Showing posts with label PVE. Show all posts
Showing posts with label PVE. Show all posts

Balance Versus Investment

The latest episode of DDOCast ended up spending an entire hour discussing a proposed change to DDO's two-weapon fighting system. There's an interesting philosophical question here on how to balance the need to fix server issues and game imbalances against respecting player investments in the way that the system has been run for years.

The change... and the other target
Apparently, someone implementing the combat system back when the launch level cap was 10 decided that it would be a cool idea to have the server run a second "physics check" 0.15 seconds after your mainhand attack to determine whether the enemy had wandered out of range before you swung your offhand weapon. Because of the comparatively low level cap, players were only able to get so many offhand attacks to begin with, so no one noticed.

As time went on, however, the cap moved up to level 20, and Turbine added additional classes (Monk) and prestige enhancements (Ranger Tempest line) that added many more offhand attacks. Moreover, the way the math works out (in part due to the pen and paper rules), the full two weapon fighting line turned out to be hands down superior DPS to the alternatives (primarily two-handed weapons). Suddenly, everyone was swinging two weapons and getting tons of extra attacks. This meant lots of extra and largely unnecessary calculations for the server to process, and apparently has gotten so prevalent that it actually causes lag in raids.

To reduce server load, Turbine is proposing to remove the second physics check, and revamp the two-weapon fighting system into something more closely resembling a crit or a double attack percentage. The reason for the controversy is that this change will apparently - and INTENTIONALLY - decrease the DPS of two-weapon fighting.

Is the right call wrong?
Personally, I won't shed a tear for two weapon fighting. The stats requirements for the feat line require some unpleasant building choices. Dexterity is not a useful stat for many classes, but failure to spend those points means permanently and significantly reduced DPS potential. Two-handed weapons should be a viable alternative for characters who are not going to pursue the full two-weapon fighting line, for whatever reason. The fact that this type of change also fixes a poorly-coded mechanic that was causing server issues makes this a no-brainer.

However, I also recognize a sticky situation here because the current state of two weapon fighting is not some new tweak from the most recent patch. The game has been balanced in favor of this combat style for a long time, and many players (even myself, in the mere two months I've been playing the game) have made the decision to pursue the style based on that reality.

How many characters with months or years of investment have been built around a combat style that they might not have chosen if they knew that the long-term goal was for parity? Is it fair to players - some of whom have paid real money for Dexterity enhancing tomes to meet the stat requirements - to turn around now and say that they should simply rebuild their characters (lesser resurrection tokens also available for real money in the DDO store, or via more time-consuming in-game means)?

In the end, this is the correct business decision - it solves a technical issue and a quirk of the character builder that was, frankly, a bit irritating to this particular new player. Very few players will actually quit playing the game over this change, and some may even spend additional money on respeccing or re-rolling the new flavor of the month when the dust settles. This makes the question of whether this type of change is sufficiently large that it should not be made to a post-launch game (see also, Champions Online's notorious launch rebalancing efforts) somewhat unfortunately moot.

Fury-well to Arms Spec


Several commenters suggested that I try switching my budding Warrior alt from Fury to Arms for a different experience. As it happened, I'd just finished saving up enough gold to pay for dual spec (with 1000G in the bank for cold weather flying when I need it), so I figured that there wouldn't be any harm in taking the other DPS spec for a spin before using the second slot on a tanking spec (presuming that I decide I'm brave enough to try tanking).

Superficially, the two specs have a bit in common. Arms Warriors get the famous Mortal Strike skill instead of the Fury self-healing Bloodthirst attack. Instead of waiting on a talent to proc instant-cast Slam attacks, Arms gets talents that proc instant Overpower and/or Execute attacks. Because these abilities require Battle Stance, I don't get to use Whirlwind (a staple of the Fury rotation), but I get additional tools including Thunderclap, Sweeping Strikes, Retaliation, and Bladestorm to deal with additional foes.

Regardless of how different the two are on paper, though, I find that I greatly prefer the feel of the Arms spec. The results may be similar, but it feels more interactive to be making a choice that now I want to hit multiple targets or now I want to do something that refills my health bar. With Bloodthirst and Whirlwind in the standard Fury rotation, both situations all but take care of themselves for solo content. Arms might be less effective (especially against casters, for lack of convenient access to pummel), but it feels more fun - perhaps the decreased efficiency even helps raise the difficulty from trivial to "need to pay some attention".

P.S. Also, there's nothing that I've done on any of my characters that quite compares to Bladestorm. In solo content, clicking that button makes four mobs die in the next seven seconds. The thing is on a cooldown (90 seconds, 75 with a glyph), but you shouldn't need to pull four mobs at once more often than that, and you've always got Retaliation in your back pocket if there's still mobs standing when you're done spinning around.

Are Dungeon Finder Leveling Dungeons WoW's Public Quests?

I've been saying some less than positive things about WoW's automated dungeon finder of late, so it seems only fair to give equal time to one area where I've been getting a lot of benefit from the system - groups for leveling dungeons.

The logistics of LFG
Historically, I've always simply skipped over leveling dungeons. The nebulous (generally lengthy) amount of time it would take to find a group before you even start the actual dungeon run was too much unpredictability for my schedule. On top of that, dungeons often represent the culmination of the storylines in a given zone, meaning that you will be out of stuff to do in the neighborhood by the time you have all the relevant quests. Though WoW did have dungeon summoning stones, at least two party members needed to travel to the stones (often as many as four of your party members may presume that someone else will summon them), and the greatest concentration of players looking for groups for a given area are often located in that zone's local chat.

The dungeon finder blows all of these concerns out of the water. As a DPS, you're going to be looking for something like 15-30 minutes, and you can do whatever you want with that time, as you will be teleported to the dungeon automatically when a group is assembled. As a result, my Warrior has been doing every dungeon in Northrend as soon as the relevant quests become available, earning significant gear upgrades in the process. I've even queued up for random dungeons when I feel like I could use a change of pace from solo questing - my warrior has already banked a handful of emblems and stone keeper shards from these efforts.

A different take on the public quest
When Warhammer Online was getting ready to launch, I was actually very excited about the concept of public quests. The idea, as Mythic described it, was for players to get to enjoy high quality group content without having to deal with group logistics. Unfortunately, because these quests were non-instanced events located in the outside world, population worked against them. You might show up at a PQ and discover that there weren't enough players there to complete it, or you might find that too many had shown up, making the content trivial. Worst of all, you had to travel to the quest areas on foot, and could arrive to find that the party was over.

The way that the random dungeon finder has worked out in WoW is very similar to the end goal of the Public Quest - but with much of the random chance and logistic inconvenience taken out. Your group will have the right number of people and correct balance of classes for the content (though they may or may not be overgeared). You do not need to worry about travel, or even knowing where it is that you should be going (though this can be a problem when players die and don't know how to get back to the instance).

There may be no removing the social downsides of working with strangers in group content. I also maintain that the system should do a better job of maintaining difficulty by using appropriately geared players when possible - one random Old Kingdom group, a level 74 dungeon, ended up with a level 80 tank for some reason. When it comes to the actual goal of making group content accessible to players as they level, though, this system is a huge success.

One And Done

"I give every dungeon at least one wipe before leaving. This applies to my tank and other toons as well. If we do wipe, I evaluate how we did. Taking Halls of Reflection as the popular example, if we wipe before defeating the first boss, I'm out. If we wipe on the hardest/final waves, I'll give it another try and reevaluate the situation (kick as needed, etc.)."
- Bornakk, World of Warcraft CM, responding to a thread about what random dungeons scares players to the point where they'd rather wait out the 30 minute deserter timer than attempt the instance

I've been running some off-peak random dungeons of late, which has made for some odd demographics. My mage has a 4.8K gearscore (albeit inflated with some PVP items) and is good for somewhere between 3-4K DPS depending on buffs and group tactics. These numbers are at least double what a typical DPS would have managed at Wrath's launch, but now I find myself pushing to improve my play if I don't want to come in 3rd or even 4th on the damage meters.

Today's random daily group featured a trio of players from some raiding guild on another server. They arrived with gearscores in the mid 6000's and server first raid kill titles, and they proceeded to pull insanely large numbers of mobs at once (including trash with bosses, etc). Midway through the run, the tank noted that the other random DPS, a hunter, was doing less DPS than him. Now, in principle, less DPS than the tank is a bit embarrassing, but the tank in question was doing 2.5K DPS in HUK by pulling 10 mobs at a time and spamming AOE damage abilities (go go Pally tank). In that context, relatively few people can really fault the hunter for posting a "mere" 2.3K DPS in a random PUG attempting the game's easiest heroic 5-man dungeon.

I stayed out of the argument because there's no reason why the three raiders couldn't have kicked both the hunter and myself and finished the instance without us. The reality of the situation is that he was dead right when he said that something was wrong with this group - the three of them really did not belong in entry level 5-man content. The only reason why they were there was because Blizzard bribes them with Icecrown-quality raid emblems.

The sad part is that the queue times on lower level instances, where there is no raid loot to be had for showing up once a day, are only slightly worse in my experience than the queues for max level random heroics. In other words, Blizzard no longer needs to trivialize this entire content format in order to make it viable - the random cross server grouping system is doing enough to ensure that it is possible to run instances.

Reflecting on a challenge
I actually intentionally run the notorious HHOR once a day before my random daily, so that I can have the random shot of doing it a second time if it comes up as my random dungeon. Part of my interest in the zone is the loot - the caster off-hand is the only 5-man instance drop that would still be useful to me - but a bigger part is that it's the last real challenge left in 5-man content.

Because of this, it's pretty common for one or more players to immediately drop group the moment they zone in. If the group does wipe, we're certainly going to be looking for a new tank or healer, or disbanded. The only reason why a wipe is not an immediate disband is that many of the DPS are looking at lengthy queues to try something else, and a group that's missing one member gets top priority at replacements. I'm actually a bit surprised to see blue text admitting that this is how things are, because that's not exactly a selling point of the much touted dungeon system.

To be perfectly honest, I'm not the best player I could be, and I'm not willing to put in the effort that is required to beat the more difficult content. I was in a 40-man guild that killed Nefarian back in the day, and the experience of downing a boss just isn't worth multiple nights of wiping to learn a single fight to me personally. Even so, I'd like a bit more challenge than watching some raiders 3-man an instance.

Back before the random dungeon finder, it was not uncommon for a group to wipe once or twice on a boss before figuring out how to beat the encounter. Sometimes they just couldn't get it and the group disbanded, but sometimes that group, which was starting to look like a fail, managed to pull out the win. That's the level of challenge and investment I'm prepared to sink in this game, and it's a level of difficulty that the actual content - which has been largely unchanged over the last year and a half - is capable of supporting. Thanks to the way Blizzard has the incentives set up right now, though, that style of gameplay is basically dead.

This is disappointing. There is a need for an entry level gear path for newly level-capped characters, but I'm not convinced that teaching players bad habits in trivial content is the right solution to the problem. Unfortunately, it's both the easy solution and the popular one, so it's looking like it's here to stay.

Re-departing Outland

My long-neglected Tauren warrior finally hit level 68 this week, making him eligible to depart Outland for Northrend. I did all of the "Horde-specific" quests in Nagrand and Blade's Edge between levels 65-68, though the quotes are necessary because many of those quests were identical to their Alliance counterparts other than the questgiver saying "For the Horde" when you talk to them. I was very disappointed because I had always figured that my fourth trip through Outland (twice on retail, one in the Wrath beta) would feature new and different material, but instead I was simply killing the same mobs for different questgivers more often than not.

I did cheat a little bit in obtaining my Northrend alchemy perks early, but, even so, I was a bit surprised at how easy the content was. I had My Fury spec was less than ideal, but I suppose that the option of swinging a pair of two-handers and glyphing Bloodthirst for double healing didn't even exist back in 2007. I would have expected a cake walk on my home server with a full set of heirlooms across the board. Cut off from all those resources, and left with only the stuff I could pay for with gold from that particular character, the content was still a cake walk. If I want a challenge, I need to aim for mobs 2-3 levels higher than I am, so that the reduced hit rates can kick in and slow my swinging flurry of death down a notch.

In one final note, as nearly as I can tell, Netherstorm and Shadowmoon are both completely obsolete. I had just barely replaced my last pre-Outland item when I hit 68, and I didn't have any trouble jumping into Northrend (where I promptly upgraded those items even further). I remember this jump being tougher during the Wrath beta (I haven't tried it with a level 68 on the live servers), even with the then massively-overpowered Death Knight. Under the circumstances, there's no reason whatsoever to stick around in TBC content, gaining less exp and worse rewards.

Given how slowly Blizzard adds content, it will never fully make sense to me why they make such a point of aiming whole zones in each expansion at players who aren't already at the previous cap. Are there really players who gave up at level 68 and weren't willing to pay for Wrath until they heard that they could skip those last two zones? In Cataclysm in particular, with a relatively smaller amount of the new content allocated for max level characters to begin with, I'm concerned that this will leave not all that much content to go around for the leveling path to 85.

Failing Skadi For Fun And Profit

I've killed Skadi the Ruthless in WoW's Utgarde Pinnacle a few times, but never quite like the way we pulled it off in a random dungeon run this past weekend.

Skadi: Then and Now
If you're in a PUG with a tank who has not done the fight before, it typically goes something like the following:

- Tank gathers up the horde of flunkies, while the healer keeps him up.
- One or more DPS players grab harpoons from the fallen flunkies, loads them in the harpoon launcher, and uses them to kill the drake that the boss is flying on.
- The boss lands on the ground with a completely clean aggro table, aggros on the healer due to healing threat, and kills them before the tank figures out what's going on.

Step three results in a wipe, and I've had PUG HUP runs wipe repeatedly and give up after failing to get this particular stage of the fight under control. People even came up with a way to abuse the fight respawn mechanics in order to skip directly to the transition. Or rather, step three resulted in a wipe a year ago. This past weekend, the fight proceeded as follows:

- The dead healer was a priest, and therefore gets to keep healing as a ghost for 10ish seconds after his demise.
- The tank was raid geared, and able to stay alive for a while with emergency cooldowns even after the heals stopped.
- DPS has tripled over the last year, primarily due to massive gear inflation. Even the tank is now doing as much DPS as the DPS used to do a year ago. The boss' health, however, has remained constant (somewhere in the mid-400K range).

Between the decreased total burn time to kill the boss, and the increased amount of time we were able to stay up without a healer, this previously sure wipe turned into a win. Indeed, I've had a fair number of healer-less victories in PUGs of late.

The point of the entry level game?
The point of having all this gear inflation in the first place is to help new players get up to par to enter the raid game. Unfortunately, it's having a serious negative effect on the competence with which players approach dungeons (which were already AOE-fests with no crowd control a year ago).

The net result is that the few dungeons that are still vaguely difficult (notably Halls of Reflection) are very difficult to complete in a PUG. Players come in expecting to not be able to wipe no matter how badly they screw things up, and this does them a disservice in preparing them for situations where performance actually matters. I didn't have problems beating HOR the week it came out, and I came back months later to find that Blizzard had raised the gear requirements for the zone. Even with the higher (though easily met, thanks to more gear inflation) standard, it is still very difficult to get a group that is prepared to deal with a dungeon that makes them work.

Is this really doing the raid game any favors? It certainly isn't improving the quality of the experience for players who aren't looking to go beyond 5-man content.

Quel'Delar, The Cataclysm Preview?

As those of you who follow my twitter feed already know, I was fortunate enough to obtain a battered hilt drop in a random ICC-5 the other day. I debated whether to use it or sell it - the lowest buyout amongst the others on the Hyjal AH was sitting at 10K gold - but decided that there's nothing else I could do with the gold that would be more interesting than completing this relatively exclusive questline.

The story thus far...
Once you obtain the weapon's hilt, you can embark on an epic quest to reconstruct the High Elf blade. The reforged weapon must be purified in the reborn Sunwell, which means a trip to the old island of Quel'Danis, like most player have never seen it before.


Present Day Quel'Danis

Introduced with the Sunwell raid in patch 2.4 at the tail end of the Burning Crusade, the story unfolding on the island pits an alliance of Blood Elves and Draenei against the demons of the Burning Legion. Even after players permanently unlock the major quest hubs, portals and fel invaders remain to be battled on a daily basis. The Sunwell itself is occupied by the game's most challenging level 70 raid, which proved nigh unbeatable for many guilds that had cleared the other raid content. All of this is still in the game today for players who want to take a trip down memory lane.

This is now
Time, however, is advancing in Azeroth. Even though the old content remains, the lore says that the Blood Elves have finally pacified the island, and are rebuilding their civilization around the new Sunwell. And so, when I teleported over to Quel'Danis to continue the Quel'Delar quest, I was surprised to see a very different picture.


A more idyllic isle of the future

Gone were the demons and portals. In their place were craftsmen, rebuilding the remainder of the city. Eventually, I was granted access to the Sunwell itself, a location previously restricted to the very end of the high-difficulty raid. Inside, you find the leaders of the Blood Elves, including Lady Liadrin. Liadrin is head of the Blood Elf Paladins (and participant in a lore conversation in Shattrath City that continues on infinite loop to this day) teaching pilgrims about the new source of their power. All of this was accomplished through Wrath's phasing quest mechanic, and had reverted to its original state when I competed the quest, claiming my new weapon.



The future of Azeroth?
Though technically anyone can see this storyline with enough luck or gold, I was a bit surprised to see this much effort put into a storyline that many players will not see (if for no other reason than because people with access to raid gear can get better weapons and therefore might be better served selling the hilt if they obtain it). Then again, perhaps players will see, in 4-6 months or whenever the Cataclysm finally arrives.

Visiting an old stomping ground and seeing what has become of it over the last few years really was a unique experience compared to anything that typically happens in MMORPG's these days. If this is what it is going to be like to see the entire world when Cataclysm arrives, Blizzard's decision to invest in their quest revamp may pay off very well indeed.


[Quel'Delar, Lens of the Mind], the cool-looking reward for my efforts

Earning Gear Offline

Age of Conan recently made headlines with a change that offers players free levels simply for having an active subscription. Not to be outdone, Blizzard handed me four major gear upgrades, just for signing back into the game.

Technically, the upgrades in question were more of a correct bet on the pace of gear inflation than a literal handout. Due to my Wintergrasp habit, I wrapped up the patch 3.2 era with 90 marks and 67K honor. Rather than spend them on items that offered minor upgrades, I opted to save them for the following arena season. Now I have cashed in these currencies for the ilvl 264 PVP bracers, ilvl 251 shoulders, and ilvl 245 neck and cloak - I had ilvl 200 or 213 items in these slots previously, so even the PVE->PVP swaps were major upgrades. The hardest part of this transaction was waiting for the apparently dispirited Hyjal Alliance to capture Wintergrasp for access to the vendor.

The irony is that I was actually willing to run a few dungeons for some gear. Prior to my shopping spree, there were a relatively large number of items in the ICC 5-mans that represented substantial upgrades. Also, the gear threshold on Heroic Halls of Reflection appears to have been increased since I beat it twice in random pugs on the week it came out - my gear was suddenly no longer good enough to guarantee an easy clear of the place until I cashed in those upgrades, and I otherwise might have had to grind out some upgrades to regain access to the game's toughest 5-man.

Looking ahead
Strangely, the previews for Cataclysm say that Blizzard is keeping this old system, in which players will be allowed to bank currencies that will be usable to purchase better items in subsequent "seasons". Moreover, the system is expanding from PVP (where it makes some sense - your opponents may be wearing the good stuff) to PVE content. The Wrath era has seen several rounds of emblem quality inflation for the same 5-man dungeons (which have gotten comparatively easier as players become more and more overgeared), but those changes have never been retroactive to currency earned in the PREVIOUS season in the way that PVP honor points are.

At the end of the day, I suppose the moral of the story is that players should do whatever they enjoy most and rest increasingly assured that Blizzard will somehow manage to award them with raid quality loot for doing it. Perhaps banking currency for the future is even necessary as a way to encourage players not to call it quits as the end of a season approaches if they don't have anything left to purchase. Even so, it just seems odd that, in this timesink heavy genre, the trend would move towards allowing players to skip a timesink by banking currencies for future tiers.