Monday, April 19, 2010

Gear: Not as overrated as I've claimed?

While I often point out that gear discrepancies at max level are drowned out by skill differences, I recently rolled a lowbie holy Paladin on another server, and I can say, the original game is much harder without overgearing. Without access to my usual supply of heirlooms and gold, I was found to be running around in gear that actually was intended for content like RFC. While we never wiped, in a single pull I ran from full mana to dead empty, popped a potion, Gift of the Naaru, Lay on Hands, and Hand of Protection. That all with only 9% overheal, which was mostly from Lay on Hands; my health was higher than the tank's (due to my suboptimal stamina greens from world drops). I can definitely say that at extremely low level, not having heirlooms really makes a great difference.

I was prepared to write a rant about how the Paladin's healing toolbox was innately inferior to other classes pre-level 20, but upon comparison to the spells a priest has available, Holy Light is actually 30% more HpM and HpS than the comparable spells that a priest has available. So, I'm here to revise my claim that everyone should have no excuse for being bad; I had trouble healing RFC, and I did 9% away from as good as you could possibly do with the gear I had, and even that meant letting people fall to under 10% before dropping the heal bomb on them. So, at least pre-level 30, cut people some slack if they damage below the healer, (I was desperately meleeing in between casts to proc Judgement of Wisdom,) or the tank, or if their threat is low, or they can barely heal through pulling three packs and a patrol. Wearing usual newbie gear really does make those things exceedingly difficult to do. I almost can't imagine how a team of level 15s in level-appropriate gear could have handled instances like RFC in vanilla.

/salute to those who came before us!

Sunday, April 18, 2010

Discipline: Losing its flavor? (Not really.)

Power Word: Shield tooltip"[We want to] make sure shielding isn't always a more attractive option than healing."

These words about halfway down the Priest Cataclysm preview have sparked a surprising response from trolls and legitimate posters alike: "Discipline is losing its flavor." I'm here to disabuse everyone of the notion that moving away from shield spam is bad for the discipline spec. The non-troll complaints seem to come from two schools of thought: shields are what makes us unique, so they should always be better than healing, or using non-shield spells is much weaker than shielding, so this change will be a nerf to the spec. The first is question of flavor, the second is based on a failure of thinking.

1: Most healing specs (everyone but the druid) have a few direct heals, and then their class mechanics make up the rest of their spells. As it stands, discipline priests in high-end raids are primarily assigned to hit every member of the raid with Power Word: Shield, and then to do it again. Since global cooldowns are 1 second, and the spell prevents shielding for the next 15 seconds, it only takes two discipline priests to cover the entire raid, assuming the shields are being consumed more often than every 15 seconds. If a boss takes more than 15 seconds to consume raid shields, then a single discipline priest is often sufficient. In either case, from a flavor perspective, discipline is strange compared to the other healing classes; discipline typically uses its unique mechanic to the exclusion of other effects. Mechanically, the current state of discipline in high-end raids is that two discipline priests is problematic, and anything more than that simply won't work. That's bad on both counts, and thus, change is good.

2: The second argument is flawed in that it examines the effect of this change in isolation. If we got patch 4.0 tomorrow, and the discipline section read:
  • Discipline's shields reduced to encourage a wider variety of spells used.
  • Nope, nothing else changed in Disc, that's all. Really.
Then, it would be fair to say that this is a nerf to discipline that is not needed, and therefore the change shouldn't be made. But, that's not the case; this is a single change amongst many that will be coming in Cataclysm. I trust the developers (and you should too) to properly compensate the spec in other areas so that the net effect is to leave us on a similar level to all the other healing specs in both tank and raid healing.

Don't do this, trust Ghostcrawler to get it right.


I personally see the rebalancing of bubbles relative to our other healing components as a good thing for the class, and not just in terms of spell variety. Making it so PW:S isn't our primary spell will make more stats viable on gear. As it stands, PW:S scales only to spellpower, which we have little control over. If we commonly use our other spells, we can actually begin to care about things like whether our gear has haste, crit, or mp5 on it. Besides gear selection, the proposed rebalancing was for the purpose of letting discipline be more competitive tank healers. By allowing us more roles in a raid, the spec becomes more entertaining, less repetitive, and more detailed. So, for the reasons I've listed, I think discipline casting more heals and less shields is good for myself and all the other raiding discipline priests.

What would you pay for?

In what could be described as a somewhat controversial move, (by which I mean the entire blogosphere is on fire because of it,) Blizzard recently made a mount that functions like the Headless Horesman's Mount available for $25. It scales to your riding skill, will upgrade to 310% if you own another 310% mount, and applies to your entire account. So why would you want to shell out that much for the sparklepony? Well, personally, I wouldn't. That image there might look cool, but if you see it ingame, the animations are a little messed up, and it just looks off if you see it with Shadowform. So it doesn't even look cool. The main reason I see for wanting it is that you won't need to spend gold on mounts for your alts. The total savings is 161g per alt (1g for regular, 10g for epic, 50g for flying, 100g for epic flying.) That said, that's only a small portion of the cost of riding; you still pay 7110g for the riding training.

But that topic has been discussed to death. I'm here to consider what they could actually offer that I might pay for. So, let's list some criteria that must be met for me to value something:
  • It needs to save me time or gold.
  • It needs to do so without cheapening the existing game experience.
  • It needs to accomplish the above without harming other players if someone has it.
So basically, the second two mean that gear upgrades, or really anything that grants a competitive advantage are off the list. I'm also not going to waste much time on things they already have available that fit the list (like server transfers, for example.)

Bigger Backpacks. Arguably, this makes me a more powerful character than someone without it, but we get by just fine with the currently-available bags. A 32-slot backpack for all your alts isn't going to be a game-breaker for someone else. In fact, in all probability, no one will know who has one and who doesn't. I'd pay $5 to give +16 backpack slots to my whole account.

BoA Flight Paths. I like how the "you need to visit the destination first" mechanic of the flight path system made me explore the world on my first few characters. When I'm levelling my umpteenth alt, however, it's pretty annoying to find out that I need to hike to Tanaris or something. (Actually, I recently got around that problem by taking the Caverns of Time portal from Dalaran.) If they sold an account upgrade that made it so all of your characters had all of the flight paths that any of your characters had, I'd be down with that. I'd pay $2 for this feature.

Hard-Mode BoA Items. I'd pay for a BoA trinket or an item for some other mostly-harmless gear slot that granted a -25% damage/health/healing/absorbtion in exchange for a +35% XP from kills and +5% XP from quests. Normally I find leveling an alt fairly fun, but not as fun as raiding, because it's not challenging enough. These would help with both things I dislike about the leveling experience: it's too long, and it's too easy. I'd pay $10 if I could get one for every one of my alts, or like $4 if I had to be bothered mailing it around between my characters. Add $2 if it increased out-of-combat health and mana regen to something fast enough to make my downtime about equal to the time it takes to run to the next mob.