Filed under: Mists of Pandaria
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.
However, if you want to get your hands on these heirlooms, you better act quickly. Once Warlords is here, the heirlooms will be removed from Garrosh's loot table.
@Meerkatx The Garrosh heirlooms are specifically a reward for doing Flex+ while relevant. They won't be available once Draenor unlocks.- Watcher (@WatcherDev) April 26, 2014
Currently, there are no intentions at all to add the heirloom weapons to Garrosh's loot table in LFR -- as Watcher mentioned, they were meant as a reward for those doing Flex and above difficulty. And once Warlords is out and Draenor is unlocked, the rewards will be going away, so that players can't simply farm Hellscream for more heirloom items when they outgear the former Warchief. If you've been meaning to get your hands on these heirlooms, be aware that there is a finite limit as to how long they'll be available -- and get them while you still can.
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.
If you were one of the many making enormous profit off of the Potion of Luck and Plundered Treasures ... your luck has just run out. Boom.
The gnomes are one of two people of modern Azeroth who can lay claim to being the most intelligent, most adept with technology, most innovative of the mortal races. Unlike their goblin rivals, however, the gnomes are not materialists in the sense of always seeking a means to profit - their mindset is far more exploratory. A goblin looks at a situation and bends her mind to determine how best to exploit it, while a gnome seeks to learn how it works. And in a way, the gnome is far more dangerous, because they're never satisfied.
Consider this - the gnomes invented a weapon so destructive it rendered their own city unlivable for years. Even today, Gnomeregan isn't fully recovered. This radiation bomb (the work of Sicco Thermaplugg, the ambitious madman who once ruled Gnomeregan in its fallen state after Gelbin Mekkatorque led those gnomes he could out of the city) is proof positive of just how terrifying gnomish ingenuity can really be. Unlike the mana bomb Garrosh Hellscream used on Theramore, the radiation bomb doesn't destroy building - it kills without ruining structures. Furthermore, the mana bomb was a discovery, created by blood elves serving Kael'thas Sunstrider who had the chance to study naaru technology in Tempest Keep, but the radiation bomb was entirely a gnomish invention. From their origins as a titan created construct race, the gnomes have persevered through to the modern day as a clever, resourceful, inventive people. But Sicco Thermaplugg also shows that gnomes can be treacherous, deceitful, arrogant and even contemptuous of others.
Now, following the Siege of Orgrimmar, is there any limit to what the gnomes can achieve?
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.
- Difficult to get starting gear - For most people, it's hard to get started as a tank. Gearing is an issue, because some tanks (DKs, warriors and paladins) need specific tanking gear, while even the leather tanks still generally use different stats to some degree, different enchants, different weapons for tanking than DPS or (especially) healing. This is a problem the gearing changes in Warlords should really help with.
- Where can you learn it? - Tanking requires a different skill set from DPS or healing. While proving grounds exist, they don't really teach the most important part of being a tank - reacting to other players. It can be hard as a new tank to walk into a dungeon having never done it before. That leads into the third difficulty of picking up tanking.
- Dungeons don't provide any sort of experience right now - With the wildly disparate gear levels on people running random dungeons, you can have a tank in 450 gear trying to hold aggro off of players in 580 gear. While it can be nice to be the tank in 580 gear, even you might have trouble when groups don't cooperate, run ahead of you, pull mobs half way across the zone, and generally simply refuse to act like any kind of groups at all. This is something I'm hoping the gear squish and ten levels will do away with - we'll all basically be on the same page when Warlords dungeons are being run.
I was reading through twitter (like you do) when I came across an interesting conversation involving Jeremy "Muffinus" Feasel - he asked the question how long is too long for an expansion intro? Well, he asked it better than that.
Cataclysm and Mists of Pandaria continued this to some extent - if you were a level 80 character, you didn't get much more introduction than 'bad stuff is happening, you can go here or here' but the two zone options, Hyjal and Vashj'ir, were very detailed and had extended sections of on-rails questing. Cataclysm also had two complete starting zones for worgen and goblins that served as introductions to the meat of the expansion. Mists had the pandaren starting zone, but it also had the Jade Forest which had an outright introductory feel that was a lot stronger than any zone introduction had ever been, combining elements of the DK starting zone and the Vashj'ir start.
To those who are asking: Release date of WoW: War Crimes is May 6, 2014 or it will be on sale at StarFest in Denver 10-12 Sat. May 3!- Christie Golden (@ChristieGolden) April 17, 2014
This time around, there was no waiting in between stages. I could simply barrel through the chain as quickly as possible, a fresh level 90 against whatever Wrathion chose to throw at me. And let's face it -- the chain has changed in parts along the way. It still takes some time to complete, so you're not going to have your cloak tomorrow if you start today. But the rewards are well worth the effort, and it's quite a bit easier than it used to be. So if you have a recently boosted level 90 and you're interested in getting a legendary of your own, here's how to get that cloak with minimal stress.
In addition to new stats, there are the abilities each tank will see affected by readiness to consider. There are also Draenor Perks for each tank spec, granted randomly as we level from 90 to 100. There are changes in what abilities exist, in what specs get them. Vengeance is gone, replaced with Resolve, buffing our self heals and absorbs. In short, while the basic idea remains the same - generate resources via attacks to spend on damage reduction in one fashion or another - how we go about it, how it interacts with us has so many changes that it's worth discussing in length. There's so much change coming in that I don't pretend I'll catch all of it, which is why we have comments, after all.
So what do I expect to see out of tanking coming 6.0? It should be noted, this discussion is based on the Warlords alpha patch notes and such datamining as I've looked over, and I freely admit I only tank on one class, so while these are general observations I may be missing key class specific factors.
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.
- Players frustrated with the five instances per hour limit on World of Warcraft accounts should be pleased to note that that number has now been increased to 10.
- Shaman, an issue that caused the visual effect for Healing Rain to persist indefinitely has been fixed.
- All world bosses in Mists of Pandaria are no longer tap-to-faction -- players from both factions can engage the boss at the same time and receive loot.