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Filed under: Cataclysm

Know Your Lore: Warriors of Azeroth and beyond, Part 2

The World of Warcraft is an expansive universe. You're playing the game, you're fighting the bosses, you know the how -- but do you know the why? Each week, Matthew Rossi and Anne Stickney make sure you Know Your Lore by covering the history of the story behind World of Warcraft.

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?
  1. 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.
  2. 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.
  3. Those are my criteria. I just think lists with less than three points on them look weird.
Let's get started on the list.

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Filed under: Analysis / Opinion, The Burning Crusade, Lore, Know your Lore, (Warrior) The Care and Feeding of Warriors, Wrath of the Lich King, Cataclysm, Mists of Pandaria, Warlords of Draenor

WoW Moviewatch: Back to Cata

With the long wait for new game content, maybe it's time to go back in time with Back to Cata by Slightly Impressive. After all, there's Cataclysm raids to be raided and achievements to be gotten -- not to mention that whole revamped leveling experience to enjoy. And maybe the occasional fiery death, but only occasional. (Probably.)

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!
Interested in the wide world of machinima? We have new movies every weekday here on WoW Moviewatch! Have suggestions for machinima we ought to feature? Toss us an email at moviewatch@wowinsider.com.

Filed under: WoW Moviewatch, Cataclysm

Expansions, redesign, and the balance of WoW

Between Cataclysm and Mists of Pandaria, the warlock class saw a near-total redesign that, at this distant remove, we'd have to admit was a runaway success. Class redesigns are always a risky proposition - the dilemma is always between those who find the class reinvigorated and those that liked the class as it was, who now find it unfamiliar and undesirable to play.

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.

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Filed under: Analysis / Opinion, Blizzard, The Burning Crusade, Wrath of the Lich King, Cataclysm, Mists of Pandaria, Warlords of Draenor

Know Your Lore: Warriors of Azeroth and beyond Part 1

The World of Warcraft is an expansive universe. You're playing the game, you're fighting the bosses, you know the how -- but do you know the why? Each week, Matthew Rossi and Anne Stickney make sure you Know Your Lore by covering the history of the story behind World of Warcraft.

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.

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Filed under: Analysis / Opinion, The Burning Crusade, Lore, Know your Lore, (Warrior) The Care and Feeding of Warriors, Wrath of the Lich King, Cataclysm, Mists of Pandaria, Warlords of Draenor

Should there be another kind of five player dungeon?

The first dungeon I ran in World of Warcraft was the Deadmines. Not the Deadmines we have today, of course, although the layout is largely unchanged, but the original, Edwin VanCleef helmed Defias operation. From there, it's been a lot of years and a lot of dungeon crawls (not just in WoW, either - I've been crawling around in dungeons ever since the Caves of Chaos were build adjacent to a Keep on some Borderlands) and so I've come to have some opinions on dungeon design and variety that I think are worth nattering on about.

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.

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Filed under: Analysis / Opinion, Cataclysm, Mists of Pandaria, Warlords of Draenor

Dragon Soul LFR changes possible in 6.0

Transmog addicts may have some good news for patch 6.0. When LFR was introduced with Dragon Soul, the last raid in Cataclysm, players flocked to the content and gathered armor and items that had their own unique color schemes. After Mists of Pandaria was introduced, players leveled to 90 -- and the ability to run Dragon Soul on LFR difficulty disappeared. While players can still farm the raid on Normal and Heroic difficulties, the unique color sets released specifically for LFR were no longer available to those max level characters.

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.

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Filed under: Raiding, Cataclysm, Transmogrification, Warlords of Draenor

The passive faction cannot stand

Since I complained (some have said whined) about the Horde yesterday, turnabout's fair play and I should focus my complaining on the Alliance for a bit. Because if we're fair, the Alliance needs some changes in its story, too. And I think it's fair to say that what the Alliance needs isn't necessarily a victory - especially in terms of Horde/Alliance conflict, it doesn't actually drive the story forward necessarily to have one side win, and the end of Siege of Orgrimmar could in fact be seen as the Alliance winning. No, it's not really victory that's lacking.

The problem the Alliance has is as simple as the statement at BlizzCon that the Alliance is the 'Captain America' faction, the faction that has a more standard heroism about it. The problem with that is, in many ways heroism is depicted as being reactionary. You respond to a threat, you react to a crisis, whether it be Deathwing or Garrosh. Villains act, and heroes react - it's one of the reasons that actors often state that the bad guy is more fun to play. For better or for worse, the Alliance presence in Pandaria was a reaction to the crash-landing of Anduin's ship after it was chased by a Horde fleet, and everything that followed was reactionary. The Alliance stayed in Pandaria purely because the Horde was there, they weren't there to explore or even conquer. The entire struggle over the Divine Bell was a struggle to keep the Horde from getting it because they knew the Horde would use it (as they did) and so far, despite her having every reason to feel that the Horde cannot be trusted Jaina Proudmoore is being painted as villainous for maintaining this position.

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Filed under: Analysis / Opinion, Lore, Cataclysm, Mists of Pandaria, Warlords of Draenor

Know Your Lore: Tauren at the end of Mists

The World of Warcraft is an expansive universe. You're playing the game, you're fighting the bosses, you know the how -- but do you know the why? Each week, Matthew Rossi and Anne Stickney make sure you Know Your Lore by covering the history of the story behind World of Warcraft.

There are an awful lot of loose threads around the tauren right now. The Grimtotem are scattered, making temporary pacts with the Alliance in Stonetalon, besieging the night elves in Feralas, and their greatest leader was last seen claiming an artifact of elemental power. In the wake of Cairne's death, Baine Bloodhoof chose to allow Garrosh to rule uncontested - but that position clearly changed over time, and Baine led tauren troops to the support of Vol'jin's rebellion against the Warchief, rather than simply challenging him as his father did. Ironically, this choice shows a certain political maturity - recognizing that trial by personal combat might not be the best means to effect regime change in the Horde - while it also shows a bit of a break with the old ways of both the Horde, and the tauren people.

Baine's father Cairne chose to live, and die, by the older ways of ritual and honor. Betrayed by Magatha, he died from poison on Garrosh Hellscream's axe and with him seems to have died the last vestiges of the tauren ways of the past. Baine led an expulsion of those Grimtotem that would not swear allegiance to him over Magatha that culminated in a battle against their last leaders in Mulgore, and at the end of that battle, Baine ruled the shu'halo as undisputed chieftain of all. But in doing so, he also led his people into their last break with the past, and following the defeat of Garrosh and the ascension of Vol'jin to the seat of power as Warchief, one must ask - what role do the tauren fill in the Horde to come, and where will Baine's current choices lead them in the future?

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Filed under: Analysis / Opinion, Lore, Know your Lore, Cataclysm, Mists of Pandaria

Siege of Orgrimmar and the waiting game

I've played World of Warcraft for the entire history of the game, since about a month after launch (my wife actually played in beta, and she's the one who got me into WoW in the first place) and I've raided for pretty much the entire time - I took a few months off after The Burning Crusade dropped, and had to catch up in BC raids. Since that time, though, I've raided - I was in my server's most progressed guild in Wrath, switched servers but ended up in the same situation in Cataclysm, and have settled down to a still well progressed but less aggressive heroic raid in Mists of Pandaria, cruising at 10/14H and working on Thok. We have one pally, so Thok's a bit of a gigantic cinderblock wall, but we're still plugging away.

Being that I've been raiding so long, I sometimes see patterns. There's one I saw in BC, and repeated in Wrath and Cataclysm - the end of expansion lull. Once we get into the last tier of content, there's a surge of interest and everyone leaps to get in there and work on it... and that lasts a couple of months. After that, however, interest starts to wane. Players get burned out, stop playing, need to be replaced. Each player who needs to be replaced causes tension as the guild slows down due to the losses. Recruitment means bringing in people with less gear, less experience, and even if you manage to get a player with both the gear and the experience, it doesn't always mean they know how you do things. I was once recruited, after my Horde guild had killed all of Heroic Dragon Soul, by an Alliance guild that was on Spine. I took the jump because I wanted to play Alliance again - and even though I was geared as well or better than they were, I still had to relearn the fights based on their strats, and make suggestions based on my own experience that meant delays as they learned these new ideas.

This can lead to a feedback loop - players burn out, leave, this stresses the guild, more players get burned out. It's always present in raiding - churn is inevitable, recruitment must be continuous - but the promise of future content to come creates a counter pressure. You don't just raid to see the current content, you do it to be ready to get into the guts of the new stuff when it drops. But when you get into the last tier of raiding, there is no new content to keep you interested. And so, when that last raid tier takes months and months - sometimes, as in the case of ICC in Wrath, over a year - it becomes very difficult to keep guilds focused on progressing through it. Talking on twitter about all this after reading multiple posts on the issue, I started thinking about how it works out.

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Filed under: Analysis / Opinion, Blizzard, Raiding, The Burning Crusade, Wrath of the Lich King, Cataclysm, Mists of Pandaria, Warlords of Draenor

The surprising importance of visual improvement

Before the introduction of transmogrification, I had no idea why anyone wanted it.

Back then, I was a pretty involved raider (still am, but probably a step or so less) and almost all of my effort in-game was dedicated towards improving my gear's stats. I didn't give much thought to how it looked. Occasionally I'd make fun of myself for looks like the one above, when I simply couldn't get a hat or shoulders to drop in the first tier of Cataclysm raiding and had to settle for ones from Zul'Gurub or Zul'Aman. I wore them, because they were the best I could get, and every week I cursed the bosses in Blackwing Descent and Bastion of Twilight for not dropping better. But I always thought it was the stats that were important, not the fact that I looked like some demented tauren clown pretending to be a murloc to scare tauren children.

It took me a long time to understand how important a feature that allows you to customize your character's look can be to get you invested in that character. My groaning bank and void storage, filled to bursting with transmog items, can certainly attest that I quickly learned that lesson. But it shouldn't have been so surprising to me, considering I played in vanilla -- and back in vanilla, it was the fact that the tier raiding sets were such stark visual improvements that was half the motivation in pursuing them.

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Filed under: Analysis / Opinion, Blizzard, Cataclysm, Transmogrification, Mists of Pandaria, Warlords of Draenor

How much should an expansion cost?

We've talked about this briefly in a recent Breakfast Topic, but that's not the same as actually standing up and taking a position on an issue, and I (specifically, I, Matthew Rossi, not all of WoW Insider) do have a position on this one - namely, that this expansion will likely contain as much if not more gameplay, art assets, and overall design work as any game coming out, and that frankly the last couple of expansions have been under what they should have cost.

I didn't come to this decision in a vacuum, either - I come to it as someone who does not want to pay the price as established. I'm extremely penurious. almost outright parsimonious when it comes to money. I don't like spending it. So when I heard how much the expansion was going to cost (the day the pre-orders became available) I immediately balked at it. It's only ten bucks more to buy Titanfall, I said to myself, and that's a completely new game. And then I read this post by Kim Acuff (who often comments here at WoW Insider as Ember Dione) a developer on Skylanders, and I started to rethink my position on the relative cost of the expansion, how much it should cost, and the validity of the whole "as expensive as a new game" discussion.

Because here's the fact - each WoW expansion has effectively been a new game.

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Filed under: Analysis / Opinion, Blizzard, News items, The Burning Crusade, Wrath of the Lich King, Cataclysm, Mists of Pandaria, Diablo 3, Warlords of Draenor

The struggle between gear disparity and good play

Okay, truth time - I can solo any five player heroic dungeon in Mists of Pandaria, as long as it doesn't have mechanics that prevent me. If I'm even concerned that I'll take too much damage and die, I'll pop on my tank set and go prot, but many times it isn't even a concern. Blow all my DPS cooldowns, blow my defensive cooldowns when I'm at about half health, boss falls over. Done it in Mogu'shan Palace and Scarlet Monastery. And I'm hardly the exception here - the fact is, the Mists of Pandaria dungeons were introduced at the beginning of the expansion and tuned so that players in ilevel 450 gear could complete them.

I'm at around ilevel 576.

Even players who are just in flex or LFR gear out gear these instances immensely. If a DPS player in full SoO LFR gear goes into Mogu'shan Palace and decides to pull more mobs than the tank was ready or waiting for, he or she can probably DPS them all down before dying themselves, especially if they get a few heals. Meanwhile, even the tanks can often put out enough damage (while taking so very little and having various means to heal it up) that they can basically solo the whole place if they want to, leaving absolutely everyone in the group feeling very little need to actually play as a group. As many, many people point out to me on twitter, it's just assumed that everyone is going to pull like crazy, so even undergeared players in a specific role often assume it's going to happen and react. Maybe your tank doesn't want to pull like a fiend, but they saw your gear and thought they had to in order to keep control of the dungeon. The lines of group communication have broken down into a silence that masks intent - runs are zoned into and pulled with grim efficiency.

Into this veil of silence enters you, the player. So what can be done about it?

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Filed under: Analysis / Opinion, Wrath of the Lich King, Cataclysm, Mists of Pandaria

Gear requirements for leveling dungeons to be removed

It's one of the weird artifacts of content being moved from current to a legacy role - players queue for dungeons in the dungeon finder as they're leveling up, only to find that the dungeons have a gear requirement that they don't meet. With the speed that heirlooms and guild bonuses can bring, it's easy to find yourself level 83 and unable to enter any Cataclysm five mans because you don't meet the gear requirements (something because of those heirlooms) and it can be very annoying. But now, there's good news - Ion "Watcher" Hazzikostas recently responded to the idea that those gear requirements could be removed with the stat squish with an affirmative.


This would be a very positive change in my opinion - it was easier for me to just level via quests than it was to try and queue for Cata dungeons when leveling up my tauren. Not that I miss all the dungeons we had back then, but it would have been nice to see a few places.

Filed under: Analysis / Opinion, Cataclysm, Mists of Pandaria, Warlords of Draenor

Know Your Lore, Tinfoil Hat Edition: What Storms May Come

The World of Warcraft is an expansive universe. You're playing the game, you're fighting the bosses, you know the how -- but do you know the why? Each week, Matthew Rossi and Anne Stickney make sure you Know Your Lore by covering the history of the story behind World of Warcraft.

This one isn't your usual Tinfoil Hat edition - it is going to be one of the weirder ones. Why, you may ask? Well, it's because of Heroes of the Storm, the upcoming Blizzard DOTA style game. And specifically, how that game interacts with Warlords of Draenor. You see, I'm starting to believe that our travel to Draenor is only the beginning of a much longer, much stranger trip that will have us dealing with the consequences of actions we undertook long before - a travel through a crisis point of unimaginable, unfathomable extent.

The defeat of Deathwing in our world, the breaking of the future we saw in the End Time instance may have had further reaching consequences than we could have guessed. Our choices were simple - allow ourselves to die at the Destroyer's talons, or fight - but we still saw Nozdormu, the Aspect of Time, charged with maintaining time make choices that seem almost unfathomable. He chose to send us back to ultimately steal the Dragon Soul, to help us use it against Deathwing.

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Filed under: Analysis / Opinion, Blizzard, The Burning Crusade, Know your Lore, Wrath of the Lich King, Cataclysm, Mists of Pandaria, Warlords of Draenor

Know Your Lore Tinfoil Hat Edition: How is flesh a curse?

The World of Warcraft is an expansive universe. You're playing the game, you're fighting the bosses, you know the how -- but do you know the why? Each week, Matthew Rossi and Anne Stickney make sure you Know Your Lore by covering the history of the story behind World of Warcraft.

Please don your tinfoil hat - all that follows is speculation based on in-game evidence. It is not canonical lore endorsed by Blizzard.

One of the big reveals of Wrath of the Lich King is the Curse of Flesh. Upon our arrival in Ulduar's Halls of Stone, we escort Brann Bronzebeard to the Tribunal of Ages, a repository of Titan knowledge. After a fierce battle with the Tribunal's defense systems, Brann manages to access the Tribunal's information and learns the history of Azeroth, including how the Titans created Azeroth and how the Old Gods came to infest it, and how the Titan's creations of stone and iron were infected by the Curse of Flesh, making them more easily assimilated by the Old Gods. After defeating and imprisoning the Old Gods, the Titans re-engineered their creations to ensure they were no longer susceptible to the Curse... leaving the ones they'd already created to suffer it, and slowly change into the dwarves, gnomes, humans, troggs and their offshoots. Thus was Azeroth peopled in many cases.

It sounds plausible enough. But there are some problems with it - namely, not all of the Titans information sources agree with it. For instance, the first Titan trove accessed by the mortal races of Azeroth was in Uldaman, in the Badlands. This Titan complex, lying in the heart of the Eastern Kingdoms, is potentially the source of the dwarves and gnomes who live nearby in the mountains of Khaz Modan.

The Lore Keeper of Norgannon we meet at the end of Uldaman tells us that the Titans deviated from their normal plan when creating seed races.

A cross-section of Azeroth's crust was used as the foundation for the Earthen's synthesis rather than the typical biomass construction foundation used by the Creators.

Research on the world's composition led the Creators to theorize that an enhanced being could be synthesized that would epitomize the resiliency of this world's essence. This was accomplished by choosing to use a blend of Azeroth's various stone core compounds as the foundation.

What does this mean? Rather than the typical biomass construction foundation used by the Creators implies that the use of stone and other materials in the Titan constructs of Azeroth is not standard. This is not what the Titans usually do. Why did they do it on Azeroth, then? They appear to have done it quite extensively as well - the Earthen, the Mechagnomes, the Vrykul, the Mogu, the Tol'vir - a whole host of inorganic entities, using 'a cross-section of Azeroth's crust' to construct them. And why is the resilience of Azeroth's essence so remarkable?

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Filed under: Analysis / Opinion, The Burning Crusade, Lore, Know your Lore, Wrath of the Lich King, Cataclysm, Mists of Pandaria, Warlords of Draenor

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