Nov 14th 2009 2:17PM Arenas were, IMHO, better handled in City of Heroes, although rarely played due to a lack of incentivization.
They made it clear from the launch of their Arenas that the game was designed for groups of 4-8 players. In PvP areas, anyone who underperformed outside of groups was told, "Get a group." Any nerfs were targeted at people who grossly overperformed outside of groups.
However, because their arenas were designed as "every man for himself", instead of playing your character, your character became an invisible, floating avatar who could speed around a map issuing commands to pets. Basically, imagine Warcraft 1-3 but floating around the battlefield as a "first person" general commanding units.
IMHO, arenas would work best if:
A) You play a "general" commanding pet units, in the style of WC 1-3 and Starcraft. Your character is immune to attack and it is through the command of one or more pets that you succeed.
B) You take control of one of several generic "vehicle mechanic" avatars. This could take the form of a jousting arena in its simplest form. In a more complicated form, you play a simplified version of your class, boiled down to 5-6 signature abilities with normalized damage.
In terms of "lore" any situations where you aren't playing your own character is a situation where you are essentially the trainer or sponsor for a team of NPC gladiators. You could spec/upgrade them with things like world PvP and/or Battleground dailies but the power surve would be relatively small, emphasizing skill in the heat of battle.
Oct 21st 2009 7:01PM Hopefully, this topic isn't dead because I have something I think is worth suggesting:
- Make WW an AoE (unlimited target) that hits with ONE weapon.
- Add a "Glyph of the Tamed Whirlwind" that makes it single target and use both weapons.
That balances out some of the PvP concerns as well as the PvE concerns.
Beyond all of this, I've been saying since I was in WotLK Beta that while I dig TG, visually, what would make more sense to me is to introduce Arms to 2H + Shield tanking (thematically building on Arms' relative durability and weapon skill) and Fury's top-end talent should take us in the OPPOSITE direction:
Warriors are more gear intensive than other classes in DPS and scale too well with gear. True fact. Having to get two two-handers is MORE expensive. Slow weapons don't mesh conceptually with Fury, which is not the seasoned weapon master but the bar-brawling berserker, in the vein of Popeye, Wolverine, etc. Bolvar, despite being primarily a Paladin, embodied this when he fought Onyxia with his bare hands.
What Fury needs IMHO is a talent which allows them to treat their bare hands as weapons for the sake of special abilities, makes up for the missing stats somehow and gives us great starting DPS that scales slowly.
The problem with TG is that it gave too much to a class that scales well with gear (by giving us more gear to earn and more stats from gear we can equip) and had to be reined in.
The opposite would be better. A talent that inherently takes something away (weapons) as part of its concept and then gives us reasonably scaling DPS (ie. not from stats -- which tend to scale exponentially -- and not from increased weapon damage) that keeps us in line with hybrid DPS as we progress. Effectively, a mechanical upgrade that is more independent of gear.
Your unarmed fists now qualify as melee weapons which deal XXX Damage Per Second (15% of your Strength). Your special attacks also now deal 10% more damage when unarmed and your bracers may receive the benefit of one Weapon Enchant.
Oct 17th 2009 3:12PM It was an Orc.
Basically, all the guards in Undercity are now Orcs. The Horde no longer trusts the Forsaken. Undercity is being occupied by Orcs in response to the Wrathgate.
If you talk to the guards as any other race, they complain about how much they hate Undercity and don't trust the Forsaken. If you play a Forsaken, they get a bit more rude towards you.
The B-guy is the guy personally assigned by Thrall to monitor Sylvanas.
But Undercity is Orc-occupied and, for the foreseeable future, the undead are effectively enslaved by the Horde, unable to do anything sneaky and, as indicated at Blizzcon, required to do whatever the Orcs demand, without question.
Aug 17th 2009 4:55PM Honestly...
You know how Joss says that when you watch the Dollhouse, you become compromised along with the characters?
That's how this video made me feel.
The lyrics, the auto-tuning, the stop motion, seeing Felicia Day eroticized (which is just plain overkill, considering how lovely she is to begin with)...
I dunno. My reaction was, "Felicia Day IS hot!" followed by a regretful, "Wait. I already thought that. Now I feel dirty because this whole thing is about pretenses and personas and she doesn't seem like herself. I need a cleansing buff, stat."
Seriously, I feel like writing a Chuck Klosterman article, chock full of his favorite word: simulacra.
Jul 27th 2009 8:50PM I really think the solution is that rage is the opposite of mana but functions as fuel, which is LIKE mana. This is what creates the imbalances.
Rage shouldn't be fuel. It should be something we're trying to vent/avoid maxing out.
I think the solution is to allow us to frontload our attacks at zero rage, making us cooldown based, but have rage steadily build. Our attacks reduce the amount of rage we have, venting it.
As rage increases, attack speed goes down and AP and crit go up. When rage maxes out, we start taking debuffs.
Thus most warriors would try to avoid high rage to avoid "overheating". PvE DPS would avoid it because it would risk pulling aggro. Tanks would generally avoid it because of the speed reduction making it harder to keep steady aggro. And in PvP, anyone who avoids us does so at their own risk because if our rage bar tops out, we can one shot them... or they can oneshot us thanks to the debuff. (And in general, I think PvP needs to go away from burst/avoidance towards people taking and dishing out lots of small hits at eachother, leading to longer and more epic 1v1 fights all around.)
But I think the solution is to make our abilities fuel-less and largely cooldown dependent, with the proviso that we will "overheat" if we aren't dumping rage steadily somehow. Rage shouldn't be our fuel, per se, but something we are trying to unload because bottling it up will kill us. Managing it may give us an edge but, IMHO, the goal should be to make warriors (and our allies and enemies) scared and respectful of warrior rage, not reliant on it to function.
Jul 27th 2009 8:38PM When he talks about mobile fights, I don't think he's referring to hokey pokey boss fights where the players have to move to stay alive.
Rather, I think he's talking about fights where the target moves and moves quickly, in which case casters CAN cast and don't have to move but melee classes DO have to move to continue DPSing and the target may move at a speed where melee classes, particularly with some latency, can't DPS and move at the rate that the target is moving.
Jul 27th 2009 12:46PM I don't know but it seems reasonable to think existing races will get extra classes given that there are so many hints about this in lore. In the end, I think a new class for every race is very doabnle without rocking the boat too badly.
Never made sense to me that humans couldn't be hunters, for example, given the number of NPCs we see who are obviously human hunters. And I could definitely see Shaman options for Alliance, Paladin options for Horde and Druid options for both sides being expanded.
With the Lich King gone, I think the final barriers between the Forsaken and the Light will be lifted. They already have holy priests and they belong to a race which once had the potential to be Paladins.
Each race has at least one class that stands out as something their people were once capable of but somehow lost or that their people have shown an aptitude towards that could be fostered by their current friends and allies.
And, really, the limit towards Blood Elves as the only Horde pallies is part of why, on most new servers, the "few remaining Blood Elves" outnumber the rest of the Horde races put together. On a lot of battlegroups, it really wouldn't be that unusual to queue for AV and see 15 Blood Elf PuGs and the only non-B'Elves I see Horde side on my server are generally druids and warriors.
Design-wise, the Horde needs an existing race to become Paladins, I think. Which means the Alliance needs a Shamanic race. Both sides need more druids if a lot of the lore is druid centric in the expansion. While you're doing that, you might as well open one more class to EVERY race, particularly since almost every race has at least one logical or semi-logical fit.
And this type of thing makes sense because it really is in Blizzard's interests to keep people rerolling new alts, as a time sink and also because they can't let Azeroth become a ghost town or new players will be left out.
Jul 27th 2009 3:12AM Hm.
Nutty thought. With some people speculating that both races could be neutral and with the issue of player retention looming and Blizzard looking to make money in different ways with things like faction transfers...
What if the big announcement isn't ONE expansion but TWO?
Two paths to level 90. Two new races available to both factions. Two boxes.
Thing is, paying $50+ for an expansion may scare some people off if all they want to do is continue progression.
So here's the idea:
Two $35 expansions.
The Great Sea opens up TGS zones from 80-90 and unlocks Goblins for both factions.
The Emerald Dream opens up ED zones from 80-90 and unlocks Worgen for both factions.
Get one or get both, Cateclysm Green or Cateclysm Blue.
The net effect is:
$20 more from completists than a $50 expansion would yield. And likely some achievement/mount that comes with getting both.
But for anyone who wouldn't pay $50+ just to keep leveling existing alts, Blizz keeps them onboard with the $35 price point.
And from a design standpoint, it probably means that you'd see less of the newer races so they don't drown out the old ones the way Blood Elves did, since you WOULD have people who only get HALF the expansion.
Jul 26th 2009 11:05PM Two more traditional capitals?
But I predict two complete leveling paths from 80-90. One in the Dream and one in the Great Sea. So... Two Dalaran-style cities which double as racial capitals? THAT I can see.
And it would have on starting zone creation if there's a very brief level 1-5 tutorial in each Dalaran-style capital and then a portal to the existing racial starting zones.
Jul 26th 2009 10:03PM All we know about the Dream is what some Night Elves and Dragons have said.
We know that the Worgen are from another universe.
The only other universe with lore behind it is the Emerald Dream.
And if the ED IS a questing locale, we'll need cities or quest hubs.
So far, there are... Dragonkin there. Titan structures there. I seem to recall that an expedition of Furbolgs went there. Malfurion is there.
I think at the end of the day, the absence of sapient creatures just means an absence of creatures created in the Titans' own image (Vrykul, humans, gnomes, dwarves), space aliens (Draenei and Orcs) and the Trolls and the elven race that are their offspring.
It doesn't necessarily mean "no humanoids" but maybe "no Azerothian humanoids".
And maybe that's the Taurens' home and the unifying aesthetic is that all humanoids in the Dream are animal people like Taurens, Taunka, Worgen, Tigons and pandarans.