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 3 of 4)
bcraig Jul 5th 2010 2:52PM
I really never understood the need for a guild bank. Then again I'm in a raid guild and I feel if you want to raid you should supply your own repair costs / enchants gems ect. The "friendly helpful ppl" guilds only support morons and slackers.
Killik Jul 5th 2010 4:51PM
Classically, a guild bank was needed because tanks and especially healers had a far harder time farming up raid funds, resist gear etc.
Nothing to do with morons and slackers, each member of the guild bringing their strengths to ensure everyone has the best chance of downing the boss du jour.
Claire Jul 6th 2010 3:34AM
My friendly, helpful guild riding Frostbroods begs to differ.
Gendou Jul 5th 2010 3:00PM
"Chug-A-Lug (Rank 2) The duration of buffs from all guild cauldrons and feasts is increased by 100%."
We have already been told that there will be purchasable "Guild Recipes" for things like heirlooms.
I am guessing that new Guild Feasts and Guild Cauldrons will be among the new Guild-Available Craftables, making this a much more attractive bonus than it first appears.
I am also guessing that the new 'Guild Cauldrons' will be a form of flask generator for multiple role/classes, and that the new 'Guild Feasts' will have a buff that perhaps persists through death like a flask.
flawless Jul 5th 2010 3:15PM
First thing I thought when I saw the perk was that Cauldrons were going to come back in some form. Seriously, who would think "Oh, great a perk for TBC".
Gendou Jul 5th 2010 5:45PM
The way I see it, by making sure that guilds have easy access to flask/cauldron and food/feast buffs, they can fine tune encounters even more closely.
While most progression guilds require those buffs, they're still fairly costly on a per-unit basis, so making them even more accessible and cost-effective for guilds can only be a good thing.
Cor Jul 6th 2010 6:18PM
If we assume cauldrons are making a come back (I safe assumption imo) then this perk makes it easier for guilds to supply flasks to their raiders. Personally I always had my own, but I know drama did happen with some members that continually "forgot" them or wouldn't flask up until the third wipe.
SunGod228 Jul 5th 2010 3:18PM
I'm kinda at a loss for Chug a lug, bartering, and reinforce.
In an a game with so many gold sinks I am surprised they are offering this up.
I mean why have durability at all. The whole point of it is to sink money.
Aftermathmatical Jul 5th 2010 3:46PM
Oh there will be more gold sinks than ever before I bet. :P
Zanathos Jul 5th 2010 5:46PM
Wrath has proven that players will do plenty of time and gold sinks unrelated to raiding. The model they're going with is making raiding a smaller time commitment while adding other time sinks on the side.
Aftermathmatical Jul 5th 2010 3:45PM
Yet again this feels like another qq post like the guild talents one. Half these things you said they were useless or some other retort. Well YOU may not have found uses for some, but others find loads of uses.
At least try to think up and post ideas that others might find interesting besides sitting with tunnel vision and only thinking of how it will be useful to you personally.
Yes they are all subject to change, but unless theres some loophole or unintended use for these then they are all very very useful I think. Every one of them, in one way or another.
It also appears that your falling into the perspective trap. You have oranges all day and your content with that, you love oranges, but then someone lets you have an apple, or at least look at one. Suddenly your complaining how horrible oranges are and why can't you have an apple. I find this happening with what you said about PVP on The Quick and the Dead. (You even called it a ban) Its also in Reinforcing, where you complain it doesn't help PVP guilds that much. You were so adamant about guild talents giving a guild personality, but now your assuming that Blizzard should make Every perk apply to pvp guilds as well. Obviously many won't be for pvp while others won't be for pve.
For your complaint about fish feasts and and cauldrons.. who's to say that they might not make the cauldrons continue thru death? Its possible for feasts too, but I'm not sure about that one. Still not all guilds are a wipefest, once something is on farm or the first few bosses are, it will at least let them save mats some. Also the times when someone goes afk for a while (like the tank) and you have to wait, it'll help you not have to waste another feast. (and now cauldron possibly).
For guild mail, I'm sure there will be an interface on the guild UI that will show which perks your guild has so that they will know. Plus word of mouth. Its silly to think that a whole new feature will come into guilds and people "won't even realize they have it". Thats just silly. Looking at the new notifications with the leveling system it shows they are in the direction of more communication about new features.
For the hearth. This is a godsend to the crafters. How many times do you crafters get people who are in a dal and don't wanna leave and then next someone in org or sw who's hearth is down. No more "Crap I'm in azeroth, can't get to dal sorry". Now it is given that we'll be in old world (new world?) now, but it will still take effect with not worrying about taking boats and zeps constantly.
For the guild bank, this will useful for crafters in the guilds and/or smaller guilds. Having a place to put all your mats into (besides your own bank) once you gather them instead of running out of bagspace. One instance I can say would be useful are for those small groups of friends or families who don't care who uses the bank, and they just share it. "Hey I'm in the badlands leveling my but I need 1 more of . Can you put it in the guild bank?" While I raid in a top progression guild on my server horde side, I play in a 2 person guild with my gf on alliance side, and that would come in handy. (Although I do realize it'll take us a WHILE to level our guild up :P)
As for anything else you said that 'wasn't exciting', well they are perks, not new abilities, just added perks. Some may seem crazy and super awesome, while some are just 'that'll be nice'. Its added bonus's for being in a guild and being social and playing with others. In the long run these 'not exciting' abilities will add up to something 'very exciting'.
One last thing I think you missed, a reason for all the extra cash from Cash Flow? Guild mounts, tabards, heirlooms, recipes, reagents, etc. Yeah, the guild will be able to provide them instead of everyone having to buy them themselves.
I do wonder if your supposed "QQ" is really a way just to entice answers from commenters, (You being a columnist and all) and if so I hope I've served my purpose. I just hope your not really THAT negative.
Aftermathmatical Jul 5th 2010 5:29PM
Where I said "Hey I'm in the badlands leveling my but I need 1 more of ." I had put some words in brackets. How its supposed to go is "Hey I'm in the badlands leveling my (insertprofhere) but I need 1 more of (insertmathere) .
Tinious Jul 5th 2010 3:46PM
"it is not a tax".
Actually, it is a tax. 10% more cash in the economy means inflation -- and that means your own looting becomes less valuable.
Tinious Jul 5th 2010 3:47PM
...now if there were constraints on the guild money, i.e., it could only be used in certain ways, then it becomes a slightly different story.
Aftermathmatical Jul 5th 2010 4:18PM
Then again this is a new expansion, the economy will change once again, with professions changing, new mats, new mounts, new levels. The economy is getting reshaped as it is. So the extra gold will already be calculated into that fact. Remember they have economists who work for blizzard.
flint Jul 5th 2010 3:49PM
Sure, the Cauldron thing is useless in today's game, but there's a good chance that if they included Cauldron's with Chug-A-Lug, then Cauldrons will make a comeback in Cataclysm.
Berry Jul 5th 2010 5:07PM
Actually, I think Chug-a-lug is awesome. Yes, in progression content we throw down a new feast every 10 min or so, but right now we have more than an hour of content on farm. Do you remember the endless months of Naxx? It took time to clear, but we sure weren't wiping much towards the end. If I raid, I want raid buffs. Period. So a 2 hour feast would rock my world.
And you assume that there won't be cauldrons in Cata. Sure? Really?
Joey2250 Jul 5th 2010 3:54PM
I vote The Quick and the Dead (1995 film), directed by Sam Raimi
Arendorous Jul 5th 2010 3:56PM
"Besides wondering exactly which reference this perk is named after,"
I think it is http://en.wikipedia.org/wiki/The_Quick_and_the_Dead_(1995_film) , as it was directed by Sam Raimi, who is the director of the future Warcraft movie.
Moorit Jul 5th 2010 7:20PM
But first, it was a line in the Apostles' Creed.
the third day he rose from the dead;
he ascended into heaven,
and sitteth at the right hand of God the Father Almighty;
from thence he shall come to judge the quick and the dead.
I'm not trying to proselytize or anything, but it's a very old expression - in the English language since the 16th century.