempt on the test shard was to half the effectiveness of Dexterity for warriors. It has since been reverted due to, as Trion said, not being the right time to make such changes, but the furor on the forums was hard to ignore.

The same thing was done with clerics and Intelligence/Wisdom and the response and result were the same.

What interested me was not the actual changes, but the reaction. The main complaint I've seen was that people are forced to take time to re-gear. I'm not saying that that is not the case, I'm just saying wondering why it is a problem.

If you are a raider, hardcore or otherwise, you would be doing this anyway. Gearing has never been really static. Everytime a patch introduces changes, raiders will always see how it affects them and make changes appropriately to maximize their effectiveness. This is the same reason raiders will endure the grinds to get best in slot enchants or patterns no matter how long it takes. Recent memory in RIFT brought dual-weilding warriors to the top of the DPS charts and had them scrambling to get two good weapons to the chagrin of rogues. Changing the stat weights won't be any different, and you'll end up doing it no matter how much you complain.

If you are not a raider, it's not like they would be removing the stat's usefulness. There is no need to min/max stats if the extent of your play is solo or the occassional dungeon run. With this kind of pace, re-gearing will come naturally in the process of your daily routine and, like I mentioned, your current gear would be far from useless.

There are no MMOs that promise nothing will change from launch. In fact, the changes are what helps keep the game fresh, even if it does get inconvenient for players. When there is nothing new to learn, or no new goal to reach, games will get stale and players will move on. Change will happen, no matter how loud you complain. Best options are to deal with it or move on.

Monday, September 19, 2011

World of Warcraft: 4.3 - Back to the Story!

MMO Champion has posted some really interesting info on the upcoming 4.3 patch. It's already known that the patch is a big one, but I guess it's only recently that we can grasp the full scope of this update.

This also is very interesting to me because, despite being jaded with WoW and MMOs in general, I am quite excited about this patch. Yes, it's a new tier of gear, more profession recipes, and a set of dungeons to set up the raid's story just like at the end of Wrath of the Lich King. Same old recycled concepts, right?

I guess my main excitement comes from knowing that closure is at hand. One of the reasons I was so hyped up about Cataclysm was that the world was going to change and is on the brink of destruction. With the epic changes in the world would come an epic journey to defeat the Aspect of Death.  Several months later, Deathwing has hardly been seen. For max level players, you only get to see him twice as part of a quest. More if you get breathed on during one of his zone excursions.

Deathwing's absence left a huge gap when it comes to immersion in the game. While the level 80-85 game had several references to him and the Twilight Hammer is rampant, we do not actually get to feel his presence. After being able to survey the changes, the impact becomes increasingly muted as it becomes a normal thing. 

 In order to get a feel of how dangerous Deathwing really is, one would need to go back to do low level quests and not everyone is willing to do it. Heck, I would not have even known about the story of the pure black dragon if my guildie did not link what she got from the quest chain.

It was completely different from Wrath of the Lich King where Arthas was practically everywhere. You see his involvement in many quests and culminating in direct confrontation. It was a story that was paced well and a villain with clear motivations. Even if the methods were not at all that clear, we do see Arthas at work. We also get to see Arthas at his points of weakness and strength, a villain that has a personality. Hate him or love him, he needed to die.

Deathwing, in contrast, is a dormant villain. We do not have any clear idea of what his main goal is. Sure, it could be the complete destruction of Azeroth, but then again, it could not. The damage to Azeroth has been mostly collateral. As far as we can tell, he broke out and headed to Stormwind to ... torch the park? Other than perceived insanity, we have no idea of what his motivations are.

He does not even appear in any of the 4 raids that are currently live. Not even a quick cameo. Sinestra is probably the closest thing to Deathwing's involvement and she can only be accessed by top end guilds. Not exactly how you would imagine a story around a world destroyer.

So I look forward to see how they get Deathwing back to the forefront and our climactic battle to beat him. Lets hope it is as epic a journey as it is hyped out to be.