Blizzard’s Re-introduction of Flying to WoW

flying-header
via: Dev Watercooler: Flying in Draenor

Props to Blizzard. It feels strange that no-flying was even on the table, and from what we’ve heard over the past couple of years makes it clear it was even a controversial topic internally.

Like I get that there was a sudden influx of former wow devs or whatever from Titan and that likely saw a shift away from the direction WoW was going, but to have a feature in the game for SEVER YEARS be pulled in current and any future content over really dumb reasons (No one expects to be flying while leveling up, besides Cataclysm, literally every other expansion was first consumed on the ground) was just super dumb — even worse was that it was “announced” on a third-party site, on a Friday before a holiday weekend — seriously, guys?

WoW is the most popular mmo for a reason, and they’re one of the few mmos to even offer flying as a feature, so it just seems dumb to pull it out after 7 years. Although it would have been a huge boost for FF14’s expansion, which ironically enough, introduces flying in their expansion coming out in a couple weeks, heh.

kaliri-skettisI’m also wondering why TBC was the only expansion where we saw anti-flight areas in the game — surely I’m not the only one who remembers the anti-air cannons, and those bastard Kaliri mobs over skettis am I? Why did they stop adding stuff like that?

Hell Dreanor would have had an awesome setup: You can’t fly when you first come, because you wanted to keep a low profile at first, and the Iron Horde had anti-air cannons or whatever, but then as you quest through and beat back the horde in the various zones and once you reach max level and have the highest level Garrison you can then unlock flight because you’re the Hero that helped break the Iron Horde’s grip!

The new way to acquire flight is kind of like that, where you need to hit up every quest and a lot of the treasures and other zones, but I would have preferred, I think, a really cool lore-filled quest-chain like they talked about before the expansion.

Still I think it would have been cool that if you fly over BRF, Iron Docks, Highmaul, or (in the future) areas of Tanaan you risk being shot out of the sky.

Also, personally, I find it sort of lame with how much choice they’ve pulled from the game in recent years, and this was just another one — like I get if you don’t like flight, but forcing others to the ground is just sort of lame.

Bottom line, IMO, is that flying is just fun! It’s great that there are folks out there that dislike it, but WoW has had flight for seven years. Now, hopefully, Blizzard can address some of the other shortcoming of the expansion — personally I would like to see more non-raiding content (I can’t believe I would ever miss the days of Pandaria’s dozens of dailies, but at least those gave you something to do out in the world). Also what happened to telling a story like we got from the 5.1 daily factions? I loved that! Dailies and then every few days a new story quest was just really fun! They even talk about those being very popular, I specifically remember talk about it before the expansion and then WoD launches and nothing.

Factions should be more than just grindy, is Sha’tari Defense the precursor group to the Skyguard? If so why don’t we get some cool little stories involving them? How cool would it be to help them discover and train Nether Rays?

Warcraft and Squishing

One of the features in the upcoming Warlords of Draenor expansion to World of Warcraft was a squishing of numbers. I wasn’t planning to make a post on this, but I thought it was interesting enough to through up — you see on the night before the pre-patch that included the “squishing” I took some screenshots of some of my characters before, so that later I could compare them for after the squish. So earlier I went through and took some after shots to compare. Oh and keep in mind some of the characters were re-kajiggered so some of the after “stat loss” is a bit more extreme then it really was.

Round 1: Discipline Priest

pp-disc-1

Post-Squish

sq-disc-1 sq-disc-2

Thoughts

  • Spirit: Spirit was changed for Warlords, it’s now restricted to Jewelry, Trinkets, and Cloaks. Also it’s potency has been increased nearly tenfold, it’s a nice quality of life change for anyone who dual-specs between healer and something else.
  • Mana: Looking back, I sort of miss the feeling as a healer of seeing my mana pool increase. Better gear does give us more regen, or better heals, but it’s not as visible as having twice the mana pool of a newly leveled max level character.
  • Misc: The changes here aren’t really that extreme. I even ended up with more crit then before, which was nice. Right now Disc healing is basically “spam Holy Nova until you get loot”, so it’s difficult to really measure any actual impact. Atonement, however, was nerfed quite hard.

Round 2: Death Knight (Frost)

pp-dk_frost-1 pp-dk_frost-2

Post-Squish

sq-dk_frost-1 sq-dk_frost-2

Thoughts

  • Attack Power and Main Stats: The main stats were changed with this expansion to be basically the same to one another, except that Strength gives Parry to strength-based classes, and Agility gives Dodge to agility-based classes. Attack Power was also reworked for the squish, it’s now much more potent.
  • Note: I redid the gemming on this alt before taking an “after” screenshot, so the haste loss is much higher than it really was. I’ve been toying with dual-wield hence the extra mastery. The biggest change with DPS in this patch was the loss of hit and expertise, it’s kind of nice to not have to worry about that anymore.
  • Frost Now: Frost plays pretty much the same as it has, I’ve been thinking about trying Unholy again, it seems to be much closer now and was originally the reason I leveled a Death Knight.

Round 3: Death Knight (Blood)

pp-dk-1 pp-dk-2

Post-Squish

sq-dk-1 sq-dk-2

Thoughts

  • Changes: Blood saw quite a few changes, much more than I’ve had a chance to go through. No more blood worms, rune tap was changed, loss of heartstrike (blood boil instead), etc… Their damage is pretty decent right now though. Self-healing is still high, so they’re still great to solo old content with.
  • Stat Build: Before the squish I had been going for an avoidance build, I’ve not tanked much in this pre-patch though, I imagine it’s better to focus on Mastery now.

Round 4: Warlock (Demonology)

pp-lock-1 pp-lock-2

Post-Squish

sq-lock-1 sq-lock-2

Demon Before & After

pp-lock-pet sq-lock-pet

Thoughts

  • Not Destruction?! No, the only time my warlock was Destro was for tanking Keleseth back in ICC — and only then to help get Orb Whisperer. Since I leveled him he’s been Demonoloy/Affliction, with Demo taking over since the changes to the class. And yes, I acquired green fire as Demonology!
  • Demo Changes: With the hard nerfing of all move-while-casting abilities, Demo didn’t escape those changes. Though Demo can DPS and move better then most other ranged casters thanks to Touch of Chaos. Honestly, the spec currently feels like it’s missing something — maybe the level 100 talent Demon Bolt. We also lost a lot of utility via the knockback/interrupt Carrion Swarm removal, losing that is going to sting for quite awhile.
  • Wrathguard: I’ve always been amused by how much AP demons seemed to have, nearly 100k before the squish. The one thing I do miss though is being able to sac a demon as Demonology. Now more than ever, running old content basically means putting your demon on passive because if it kills something before you damage it you don’t get any loot.

Round 5: Feral

pp-cat-1 pp-cat-2

Post-Squish

sq-cat-1 sq-cat-2

Thoughts

  • Changes: Feral actually saw few changes. The biggest lost was probably Tranquility, no longer can we pop Heart of the Wild and Tranq for a brief but potent raid-wide heal. I’m still sort of annoyed over the loss of such an iconic Druid spell — I’m still irritated over the removal of thorns. Luckily with so many QoL improvements it’s difficult to stay too pissed off.
  • Shapeshift Merging: This is stupid of me, but this change really bothers me. We can glyph out of this change, but that feels punishing given the number of minor glyphs we already have. The exclusivity with cat travel form is also lame. I wish they had made this it’s own minor glyph, rather then tacking it on to the glyph of stag.
  • Savage Roar: For years I’ve kept this up throughout numerous boss fights, please make it passive //whine
  • Forced Shifting: For druids, when you change your spec to Feral or Guardian (not sure on Balance) after you finish the talent swap, you are forced into Bear or Cat form. The benefit here is that no longer are you caught waiting for mana to regen to shift, the cons though negate that: Blizzard hotfixed this recently, but Druids have been able to swap specs while in flight form since swapping specs was introduced, however doing so in 6.0 causes you to force shift into cat or bear form — neither of which are of the flying variety… Splat goes the druid! Also a minor irritant: Mark of the Wild doesn’t persist through swaps, so being force-shifted into cat form is useless when I’m going to self-or-group buff with Mark of the Wild anyway.
  • Quality of Life: Blizzard did, however, throw Ferals a massive bone here: Mangle was merged into Shred, and Shred lost it’s positional requirements. Likewise we also had Pounce merged with Rake, and Ravage merged with Shred. So if you’re prowling, you attack the enemy with Rake and it will stun them (as well as give you a 5-point Savage Roar if you’re using the glyph, which you are).

Round 6: Bear

pp-bear-1 pp-bear-2

Post-Squish

sq-bear-1 sq-bear-2sq-bear-3

Thoughts

  • I ranted above about some general Druid changes, so check those out for my thoughts on the general changes.
  • WHAR MUH CRIT?! Losing what was basically crit-cap is definitely painful, but bear damage is still pretty high so it’s not that big a deal in the long run.
  • Self-Healing and Active Mitigation: I was worried about losing the impressive self-healing Bears have had for Pandaria, but at least at 90 it looks like nothing has changed in that regard. The lose of 3 charges of Savage Defense feels sort of lame, especially because it seems like it was changed solely for a beta talent that increased dodging to 100% when using Savage Defense. I’ll be taking Pulverize anyway:
  • PULVERIZE IS BACK! Ok well not yet, but at 100 we get Pulverize back as a talent! I’m quite looking forward to it, Lacerate has never really felt whole without it.
  • Thrash: Words can not describe how much fun this ability is right now.

So there you have it! Personally I found it interesting how the loss of reforging didn’t really effect my stats as much as I thought it would. It is a shame that we never got to play with reforging without hit and expertise, I feel like it would have been ok then. I’m really looking forward to the new stats, though I think versatility is sort of a boring as a ‘bonus stat’, from what I understand it’s not something we’ll be able to stack very highly. I’m looking forward to being able to stack multistrike (quite a few abilities rely on that now). It’s a shame that cooldown reduction didn’t make it in, I’m going to really miss 20second Tiger’s Fury.

Screenshots from WoW

WoWScrnShot_051910_025622
World of Warcraft Screenshot Gallery

I’ve always been kind of uninterested in taking screenshots, even though they can be really fun. I think it stems back to my older computer(s) that would freeze up whenever I tried to take them.

The game I’ve played the longest is probably World of Warcraft, and while I don’t have many screenshots, compared to others, I do have quite a few. I was going through my WoW folder and discovered some screenshots dating back to The Burning Crusade, although a majority are from after that point.

Figured I’d put them on my site — I didn’t catalog as much of my exploring as I wish I had, but you can see some of it. My favorite was probably pre-Cataclysm sourther Silithus which had some really funky terrain, but I’ve also explored stuff like Terrace of the Endless Spring or Stratholme.

Looking forward to the expansion, and even if I can’t fly I’ll still find a way to explore!

World of Warcraft Classic

It all started back in Vanilla, I think even the beta briefly. Truth be told I wasn’t as into WoW then, to me the game seemed far to grindy (more so then I was interested in). Many folks actually forget that one of the ideas behind WoW was to be a sort of “casual gamer’s Everquest” (talk about a grindy game!). You see lots of people, at least the vocal ones, complaining about how bad WoW has gotten, how lame Cataclysm is, and go on to talk about the glory days of Classic (or TBC). Frankly it’s all nonsense, I hate to break it to most of these folks but it’s just nostalgia. You may remember it fondly, but that doesn’t mean it was actually great or better then the WoW we have today. Something a lot of these folks, at least those who were actually playing during Classic (more on that later), also forget to mention is how the game actually was:

Addons played for you, there was a time when addons could do a lot more for you. It might be an exaggeration of course, but not by much. You get the oddball from time to time that declares that any addons or ones like DBM/Bigwigs/DXE are cheating or lame or whatever but these folks would be shocked at the sort of addons that existed back during Classic (and in some cases TBC).

Raiding wasn’t just raiding. Today all you have to have when you walk into a raid dungeon is a flask and food (potentially elixirs for tanks). Bonus points if you have scrolls, or drums to fill in for no priest or no druid/pally. However back during Classic raiding entailed having to farm for multiple hours outside of raid times to gather buffs, mats, etc… Some of you might remember those crystal BOP buff things from Un’goro crater, I don’t know if they still exist after Cataclysm but for serious progression you’d have to farm that stuff up! And let’s not forget potions, flasks, etc… During much of Classic potions could be chugged, so for most of the overtuned (gear check) encounters you’d be chugging pots, whether as a tank or a healer, or a dps.

PvE Balance — there were some specs that simply didn’t work! These folks with those thick rose-colored glasses on often forget this too or don’t want to admit to it, but some specs were downright unplayable or pointless/worthless to bring to raids. Aside from the fact that Shamans and Paladins were faction specific (Horde and Alliance respectively) some classes were just not even worth bringing to raids — Warlocks for instance, in almost every way they were inferior to Mages. Granted you might stack Warlocks for a fight like Garr to banish adds, but is that really what you’d call viable? Right now during Cataclysm you hear complaints from the community when a spec is 10% below the top dps class! Frankly if you consider Classic that’s amazing that you could walk into Firelands as a Frost Mage and do fine DPS. Ask a Retribution Paladin how that worked out back in Classic (that is if you’re feeling cruel and want to see someone cry).

PvP Balance — This is, of course, a joke. Such balance didn’t exist at all and this is where I start to feel really cynical about the “Classic was better!” crowd. Truthfully all but a few specs were even usable in PvP. Rogues, Mages, Warlocks; and specific specs of those. Warlocks were mostly imbalanced because of fear, Mages were capable of putting out significant burst at times and/or CC’ing you for obscene amounts of time (on the plus side you do look really cute as a sheep), and Rogues… well… “You can’t do that while stunned.” Now, to be fair, these folks who declare Classic the best version of WoW ever and specific cite PvP as the reason might have played these classes or specs that did really well (read: were grossly imbalanced) so they may actually have a point here about the game being better. Personally I prefer the person I’m fighting to not just end up dead because I hit a couple buttons in a row!

PvP in general — I will admit that I miss AV a bit. I vaguely recall that battleground in all it’s glory, but in general most of my memories of Classic are dim, because frankly the game wasn’t that impressive back then (at least enough that I would remember anything). Anyway PvP in Classic is almost the definition of grind. Aside from the imbalances I mentioned earlier, the best gear generally came from Raiding, and those in raid gear mopped the floor with everyone in PvP. Grand Marshall was an insane thing to actually acquire as far as I’m aware that required months of pvp, literally almost nonstop battlegrounds. I seem to recall people getting together to play a character around-the-clock to accomplish this — similar to how folks team up for the Diablo II ladders and take turns leveling a character to 99. Regardless many folks may not like PvP today, but there aren’t many who would claim that the game is less balanced today then it was in Classic (unless they’re just being silly).

Going back to raiding breifly, something that stands out the most for me was C’Thun. Before Blizzard tweaked that encounter, it was not possible to down for months. I’m not talking about people being bad, I mean that C’Thun was literally impossible to defeat with the gear, skills, and damage possible for level 60 characters at the time. Yes, that was certainly the pinnacle of raiding don’t you agree? Wiping on a boss for months at a time before realizing that it was quite literally impossible to kill sounds like awesome fun to me. Frankly most of the fights are also simplistic in nature, nothing like some of the bosses from TBC, Wrath, or Cata. One could argue that the bosses in heroic 5-man dungeons today are far more difficult than AQ, MC, ZG or BWL bosses were back for 20/40 people (be honest, how many times do you cringe to see Blackrock Caverns to load and you hit Corla? What about Jin’do in Zul’Gurub? Stoncore period).

Where to now? Well I’ll save my discussion on TBC for another time. I wasn’t really intending to ramble on so long about Classic but I’ve seen so many folks complain about Cataclysm sucking as of late that it must have been aggravating me more than I realized. The last thing I’d like to mention is something I touched on briefly earlier about if the people who claimed Classic was better actually played Classic — HA! Frankly I think it’s hilarious. I’m pretty sure that if everyone who claimed to have played and raided/pvped in Classic actually did so the percentage of those who got to see endgame dungeons in Classic would be closer to 80% rather then 3-5%. And that’s the major thing in all this: it made no sense for Blizzard to waste so much time designing endgame dungeons or raids that a fraction of those playing would even see (not to mention the far lower number of those who finished them!).

Next time I’ll chat about TBC, my “serious” interest, and my awesome 70 Feral Druid!