Showing posts with label patch notes. Show all posts
Showing posts with label patch notes. Show all posts

Monday, April 2, 2012

Dpsing on easy content

I've long been a fan of letting healers and tanks switch to dpsing when they are going through easy content. Easy content is a fact of life for playing Warcraft, whether it be because you are working through a raid to get to your progression boss, or because you are running in dungeon finder and raid finder to farm tokens. For dps, they can still have some fun by trying to juke their dps numbers ever higher. For tanking and healing, you just don't have anything to do.

Blizzard seems to be thinking about this for tanks. Here is how they explain the way protection warriors can expend rage in Pandaria:
One of the changes for old time Prot warriors is getting used to not spamming Heroic Strike. Think of HS (and Cleave) as an alternative to Shield Block for times when you don't need to worry about blocking, such as when you are soloing, off-tanking or doing easy content. If you use too many Heroic Strikes, you won't have rage for Shield Block as well. Your other attacks, Devastate, Revenge, Shield Slam and Thunder Clap, should fill in most of the holes in your rotation and should be sufficient for holding threat without HS spam.

Sounds juicy. Will they do something similar for healers, too?

Thursday, March 22, 2012

Individual loot rolls improve the social dynamic

There has been a lot of talk about the new rolling system. For example, I just read Theck on Sacred Duty working out the probabilities and showing that it doesn't necessarily improve or decrease your individual chances:
In the new system, your chance of winning is the chance you roll high enough divided by the number of useful items that boss drops for your class. Now, they could set “chance_of_rolling_high_enough” to an arbitrary value, like 10%. That’s what I did in my example. Then you’re truly independent of other players, because you could all win one item, or nobody could, or anything in-between.

It's true that individual rolls don't affect your chance to get loot. Blizzard can already juke various constants to change the rate you get loot, and that will be no different in Pandaria.

What individual rolls give us is a much improved social dynamic around loot awarding. Ever see people in LFD complaining about each other's sack of helpful goods? No? It's a much less dramatic system, isn't it!

One of the ways individual rolls improve things is that it removes raid makeup as a factor in whether you get loot. You can't improve your chances by kicking people who use the same gear as you, and you can't improve your chances by stacking a raid with friendly guildies. If you've played any in LFR (and who hasn't?), both of these kinds of behavior are rather annoying. It's not the way it is supposed to work.

Assuming Blizzard also removes the ability to trade looted items, thus making it a truly individual award, players won't be hounded by after-roll swap negations. When these happen in a guild run, I find it draws us closer together. Both participants will give an honest assessment of how much they need the item, and if one gives the item to the other, they have some expectation that the loot karma will come back around later. In an LFR run, it's almost always fun-sapping. I don't enjoy comparing gear with someone to decide if they really do need something massively more than I do. Also, nobody who asks to buy an item ever asks a reasonable price; I think a thousand gold is the bare minimum for raid gear that you buy instead of win, but people seem to expect to buy items from me from more like a few hundred. I only recall once having a good experience with tradable loot in LFR; otherwise it's been a drag.

I welcome the new individual rolls for LFR. I prefer raiding with a guild, and I really like my guild's loot system, and I like after-raid trading when in a guild run. When I'm in LFR, though, there's no social context outside the raid. We're all strangers when we start, and we'll all be strangers again afterwards. It's fun downing a boss with strangers; that much has worked well. It's not fun sharing loot rewards with them, and I'm glad that part of the system is being redone.

Sunday, December 11, 2011

4.3 impressions

I'm loving 4.3. Here are a few notes about it from the top of my head.

The new raid, Dragon Soul, is tuned much better than the other Cataclysm tiers. I like that in normal, a casual guild can figure out and down a new boss in about two hours. That's exactly the level of difficulty I've been looking for. As far as I know, the heroic bosses are as hard as ever, but we haven't had opportunity yet to try.

Looking for Raid is a blast! I don't care if the fights are cheasified. It's fun running through them and seeing the bosses go down. It's borderline required in my guild that everyone run Dragon Soul in LFR before they run it with the guild on normal mode. You really get a feel for how the fight works, and it's a low-stress environment.

The new five-mans are really fun! They remind me greatly of the ICC 5-mans at the end of Lich King. They have a coherent and interesting storyline that is fun to play through. However, the difficulty is much less. They seem like the easiest 5-mans so far, given the level of gear most people going into them will have. That's fine with me, really.

Many people are using transmogrification to deck out their character with a really cool-looking gear set. That sounds fun, but I haven't had the time in my life to look into that so far. Instead, I've just been replacing the looks of certain gear with certain other gear I happen to have around. The worst offender on Ohken was the tier-11 blue-feather shoulders. I really hate those things! I changed them to PVP shoulders, which is not a terrific fit for Ohken's character, but they look a whole lot better. He's a brown cow of nature. Now he looks like one.

There are several valor point changes that I'm quite enjoying. Here is the new valor point setup:

  • You get 150 valor for running a new 5-man.
  • You get 150 valor for running an old 5-man on heroic. Note this is exactly the same; you can farm your valor points whichever way you feel like.
  • They've significantly nerfed the troll dungeons so that they now run pretty quickly. Even post-nerf, they are possibly the hardest 5-man dungeons in the game, though, in my opinion.
  • You get 500 valor points if you do a full clear on Looking for Raid.
  • The weekly valor cap is about the same: 1000 VP instead of the old 980.
  • You get 100 VP per boss on normal 10-man mode.
  • You don't buy tier pieces with valor.

These changes have a number of positive effects on valor points that I had not realized until I played with it a little. One effect is that you have no min-max reason to prefer one kind of 5-man over the others. This was sort of true before, because the troll dungeons were slower, but the troll dungeons were still usually the best use of time. Now it's a no brainer. You can queue for either dungeon and expect to spend the same amount of time getting your 150 VP. I will be running the old 5-mans quite a bit, I expect, just for the extra variety.

Most impressively, valor point farming is now optional for normal-mode raiders. If you are raiding enough that you see gear drops in raid, then you don't really need to get VP gear at all. You'll get tier gear in the raid, and you'll get reasonable gear for other slots even if not best-in-slot. Valor points thus work like Blizzard always wanted for emblems: you can use them as a crutch if you aren't raiding with regularity.

Saturday, June 18, 2011

I just got around to reading the Tier-12 set bonuses that will be available in Firelands. Here are the bonuses for resto druids:
  • 2-part: Your periodic healing from Lifebloom has a 40% chance to restore 1% of your base mana each time it heals a target.
  • 4-part: Your Swiftmend also heals an injured target within 8 yards for the same amount.
The two-part bonus is huge but will not affect gameplay. It will just regenerate mana for us all the time. Just remember to be extra sure to cast a lot of lifebloom in Tree of Life form, but I am already doing that anyway. The two-part bonus means we already graduate from needing to worry about mana in tier 12. Sustainable throughput no longer looks like the most important thing to aim for. I recently made a couple of Nefarion attempts while accidentally wearing moonkin gear, and my regen was lower than normal, but probably still enough to beat the fight. In tier 12, with the higher amounts of int and spirit, I am guessing we no longer have reason to bother reforging secondary stats to spirit. Just take the spirit that comes on the gear, and reforge everything else to haste.

I'm not sure why Blizzard is making this change. I enjoyed having to manage mana usage, and I was hoping it would last for at least one more tier. Instead, Blizzard seems ready to hasten it out of consideration.

The four-part bonus will affect our gameplay. It's going to be interesting trying to swiftmend people who are near other injured people. In practice, I suspect the best I will be able to do is swiftmend people who are in a group--it will be good to be melee in any group I am healing! Basically, this will tip the scales of using the heal on the tank versus using it on a group to trigger efflorescence. With the extra heal on a neighboring player, it will be even more valuable to cast swiftmend on a group.

Tuesday, May 3, 2011

4.2 changes long time coming

Most of the druid changes in 4.2 strike me as things that seemed likely to eventually happen, so long as Blizzard is actively paying attention to class design making sense. I didn't know how much Blizzard really does, and I didn't know when they'd happen, but either they had to happen eventually or Blizzard needed to come up with some sort of fundamental redesign of the class. In much the same way, I've thought for a looong time that hunter pet happiness was not a good place to put complexity in the game. Thus I'm happy overall to see Blizzard taking on these issues.

Good descriptions of the changes can be found at Gray Matter and at Rank 4 Healing Touch.

My takes on why most of these changes are good and inevitable:
  • The damage from entangling roots has never been a useful source of damage but has always been a source of concern that they would end up doing enough damage to break the crowd control. I'm happy to see the damage just dropped. Complexity in the game should make it more interesting in some way, and the damage from entangling roots is just one more random thing to think about.
  • Dots moving the Eclipse bar seemed somewhat likely, given that dotting as an AOE technique is frankly lame. It's the sort of thing that just doesn't seem like what Blizzard is going for. However, it sounds like the new design is also problematic, as is described at the above two links.
  • Innervating being able to help other players is a huge ability that no other class has. I've always wondered how they could ever balance that with what other classes can do, and now it looks like they are throwing in the towel. I agree with others that it would be better to have self-innervate only than to have it technically work on other players but not very usefully. Alternatively, I wish it could be cast on other players but on a much longer cooldown, like it was in Wrath.
Finally, while I didn't foresee the crowd-control thread issue being addressed, it's welcome. Figuring out which CC to apply first is one of those many little problems that tanks have to worry about in instances. It's somewhat fun, but it is also requires knowing all the other classes fairly well. This is a welcome simplification.

Tuesday, April 26, 2011

4.1 Incoming

Everyone seems to think 4.1 is arriving today. Perhaps it already has. There are a lot of things I'm looking forward to:
  • New 5-mans. Personally, I love 5-man content. It's easy to arrange groups and you can beat a whole dungeon in 30-60 minutes. Also, the fact that it's trolls again is fine by me. I enjoyed the zombies and constructs of Wrath, but the Old World ogres, trolls, and dragons make a nice change of pace.
  • A week's of dailies at once. Yay! Random dungeons have become a bit of a chore on my main character. Being able to do 2-3 at once makes it much better. I'm hoping that many groups will do chains of dungeons, meaning that you only have to wait in the queue for the first dungeon. Curiously, if chaining does become popular, it should mean that initial queue times for healers and dps will be increased.
  • Call to Arms. I'll be playing a tank alt more often because of this, and if the incentives work to pull in more tanks, my main will be able to queue even faster.
  • Resto druids get an extraordinary buff via tranquility. It's down to a three-minute cooldown, and it has pushback protection. I still don't understand all the whining about this.
  • I can drop Living Seed. It's not a bad talent, but it's not as good as some of the others I've dropped.
  • Maelstrom crystals will be available for justice points. I won't be buying them, but it means the cost should now be reasonable.
  • Players can buy honor for justice and vice versa. This means it will be a good long while before I run out of things to spend justice points on again. I hated blowing thousands of justice points on trade goods just to have something to do with them.

All in all it's an exciting patch. What are you looking forward to?

Friday, March 4, 2011

More tranquillity, and an incoming damage-reduction ability

It looks like in 4.1, tranquility will be on a three-minute cooldown for restoration druids. Compared to the current eight-minute cooldown, this means it can be cast twice in a typical boss fight instead of once.

This strikes me as a gigantic buff for restoration druids. Now that tranquillity works raid-wide in Cataclysm, it's an emergency heal that can stabilise an entire raid. Ponder that a moment: a single healer, casting a single spell, can restore an achy almost-dead raid to being highly viable. As a bonus, the healing is a hot, so once your cast falls off you have several seconds to get regular hots up before the tranquillity hots fall off.

It's an amazing spell. Some effects can be trivialised if you have a druid available to cast tranquillity during it. If the effect happens twice, and you have two druids, then your raid doesn't have to be that smart to handle it. More frequently right now, tranquillity is an oh-dear button, if some players get out of range, or a healer gets silenced in some way, you can use tranquillity to get the raid over the hump.

Now that it will be on a three-minute cooldown, we can more frequently make plans to use it instead of saving it for emergencies. We can, for example, alternate shifting to tree form and casting tranquillity to have a big cooldown every minute and a half.

It sounds like we have another large buff, coming, too. I missed it earlier, but apparently the Blizzard designers want all healers to have a damage-reduction cooldown available.


Personally, I hope they don't make it a separate spell. I feel pretty good about how restoration druids work in Cataclysm, and I don't get excited at all by the idea of homogenizing the healing classes. To the extent Blizzard wants to work on druids' abilities to protect against incoming damage, I'd rather they focussed on our HOTs than on adding yet another ability on a cooldown.

A simple approach they could use is to let us cast barkskin on other players. Barkskin isn't as huge of a damage reduction as other healers get, but it's not shabby. Perhaps ours could have a shorter cooldown to compensate.

Another simple approach would be to increase the HOT portion of regrowth and increase the mana cost proportionally. Before a damage spike, we could add regrowth to the stack of pre-HOTs on the player.

A more fun approach would be to redesign living seed as our damage reduction. Right now, it's not something players consciously worry about, and its behavior is much like having an increased crit effect on our heals. One way they could make it work for damage reduction is to have the living seed grow first on the casting druid. Then, only when we cast regrowth on someone, does the living seed transfer to them and activate. Between damage spikes, the seed would grow and grow. When the spike finally comes, we'd toss on regrowth plus a sizeable living seed.

We'll see. I wouldn't be surprised if they simply add yet another spell to the mix, though I hope they can come up with something that keeps our spell count down.