Soak in it, my friends, the gloriously messy, chaotic, crazy lore of World of Warcraft.
Filed under: Cataclysm
Soak in it, my friends, the gloriously messy, chaotic, crazy lore of World of Warcraft.
I wasn't kidding about PvP'ers having every reason to hate the proc weapons from Dragon Soul. Taking a fury warrior with twin Gurths into PvP was basically a giant middle finger to everyone who was primarily a PvP'er and didn't raid. And I admit that I flipped that particular middle finger as hard and often as I could, because why wouldn't I? If I were a primarily PvP oriented player, I'd be mad too.
Still, I love proc items. And Celestalon is talking about proc items.
@withkittens1 Potentially. We try to mix it up. Some tiers we go a little more crazy with trinkets, sometimes weapons, etc.- Celestalon (@Celestalon) May 30, 2014
I know that a great many players, perhaps the majority of the game's players, do not care about this. I accept this as fact. I don't expect you to put lore and narrative ahead of gameplay. I know Blizzard designs the game with gameplay firmly ahead of the lore. But it's still a huge issue for me, and there are other players like me - not only does it affect how they're playing now, but it controls whether or not they'll play it in the future.
But during BC the Badges of Justice were devised, and for the first time players had a way to get around the luck of the draw. Over the course of the expansion, new gear was placed on vendors, gear that could be purchased for Badges, and this meant that players kept running as much content that dropped those badges as possible. It's fair to say that the badge system kept Karazhan going as a desired raiding location - people would bring their geared mains, even, just to get the extra badges. When the Isle of Quel'Danas vendor opened, all of my friends and guildmates (who were raiding TK and SSC and moving up into Hyjal and the Black Temple) picked up gear from the IoQD vendor, because it was easily as good if not slightly better as the drops we already had. It filled weak spots (those pants or boots or belt that never dropped) or provided us with weapons absolutely as good as drops we hadn't even seen yet.
The badge system got ever more complex in Wrath, with each new raid tier also seeing the debut of a new type of badge and new gear that badge could be spent on. As a result, the two tiered point system (justice and valor points, honor and conquest points for PvP) was introduced in Cataclysm (technically, during the tail end of Wrath) to simplify everything. It worked, to a point. Now, in Mists of Pandaria, we've seen justice and valor points be superseded by the bonus roll mechanic, one that will be revamped in Warlords of Draenor. One could argue that the bonus roll system puts the emphasis back on whether or not an item drops as opposed to simply collecting points to buy an item - it removes the certainty of reaching enough points to make a purchase, as well.
The Darkspear Trolls are, as of the end of Mists of Pandaria, the most powerful tribe of trolls in all of Azeroth. Their leader, Vol'jin, sits atop the Horde as its new Warchief, the first non-orc ever to hold that title. In their time with the Horde, the Darkspears have weathered many challenges - the initial travails of their escape from the Sea Witch and the death of Sen'jin to the rise of Garrosh Hellscream and the reclamation of the Echo Isles, and most recently the ultimately successful Darkspear Rebellion that deposed Garrosh.
Once, the Darkspear were the smallest and least respected of all the jungle trolls - cast out of Stranglethorn Vale by the more numerous and aggressive Gurubashi, they came to inhabit the islands of the South Seas, where Thrall and his orcs encountered them. It's amazing to think about how these bedraggled, oppressed trolls managed to become so powerful a force. In part, it must be credited to Vol'jin. Following Garrosh Hellscream's attempt to assassinate the Darkspear chieftain, it was Vol'jin who ultimately united and led the Horde against the warchief.
So I started asking myself if it would be possible to release an expansion with little to no raiding content at all. Would players accept it? It's a cliche (and an overused one among the community) that Blizzard didn't do this or that 'because it would cost us a raid tier' but let's really consider -- what if we could have the expansion next month, but it wouldn't have any raids? Would that be an expansion people would be willing to play?
One of the reasons I consider this a more controversial question that it would have been at the end of Wrath is because now, raiding is far, far more accessible than it was even then. With the advent of LFR and the recent development of flexible raiding, it's never been easier to raid than it is. While Warlords of Draenor is changing the raid game, those changes will only make mythic raiding in any way more restrictive -- the rest of raiding will remain very accessible.
For many, these were the glory days of raiding and World of Warcraft alike, well, if you believe the forums at least. Watcher talks about the developers' aims to make raiding more accessible, and to improve the gameplay of groups by reducing them in size -- one healer in a group of fifteen healers can't have as big an impact as one healer in a group of five or two. He also discusses the introduction of varying difficulties in raiding, and looks back over all the patches of some of the game's greatest raids.
Hit the break for the full post.
We've recently found out that the garrison will be heavily integrated into the leveling experience, requiring it to have a stable location (Frostfire Ridge for Horde, Shadowmoon Valley for Alliance) and that there will be specific racial-themed buildings for the professions section of your garrison. There's even going to be group content for garrisons. Mumper has even assured us that the garrison will not be required to level. Meanwhile, Muffinus has asked players who, out of the entire World of Warcraft, would they want as a follower - I'm personally pulling for Rexxar and Marhsall Windsor. Yes, I know.
What this all means is in flux, of course, as Mumper himself acknowledges - design is iterative, and changes happen. We're still waiting for more details, but what I wanted to talk about now is how the garrison is shaping up to become one of those rare things, a feature that can completely transform your playing experience in fundamental ways, yet not directly.
Some of these were completely unforeseen, others in retrospect were pretty obvious, but at the time not so much, and others you have to wonder how they managed to make it live in the first place. We're going to talk about them now.
Vanilla WoW: The PvP ladder
Before the ladder, there was mainly world PvP. Spots like the Crossroads in the Barrens (close to a convenient neutral port so Alliance could get there easily) and Tarren Mill/Southshore were hotly contended for almost no good reason at all besides simple factional hatred and a desire from players to kill players. All of that changed with the introduction of battleground and honor rewards, the best of which required a player to achieve a certain rank to attain. What happened next was simple - some players hit upon a means to achieve that high PvP rank, namely, play in shifts.
The ladder was abused from the moment of its introduction. People formed groups who hit the BGs together, sure, but that wasn't the abuse part. The abuse came in the form of people sharing their account information and playing a specific character in shifts, literally keeping said character in the BGs for days at a time. If you were trying to play your character fairly, you simply couldn't compete with the five people who were playing that one warlock nonstop until it had all the high ranking PvP gear, and then shifting to the next player's warrior or paladin. I knew people who tried to stay awake for two solid days doing nothing but hitting up Alterac Valley and Warsong Gulch. It was painful to watch. The ladder ended up being removed before the end of vanilla, and it was the best change they could have made.
Second verse, same as the first - we're talking warriors of lore and story in the Warcraft universe. What does it take to get on either of these lists?
- Don't obviously be a member of another class. I skirted the edge of this one for last week's list, but not this week - these are the warriors. No Bolvars, no Turalyons, no Rexxars or the like. If you cast spells or skulk in the shadows or are a death knight, you're not on this list. Sorry, Highlord Alexandros Mograine, but you were a paladin, and you don't count. Maiev Shadowsong definitely uses stealth, she's out.
- You have to be somehow more iconic than the badasses on last week's list. That means, in my opinion, you're more important in terms of lore than Muradin Bronzebeard, Baine Bloodhoof, and Broxigar the Red. That's not an easy bar to jump over.
- Those are my criteria. I just think lists with less than three points on them look weird.
If this isn't going back quite far enough for you, you can also go Back to Vanilla, Back to BC, Back to Wrath, and Back to Wrath 2. Happy adventuring, time travelers!
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The reason I bring this up is because lately, while playing Reaper of Souls, I keep thinking about that warlock redesign and the fact that in RoS Blizzard managed to take a game people generally felt was an unsuccessful sequel and change it in a variety of ways, and in the process so utterly remake people's opinions of it that we get reviews like this in Forbes. This has me thinking about whether or not World of Warcraft is going to see this kind of radical redesign in Warlords of Draenor or not. On the face of it, we're aware of a lot of changes coming - the removal of reforging, stats like hit and expertise, the deflation of stats on gear, health and healing changes - but there's still a lot we don't know about how thorough the redesign of the game is going to be.
Now, to be fair, RoS didn't make any significant mechanical changes - certainly nothing as dramatic as the warlock redesign was. And the warlock redesign came at a time when talents were completely overhauled as well. Clearly, there are various kinds of redesign in any expansion, but how does Warlords of Draenor compare? While we don't have a complete answer, we can compare it to previous expansions.
Okay, this week, I'm going to do something massively nerdy and more than a little ridiculous. I'm going to rank the best warriors from across the World of Warcraft, according to my own subjective criteria for what 'best' means. It's not just who would win in a fight (that's in there, but it's not all of it) and unfortunately, some races are going to get shafted here just because they don't have as much representation. I'm trying to keep the list somewhat representative, but there are some races that just dominate it - orcs and humans get big representation, while other races like draenei just don't have an established lore warrior as of the time of this writing. I'm sure there are draenei warriors (I play one, even) but we tend to see paladins from the boys in blue. It's a sad lack.
Some of these are kind of iffy because Blizzard does weird things sometimes - some of these characters have abilities you'll never see a warrior use in game - but none of them will be specifically mentioned members of another class. No demon hunters, paladins or rogues on this list. Sorry, Garona fans.
In general, some of the dungeon complexes released with the launch of World of Warcraft took labyrinthine to new extremes. As much as I love it, Blackrock Depths is a positive pain to navigate for a new party - it was terrible before the dungeon finder existed, it's not any better now. Modern dungeons tend to have moved as far away from the 'sprawling mega complex' design as possible. Current dungeons tend to be what I call 'bite sized' in comparison - smaller, self contained wings or experiences that contain between three and four bosses, to be consumed in a 20 to 30 minute chunk of time with four strangers via LFD. It's understandable and even unavoidable that this had happened, but I think there's some wisdom in considering how to have a happy medium between these extremes.
Dungeons like Dire Maul, for instance, saw minimal change in Cataclysm because it was already perfect for the new system. Three wings, mostly self contained (one could previously get from north to west via a tunnel into the library, which was removed) with a reasonable assortment of bosses, tied together by theme yet distinct in terms of what you faced in each. Maraudon, on the other hand, is still a sprawling, difficult to navigate dungeon made worse by the addition of incredibly arbitrary starting locations that the dungeon finder only exacerbates.
This was in part due to the nature of LFR. The only way to raid LFR level content is to queue for it through the raid finder interface -- you can't simply change the dropdown difficulty on a per-character basis, as you can with Normal and Heroic difficulties. Once you've passed the level threshold for Cataclysm content, the option to raid Dragon Soul LFR simply disappears from the raid finder interface. Ordinarily this wouldn't be a problem -- but transmogrification addicts everywhere have been looking for a solution to obtaining those older, uniquely colored items, and Lead Game Designer Ion "Watcher" Hazzikostas just tweeted that a solution may be on the way in patch 6.0.