Poll Results: Blizzcon Reaction

Based on an impression that the reaction to Blizzcon and Pandaria was generally strongly positive or strongly negative, I asked the following poll question:

What was your reaction to Blizzcon?
  • Pandas = Jumped The Shark. Will never pay Blizzard again. - 42 Votes, 32%
  • Signed up for the year-long subscription. - 28 Votes, 21% (includes my vote)
  • Something in between these two extremes. - 60 Votes, 46%
There is indeed a silent moderate plurality in between the two extremes, and it's possible that these folks would take the lead in a legitimate random scientific poll.  Even so, I wonder if Blizzard may actually be happy with these sorts of numbers. 

There's a solid core - larger than I had expected - who like the direction the game is taking enough to make the long term commitment.  There are a larger number, at least amongst those who are willing to come to blogs to vote and comment, who are dissatisfied, but how many of those were really going to be in Blizzard's corner for the long haul in any case? 

Where cash store mounts are concerned, I've long maintained that anyone willing to cancel their subscription over a cosmetic mount was already on their way out the door for other reasons.  An entire expansion of Pandaren may be a bigger impact on the tone of the game, but I think the direction of WoW (both in general and under the recent dev team) is reasonably well understood at this point.  Perhaps in this context, it actually makes sense that so many people already know what they think of the expansion.

50/50/50 ROM Class Updates

Earlier this week, I hit 50 on my two "secondary" classes in Runes of Magic, Warden and Rogue.  Combined with my Druid levels (53), this means that I can finally have all of the 50/50 dual class elite skills for all three combinations.  (These previously required a lengthy group quest, but are now awarded by easy repeatable quest certificates as part of the game's accelerated catch-up zone.)  Here's what the six pairings do:
  1. Druid/Rogue (D/R): My original class pairing, this one is a DPS caster that uses the Rogue energy bar for spells.  This leaves your mana bar free for self-heals (slightly debuffed by your shadow damage form) and utility.  I really like how this class plays, finding this combination was a big part of what got me to stick around in ROM.
  2. Druid/Warden (D/Wd): This class is a hybrid-ish healer that also has some buff abilities, including a highly coveted buff to base magic damage levels.  Unfortunately, this pairing is nigh unusable because most of my skill points on my Druid are sunk into DPS abilities (in particular D/R elites, which I can't even use as D/Wd).
  3. Rogue/Druid (R/D): This was the pairing I had to take originally in order to be allowed to play D/R, because you had to get the Rogue levels somehow.  It's great at low levels when mobs die quickly and then you can heal the damage from a mana bar you don't use in combat.  Unfortunately, at higher levels mobs live longer and deal more damage.  Though Rogues do get to wear leather armor, the Druid casters actually feel more durable with cloth plus a shield and self-heals.  Because the R/D wants melee stats, the self-heals aren't going to be impressive enough to increase survivability or offset the reduced DPS for not having a more offensive secondary.
  4. Rogue/Warden (R/Wd): This build is a bit of a glass cannon of melee DPS, but it's a ton of fun.  Rogue energy regen is balanced assuming that you will be able to supplement your damage from your subclass (which the R/D cannot, since their general and elite skills are heals and buffs).  The Warden fits the bill perfectly, with a full blue mana bar to power additional melee attacks.  The 50/50 elite skill actually spawns a pair of Warden pets to do extra DPS for 15 seconds.  Unfortunately, there is very little in the way of survival, which hurts in a game that still boasts a healthy exp penalty on death.
  5. Warden/Rogue (Wd/R): This is an offensive Warden pairing that can burn mana very quickly for major damage, or throttle back and rely on the Rogue energy bar for more sustained DPS.  This was definitely the way to go for levels 1-32, as the Rogue secondary allows you to dual wield.  After level 32, Wardens can use 2H weapons, and their abilities are a bit more geared towards that approach. 
  6. Warden/Druid (Wd/D): This is a more hybrid approach to the Warden.  At low levels, the class is borderline painful to play because Wardens already burn through mana very quickly, and adding Druid spells only exacerbates this weakness.  Once you hit the mid-30's, things turn around very quickly. 

    To compensate for not being able to spam attacks, Wd/D's get a buff at 30/30 that turns their already impressive 2H autoattacks into massive magic-assisted strikes at no ongoing mana cost.  At 35/35, a newly revised elite skill turns one of the general purpose Warden melee attacks into a substantial AOE heal.  This allows me to choose the most offense-oriented pet/buff combinations (generally sacrificing the support Nature Crystal for more crit and then letting the Rogue-like Oak Walker add to my DPS), knowing that I still have my general purpose Druid heal available if needed.  The Nature Crystal, which provides buffs and cannot aggro (or be killed by) mobs is also a good choice in groups. 
Overall, the two pairings I enjoy the most are the D/R and the Wd/D.  I may or may not continue to level the Rogue, but I don't feel a ton of pressure to do so since I'm not planning to do much with the Wd/R and additional Rogue levels aren't going to upgrade skills I actually use on the D/R pairing.  The big issue is gear. 

My three classes span three of ROM's four armor types, and theoretically the Druid could use separate armor for DPS or healing (if I were playing D/Wd, which I'm not planning to thanks to the skill and gearing issues).  They also all want different weapons, which are the single slot (or slots) that has the biggest effect on DPS/healing levels.  Some gear can be shared, but the game supposedly gets increasingly gear dependent at higher levels (which I am going to hit very shortly). 

One one level, I do respect the idea of having players spend effort to specialize their characters.  I also think that the new third class option is still a huge improvement, since it gives more options to avoid a specific pairing that you do not enjoy (like the R/D).  Unfortunately, this all may mean that I'm going from six choices, half of which I enjoy, to maybe one that remains playable in a few levels.  It would be nice if there were some more middle ground. 

WoW Prices in October 2012

In my post about the WoW annual plan, Nils comments:
"If only Blizzard had known that lowering the monthly rate from $13 to $8 would make you subscribe for 12 months instead of 2-4 :)"
They almost certainly were aware of this, since it's basic macroeconomics that there will be a larger number of people who will buy a product at a lower price point.  The tricky part is figuring out when the increased sales to people who would not have paid the higher price are outweighed by the lost revenue from people who were willing to pay the full amount.  Perhaps their confidence in retaining subscribers is really low, perhaps they are concerned about the effect that the exodus has on the players who remains, or perhaps Tobold is correct that they hope that free copies of DIII will drive future RMT auction house fees.

All issues of why aside, there's an interesting quirk to this price drop in that it is temporary.  Come late October 2012, the rate goes back up to $13 (with the six month commitment).  A cynic could argue (Kring did in the comments) that the solution is to charge $60 for the presumptive first DIII expansion and just duplicate the plan out another year on the theory that it worked once. I'm just not convinced that a DIII expansion could be ready in time to fact into a purchasing decision in October 2012 (when it will be likely be just announced, trending towards a Q3 2013 launch).  Also, won't they want to actually be paid for their work on DIII at some point?

Will we see an actual cut to the multi-month fee?  Some other combination of incentives?  Is the plan to prop this thing up until it can be incorporated into the hypothetical Blizzard all-access pass with Titan?  Whatever happens, it will be interesting to watch. 

Paying More For Flexibility

After deliberating the new "annual pass" to WoW, with the "free" copy of Diablo III, I decided to pull the trigger. 

Nils, despite his funny European currency, is not wrong when he points out that this is a bad "bet" if you look at it as a pre-order of Diablo III coupled with a longterm subscription at whatever is left over divided by twelve months.  Based on my past gaming habits, I would probably have paid for 2-4 months of WoW time - at a cost of $30-60 - between now and November 2012, had I not taken this "deal".  If the sole goal is to pay as little as possible, I may well "lose" somewhere in the neighborhood of $36-66.

What $66 will buy you
That said, I also think I'm getting more, as a result of being able to log in during the 8-10 months when I otherwise would not have been able to play for lack of a subscription.  A few examples:

  • This evening I am exploring the updates to WoW's Halloween event.  I would not have paid $15 to resubscribe for a month just for this project.  The Lunar Festival supposedly has similar updates.  Some of my "lost" $66 can cover access to world events.
  • My mage has yet to finish the regular heroic dungeons.  Once he's through these, it will be on to the two Zandalar instances.  Then there will be a third tier with the new zones in patch 4.3.  Finally, there will be the EZ-mode Deathwing encounter tuned for PUG's.  I would like to see all of this stuff at least once.  Could I have done that in a single month, by paying $15, clearing off my calendar, and spending every single night in randomly generated WoW dungeon groups?  Probably, yes.  Am I happy to spend some of the $66 so I can spread that experience out over a more leisurely pace?  Yes. 
  • I have no intention of leveling a Monk to the new level cap during the Pandaria beta, as I did with a DK during the Wrath beta.  Nowadays, my time is limited enough that I'm going to invest it on characters I actually get to keep.  That said, I expect that I will get some entertainment value out of being able to sign and preview mechanics changes, learn where flight masters are, etc. 
  • There's also a mount involved, which I'm assuming will be usable as a ground-capable flying mount.  Currently, both of my level 85's spend most of their time on the Horseman's mount, because I can't be bothered to write a macro or devote an extra hotbar spot to a second mount for locations that do not allow flight.  If the new horse is a substitute, at least I will have a bit more variety.  I would not have paid anything for this, but I will probably use it once I receive it.  
Like Anjin, who also signed up for the annual pass, it is not my plan to sign on every night, get back into raiding, or stop playing the other games I play.  Quite the opposite, not having a monthly timer on my WoW subscription makes me less concerned about taking time to do other things.  I could have had this deal at any time by paying the $156 for two 6 month subs, but that was more than I think it is worth.  By cutting it down to $96/12 months, the number becomes something I am willing to pay, especially with some extra's thrown in. 

(And yes, incidentally, this entire analysis assumes that Pandaria will not arrive prior to November 2012.  If the expansion arrives in August or something - earlier than expected, but the expansion definitely looked further along than past expansions at their Blizzcon debuts - suddenly I'm likely to be satisfying my "commitment" with time I would have purchased anyway.  Like the perks, I consider this possibility of actually "winning" the bet to be an extra, rather than part of the math.)