Going both ways?06.29.09

According to Nethaera:

We wanted to give everyone a very early heads-up that, in response to player requests, we’re developing a new service for World of Warcraft that will allow players to change their faction from Alliance to Horde or Horde to Alliance. There’s still much work to do and many details to iron out, but the basic idea is that players will be able to use the service to transform an existing character into a roughly equivalent character of the opposing faction on the same realm. Players who ended up creating and leveling up characters on the opposite factions from their friends have been asking for this type of functionality for some time, and we’re pleased to be getting closer to being able to deliver it.

As with all of the features and services we offer, we intend to incorporate the faction-change service in a way that won’t disrupt the gameplay experience on the realms, and there will be some rules involved with when and how the service can be used. The number of variables involved increases the complexity of implementing this service, but we plan to take the time needed to ensure that it lives up to expectations before officially rolling it out. We’ll go into much more detail on all of this here at http://www.WorldofWarcraft.com as development progresses. In the meantime, we wanted to let you know that because this type of functionality requires extensive internal testing well in advance of release, you may be seeing bits and pieces of the service in the test builds we use for the public test realms moving forward.

A long time ago, I rerolled a Horde Druid on Mal’ganis so that I could potentially try and play with some of the fantastic people over there. Eventually, I missed all the perks that came with my Night Elf (you know, armor, achievements, ten million pets) and went back to the Alliance. But if I could simply wave a magic wand, pay a “nominal” fee and transform Runy into a Tauren…would I?

Obviously there are a million implications here. What would the faction transfer entail? Would you be able to pick your appearance? Would it reset your server transfer timer? What about your faction-based reputations? Would those transfer or reset? Will the best Horde guilds now get slammed by 6 million giddy Alliance players?

What will you do?

Posted in Blogwith 13 Comments →

Getting head.06.26.09

Mortality: Hey, did you see this? 

Me: What?

Mortality: Exodus killed Yogg without any of the Watchers. That’s an RNG nightmare. 

Me: Oh yeah? 

Mortality: Yeah, apparently that gets you Mimiron’s Head. 

Me: Let me see. 

 

 

Mortality: I don’t know why you’d just ride that thing to go do Hodir dailies, though.

Me: Well if you already killed Yogg with 0 watchers, what else is there to do?

Mortality: Good point.

 

I’m still waiting for my character to copy to the PTR, as it’s been four days so far. More information when I get on there and get my tests running.

Posted in Raidingwith 6 Comments →

Curiosity killed the cat.06.19.09

As per usual, the latest content patch will rearrange class balance, offer a new dungeon, entice us with new pets, and try to alleviate the daily quest grind with…new daily quests. How do you feel about all that? Too many sweeping changes each time? Not enough? Does content feel too rushed?

Do you enjoy major WoW patches?

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Posted in Blogwith 10 Comments →

Too little, too late.06.18.09

On the heels of me actually trying to use my brain to make some thoughtful damage reductions, Blizzard went ahead and did it anyway:

  • Mangle: Ranks 4 and 5 base points reduced by about 11%. Scaling from attack power unchanged.
  • Rake: Ranks 6 and 7 base points on initial and periodic damage reduced by about 7%. Scaling from attack power unchanged.
  • Rip: Ranks 8 and 9 base points and points per combo point reduced by about 6%. Scaling from attack power unchanged.
  • Savage Defense: The animation for gaining this buff will no longer make the bear stand upright
  • Shred: Ranks 8 and 9 base points reduced by about 10%. Scaling from attack power unchanged.
  • Swipe (Cat): Percent of weapon damage done reduced from 260% to 250%.

Pretty across the board, without any regard for rotation difficulty. Doesn’t this still penalize the “less-skilled” players? More on this later.

Slightly more information from Kalon here

Posted in Cat, Feralwith 9 Comments →

Constructive Reconsideration.06.18.09

As I started writing this article, Wintersdark responded to yesterday’s piece with the following:

I’d like to see other classes able to get great dps when handled as masterfully as a cat putting out consistently astounding numbers.

Exactly! Part of the fun in Feral DPS is the challenge the rotation affords—and I’d hate to see it go. While it’s possible to tune down our damage while simultaneously simplifying our cycles, why not step up everyone’s game and put them to the test? Sorry, I’m dreaming again. Blizzard’s reality is that a happy player-base keeps them in business, and the vast majority of their player base wants the game to be simple, accessible, and enjoyable. Is that so bad? We can discuss that debate another day.

Regardless, it’s important to critically dissect both sides of any argument to reach the most logical conclusion. Yesterday I highlighted a few key elements that I believe “justify” our top-end DPS, but today I’d like to constructively address what “adjustments” could be made to tone down damage without leaving less-skilled players in the dust. First, we need to identify the biggest difficulties in our rotation and the abilities that produce the most damage. By creating a sort of mental Venn Diagram, one can figure out where “difficult” overlaps with “damage” and start tweaking from there.

During a “normal” encounter, Shred occupies the largest piece of my damage pie-graph. There’s nothing particularly difficult about hitting a Shred button, but as I outlined yesterday, the positional requirement of that ability can render it slightly difficult to execute in a busy, mobile encounter. To make it easier for the less-skilled individuals, Blizzard could remove the positional requirement on Shred, and simultaneously balance damage by adjusting Shred’s damage multiplier—let’s say from 225% to 200%. By doing that, Shred is still superior to the now-obsolete Backstab and gains the same hit-it-where-you-want benefit of Mutilate.* Not enough? Shred damage is also multiplied by Bleed enhancers such as Mangle or Trauma. Remove that component from the spell, and you’ve knocked it down again.

What about our actual rotation? To sustain considerable damage, the following buffs and DoTs need to remain active:

 

 

Beyond maintaining those abilities, Shred functions as your main combo point generator. Whenever you have five combo points and don’t need to refresh Rip or Roar, you weave in Ferocious Bite. If you’re really trying to go balls-out, you’re monitoring your Clearcast procs and utilizing your highest Energy consuming ability, Shred, when it pops. Man, what a pain. The answer to simplifying while tuning down, then, is not achieved by shortening durations. If you recall, we already have various set bonuses (two-piece T7 and four-piece T8) and glyphs (Glyph of Rip, Glyph of Shred, Glyph of Mangle) that extend the duration of many of these abilities—but we still need combo points to keep them active. If you’re gemming for AGI or you have some higher-end gear, you should have no problem reaching 50% crit unbuffed, which is essential for generating enough combo points to keep a rotation alive. If, however, you don’t have access to the gear (or the Crit while raid buffed), you’ll find yourself CP starved and your buffs and debuffs will gradually fall-off.

Why not take the Mutilate approach? If you’re not in the know, Mutilate generates two combo points (largely because it’s using two weapons at once).** By building in two-combo points to the already muted Shred (i.e. <225% multiplier damage with zero Mangle bonuses), confused and/or harried individuals only need to refresh their buffs and debuffs once in awhile—and don’t need to worry about scrambling for points to do it.

Unfortunately, this presents another problem. While an excess of combo points makes life a lot easier for those straining under the DoT rotation, it provides a field-day of opportunities for someone (like me) gleefully looking for extras. As I mentioned earlier, when you have five combo points and nothing to do with them, you Bite. Addressing this potential damage influx can be addressed in one of two ways:

 

  1. Through Rend and Tear (reduce critical strike chance of FB on bleeding targets to 15%, down from 25%).
  2. Through Feral Aggression (reducing FB damage done to 10%, down from 15%).
  3. Both.

 

So I suppose there are three. In an ideal world, Blizzard would fiddle around with Feral Aggression, drop the FB damage boost on it to something highly undesirable, and then there wouldn’t ever be a question of whether or not you pick up Feral Instinct. Feral Instinct, in turn, boosts Swipe damage. I end up using Ferocious Bite far more than Swipe, and I chose to invest my points into strictly single target boss-damaging talents. Extra Swipe damage, however, remains incredibly useful for trash and during certain encounters—like Thorim’s arena. Although my rotation currently demands that I pick up that extra 15% damage for FB, losing Feral Instinct wasn’t a choice I made lightly.

Modifying Rend and Tear, however, makes the talent even more of a groaner. It’s suddenly non-useful from an FB perspective, and you still need to waste five points in it to pick up the extra Shred damage. Making changes to Feral Aggression allow us to invest those points somewhere else—such as in Feral Instinct or Survival Instincts (both of which I don’t have in my current build).

But why not make this whole thing easy and nerf Savage Roar? It’d be a straight-up damage loss across the boards, no matter how you play. That’s just it: “no matter how you play.” Ghostcrawler wants to approach this from a perspective that low-skill individuals deserve a chance to do decent damage while still blowing their (admitted complex) rotation. Nerfing Savage Roar does nothing to uncomplicated the rotation, and really only makes those players suffer more.

What are your ideas?

*Please note that if you’re regularly standing in front of a boss (or any mob) to DPS, you’re doing it wrong and you’re destroying your damage with Parries anyway. Removing the positional requirement on Shred only allows you to keep up your rotation and do some damage when a mob is moving around a lot.

**Mortality also insists that I mention that Mutilate actually can generate three combo points thanks to Seal Fate.

Posted in Cat, Feral, Rantwith 4 Comments →

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