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Posts with tag design-philosophy

Trinkets: Hard to get, and Blizzard likes it that way


Any caster worth their salt can remember the frustration involved in trying to nab the elusive Illustration of the Dragon Soul trinket from Sartharion in the Obsidian Sanctum. We tried everything we could to get it, from creating our own melee-heavy raid groups, to participating only in "3D zerg" runs hoping that participants would be too over-geared to want it, to participating in Less Is More achievement runs just so there would be less competition for it.

Towards the end of the Patch 3.2 days, people would run OS25 once a week just to try and get that one trinket. Most weeks, it wouldn't even drop. When it did, you'd have to beat a good twelve or thirteen people in a roll for it.

The Illustration was so valuable (1) because it was a darn good trinket with gobs of spell power, and (2) it seemed impossible get it -- or any good trinket, for that matter. You can still head to Dalaran and buy trinkets with emblems, like the Talisman of Resurgence, but their use is painfully specialized and their value is often less than trinkets you can find in lower level heroics.

It turns out that good trinkets are hard to find for a reason: Blizzard like it that way. Bornakk at the official World of Warcraft forums wrote today:
"Trinkets are really the one item (weapons are to a lesser extent) that we use to try and capture that old slot machine feel from the classic Molten Core days. Yes, completely random loot with huge loot tables can be frustrating but we are pretty far from being completely random these days. Trinkets however are still somewhat random, they can be hard to acquire, and there is often a lot of competition for them."

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Filed under: News items

The Queue: Waterfalls


Welcome back to The Queue, WoW Insider's daily Q&A column where the WoW Insider team answers your questions about the World of Warcraft. Adam Holisky will be your host today.

There's a bunch of good questions in today's Queue: gold cap (including a little extrapolation by yours truly), boss level hit cap design, and voicing of a certain King of Stormwind.

(In my Casey Kasem voice) As for today's reading music, take a listen to the 1990's classic by TLC, Don't Go Chasin' Waterfalls. They totally turn into water elementals too, around 3:40 in the video.

Outdps asked...

"Is the gold cap per character or per account? Is there a gold cap for guild banks?" Bonus question: "What should the gold cap be?"

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Filed under: The Queue

The evolutionary design of Arena gear


When we reported on MMO Champion's sneak peek at the new Furious Gladiator gear, you might have found that new Arena sets were somewhat familiar. They should be. Arena Season 6 item sets are slight variations on a theme. Most of the pieces are recolored versions of the Season 5 multi-tier sets, but the head and shoulder pieces are entirely new models.

What many players who don't like the sets seem to miss on is that this is something entirely new in the game. Blizzard has always done recolored versions of armor, but this is the first time by my reckoning that they have done evolutionary tier gear. [EDIT: This isn't entirely true. Reader Suzaku pointed out that the leather armor from Level 60 PvP sets evolved. My bad on missing out on that.] When I first encountered Blizzard's new multi-tiered PvP gear system, I was apprehensive about the next season's gear because I was afraid it would be difficult to match pieces visually. Arena gear had, prior to Season 5, been mere recolors of PvE raid sets, so there was no contuity from the one season to the next.

The problem with that was upgrading from one season's set to the other created visual clashes. As much as we like to min/max, PvPers like to look good, too. Enter Season 5 and the multi-tier gear system. There were three different sets of gear but all of them melded seamlessly into the other, with minor discrepancies in color. The introduction of an entirely new set of gear with completely different designs in Season 6 would have invalidated not just one but three sets of gear. However, the new design philosophy builds upon the older models, evolving -- as Alex put it -- like Azerothian Pokemon.

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Filed under: Items, Analysis / Opinion, PvP, Arena

The Care and Feeding of Warriors: A short intermission


In all the talk about the beta, about nerfs and buffs to the class, about design philosophies and alterations to talent trees it can be pretty easy to lose sight of the class as a living entity. The other day, while trying to level my night elf warrior on test in the face of the 132 error (I'm pretty sure my drivers are up to date, but I'm going to check to make sure after I get done writing this) a friend asked me why, since I'm almost always tanking, I'm so concerned about the fury and arms trees and their upcoming viability.

"You never DPS. You're always tanking. So what if fury and arms aren't as good?"

I had a hard time answering this until I logged onto my old Horde server and talked to Elle, a friend of mine who plays a warrior. Elle has never played prot spec seriously, doesn't like tanking. A discussion of the state of the various trees made her unhappy, and she made the point that even if prot were capable of good DPS, it wasn't a playstyle she wanted for her warrior. This makes sense to me: she's always leveled as fury or arms, generally, and she's done so in a guild with at least two serious, dedicated tanks around most of the time. The thing about tanking is, you only need so many. In a guild that fields at best a 10 man raid by itself, two or three tanks is plenty.

With paladins, druids and DK's as well as warriors, that's four tanking classes, all of whom are expected to be viable for trash, offtanking and MT positions. Warriors are one of the most played classes in the game, so it's clear that with four tanking classes not all members of these classes are going to be tanking. And two of those classes can only DPS or tank, there's no healing DK or ranged caster DPS warriors.

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Filed under: Warrior, Patches, Analysis / Opinion, Expansions, (Warrior) The Care and Feeding of Warriors, Wrath of the Lich King

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