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Starting to settle in at the new job, so updates might actually happen more frequently again.

Someday I'll take a good action shot of one of my toons, I swear...

Someday I’ll take a good action shot of one of my toons, I swear…

Got my legendary cloak. Not on the day of the patch – gasp! – but on the day thereafter. Probably would have waited longer still if it weren’t for a guildie who’d farmed up his last runestones the day before and who did all the schlep work of putting together a group that (mostly) stayed together for all four bosses. So, thanks, Dan. Don’t worry though, you’re still a dick.

The proc is off Xuen’s bath towel is surprisingly effective. On most fights it accounts for 6% or so of my damage, making it as good as most of my actual abilities. Well worth the grind. Also, watching my character go completely bosbefok is marvellous.

Dan and I were the first two to get the cloaks – close enough that I’m not sure which of us handed in first for the guild achieve. Quite a few of the other guildies are making progress, though – we’ve already got a cloaked healer* and a caster DPS who’s a couple of celestials away. Fun times.

Not having to actually display the cloak to get the visual proc is the best idea Blizzard’s had in a long time, and that alone makes me happy they went with a cloak rather than something unhideable like, say, a weapon. That said, the fact that these blue/white wings clash with my transmog has been getting on my proverbial tits. Juuust a little. Time to play dress-up again. Speaking of…

elixirIt seems that the old quest mobs in the Vale now drop a new elixir which turns one’s character into an appropriately-attired Golden Lotus guard, such as they were before the HORRIBLE DESTRUCTION. I quite like this bronze armour set, and don’t recall seeing it at all while levelling! What a shame.

In other news, the guild’s cleared the first Flex quarter and the first two bosses in Normal, which is actually pretty good for a first week. We’ve got some of our Cata raiders showing interest again, which is pretty awesome. Guild cleared ToT all the way to Animus in one night**, which is excellent given that we were routinely stumped by Tortos before and had never even seen past Ji-kun before. Yes, it’s nerfed, and no, I don’t really care.

Siege looks to be much better balanced for our needs – less “every raid member must know how to execute this arbitrary mechanic perfectly or we all die” checks. Group cohesion’s important, and we do that fairly well. If the roster holds together, I can see this being a very good patch for us.

Flex has been interesting – the difference between Flex and Normal is pronounced to say the least, but unlike LFR, the mechanics appear to be entirely intact. Made learning the first couple of bosses vastly easier. Being able to pop latecomers and random friends in as well is marvellous.

 

* I’m not jealous that the cloak’s wings look so much better than my pally version. At all. >.>

** Disclaimer: I wasn’t involved in this at all, being that my beloved wifelet got me Cold Days and I had to read it immediately.

Blizzard recently announced a tentative completion percentage of 25% on new character models. That’s great and all. It’s kicked off a few forum threads and a couple of called-in articles. There seems to be a pretty common preference established with regard to reworking the Forsaken, though, and it’s one that has me shaking my head in puzzlement. To whit, most folks in favour of a rework want our undead chums to ensure their knees and elbows remain inside the model for the duration of the ride.

Your average forsaken, giving approximately zero fucks

Your average forsaken, giving approximately zero fucks

That’s… kind of awful.

Yeah, the forsaken have some issues with their model. Mostly revolving around the fact that they have awful turtle necks, chest armour that distorts in a curve making them look like they’re melting, and anything other than heavy plate-style boots looking awful thanks to being cut off at the ankle. Still, they are – like most of the other Horde races barring belves – humanoid without looking like humans run through a stretch tool.

Do people really want to play humans with bad skin and worse posture? The forsaken animation set is awesome, and that alone distinguishes them, sure. But bones poking through the skin? That’s a powerful visual signal, even in stills. It’s an identity. Given how many complaints come from the stretched humans (and their special guests the draenei) about how alliance has no identity… I think it’s worth holding onto, don’t you?

That said, it’d be remiss to end this post without a little hypocrisy. One thing I would like is asymmetrical bones – elbow poking through one side, knee on the other – rather than all four contact points. Ideally have it customisable similarly to the jawline – full, half one way, half the other, completely gone. I like diametrical symmetry, but others might like the evened-out look, and still others might prefer complete asymmetry.

Just don’t make it possible to create a forsaken without bones. That’d be a tragedy.

Turn-based games are a heavy abstraction; the concept of everyone having their go like so many redcoats is a little laughable. Still, I’ve always had a fair-sized soft spot for anything that gives me time to make my choices, and it was in a turn-based game that I was first really introduced to the idea of competitive balance.

Disciples II is a turn-based strategy with four playable factions. It follows the familiar overland/battle map conventions, as one might expect, with battles being fought between parties of up to five units and one leader. It’s an old game; not quite as old as the games I’d experienced before, like Fallout or StarCraft, but in that range.

StarCraft has long been held as the pinnacle of competitive balance despite the asymmetric unit types available to each of its three races. Because factions are balanced around their entire package and the tactical options available to them, balance is an intricate and iterative process rather than an absolute. Because strategy and composition are so important, balance isn’t easy to see at first – it emerges.

Being much more limited, the balance of a game like Disciples is much easier to grasp. Each faction can produce largely the same basic types of units – warrior, ranged attacker, caster, a flavour unit and a special unit. Tech trees mean that all of these units develop in different ways, and the different factions approach different units from completely different angles – the undead faction’s ranged attacker does no damage but causes paralysis, where dwarves have the option of a tough single-target gunman or a fire-resistant flamethrower who attacks the entire enemy team as though he were a caster. The flavour and special units take this further to provide some pretty fun choices.

Still, looking at the overall packages, it was easy to see where weaknesses crept in. The demonic legion had powerful casters and good map access as a result of all of their leaders being flying types, but were over-reliant on slow, two-space units that levelled slowly and never quite seemed to match individual units of the other factions. The dwarves were ridiculously tough and had excellent access to a wide range of elemental attacks, but took the most experience to level and suffered heavily with their universally poor initiative scores. The empire had units which levelled very quickly and dealt well with consecutive fights thanks to their healing, but they had little access to elemental attacks and were individually very squishy. Then there was the undead horde.

The undead faction had a number of tricks. The paralysis unit mentioned above had the potential to turn anything up to a capital city battle around, and was an AI breaker – the AI always underestimated a party with a ghost in it, since they had no damage. Undead casters had a tree as extensive as the legion, but containing such delights as high-initiative elemental attackers with complete immunity to physical damage – aka the damage type of around 80% of the units in the game.

This physical damage immunity carried over to their special unit as well – a relatively low-hp high-cost fighter unit that levelled about as quickly as a second-tier fighter. All phys immunes paid a cost in base health, meaning that they were vulnerable to casters – theoretically, since any of the phys immunes could out-init a caster – and overland spells – again theoretically, since the undead faction had a spell which could replenish fog of war. Oh, and nearly every horde unit was immune to death-element damage, including the aforementioned phys immunes.

So then what was their balance? Low territorial advancement. The only undead hero with overland flying capability was the relatively weak warrior type, and their territory control units were ground-bound and had a very limited movement radius. A theoretically disadvantaged empire opponent might have trouble in the earlier levels and find their party entirely outmatched coming up against a levelled undead opponent, but the same empire player would be able to keep his units out in the field much longer without having to return to a city, level their units faster, and gain more territory. This is an advantage that’s much harder to put into clear terms, and it was also the first step toward understanding the StarCraft level of game balance. There is more at work than the simple unit vs. unit math.

That, of course, is a strategy game. Every role-playing type game that I’ve ever played has, by comparison, been completely and hopelessly unbalanced – junk builds, entire unviable classes, perks which are basically traps for poorly informed players, etc. And that was (mostly) fine, because those games were meant for single-player action or in the case of ARPGs like Diablo I/II, it was easy enough to reroll. That was an accepted feature of the genre, and it even seems to have been the case for the early years of World of Warcraft.

Here’s where we get back to whining my usual subject matter. WoW is pretty tightly balanced nowadays. You really have to work at it to make a non-viable character. And yet… some classes just feel like they’re balanced by different criteria. Yes, I’m talking about warriors again, as usual.

A warrior actually has some pretty decent party tricks, but the emphasis here is on party. Mobility, mitigation, even snare-breaks are farmed out to abilities that require party members*. That’s not considering things they don’t actually have, such as for instance healing or dispels. Useful in PvE, and indispensable in PvP.

Warriors seem to be balanced around the strategic level – and as far as I can tell, they’re the only class that’s set up this way. It’s… weird. And despite the effectiveness that a supported warrior can bring to bear, it inevitably feels like playing the roadie in a game where everyone else is a self-contained rock star.

or a banner in the case of Intervene, but that’s clumsy as hell and leaves warriors in the position of being the only class needing to use a placeable CD, a target click/macro and multiple GCDs to have a snare-break…

How difficult is it to master a class? What does it mean to master a class, and where’s the line between mere competency and mastery? At what point in the process is the player really trying? Do most people ever really try, in a world where failing in an earnest effort is seen as more damaging than the deniability of not having given it a genuine shot in the first place?

Do people really think that heroic players skate through without trying? Or is it just that they think they’ll somehow be able to get to heroics without trying and only there should their precious effort be expended?

Impending Victory is an awful talent. By which I mean of course that it should be given baseline treatment.

"You are the lowest form of existence in this world" "Really? This from a Draenei?"

“You are the lowest form of existence in this world”
“Really? This from a Draenei?”

One of the biggest issues that warrior tanks complain about is that they’re the only meatshield that absolutely needs a healer – they don’t have any real self-healing. Warriors in general have only Victory rush and, let’s face it, Second Wind. IV is just too weak on its own to bother taking.

So: make IV the new baseline VR. Give it a rage cost, and give Prot a method of increasing the healing so that it’s a good reactive button. Let’s look at the examples of Death Strike or Word of Glory; perhaps a warrior’s IV could be improved by Devastate uses or when attacks are blocked. The rage cost should be high enough that it should always compete with Shield Block and Shield Barrier* as an active button, but not so high as to be prohibitive. Perhaps change the glyph to provide a cost saving after an enemy is killed, or simply bake such an effect into the base ability to maintain flavour.

This leaves the talent tier with a bit of a gap. Ideally I’d fill that by providing a talent which converts Rallying Cry into an absorb for x% or the warrior’s health, rather than the hp-increasing effect that we have today. Absorbs are a powerful toolkit item, and the option of enhancing one’s raid-wall would give warrior utility in general a much-needed shot in the arm. Call the ability “Iron Hymn”, or maybe “Phalanx”.

Why hasn’t this happened yet?

* Actually, considering Barrier’s near-uselessness, pretty much anything’s going to compete here. Just sayin’.

After the last post’s semi-guildrun-thing, we actually got a proper guild group together and cleared Terrace. Go us!

Some folks may be missing because they wouldn't stand still in frame...

Some folks may be missing because they wouldn’t stand still in frame…

What else to do, though? Well, in between about a million interviews and some crushing self-doubt, I’ve been levelling toons on a PvP server again. Got a little warrior as a tank, since I never got the hang of warrior-tanking in Cata and I figured it’d be better now.

Well, it’s… different now.

Not actually relevant, but this quest is hilariously bugged at the moment. "I could have sworn the Banshee Queen was a goth chick... NOPE, HORSE"

Not actually relevant, but this quest is hilariously bugged at the moment. “I could have sworn the Banshee Queen was a goth chick… NOPE, HORSE”

One of the issues with rage tanks is that if you miss your rage-generating attacks then you’re completely hosed. Guess how much hit and expertise there is on low level gear? If you guessed “bugger all”, then full points.

nodamage

OMG OP nerf nao

Warriors still have very little by way of options when pulling from range, and they don’t really have AoE early on. Hell, they don’t have any attacks early on. Up until 26 your only option for a semi-spammable attack is Sunder Armor, which does exactly zero damage. Somehow manages to keep threat, though.

Started a paladin (there’s a surprise) shortly after the warrior, specced it out as tank, and the contrast is unbelievable. Just being able to deal damage from range and having a reliable self-heal makes a massive difference, and having an attack that’s up every few seconds from lvl 7 is so much better. Mobility or not, I can navigate a dungeon so much faster on a paladin.

A lot of the difference comes down to Avenger’s Shield – being able to grab threat from range and keep it, plus the interrupt/silence effect. Makes Heroic (hah!) Throw look like the joke it is. On the plus side, once you hit 30 and get Revenge, nothing will ever out-aggro you again, provided that you can keep stuff in range.

Also been slowly levelling a monk. One of the nice things about monks is that “slowly” is a relative term. There’s a daily class quest at your handy Acherus analogue that grants a buff that increases any xp you gain by 50% for an hour. Stacks up to 3 hours. Each of these quests requires the defeat of a master, but what got me was the comments that the masters use when you challenge them.

This guy, for instance, spends too much time on the PvP forums.

This guy, for instance, spends too much time on the PvP forums.

They seem to be not-so-subtle jabs at some of the playerbase. It’s brilliant. There are also two Master Chengs… a pandaren male and a belf female. That’s… kind of freaky.

Lastly there’s the Brawler’s Guild. At some point, after watching guildies struggle with GG Engineering, I basically plowed my way through the first 6 ranks or so by sheer skill and overgearing like a boss. Rank 7 was kind of fun, with gear not making such a great difference and fewer “haha you’re melee FUCK YOU” fights. Then I hit rank 8. Which meant Hexos.

Allow me to illustrate Hexos with the involuntary help of some random ‘lock who was trying it as well. (since there’s no way in hell I can take screenies while trying the fight…)

WoWScrnShot_071413_223124

This ain’t so bad, I don’t see the big… uh…

 

...deal... whoa...

…deal… whoa…

 

...ohshiii wtf...

…ohshiii wtf…

 

...GG lol.

…GG lol.

The fight is literally playing this game while running your rotation well enough to manage 100k DPS. It’s… insane. Oh, and tends to bug out for pet classes if Hexos goes for your pet first, so there’s that. For those who don’t want to click the link, here’s the breakdown: if you’re facing any of those pink bits when they get to you, it’s over. Instant death. If nothing else, this serves as a warning of how much worse Durumu’s floor maze could have been.

So yeah, not sure when or if I’ll ever make that one. Ah well.

So, what does one do when not raiding? Surprisingly enough, the answer is often ‘raid’.

Ama zoom-zoom

Ama zoom-zoom

Remembered to get some screenshots from this PuG. Hilariously enough, while it started out as a straight ToES run on TH, it ended up being pretty much a Hordivores semi-run with all 5 of us online at the time in the run. Not sure whether we should be proud that we were holding up the damage and healing… eh, screw it, we did good.

rhino

Say that again, I dare you. I double dare you, mother fucker!

Mentioned the death knight PvP crafted set last time, and I stand by my assertion… on a tauren, this set looks like an Evangelion crossbred with a rhinoceros. Tauren often have issues with helms due to the snout, but in this case it fits perfectly – better than the cheesy psycho grin that comes standard with other models.

And finally, I got my Zookeeper achievement. Yeah, days before the spawn rate was buffed. Figured with Blizzard’s reaction to previous overcamped rare spawns – Minfernal anyone? – that it’d be a while before they gave in. Nice to know they’re getting a bit more reasonable and not just dismissing player concerns about having to spend hours out in the middle of goddamn nowhere. Seriously, what’s the point of having a bunch of people congregate for days out in the arse-end of a desert with absolutely nothing to do? That’s time they’re not spending doing stuff with other people, and yet the last I checked this was a social game.

Aww yeah wanna come swing on my monkey bars?

Aww yeah wanna come swing on my monkey bars?

Aaand I’m ranting. Anyway, next episode: death knights levelling on a PvP server! Which is mostly instances so far, but that doesn’t mean there hasn’t been any player versus player action.

Since I’m not raiding, there’s been a bit more time to level alts and such. Latest addition to the 90 stable is my old friend Bitterwind, the priest I healed on through T12 and 13.

Dot iz vun verra nize hat

Dot iz vun verra nize hat

Well, when I say “not raiding”, I don’t mean “not LFRing”, though that’s cut down to when my anaemic ‘net connection can service a 25-man load. No, Bitter’s already run through the first segment of ToT. Atonement’s very different from how I used to heal, but it’s also a fair bit more latency-tolerant, and I always have the option of spreading bubbles liberally across the raid.

Not dodgy at all

Not dodgy at all

Levelling’s pleasantly improved by the loosening of xp requirements in Pandaria, and even dungeons seem to be slightly less godawfully useless. That said, I have a persistent issue on the last few toons that have gone through the HC dungeon process. You see, I keep forgetting to thrust my impatiently vibrating quest items into Sally Whitemane’s body.

Yeah, that’s pretty much straight off the description.

Had a few characters now who’ve left the quest incomplete for months at a stretch. There’s just something about it. Or I’m getting lazy.

In other news, considering a move with a couple of guildies to a more Horde-friendly server. Transfer special week seems to have decimated the already low red presence on our server. Ran a quick PuG Sha of Fear with a group from Lightning’s Blade already.

The question becomes whether I should keep my fairly well geared main on Lightbringer or move him to get the best performance. Doesn’t feel right moving a toon that was geared by this guild, though. I’ve got some neat stuff, and we were doing okay on the raiding front before attendance killed all progress. Could be this is just a patch we’ll get through in time. Doesn’t feel much like it right now, though… attendance has been our bugbear since day 1, and at least I wouldn’t be alone with a few familiar faces on the other side as well.

This may seem moot when my line prevents stable raiding, but a good PuG presence on another server would mean that I could maybe get into a few raids in those times when the connection isn’t doing its “220 lat lol j/k 700” thing.

Either way, for now it’s levelling of toons on a PvP server to get a feel for the place. I hear Outland’s a blast, what with lvl 90 toons wandering around killing quest mobs and sweeping out of the sky to gank lowbies. So much to look forward to.

I wrote a very different post, but I’m not going to publish it. It would have been petty, complaining about RNG yet again. It would have said very little that is new, actually. And it would have been entirely out of place.

See, this tier has actually been really good to me. Our team hasn’t raided consistently, but I’ve been getting upgrades pretty steadily when we do. Hell, just this week I picked up a sweet pair of pants off Horridon.

That pair of pants is this week’s upgrade project, after which I’m actually out of things to spend valour on, and I’ll probably end up upgrading my remaining 502s. Upgrading has been amazing for my sense of progression. Back when it was first available I wasn’t earning enough valour to make use of the feature, but at the current much more affordable rates, it’s a nice way to push my gear just a little further. I spent around 3k valour upgrading the better parts of my gear last week, and it feels good, bro.

Complaining in the face of this just seems frivolous. It’d come off like complaining that I hate my superbike because it’s got a couple of scratches in the paint. At the end of the day, I’m still going to climb on that boney and thrash it ’til hot pepper sauce dribbles out of your sister’s most special places.

Heroic scenarios have proven more fun than a backseat full of stoned nursing students, especially since the queue isn’t a groundhog day loop of Moar Domination Point. The new goblin scenario is short, sweet, to the point, and lets me kablooie all of the buttons on some nice tough mobs and sub-bosses. Not to mention goblin paladin + avenging wrath = hilarity.

There’s even been some interest in challenge modes again, and they’re still hair-raisingly entertaining. This is a pretty good patch, everything considered. Hell, all I can really complain about is the bad luck streaks in pet battles and the fact that my line’s still acting up, and the latter isn’t even vaguely the game’s fault.

Well, that and the seriously creepy NPCs.

Gee, furry AND midget? Pa'Chek has seen some shit.

Gee, furry AND midget? Pa’chek has seen some shit.

dressup

That moment when you realise you didn’t remember to get a screenshot, so your UI is showing

‘Net line’s done its typical African thing over the past couple of weeks, so WoW has basically been reduced to Dressup Barbie Retribution edition. Well, that and I finally switched my paladin from miner to blacksmith. I’m sure the extra 600 or so haste is totally worth it!

Actually been wanting to switch away from mining for a while now. Not the most useful, exciting or flexible perks. Considered engineering, then remembered the guy I healed in Dragon Soul whose boot enchants occasionally managed to deal somewhere in the millions worth of damage to him over the course of Madness. So yeah, BS.

Meanwhile, back in dressup barbie land, green is apparently the colour of the day. Tillers have a very attractive tabard, and green’s unusual enough (unless you’re a warlock) that it makes for a reasonably distinctive outfit.

This particular effort is based around the Landfall Warboots, which I’ve been wanting to lever into a ‘mog since I first got them as a quest reward in the early Pandaria quests. Alliance have a pair with the same name, but theirs look completely different, following the traditional blue and gold colours. Nice for a set with the dungeon plate from BC normals, but that’s off topic.

The shoulders are pretty much instantly recognisable as Pauldrons of the Wardancer, since they’re the only shoulders with this model that aren’t limited to warriors. Source ’em from Hydross, first boss in Serpentshrine. He’s pretty much dead easy. I kind of like the yellow foglights that shine out of the tops, but they caught me by surprise the first time I saw them.

Belt and chest are from the Fel Iron plate set, made while levelling blacksmithing. So if nothing else, it’s given me that. (transmog: the REAL profession perk! omg) The gloves and legs are my perennial favourites from the Vicious Pyrium cataclysm PvP crafted set (blugh what a mouthful). Both sets should be pretty cheap and/or easy to twist a guildie’s arm for.

The weapon may be a sticking point – it’s the Ruthless Gladiator’s Decapitator, earned back during Cata. Wowhead says it’s still buyable, but a lot of the PvP gear from that era disappeared magically at end of season. Either way, it’s a tremendously attractive axe with some winsome hilights that complement the other pieces rather nicely.

I’d like a chest with a higher neckline, maybe, and the belt looks much more garish in the image than I remember it being ingame. A couple of iterations might clear up those niggles. Overall, though, it’s a good low-maintenance look with plenty to recommend it.