Blood Sport: Drain Mana's removal and its impact on arena
I was originally going to write this week's Blood Sport on the myriad of PvP changes on the PTR. However, I found myself writing a large amount about one subject, so much that it deserves its own post. Warlocks are losing Drain Mana in Patch 4.0.6. I'll get to the other changes some time soon (Blizzard is still not finished releasing changes at the moment). To summarize what is about to be a very long post, I don't agree with this philosophy.
No sir, not one bit.
GhostcrawlerWe are probably going to remove Drain Mana from warlocks. It is incredibly situational in PvE but causes problems in PvP. This might mean we need to evaluate Mana Burn as well.
I'd like to know what kind of problems Ghostcrawler is referring to. I don't know anyone who thinks Drain Mana is an incredibly powerful ability right now. Does it shorten games? Sure. That's the intended effect -- or so I thought, anyway.
More win conditions usually means more fun
Removing Drain Mana from warlocks brings us one step closer to dropping another dynamic completely out of PvP. If anything, Blizzard should be giving mana-draining abilities to more classes. If arena had 10 different ways to win, it would be far more enjoyable and skill-oriented than only having a single win condition.
The more ways there are to win a game, the more interesting the game is. What if you could only checkmate an opposing king with a queen? What if there were only one entrance to the bases of Warsong Gulch? I suspect these games would become far more shallow.
The Burning Crusade PvP was interesting because there were lots of different ways to win. In Seasons 1-4, a team could win via many strategies ...
- crowd control an opponent until an enemy dies
- apply steady pressure to each enemy on the opposing side until one eventually dies
- tunnel-vision the weakest member of the opposing team
- employ high bursts of damage in switches
- OOM an opponent by using Drain Mana, Viper Sting, Mana Burn, etc.
The primary culprit that made Wrath of the Lich King PvP much more linear and far more boring than The Burning Crusade PvP was that there was only one way to win the vast majority of games: burst the other team down before they killed you. You often couldn't win using any other strategy. In Wrath of the Lich King, burst was king.
By taking Drain Mana out of the game, Blizzard is one step closer to removing an entire dynamic from arena, one that has been not only historically important to the game, but one that diversifies battles. Removing Drain Mana makes arena more linear and arguably much more shallow and boring.
Think about if we couldn't resurrect players in arena -- it would take an entire dynamic out of the game (and some pretty epic stories with it). Mana draining is just another way to win the game, and it's a very unique way to win -- moreover, it's an easy knob to tweak (instead of just removing it entirely).

Do mana-draining abilities punish healers who get low on mana early? Sure. I thought Cataclysm PvP was supposed to be about healers not having infinite mana and being punished for going OOM. Instead of removing Drain Mana entirely, Blizzard can always just adjust the numbers. Mana-draining abilities could be made 50% worse or something so they're not as powerful. Taking Mana Drain away from warlocks is just poor foresight.
On that note, Drain Mana is just not that powerful. I play a warlock as my main, so perhaps I'm a bit biased. However, we've only won a handful of 3v3 games because of Drain Mana. Removing the spell will make warlock-healer teams nearly unplayable in 2v2. The only way an affliction warlock can win at the moment in 2v2 is to drain mana.
Warlocks aren't even good in 2v2 at the moment (and 2v2 is arguably the PvP sector where Drain Mana really shines), so I don't understand why Drain Mana is "causing problems." If the problem is 2v2 to begin with, the answer is to drain mana faster so games don't take as long, not completely remove a way to oom a healer. It seems very backwards.
Blizzard has corrected poor warlock design before it has hit live realms in the past. Some of you might remember the great Life Tap nerf of Wrath of the Lich King beta. Life Tap cost something like four times as much health as it currently does and only refunded half the mana. This was a very, very poor decision on Blizzard's part -- energy resource mechanics shouldn't be a burden to the player, and warlocks arguably already had the worst energy resource mechanic in the game.
Moreover, if I recall correctly, rated battlegrounds were supposed to be the focus of Cataclysm PvP balance. If you're casting Drain Mana in battlegrounds, you're probably doing it very, very wrong.
Draining enemy DPS
If draining opposing DPS is a problem, that's a problem with the opposing DPS's mana regeneration, not Drain Mana. I've been advocating for a long time for huge mana buffs for DPS mana users like shadow priests, mages, boomkins, etc. They should rarely (if ever) run out of mana. OOMing opposing healers is necessary to win many arena matches; not being able to DPS is absolutely stupid.
That's why the Life Tap change back in Wrath beta was so poorly thought out -- warlocks were being penalized by a resource mechanic. I've heard tons of times that "warlocks are the only mana class in the game with infinite mana." That's not even true technically, let alone what happens practically. Warlocks drain their healers' mana quicker by life tapping (and sacrificing DPS by using a global cooldown). That's the opposite of what you want to be doing in arena.
Energy resources are a giant deal in arena, way more than most people realize. An important reason warriors, rogues, and warlocks did so well in The Burning Crusade is because they had infinite resource mechanics. They never ran out of mana -- they never stopped working. Restoration druids were really good for largely the same reason; they were hard to force OOM with their heals all being incredibly efficient (in addition to other reasons).
If I had my way, mages, shadow priests, boomkins, and other DPS spellcasters would never run out of mana. Mana-using DPS classes are balanced with the idea that they will never run out of mana in mind -- why don't we just make that an actuality? That way, it would be absolutely pointless to Drain Mana any of them, and it would be better spent where it is supposed to be spent: on healers.
The difference between Drain Mana and Viper Sting
Viper Sting was removed from hunters because certain classes had a difficult time dealing with it (priests). Viper Sting also took little to no damage or time sacrifice from the hunter. Drain Mana can now be dispelled by all four healing classes and puts the warlock at risk of having his shadow school locked out, as well as a damage, time, and position commitment. (The warlock has to stay in one place while channeling.)
While I would like to see some form of mana-draining capability given to hunters in the future, Viper Sting is not the best option unless it were changed to be removable by all healers and more sacrifice were given up by the hunter for it.
Listening Music: Passion Pit with "Sleepyhead." This song reminds me of a Pogo song that uses nothing but sounds from Alice in Wonderland. Both are pretty awesome.
Want to ascend the arena ladders faster than a fireman playing Donkey Kong? We'll steer you to victory with the best arena addons and let you in on some rank 1 gladiator PvP secrets. If you're looking for the inside line on battlegrounds and world PvP, read The Art of War(craft). Filed under: Analysis / Opinion, PvP, Blood Sport (Arena PvP)
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Reader Comments (Page 3 of 5)
C.Christian.Moore Jan 12th 2011 5:11AM
Sam,
http://en.wikipedia.org/wiki/Sockpuppet_%28Internet%29
"A sockpuppet is an online identity used for purposes of deception within an online community. In its earliest usage, a sockpuppet was a false identity through which a member of an Internet community speaks with or about himself or herself, pretending to be a different person,[1] like a ventriloquist manipulating a hand puppet."
You used your name earlier to post a comment that started with "The entire article sounds like QQ to me, that is just the most obvious part. I was honestly shocked to read what basically amounts to a forum style QQ post here."
You then posted this comment which starts with "lol I got through the first like three paragraphs of this article and thought 'This guy plays a warlock.'"
Usually when people want to make the same point twice to appear as though their point is commonplace, they do it with different names with varying degrees of success.
I also find it peculiar that your tone has completely changed since these two posts and that you honestly couldn't find what a sock puppet was by a google search.
C. Christian Moore
Contributing Editor
wow.joystiq.com
Sayis Jan 11th 2011 9:56PM
I have to disagree with most of this article. As one of the DPS (I play an Ele Shaman) whose mana would get drained, it was incredibly frustrating to watch a Warlock use a single move to take me completely and utterly out of a match. Sure, increased mana pools for casters could theoretically solve the problem, but I feel there's a few holes in your theory.
The first is that there would be almost no consequence for using more mana-intensive spells inside the Arena or, especially, whilst raiding. For me personally, Chain Lightning would be used a lot more, despite the fact that it's essentially quadruple the cost of Lightning Bolt. I'm sure other classes have similar moves as well. For raiding, at least, running out of mana can happen to casters if we're not careful, and it adds some welcome consequences.
Secondly, what's to stop the Warlock from draining a healer? Their mana pools wouldn't be huge, because of Blizzard's stated efforts to make sure we don't devolve into Wrath-style healing, where mana pools in raids were only a concern in the longest and most taxing fights.
So now, this means the ability's in an awkward place. In our hypothetical world, it's only good one for one thing (oom-ing healers), so now it's got to be tuned... how? Blizzard would have to figure out how long they wanted a healer to have before they went oom. I doubt mana pools will see a buff, nor will mechanics for getting mana back, given the current emphasis on mana management.
Giving a Drain Mana style ability to several different classes might help the problem, but the issue of tuning still remains. When does it get too overpowered, to the point that you want a Drain Mana class like you wanted a class with the Mortal Strike debuff in Wrath? Which classes get the move? Should they do less DPS because they can Drain Mana? In the end, it *is* difficult to balance the move and I won't be sad to see it go.
C.Christian.Moore Jan 12th 2011 2:34AM
Sayis,
Mana drains can easily be tuned a few ways.
1) Resilience can affect them. (That's an easy knob to turn, too).
2) The spell coefficients themselves can change. (I.E. how much mana drained baseline).
3) The spells themselves can change slightly (instead of Drain Mana channeling for 5 seconds, it channels for 6 with the exact same numbers involved, making each tick worse).
The first solution was actually employed by Blizzard to great effect in the later seasons of Wrath of the LIch King. Those are just three off the top of my head. I'm sure there are even better solutions out there.
C. Christian Moore
Contributing Editor
wow.joystiq.com
Xaklo Jan 11th 2011 9:59PM
Shatter damage is now reduced by armor, but has been increased by 33.3% (REPEATING, OF COURSE) as a result.
^win
Xaklo Jan 11th 2011 10:00PM
D: commented in the wrong article fail
oowxam Jan 11th 2011 10:00PM
Actually, I go spriest-affliction for 2s, but I remember using it in wrath against those healers who were always there, always causing trouble.
Simplifying situational things, I guess I understand what they're trying to do, but I still don't like it : /. Without detect invis, I no longer can see the ghosts hanging around the Undercity, random mobs, and have fodder for a mage to spellsteal ('cept for unending breath).
Although it's situational, and useless to most, I still enjoyed it : | ....
C.Christian.Moore Jan 12th 2011 2:29AM
Oowxam,
I agree. I love all the bells and whistles that come with a class. Detect Invisibility was a fun spell. At least Eye of Kilrogg is still in the game. :)
C. Christian Moore
Contributing Editor
wow.joystiq.com
Xaklo Jan 11th 2011 10:16PM
I don't understand why they're doing anything to it at all. From what I take of this article, the place where mana-drains become problematic are in 2v2 arenas. Did Blizzard not say that they were going to pretty much stop trying to balance out 2v2? Then why mess with mana drains?
C.Christian.Moore Jan 12th 2011 2:28AM
Xaklo,
That's what I'm wondering too. 2v2 is definitely the place where Drain Mana is strongest and I don't know of many people who would say it's causing problems there.
As you've mentioned, Blizzard's intention is to balance the game around Rated Battlegrounds in Cataclysm -- Drain Mana is not powerful in Rated Battlegrounds.
I don't get it either.
C. Christian Moore
Contributing Editor
wow.joystiq.com
Jebediah54 Jan 11th 2011 11:59PM
While I agree that mana shouldn't be as much of a problem for dps as it is right now (I play a mage, so mana pretty much equals life, and even in PvE mana is an issue for fire, a spec that isn't built around mana dependency - but I digress), it should still be a concern in the back of their minds that if the fight goes on for too long and they did something wrong or the other team is really good, then they have to remember to maintain mana through their various spells (e.g. evocation, mana gem, etc.).
And on that note, arcane mages are built around going oom for big damage vs maintaining mana for okay damage. If they made it so mana is absolutely not a concern for them, then it would break that spec.
Also, I think that if Blizz suddenly decided that dps never had to worry about mana, healers would feel extremely singled (or four'd, whatever) out because they would then be the only 5 specs in the game that have to worry about mana.
Anywho, I agree that Drain Mana being removed is a little bit drastic, the least they could do is try a nerf and if it's still not where Blizz wants it, then they can remove it and say that they at least tried.
PS, Mages rool, Locks drool. FACT
Pat Maloney Jan 12th 2011 2:23AM
As a healer it was hard for me to discern if my mana was disappearing through mana burns or just by burning through it myself. I will say however that it seems odd that they would remove an ability rather than spread it around. It seemed like that was going to be the new means of balancing with heroism and concentration aura being given to new classes instead of just being eliminated (though now hero is gone in arenas too).
Also, a suggestion for the next soundtrack.
http://www.youtube.com/watch?v=S3TtPf-MXQA
Frostitute Jan 12th 2011 6:19AM
You mentioned that drain mana is only really used in 2v2 and only really shines in 2v2.
2v2 is a mistake, and Blizzard has actively stepped back from supporting it in any way except allowing it to continue to exist. It skews a lot of balance issues severely. It's very unlikely they considered 2v2 implications while making this change, as a note.
As for poor class design foresight, drain mana is an ability they've always had, long before WoW was ever thought to be used for competitive PVP. It ran it's course, and if it's causing problems that are solved by simply removing this very situational ability? So be it. Plenty of classes have had abilities simply disappear off the radar, or be merged into completely separate ones. Cataclysm is about reform, and having less abilities that mean more, not more abilities that are very situational, and mean less.
Matrillik Jan 12th 2011 4:13AM
"I play a warlock as my main, so perhaps I'm a bit biased."
Yes, yes you are. You claim that mana draining is just another way of winning a match. You overlook the fact that all classes seem to have an advantage of winning certain kinds of fights which you listed. For instance, a sort of high burst damage and switching targets strategy would seem to work well with an elemental shaman or a feral druid. While a team that whittles down every players health until one dies would value a spriest and a team that values ccing would like a mage.
The problem arise when you look at the current warlock. When you look at all the strategies you listed for a team to win you can clearly see how a warlock would excel at every single one of these with fear, mana drain, fear, dots, and fear. Clearly the best choice was removing one of these options (at least).
And if you think warlocks are just "squishy targets" you should try playing a priest or a mage. Or just stop complaining.
C.Christian.Moore Jan 12th 2011 4:36AM
Matrillik,
Warlocks definitely do not have all five of the components I listed. Depending on spec, the normal strategy of a team with a warlock varies greatly. Destruction is about high burst damage on (largely) a single target. Affliction is about spreading DoTs around and occasionally casting Drain Mana.
I never said warlocks were "squishy targets."
C. Christian Moore
Contributing Editor
wow.joystiq.com
Matrillik Jan 12th 2011 11:33AM
Valid points. I guess. Although I'm still sour towards warlocks in pvp. Maybe when I play on a team with one this season I'll find out that they have some weaknesses.
The squishy targets note was more directed towards other readers who complain about warlocks being first targets when that is definitely priests. Probably should have mentioned that.
Rips Jan 12th 2011 4:10AM
First off I'd like to point out that I almost always enjoy articles by Mr C. Christian Moore, however unfortunately that was not the case with this one. While I agree that taking mana burning out of the game completely would be a tragedy, in it's current form it causes some problems that you haven't addressed here. You seem to have interpreted "causes problems in PvP" as "causes problems in arena" when Blizzard has just introduced rated battlegrounds as an equal partner to arena. The fact that you can buy the same items as arena players from only doing rated battlegrounds speaks exactly to this. This is where the problem lies, as in a rated battleground, regardless of how many healers you have, having two of a class that can drain mana means that you can make an entire opposition healing team go completely out of mana in under 2 minutes, with little to nothing that they can do about it, leading to the easy destruction of their team. This can be employed on both sides obviously but leads to more of the "bring this class" mentality that Blizzard is trying to stamp out! If a team doesn't have one or more of these mana draining classes, we're going to see them beaten more and more often as people pick up on the fact that it is easy to drain entire healing teams! So I believe your article missed the point of the blue post completely. As I said however, removal is extreme, and removing a unique part of the game would indeed be a tragedy, so maybe a swing of the nerfbat is more appropriate.
C.Christian.Moore Jan 12th 2011 4:40AM
Rips,
Drain Mana is rarely (if ever) used in Rated Battlegrounds as an adequate strategy. I've never encountered or heard of a team that relies on draining enemy healers mana. I've made the point several times now that Drain Mana shines most in 2v2 as opposed to other forms of PvP.
Also, the "bring the player, not the class" mentality you're referring to is used exclusively for PvE. Blizzard has actually gone on several long rants about how this philosophy will not be applied to PvP as certain classes just naturally work better with others and to completely retune that system would mean a giant overhaul of virtually every class.
As for missing the point of the blue post entirely, I honestly don't see how I can miss the entire point of a blue post that states "[Drain Mana] is incredibly situational in PvE but causes problems in PvP." I don't think there's any way that you can take that other than they believe that it causes problems in PvP.
You might have missed this sentence in the article:
"Moreover, if I recall correctly, rated battlegrounds were supposed to be the focus of Cataclysm PvP balance. If you're casting Drain Mana in battlegrounds, you're probably doing it very, very wrong."
C. Christian Moore
Contributing Editor
wow.joystiq.com
Saeadame Jan 12th 2011 4:28AM
I think your main argument is that Drain Mana is useful because it runs healers out of mana faster. I would argue, especially with the changes they're making to Mana Tide Totem (which was previously in the category of Most Annoying Mana Regen Shit Ever), healers really don't need much help running out of mana at this point. The trick is the damage people fast enough to force healers to have to use their fast-expensive heals (which they often want to anyway, simply for the shorter cast time). Healers already run OOM really fast, and they have very few methods of getting it back quickly. It used to be, on my resto druid, say, that even if I was being chain mana drained I would regain enough mana after a second to cast a stack of Lifebloom, which was powerful enough to save me in a tight spot. My self regen was more powerful.
Now, that is not the case. Lifebloom can't save me at all, and at 1% mana it's barely worth casting. I may be able to get enough mana back fairly quickly to cast one stack of it, but if I'm at 1% mana I'm very dead, ability to cast Lifebloom non-withstanding. Drain Mana kind of feels like a cheat, in that case, because before I still had some options if I got drained, where as now I don't. Maybe it hasn't made much of a difference in your PvP matches, but I think the ability makes too much of a difference when you have it versus when you don't. You can run the healer out of mana quite a bit faster if you set your mind to it. If you get them low enough, they can't afford to dispell it because if they do they won't have enough mana to do anything else anyway.
Working for that win-condition (running the healer out of mana) - by making the healer cast their expensive heals - seems a bit better to me, and fits more with what -I- thought was Blizzard's goal for Cataclysm arena, which was longer matches.
Hirumared Jan 12th 2011 4:31AM
Great article. I just hope they don't remove my mana burn. I mean I can never get off a single mana burn (well any spell that's not instant cast) in 2's since I'm the kill target 99% of the time with my warrior partner, it's still nice to have that option when you are able to take down one of the dps'ers and that lone holy pally won't die (even though pallys don't need mana to survive 2 people attacking them at the same time).
Sam Jan 12th 2011 5:40AM
Frankly I find this to be becoming awkward Mr. Moore. This seems like an odd place to have this conversation. I feel as though I'm having a petty argument with you at your place of work over an offhand comment I made.
Had your reply to me simply ended with the reply you made to my above post, I probably wouldn't have said anything at all further, but you accused me of something called "sock puppeting" and an accusation of malicious behavior, where there was none, compels me to reply.
Lets take this in order in hopes of ending it here:
1) The post we are currently discussing under, was posted BEFORE the reply above it, check the time stamps. This post was actually made, I'm ashamed to say, before I even finished reading your article. I was amused enough by my own thought of "This guy plays a warlock" and then stumbling down to find a paragraph beginning with "I play a warlock" that I stopped there and posted my original reply. I then continued to read and moved from the article into the comments where I saw the other post to which I replied.
2) "define: sock puppeting", the traditional method used in google to search for a definition, returns 0 results. Feel to try it. And since I intended to respond to you regardless, and because it is very early in the morning and I haven't even had my shower yet, I didn't go further than that in my investigation.
3) As you share a comments system with Engadget you can click my name and see that I have posted very rarely but always under the same name and email address since July 09. Not a long time to be sure, and not much of a history of interest, but that is because generally these things turn into... well this. Bloggers are notorious for these kinds of discussions and general nonsense if you bother to reply to them. If I disagree I normally just don't say anything at all. A habit I should have continued to follow it would seem.
4) The difference in my tone is one of a casual comment attributed to you being overly impassioned, to now one of a more serious nature because you hurled an accusation at me rather than a simple reply. I don't appreciate it and I think you have handled this entire article and now its comments very poorly. My original replies were nothing more than offhand remarks made out of a minor sense of disappointment at the original article, which has been criticized several times by people assuredly not made from my socks, for the same thing I criticized it for.
Think of my shift in tone this way: Originally I was giving some shit to a guy I generally like who I felt had done something dumb because he got all worked up. At this point I am defending myself from a dramatic overreaction from this same person, who I am no longer sure I like, because he has accused me of malicious behavior in public because he didn't like what I originally had to say.