Officers' Quarters: Rating Cataclysm's guild perks

Cataclysm is finally in beta and the information floodgates have burst! One of the most interesting revelations for officers is the unveiling of guild perks -- or, at least, Blizzard's current pass on them. I'm sure that, like everything else in the beta, these perks are subject to change. We also don't know how long it takes to obtain them, but it seems like Blizzard's intention is that every guild will be able to unlock them eventually.
As you may recall, I was unhappy with Blizzard's decision to give us perks instead of talent trees. I stand behind that opinion, but there's no use in dwelling on it. So let's rate the perks! I've broken them up into five different categories: money, convenience, active abilities, professions and points. This week, I'll be talking about the first two categories. (Note that I am listing only the highest rank of each perk.)
The money perks
Cash Flow (Rank 2) Each time you loot money from an enemy, an extra 10% money is generated and deposited directly into your guild bank.
First of all, wow, that's going to be a lot of money flying into your guild bank, especially for larger guilds. If 100 players loot 100 gold from enemies, that's an extra 1,000 gold for the guild. The best part about this perk is that it is not a tax -- the money is generated by the talent, not taken out of what a player loots. The only problem here will be figuring out what to do with all that extra cash!
I never felt completely comfortable with the random cash donations that guild members would make to our bank. We couldn't have afforded to unlock all those bank slots without them, but it never felt quite right to me. As for the money that's left over after you unlock all the vaults and the money that's donated later, how do you spend that money in a way that's fair to all of your generous contributors? Hopefully, with this perk, you can tell players to keep their money. They will earn gold for the guild just by going about their business.
5 salutes out of 5
Reinforce (Rank 2) Items take 10% less durability loss when you die.
Unlike Cash Flow, this perk benefits members individually rather than the guild as a whole. It's a nice bonus, sure to save everyone some money if they participate in any dangerous forms of PvE. On those brutal wipefest raid nights, this perk will make the financial sting slightly less acute.
Not only that, but because the perk reduces the durability loss rather than lowers the cost of repairs, your members will have to waste less time repairing throughout a night of raiding. Repairing is pretty easy these days, what with so many robots and mammoths at our beck and call, but this perk doesn't really have a downside. My only issues are that it isn't really that exciting and it doesn't help PvP guilds very much.
3 salutes out of 5
Bartering (Rank 2) Reduces the price of items from all vendors by 10%.
Hey, look -- your guild is automatically Honored with everybody! It's not clear whether this discount stacks with player-based rep discounts, goblin racial discounts or what have you. I'll assume it does. Even so, much like Reinforce, it's not very exciting, but it's still a solid perk that benefits pretty much everyone.
4 salutes out of 5
The convenience perks
Mobile Banking Summons your guild bank; 1-hour cooldown.
I'm struggling to remember if I've ever wished I could access the guild bank remotely. I think I have maybe once or twice, when I forgot to bring Fish Feasts to a raid or when someone showed up without tanking flasks and our other tanks didn't have any spares. I can't imagine it's the kind of thing you'll use very often. I guess it means you could skip going to the actual bank most of the time, but it's not exactly an earth-shattering, quality-of-life change. I suppose it would be handy to bank those BOEs that no one wants or the Primordial Saronites that are earmarked instead of toting them around for the entire raid. Meh.
2 salutes out of 5
Guild Mail In-game mail sent between guild members now arrives instantly.
I don't understand why there's a wait for mail between guild members in general, so it's nice that we're able to remove that wait eventually. This perk will be great for when you need a gem cut or some other professional service and your jewelcrafter happens to be on the other side of Azeroth. Since Cataclysm doesn't have a central hub like Shattrath or Dalaran, that situation will be more likely during the next expansion. However, this perk is still fairly obscure. I doubt most guild members will even realize they have it.
3 salutes out of 5
Hasty Hearth Reduces the cooldown on your Hearthstone by 15 minutes.
In Patch 3.1, Blizzard changed the cooldown on Hearthstones from an hour to 30 minutes. (The patch also killed "ghetto hearthing.") Now, we'll be able to reduce the cooldown even further to a brief 15 minutes. Your guild's shamans won't care. For everyone else, it may be a handy convenience. However, with the "remote questing" system, I wonder how often you'll really need to use this.
2 salutes out of 5
Chug-A-Lug (Rank 2) The duration of buffs from all guild cauldrons and feasts is increased by 100%.
What on Earth is a cauldron? If you weren't on the forefront of raiding in The Burning Crusade, you probably wondered that when you saw this perk. Back then, some boss fights were much easier when everyone in the raid could pop a specific resistance potion. Rather than expecting alchemists to carry hundreds of these potions for the raid's use, Blizzard gave them the ability to make cauldrons. A cauldron would give out a BOP, conjured resistance pot to every raid member, much like a warlock's Soulwell for Healthstones. Blizzard never updated them for Wrath, and fortunately they proved unnecessary in this expansion's raid encounters. Does anyone ever use cauldrons anymore?
Feasts are obviously much more useful these days. However, how often do you need to drop a new feast because the duration of the buff is running out? Usually you drop one because you wiped or because a few people died during an encounter. Prolonging the duration on these buffs seems useless to me.
1 salute out of 5
The Quick and the Dead Increases health and mana gained when resurrected by a guild member by 50% and increases movement speed while dead by 100%. Does not function in combat or while in a Battleground or Arena.
Besides wondering exactly which reference this perk is named after, the first thing I thought was, "Wow, this will be extremely useful in PvP!" Then I read the second sentence, which says it doesn't work in any PvP-specific context. D'oh. I can understand that perhaps allowing people to zip back to their corpse might unbalance organized PvP, so it's a justifiable ban, but it would have been fun to see the impact of this ability in a battleground.
For PvE, this perk has two benefits. The first is the rez component. Unfortunately, the perk doesn't work in combat, either, so battle rezzes will still leave you with virtually no mana and an amount of health vulnerable to even the most half-hearted AoE effects. There must be, after all, a consequence for dying during a fight. However, after a boss kill that leaves two-thirds of the raid dead, it will be helpful for rezzers who get rezzed by other rezzers to rez more rezzers before they have to drink (assuming you're all in the same guild).
The best part of this perk is the movement speed component in a PvE context. Runbacks after a wipe are annoying. While you'll still be moving at normal speeds after you walk into the swirly portal, at least you'll get to that portal more quickly.
For people who die while questing or get ganked in the open world, this perk will also let them get back up and running again a little bit quicker.
Will the run speed increase stack with Wisp Spirit? I guess we'll find out eventually, since it's still a night elf racial in the current beta.
Overall, this is an interesting perk that is hamstrung by its limitations -- but perhaps it should be.
3 salutes out of 5
That's all for this week! Next week I'll cover the remaining perks: the profession perks, the active ability perks and the ones that I believe will prove to be the most controversial -- the points perks.
What do you think of the money and convenience perks? Are there other benefits to these perks that didn't occur to me?
/salute
Filed under: Officers' Quarters (Guild Leadership)
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Reader Comments (Page 2 of 4)
Eberron Jul 5th 2010 2:18PM
I only have one problem: I hate guild banks. While I hope this opens up repairs and such for everyone, I've already heard that a couple of the raiding guilds on the server use the funds generated from BoEs or other similiar things to just fund their own pet projects (their girlfriend's shadowmorne psaronites/etc).
It runs the real risk of just turning in to more of it. I've always advocated keeping things privately held and helping each other out on a guildie-to-guildie basis rather then keeping them all in one Ninja-Waiting-To-Happen spot.
mesoforte Jul 5th 2010 2:52PM
You'd have guild banks anyways.
In the old days we had a parade of level 1 alts on officers accounts that serviced as guild banks and addons to manage it.
Now it's all in one interface.
Either way you'd still have ninjas and the like.
Bionic Radd Jul 5th 2010 5:44PM
Join a better guild. I am just saying.
Knob Jul 5th 2010 2:19PM
Again, remote questing is only available for quests that are obtained through an item-drop. It is not a replacement for the standing questing method and it does not mean that you never have to go back to the original questgiver once you're in the field.
fendrel Jul 5th 2010 3:23PM
Thought it was for chain quests, not those started by dropped items.
Arktic Jul 5th 2010 4:01PM
So what you're saying is that if a Quest Item drops that say's "Take this Axe to NPC X in Stormwind", while I'm sitting in Thousand Needles, I can complete the quest without ever taking it to that NPC, but if NPC X asks me to kill 10 Flamethrowers, and after I complete that he asks me to kill 10 Flameeaters, and then to kill Flamation, I have to walk back and forth across the zone between each one?
Avan Jul 5th 2010 4:32PM
I thought it was for quests like the Battle of Hillsbrad. Start in Tarren Mill, go to HIllsbrad, kill some farmers, go back to Tarren Mill, repeat 6 times. Now the new system would have been, start in Tarren Mill, go to Hillsbrad, kill some farmers, kill some more farmers, and then go back to Tarren Mill after you've finished all 6 steps in the chain.
Elovan Jul 5th 2010 4:48PM
I'm 95% positive you are correct Avan. I'm not sure where people got the idea that it would only work with item drop quests, not once did the vid say anything even like that.
ColbyWolf Jul 5th 2010 4:51PM
I understood it was more for...
"Hey! that little girl is being attacked by a.. a something! Save her!" type quests...
as well as "Investigate the Maroon Tower, and see if there's anything funny going on there. Then, use this crystal to contact me. ... oh, A zompire... you're going to need to get stake of wood from an ashtree, and a handful of salt from the dried up lake to the south... get those, then contact me again."
as well as "Okay, go to the top of the tower and kill the lead zompire with your new weapon..." then, as his body hits the ground, the quest giver summons himself there, to help fight the freshly released zompire ghost that wants to eat your brains, AND your soul, then finished up the quest line after. good job.
Artificial Jul 5th 2010 4:52PM
@Arktic: No, not what was said at all. If the quest says to take the item to some NPC, you need to take it to some NPC.
What the system is for is a quest like this: you discover some item that drops, and instead of standing around going "I can't figure out what to do with this, I better bring it to some specific NPC that, despite the fact that I haven't got a clue about it, I know precisely who does." -- you instead do this: "Ah, this widget seems to indicate that these mobs share some connection with the centaur tribe to the north. Perhaps I should head north and investigate this further." So, you take on the quest and head north without going to talk to some NPC because you're not simply a meatheaded, axe-swinging doofus, but in fact are an intelligent adventurer capable of deciding what to do next in the field, without consulting some NPC in some distant town.
Elovan Jul 5th 2010 4:57PM
@Artificial
The only reason I don't believe that's what auto quest is intended for is because things like that already exist. There's a good number of item drops that give you quests where your character figures out where to go next on his own. Can't think of any off the top of my head, but they exist.
Mike Jul 5th 2010 2:23PM
Agreed on the Cash Flow perk. What that seems like to me is that this might make it a little more feasible for smaller guilds to enable the repair-from-guild-funds option.
shaunarcher Jul 5th 2010 2:44PM
Would bartering affect buying items using honor??
omedon666 Jul 5th 2010 2:45PM
I really can't wait for this whole system to go in. Anything that makes guild hopping "hurt", and the threat of being punted from your guild (because someone reported you treating someone like crap to your GL/officer) "hurt", I am all for. The biggest problem with WoW is the biggest problem with the internet: No accountability. Incentivizing guild pride, and accountability to your guild tag is the RIGHT way to "make stupid hurt". Where other games do it by making soloing hard or impossible, incentivizing accountability is the better way to do it.
Sure, it won't eliminate ALL the D-bags, but this will take a bite out of them. Between this and the "shrinking of raids", the game has the potential to get more intimate, engaging and friendly again, and for those that "skip humanity for the sake of the game" to feel slowly pushed to the edge of the herd, or out of the game, where they belong.
For every purposeful, mature lone wolf out there, there are a gzillion people "soloing WoW because I don't want to deal with people, people suck", and those people not getting these perks is a way to show them that they aren't "working as intended" in an MMO.
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Merus Jul 5th 2010 2:50PM
I think the guild bank access is a game-changer: it makes it far more communal, which enables behaviour we haven't yet seen. For instance, guilds could ask their chefs, inscribers, leatherworkers and alchemists to put raid mats in the guild bank instead of hanging onto them; the creators can still access their goods if they need them, and raiders can get access to drums and scrolls without needing to ensure that their creators are around, and it gets around the problem of the guild chefs turning up, none of whom have farmed Fish Feasts that week. Similarly, I can imagine guilds putting free enchants and gems on just-won gear during a raid.
Claire Jul 6th 2010 3:33AM
Yeah, mid-raid enchants would be huge for us. Each of us generally keeps some mats in our personal banks, and I for one have a Squire, but sometimes you need a few more Greater Cosmics. Mobile Guild Bank to the rescue!
Bubs Jul 6th 2010 12:08PM
This is an excellent idea. If a guild does scheduled breaks, we could summon the guild bank for those who just won loot to gem and enchant their stuff during the break. That would also make the rest of the content a little easier since people are wearing their new gear.
Jason B. Jul 5th 2010 2:50PM
Let's not forget the guild rewards earned from various guild achievements! All that extra gold from Cash Flow can be used on unique tabards, mounts and heirloom goodies =D
Baba Jul 5th 2010 2:51PM
I figured that by removing trees for guild talents, the PvP guilds would be screwed over. Amiright?
Blizz will always cater for PvE > PvP because that's the main end-game thing, but where's the love... :'(
Artificial Jul 5th 2010 5:01PM
I would criticize the poor reasoning used in your post, except that there's no reasoning in it at all, just statements without explanation for why anyone would think that.