Thursday, April 15, 2010

Priest Cataclysm Changes: Because a million and one other posts just weren't enough.


It would be poor form to comment without a link, so... Priest Cataclysm changes from the WoW forums.

One-by-one I'm going to post my thoughts on the changes.

New Spells: Heal, Mind Spike, Inner Will, Leap of Faith Life Grip.

Heal was "added" to enable a new style of healing whereby healing is less frenetic and a lot more about minimizing overheal. The new (old really, vanilla was like this) healing environment where mana matters and health pools are much bigger than heals will be a nice change of pace, and I think it and the new middle-ground heal spells are good for the game in general. Now the devs will be able to produce more varied fights, the old hard-enrage and heal spamming fights can still work, they'd just need to be short, and if all goes as planned we'll also have more slow and mana-managing fights like Vezax.

Mind Spike is... kind of useless, IMHO. We already have (Improved) Devouring Plague spam for things with very low health, and for anything that lasts even a few seconds, I'd prefer to DoT it up. It only takes ~8 seconds to make my DoTs better than a quick, weak burn rotation. Ah well, another spell for lolsmite and on the off chance that I get spell-locked while shadow, I guess it will be helpful.

Inner Will sounds good. I can't see wanting to intentionally screw my spellpower very often, but I'm sure we'll find a few fights to use it in, and it will make things like the run from the Brann event in HoS to Sjonnir the Ironshaper a little faster.

And finally Life Grip, my personal favorite upcoming Priest spell. Life Grip promises to be riotously full of griefing potential, much like certain other hilariously fun and useless abilities like Mind Control. Unlike certain other mostly-useless abilities, I can see Life Grip being legitimately useful for more than just Instructor Razuvious Must Die! and Who Needs Bloodlust? It can function as another "shield" type heal, by preventing damage someone would have taken had you not moved them, and I expect it will also see use in a few kiting and other movement strategies.

Mechanics Changes

The new version of haste-scaling for DoTs is interesting, to say the least. At the very least, it will improve shadow's hast scaling, but it will also simplify the rotation a bit. I'm okay with the rotation getting mildly simpler if we get mildly stronger, I can view it as a necessary evil. Of course, for healing this changes things a lot, particularly if Radiance scales to haste. I hope something similar is worked out with our Weakened Soul duration being shortened by haste also.

SW:D as an execute? Cool. More to think about if you want to do more damage; exactly how it should be.

Priests as viable good tank healers? Sweet. In keeping with the above mention of using the right heal for the job, multiple sizes of bubble is also nice.

O noes, what ever will we do without our spirit buff? Oh right. Basically the exact same thing we've been doing. I actually like this; you no take candle!

The 5-second rule is gone? I'm not sure if I care about that either. On the one hand, I (sort of) liked the old complexity, since it offered the opportunity to squeeze out extra mana if you pulled off some convoluted strategy, in theory. In practice, however, we've been solidly in the 5sr for ages anyway, may as well just make it official.

Talent Changes

Much of this section I've already commented on above.

Power Word: Barrier. Cool. I hope this means that the role of a disc priest won't be "shield everyone once, than do it again" anymore. Other than that, this is also one of many announced ground-targeted AoE heals (the others are for other classes). This sounds like a fun change, switching healing from Grid whack-a-mole to actually paying more attention to the fight itself.

Chakra. Being able to specialize for many different healing roles sounds good in theory. However, since they posted that they've also mentioned that they intend to have some special UI to indicate your Chakra status, and get an "in the zone" feel. This, I'm vehemently opposed to. New UIs typically break, and broken UIs cause wipes. Please just use something that works. I recommend a few different buffs, one for each state.

Mastery

Absorbtion: how bland. The mechanic is simple, but it does emphasize what makes Discipline unique, so, bland or not, I think it'll work out alright. This will also be fairly easy to balance, and helps to cover an old issue that there was no gear for priests who commonly get assigned to shieldbot.

Radiance: cool. Again a simple mechanic, but instead of increasing an effect we already had, it tacks on a new effect to spells that never had it. This is also a fairly simple thing to balance.

Shadow Orbs: not enough information. I think Blizzard doesn't yet have a clear idea of what this will do, so I can't really fault them for not telling us yet. As it stands, it sounds somewhat like a graphical version of Shadow Weaving. If executed well, this sounds like it could be an amazingly involved mechanic, if executed poorly, well, we may find ourselves saying "wait for 5 shadow orbs before applying SW:P."

In the hope that Shadow Orbs is awesome, here's a small handful of suggestions for the use of shadow orbs.
  • If they deplete over time, make sure it's not yet another excuse to rush pulls. 40 seconds out of combat seems like little enough time that farming orbs before a boss pull isn't really viable, but long enough time that you don't need to hurry between trash packs or risk wasting orbs.
  • The brief mention of "spending" shadow orbs to empower a single spell or to perhaps cast an entirely new spell sounds excellently fun.
  • There should be a balance struck between hoarding shadow orbs for their passive damage bonus and spending them for the powered-up spells. Ideally the chance to gain a shadow orb would be based off your mastery rating, but the chance goes down for each shadow orb you have. So higher mastery leads to a higher maximum number of shadow orbs, and spending more orbs on spells allows you to gain orbs back more quickly.
  • They should be spendable for a damage boost, so that keeping a balance between the passive boost of having them and the immediate boost of spending some is worthwhile. Ideally this balance should not be "pop an orb whenever you hit the maximum number." It should also not be "pop an orb whenever you have one."
  • They should also be spendable for utility effects, like temporarily making VE raid-wide, making Inner Will look more like Sprint, making Fade get you out of combat, or making Dispersion a real immunity effect. Clearly some of these are pretty powerful, so they should require a large number of orbs, possibly so many that you can't even use some of them unless you have enough mastery on your gear to be able to have that many orbs.
  • Speaking of which, having the maximum orbs vary with mastery, and having certain uses for them that only become available as your maximum increases sounds incredibly fun as well. It's like leveling up and getting new spells when you're already at the endgame.
Well, that's my two coppers on the topic of the priest changes for Cataclysm. Here's hoping for another amazing expansion.

Monday, March 29, 2010

On Expansions

I just read a post by Tobold (yes, I realize I'm behind the times,) about the difficulty of balancing Cataclysm. His central argument it that, in order to "future-proof" the level 81-85 zones, they need to be tuned so that someone who just turned level 80 a year from now, someone in greens and blues with little raiding experience, can handle the world and normal-mode 5man mobs. Trouble is, most of the players right now are in at least 4 piece t9, and have appreciably more skill than a fresh 80, even if I think that amount of skill is a pittance. So we have the challenge of trying to set Cata up to be enjoyed immediately by a group ranging from fresh 80s to 11k-DPS beasts, and later to still be enjoyable by mostly fresh 80s, or even fresh 78s if Cata is to follow the tradition.




So what do we do? Here's my take on some of the options.

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Option 1: ...and I jizz in my pants.


Cataclysm follows ICC in difficulty and progression; world level 81 mobs have ~60k HP and deal about 2.5k DPS on cloth.

The reason for even considering this option is because it appeals to me personally. With my about 5k DPS when alone against a low-HP mob, fights would run about 12 seconds per mob, as they do now for a fresh 80 against level 80 world mobs. At 2.5k DPS for 12 seconds, I'd be taking a net 750 DPS (after self-healing, armor and other survival-oriented class abilities) from the first mob, and about 1750 for each thereafter, putting me at risk of dying to a two-mob pull, in need of CC for a three-mob pull, and funtionally dead as soon as the fourth aggros. Add in minor mob gimmicks/avoidable attacks, and the world mobs become a solo raid. For players not at the top-end of current content, 2-3man grouping would render such fights doable to the current average player, and a common 5man team of fresh and unskilled 80s could handle these as well. Personally, this option has my seal of approval; It would be like I just ate a grape.

However, this would make the 78-85 range all but impossible for a truly casual player. Even a good casual would only be doing ~2k DPS when they arrived at level 80, and forced grouping, either in the form of raiding to get up to speed, or grouping in order to finish "solo" quests, would mean progression and remaining casual are mutually exclusive. R.I.P. Option 1.


Option 2: WoW, so easy a retard can do it.

Business as usual, tuned for bad fresh 80s. World mobs have ~14k HP and deal maybe 400 DPS on cloth. No gimmicks, mobs all virtually reskinned clones of eachother (like in WotLK.)
This option is fairly likely; Blizzard's current policy seems to be "Hardmode raids are for the hardcore, Raids are for almost everyone, and world mobs should be soloable three-at-a-time by a retard." If we take a bad fresh 80, we'd find ~600 DPS, possibly lower armor types than normal, and no item enhancements. At this rate, fights last 23 seconds per mob, and the mobs deal about 170 DPS for the first mob, and 320 for each beyond the first. At this rate, this bad fresh 80 can take two at a time from full health, and might even manage three or four if they use crowd-control, heals or kiting.

If this sounds rediculously easy to you... well, I point you to current level 80 world mobs. They have 12800 HP and deal ~250 DPS on cloth; they're even easier. I accidentally oneshotted one of them when I went to go check that data. On my crappy Mage alt. So clearly it's neither too easy for Blizzard nor too easy for the 'tards. But I suppose that's OK; everyone says the game starts at level cap anyway. It could, however, be better than this.



Option 3: Operation Vanilla WoW


Tune for the average player now (t9, 20k HP, 3k DPS,) nerf it later. Mobs would have about 25k HP and deal 900 DPS on cloth.

This was how the old world was handled. Once upon a time you'd have elites wandering around outside every instance, sometimes before you even got to the meeting stone. Places like Moonbrook had mages with a gigantic aggro radius that could pyroblast you for half your health from accross the subzone. Then they buffed players. Then they buffed them again. Then they nerfed the old-world mobs. Then they buffed players again. Then they nerfed the mobs again. And here we stand, with an old world that's so easy a retard could do it.

I actually don't prefer this option to option 2; it's still no challenge to me, and people will whine when they go to nerf it later. In the mean time, some bad casuals may quit because they can't handle it, reducing the amount of money spend on improving the endgame for the rest of us.


Option 4: The only serious one.
Tune the world mobs for the bads, tune the "group" quests for the good casuals, tune the 5mans for the ICC raiders, nerf 5mans later.
This is the "something for everyone" approach, and the approach which has made WoW the massive success that it is. Up until now, they've done it as "world mobs for morons, group quests for morons with friends, 5mans for three morons a tank and a healer, and raids for everyone else," and that's how I expect them to handle Cata. If, however, we can get some of the levelling game tuned for the high-end players, then the game needn't "begin at level cap" and we might go back to enjoying levelling, rather than trying to get it done as fast as possible.

Tuesday, February 9, 2010

Vanishblock and you.

So, you may be wondering why exactly I'm writing an article on Vanish here in Guardian Spirit. Two reasons, one, it needs to be written since I can't find lore on Vanishblock anywhere, and two, I don't have a 'general purpose' blog.

So, what is Vanishblock? It's a feature of Vanish (and to a lesser extent, Invisibility) that can allow a skilled Rogue (or an insanely skilled Mage) to entirely avoid any one attack for the price of their aggro reset cooldown. The Vanish page on Wowhead makes a reference to the Vanishblock ability in the first comment: "[Vanish] can be used to avoid both physical or magical damage if timed properly." This is, unfortunately, the only reference I could find to Vanishblock anywhere when I went to try and look it up for a Rogue friend; if I hadn't already known more-or-less how to do it, I wouldn't have been able to teach him the secret forbidden lore of the Vanishblock.

We eventually met outside Orgy for some duels to practice with, and it worked exactly as I expected, he could block Pyroblasts, Flamestrikes, Mind Blasts, basically anything he could see coming, either in midair or via my cast bar. When blocked, he would avoid all damage, all associated debuffs, he would prevent me from gaining stacks of Shadow Weaving or healing from Vampiric Embrace, and if the spell had no travel time, it even prevented me from stacking up Eye of the Broodmother. It was as if the spell never happened. What happens outside Orgy stays outside Orgy, I guess. Notably, he could not use it to protect someone near him from an AoE, however if he was the primary target of a spell like Chain Lightning, the entire spell would fail. Targetted healing spells would also fail if blocked, assuming the caster wasn't in the same party or raid.

So, now that I've stated what it can do, I'll post how to gain this amazing ability (and why it's so rediculous). To preform a Vanishblock, simply hit Vanish 0.33 seconds before the ability that you want to block would land. For mages, you want to hit Invisibility 3.33 seconds early (you want to go fully invisible on the same timing as the Rogue's Vanish.)

Now, why is this worth taking the 30 minutes or so to practice with a caster friend? It works on PvE effects. Mark of the Fallen Champion targetting you? Nah, you can just reset your blood meter, thanks. Tear Gas so the raid can pay attention the to RP? Screw that, have a free 20 seconds to stab the old fool, just hit Vanish as the bottle is about to hit the floor. These are the most reliable effects in ICC to block, but I've seen Bone Spike, and Gaseous Bloat blocked too. Since you can't see the target of those in advance, it's a matter of luck, and causing these abilities to fail may wipe your raid.

So spread the word, send your small stabby people here, and let's force yet another Rogue nerf.