I remember the first time I saw the trailer for Cataclysm. I will cheerfully admit I totally flipped out over it, largely because I was so excited to see Deathwing make a return. I've always been fond of the Dragon Aspects, and I was looking forward to an expansion that featured them in a way they'd never been featured before. We'd seen Alexstrasza and Ysera, of course, but with Malygos dead and Nozdormu missing, I knew something interesting had to happen on both of those fronts.
The expansion itself was different than I'd expected, to be perfectly honest. Cataclysm wasn't exactly a bad expansion, really, and the old world quest revamp as well as flight being added were both welcome additions. But Cataclysm lacked the spark previous expansions had, and I can't quite put my finger on why, exactly. Despite the fact that it didn't knock The Burning Crusade out of first place on my list of favorite expansions, there's still something I'm going to miss about Cataclysm once we're wandering Pandaria.
You're going to want to read this post from the forums discussing the rogue class and the design process for classes in general. It is, in my opinion, one of the more interesting posts Ghostcrawler has made on the forums. There's a lot to discuss, so let's break down some bullet points before reproducing the whole thing.
"Rogues are in a good place in Cataclysm in both PvE and PvP. We don't see a lot of huge, glaring problems that need to be fixed."
The dev team understands that sometimes people want change simply to freshen up their playstyle, but the danger there is alienating players. Both the Cataclysm redesign of paladins and the Mists redesign of warlocks are offered as changes the dev team felt were necessary but that absolutely alienated some players.
Rogues haven't seen a lot of change in part because the rogue has it pretty good and is potentially the best-designed class with the best resource system, strong class abilities and an easy-to-understand role in PvE and PvP.
Even fixing broken mechanics risks turning off players because they have to relearn the class.
We'll take a look at the whole post and then discuss it.
As we prepare for Mists of Pandaria, it's beneficial to look back and capture the good memories of raids past. After some hard thinking, I've compiled a list of the five Cataclysm raid encounters that were, in my opinion, the best and most memorable of the expansion. While it's difficult to get the same experience today, due to gear scaling and difficulty nerfs, these encounters represent examples of things that Blizzard got right and we'd like to see more of.
5. Halfus Wyrmbreaker, Bastion of Twilight
OK, so the trash clear wasn't the most entertaining experience ever, but this opening boss in Bastion of Twilight hit all the right notes. His companions rotated on a weekly basis, forcing your raid to adapt just a little bit every time, but not so much to significantly alter the encounter. The intense healing requirement at the beginning of the fight provided a good challenge for healers, the add swaps kept the tanks busy, and the enrage timer was well-tuned for DPS.
Most importantly, though, all of that stuff happened at an unusual time in the fight -- the beginning. Most typical raid encounters increase in difficulty late in the fight, leading to a tedious learning process where bored raiders sleepwalk through the learned early minutes before reaching a point where they can challenge themselves and learn. Not this encounter; the majority of the time, you were heading for a win or a wipe within the first minute.
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.
Garrosh Hellscream is one of the most polarizing figures in Warcraft lore at the moment. You either hate him or love him, and there are very few players who stand somewhere in the middle. Ever since his introduction in The Burning Crusade, Garrosh's journey has been a series of ups and downs, starting with the moment that then-Warchief Thrall showed Hellscream how his father died. It was as a hero to the orcish race, and Garrosh has spent the majority of his time on Azeroth trying to live up to that heroic image.
It's a tough role to fill. And in the press event for Mists of Pandaria, it was revealed that Garrosh would be taken down, his role as warchief ended. Given all of the chaos Garrosh has sown in his short reign as warchief, it's no wonder that it's not just the Alliance gunning for the warchief's downfall -- the Horde isn't particularly happy with him, either. So it seems entirely likely that Garrosh will fall, his reign will end, and the world will move on.
And frankly, Garrosh's death is the worst possible thing that could happen.
Welcome back to The Queue, the daily Q&A column in which the WoW Insider team answers your questions about the World of Warcraft. Elizabeth Wachowski will be your host today.
Since we'll be discussing female villains, I figured that Betty Draper, the most hated woman on basic cable other than Lori from The Walking Dead, would be an appropriate illustration. I used to think that Betty was the absolute worst, but a few conversations with coworkers made me realize that she's really no worse of a human being than Don. So she's cold and manipulative? Well, she's an isolated housewife married to a philandering, lying workaholic. Do we tend to forgive Don more than Betty because he's the hero of Mad Men? Or does Don Draper's handsomeness erase all sins for many fans? Yes, Mom, I'm talking to you.
sergel92 asked:
What major female baddies are there in WoW? There's Azshara, obviously, and Onyxia too, I guess. But who else could be major enough to get her own expansion, or at least her own patch?
We saw a whole lot of Thrall, and Deathwing set us and almost everything else on fire. We got to meet legends and become The Dark Lady's favorite hero. We fled from both Kezan and Gilneas. Cataclysm was a busy expansion, but did the stories disappoint you in anyway?
Rades recently posted about his lore disappointments. He particularly goes on about Deathwing's lack of character development. I can see his point; Deathwing turned out to be somewhat of a cardboard character. He used to be a bit more subtle and sneaky -- subtlety is no longer his strong point. That having been said, dragons are cool.
My lore disappointment has to do with the goblins. I don't get why Thrall kept that betrayer of goblinkind, Gallywix, as the trade prince when he welcomed goblins to the Horde. He's evil, conniving ... OK, that could describe most of his race. But he's a traitor and an incompetent businessgoblin, no matter what he claims.Sassy Hardwrench was the obvious choice for the job, since [insert goblin player name here] was obviously too busy being a hero to take it. Also, what's with the completely unused (except for parties and roleplay) Pleasure Palace? Hmmph.
Were you bothered by any Cataclysm lore you felt was missing or otherwise disappointing? Or do you just play the game and ignore the lore?
Cataclysm is drawing slowly to a close. We all know that it's only a matter of time before the pandas are upon us. The recent announcement of Mists-level Hallow's End gear being datamined only serves to confirm that Mists' arrival is imminent.
So what's your bucket list before Cataclysm ends? If, like me, you'd never heard the term "bucket list" before, it's a list of things to do before a certain time. Lyrestra over at Musings of an Altoholic was talking about hers lately; she's got lots of things on it like reputation grinds, getting together awesome transmog sets, and maxing out professions.
This inspired me to create a bucket list of my own. I want to get another character to 85, either my druid or my hunter. I want to have the professions of all my 85s maxed out, including the one that's pending. I want to gear my newer PvP characters for PvE too, at least to an acceptable Dragon Soul normal mode level. And I want to get all of the newbies PvP geared to fully epic-gemmed Cataclysmic Gladiator level!
The one thing I'd love to do but probably won't achieve is getting a useable retribution set again on my pally. But hey, let's stick it on the bucket list anyway!
There, I said it. It's public knowledge now, so I have to do it or face the shame of defeat. How about you? What's on your bucket list?
I know what you're thinking: What's the Raid Finder got to do with Warcraft lore, of all things? I hadn't really given it much thought, either. Generally speaking, Warcraft lore is a wholly separate animal from game mechanics. After all, the endless carrying of flags in Warsong Gulch doesn't exactly tell a compelling story, and returning to the same dungeon repeatedly to kill the same bosses over and over doesn't really make sense from a lore perspective, either.
When the Raid Finder was introduced, there were plenty of people curious about how it would turn out and far more who were excited about the possibilities of the feature. Along with cross-realm raiding, the Raid Finder has entirely changed the face of raiding as we know it. Much like the downsize from 40-man to 25-man with the release of The Burning Crusade expansion, the Raid Finder revolutionized raiding and changed it into something that far more easily accessible for players who don't necessarily have the time to dedicate to regular raiding.
This isn't to say that the Raid Finder is a magical solution to everything, however.
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.
It has never been harder to be Alliance. Throughout the years of war brought about by the orcish invasion of Azeroth, the Alliance has seen its ups and downs. During that first assault, Stormwind was destroyed, its king assassinated. However, the direct result of this was an Alliance of kingdoms that paved the way for the Alliance as we know it today -- a smart, level-headed group of races focused on survival. The survival of each race individually, and the survival of the world as we know it. A noble cause, and the Alliance is well-known for its nobility.
Yet despite bouncing back from that original, horrific assault, the Alliance seems to be in a downward spiral in the days of Cataclysm, one which is spinning horrifically out of control. And despite the best efforts of Alliance leaders, trying to staunch the flow of death and despair is becoming increasingly more difficult. This has much to do with the effects of the Shattering, and even more to do with those enemies of old; the orcs and their united allies in the Horde. Even though the Alliance has come back before, the question of whether or not they can do it again is a heavy one that weighs on the minds of all. It has never been so hard to be Alliance, it has never been this dark.
One of the most common complaints surrounding Cataclysm is the extremely linear nature of questing, both in the 1-to-60 experience and from 80 to 85. For levels 1 to 60, this linear nature almost works for me, largely because presumably new players heading through this content would like to do so as efficiently as possible. With a multitude of zones to choose from, the replay experience with Cataclysm isn't too bad -- particularly because it's really not that hard to level from 1 to 60 at the moment. And that's especially nice for new players trying to get the hang of the game.
However, when you hit level 80, there is one distinct path to follow to level 85, and each zone in that path has been carefully laid out. Quests are divided into hubs, and each hub must be completed in order to move on to the next. If you're taking an alt through these areas, you must replay through the same set of hubs and the same set of quests. If you're replaying several alts, this gets incredibly tiresome incredibly quickly.
Thankfully, we're about to say goodbye to that leveling model. Let's look at Mists, shall we? No spoilers, I promise!
You know how raid nights go. Sometimes you have the bare minimum of people showing up, and you're desperately trying to fill spots. And on some occasions, everyone inexplicably shows up at the same time. When you go from barely scraping by with eight or 22 to suddenly dealing with a glut of 15 to 25, obviously somebody's not making it into the mix. So how do you decide who?
Some guilds simply go by attendance numbers; if you've shown up consistently, you're in. If you just happen to be making an appearance for farm night, you're out. Some guilds pick based solely on performance in the raid itself; if you're consistently pulling high DPS and not standing in fire, you're in. If you can't find your way out of a poison cloud with a map and GPS system showing you the way, you're out.
I've been known to wax poetic about the good old days of vanilla World of Warcraft from time to time. I have lots of crazy good memories about the early days of the game -- exploring the world, playing through quests that are now long gone, raiding old content when it was current, that sort of thing. And I've followed the story of Warcraft along the way, delighting the various ways its changed and shifted over the years. It's no secret that I loved the early days of WoW -- heck, I've been playing this game for seven years now. Something's kept me sticking around, right?
Every now and again, I'll have a conversation with a friend that starts with said friend asking, "Hey, Anne! You like vanilla WoW. If they ever released a server that was just vanilla WoW with nothing else on it, would you play it?" And then there's a moment where I think about that. I think about the first day I was presented with the character selection screen, going over my choices with wide-eyed delight. I think about the night elf druid I made, and the months spent exploring this shiny new world. I think of my Forsaken priest and the hours of fun I had raiding with 39 other people.
And then I say to my friend, "No. Oh, no no no. Heck no."
Some time last month, I was chatting with a friend about various story bits in WoW when we wandered onto the subject of the blood elves and what they're up to in the story. I pointed out the short story In the Shadow of the Sun for more recent sin'dorei lore, adding that of course the story took place prior to Wrath in the time line, so it really wasn't the most up-to-date bit of lore, although it was a wonderful read. My friend asked if I thought we'd see anything with the blood elves in Mists, and I replied that I didn't think so, but then we didn't really know that much about storylines in Pandaria yet.
"Well, yeah," they replied. "But what about Rommath? I mean, he's part of the Twilight Cult and all." I paused for a moment, confused, and then realized what they were referring to. "That was a set of datamined voice files that never made it to game," I clarified. "Well yeah, but he's evil," they insisted. "No, he's not -- as far as the game and the lore is concerned, that conversation never happened, and Rommath is still the same old Rommath. A little cranky and snooty, but definitely not evil. Until proven otherwise." They pondered this, and the conversation moved on from there.
I've had this conversation again and again -- in game, on Twitter. And this, my friends, is just one example of the many dangers of datamining.
I'm 5 feet 3 inches tall. When I wear heels, I call them my tall shoes because they make me tall. Not taller, because that would indicate that there were some degree of tallness to begin with. Trying on platform shoes is an exercise in seeing the world through the eyes of someone tall enough to see all the things without standing on their tiptoes. My kitchen is organized by "things I need", "things I don't use often," and "things I put on the top shelf because I'll never use them anyway." There is an upper third of my closet that is nothing but stuff I should save but will never pull out and look at in at least five years.
That said, it's not bad being short, either. I never hit my head on door frames or overhead lights. Low ceilings don't particularly bother me, aside from design aesthetic. I can fit into literally any car on the market; there's never a problem having to squish my legs under a steering wheel. Plane seats have plenty of room for my legs, which is great on long flights. I have smaller hands, so my dad constantly asks me to pull things out of tight spaces, thread needles, or mess around with teeny-tiny wires and screws.
That said, it's continually kind of weird to look at all the short races in video games and see characters that aren't taken particularly seriously.
Wrath of the Lich King ended on kind of a sour note for me, largely because I didn't get to participate in my guild's one and only 25-man heroic Lich King kill before Cataclysm launched. Part of the rankle was for personal reasons, but part of it was also that for me, that kill would have ended the expansion. Never mind that we didn't kill Halion on heroic -- that was filler content, as far as I was concerned. Wrath of the Lich King was all about the Lich King and seeing him die.
But really, it goes back farther than that. In vanilla, I had no idea what an expansion really was; my MMOG experience was limited to WoW, for the most part, with a brief dabble in City of Heroes. So terms like expansions didn't make any sense to me until a friend explained what it meant: a new game was coming, building off the game I was already playing. No, I didn't have to purchase it if I didn't want to, but I wouldn't be able to see any of the new stuff if I didn't. And then my friend showed me just a sampling of all the cool stuff to be seen in The Burning Crusade. A beta invite later, and I was thoroughly hooked.
But there wasn't an end to vanilla for me. One day, I was playing vanilla WoW; the next, I was tromping through the Dark Portal and headed to Outland.