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Month: July 2010

RealID – What The Forums?

Posted on July 7, 2010 by Gazimoff

You’ve probably already heard the big announcement about how RealID is going to be introduced to the forums. As we approach Cataclysm, the official Blizzard-run Warcraft, Starcraft and Diablo forums will be upgraded to use a player’s real name whenever they post. There’s already a huge amount of discussion on the merits of the idea which are well worth reading.

But why implement the change in the first place? What benefits is it trying to bring and what problems is it trying to solve? To quote some design terminology, what are the requirements and use cases here?

The stated goal behind the switch is to reduce the amount of trolling, flaming and general nuisance that occurs on the official forums. There’s a popular idea based on Gabriel’s Theorem that once you remove the veil of anonymity you remove their desire to behave abusively on forums.

Continue reading “RealID – What The Forums?”

Polymorph or Polydeath?

Posted on July 6, 2010 by Gazimoff

Spoiler Alert: Discussion of Mage talents in Cataclysm, focusing on one new talent in particular.

I feel like I’m almost betraying my class by raising this discussion. We’ve been handed a gift almost, a rare glimmering tool that would be oh-so-nice to have. But I don’t like it and really hope that it doesn’t make it out of beta in it’s current form. From what I’ve managed to read on it so far, this new talent could have far-reaching ramifications.

Since Vanilla, us mages have been complaining about  Polymorph. One of the most versatile forms of crowd-control, it suffers from a single flaw – any damage done to the target breaks the spell. There are tools like Glyph of Polymorph that can make maintaining crowd-control a little easier, but in the main it takes a mix of practice and luck to get it right.

Classic situations like a sheep wandering into a Consecrate used to be a big deal back in the original game and even for part of Burning Crusade. Nowadays though, heroic dungeons and raiding are largely an AoE affair. Simply round up the trash, heal the tank and drop Blizzard on the pack of mobs underneath. I don’t think I’ve needed to use Polymorph at all during this expansion, save a few trips into battlegrounds and some dicey solo questing situations while levelling.

Blizzard’s already announced that crowd control will play a bigger part in dungeons and raids in Cataclysm, and I’m looking forward to dusting off my old macros as a result. But they’ve also added a new talent, Improved Polymorph, to help make things a little easier:

When a target you've polymorphed is damaged, that damage is delayed for 3.0 secs.

This talent is right at the top of the Arcane tree – you can have it maxed out at level 11. On the face of it, it looks fantastic – we’ll get a bit of a safety net from all the crazy AoE damage flying around. But what happens if we take it out of the dungeon environment and use it elsewhere?

For solo and questing PvE it still sounds great. I’ll be able to pull a mob using Polymorph, blitz it with a ton of damage over the following 3 secs then finish it off if it doesn’t die from all the damage I’ve dealt it. By having it from such an early level it should also be something I can get into the habit of using, right?

Wrong. Crowd-control is exactly that – controlling a crowd of mobs to make them more manageable. There are snares like Frost Nova and slows like… well Slow, that can help out with single target mob management. But using Polymorph as a three second stun? That just feels like you’re encouraging Mages to learn bad habits.

There’s also the huge PvP issue as well. If I go into a battleground, use Improved Polymoph on a player then burst them down in an Arcane spec, I can probably get close to killing them outright for very little effort. If other people gang up on the target as well, they’re toast. It’s not clear if they get dealt all the damage at once or if it’s only delayed by 3 sec, but either way that’s going to get messy. Considering this is going to be available at early stages, imagine what it’ll do to the twink setup? I know Blizzard don’t balance around early-level battlegrounds, but this does feel excessive.

There’s also the overall battleground and arena fight style to consider. I’m fairly certain that Blizzard wanted to remove the reliance on burst damage in PvP situation. This talent seems to encourage it though – can you make the weasel pop before the polymorph breaks? I know that plate-plate-plate teams have been emerging to counter the rogue-mage-priest team, but still.

That’s not to say all is lost. I’d suggest an easy change to this talent to make it much more balanced and not nearly as obscene:

When a target you’ve polymorphed is damaged, that damage is delayed for 3.0 secs, up to a maximum of x% of the target’s health.

I prefer this as it allows the total amount of damage to be fine tuned, but still handles accidental damage from multiple sources. We’d still get our new toy, but it wouldn’t be completely overpowering.

Why suggest it? I like the concept of the talent and it’s cheapness, so I want it to make it into live. But I’m also aware of how other classes will react to the talent, and want to address that with a suggestion. The last thing I want is for this shiny new toy to be taken away before all mages get a chance to play with it.

My You’re a Tall One

Posted on July 5, 2010 by Gazimoff

Over in Dalaran they’ve been breeding their Gnome Mages big. I mean, really big. Bigger than a Tauren, and you have to admit that’s pretty big. Of course I’m not expecting you to take it on trust, so I’ve included a handy picture of just how big these Gnomes can get.

In fact, they can get so big that they’re larger than most mounts. They literally dwarf the surrounding population!

Of course, a Giant Gnome does need a Giant Mount to carry him around. I’m not sure if there’s room for anything else outside Dalaran’s south bank. Not with him there at any rate.

I wish I could claim credit for this one, but alas it was another gnome mage entirely. I was merely an innocent bystander, capturing images to share with the rest of the world. He did, however, share with me his secret as one gnome mage to another. Of course I’m not going to spell it out to you, but I’d suggest starting with Thunderbrew’s Hard Ale and working from there…

Cataclysm: New Mage Experience

Posted on July 4, 2010 by Gazimoff

Spoiler Alert: In-depth description of changes to the Mage class, levelling experience and spell ranks and usage. I’ll also be touching on the Cataclysm talent trees. Note that as I’m not in beta the content here is largely based on recounts and information gathered from elsewhere.

The floodgates have opened and the Beta has begun. But while there’s a general level of information about the upcoming expansion, it seems as if detailed looks at the individual classes are rare. There are a couple of notable exceptions – Restokin has a large amount of Druid information, while Gravity has Death Knights pretty much covered. Generally though, it feels as if there are some notable gaps in class coverage.

The experience that players will have in Cataclysm can largely be separated into three camps: those who roll a new mage after the expansion, those who are levelling up an existing mage from 80 to 85, and those who will be playing at endgame. At the moment the endgame experience seems to be largely capped and it doesn’t look like the new spells are fully implemented.

That said, the new levelling experience is largely there and is worth discussing in detail. If you’re thinking of rolling a new mage in the expansion or have a lowbie mage that you’re thinking of dusting off and getting back in with, this may give you a few ideas.

If you’re not sure about trying out either a Worgen or Goblin, you might want to go for a Troll or Gnome mage instead. The starting experience for levels 1 through to 5 is completely new for these races, so if you’re bored of killing the same old boars or wolves this might be an option for you.

The immediate difference when levelling is the lack of spell ranks. Not only does this mean fewer trips to the class trainer, but it also means that every time you visit them it’s to get something new and cool. When you level you get an alert to tell you which new spells and abilities are available, just to nudge you in the right direction. The spellbook has also been enhanced to show you which spells you’ve learned, which are available to learn at your current level and which aren’t available to you just yet.

A small factoid – the complete Mage spell list has dropped from nearly 300 to roughly 70.

The second thing you’re likely to notice is the change to conjure food/water, especially if you’ve played a mage before. The spell mechanics have been tweaked at lower levels, resulting in far less downtime for your average mage. The movement from fight-drink-fight-drink to something more fluid is welcome, but has some knock-on effects. Instead of getting Conjure Water at level 4 we’ll be picking up Conjure Refreshment at 38, with Mana Pies and Strudel replacing the single food/water we currently create at lower levels.

Defensive spells have also had a slight change. Frost Ward and Fire Ward are both gone, replaced by Mage Ward which drops in at around the same kind of level. Mana Shield has been pushed back from level 20 to 56, but the new version only requires 1 mana per point of damage absorbed (down from 1.5).

For a mage getting about should be that little bit easier. Basic teleports still come in at level 20, with Darnassus/ Thunder Bluff and Stonard/Theramore arriving at 22. Portals are a similar story at present, becoming available at levels 40 and 42. Information is still a little hazy on this, with some reports suggesting that all old-world teleports are now at 22 and portals at 42. I’ve also heard that both portals and teleports are going to be trainable by mage trainers, so you won’t need to visit a capital city in order to learn it’s teleport/portal spell.

Other than these changes, your basic Mage arsenal is fairly unchanged. There’s still talk of Arcane Missiles becoming a random proc from all spells, but I haven’t seen anything to see this change in affect.

Talent trees for mages are still in a state of flux. While the Arcane tree has had a slight makeover, the Frost and Fire ones seem largely untouched. I’m expecting to see further iterations on the trees as time goes on, mainly to reduce clutter and redundant talents. That said, talents like Arcane Tactics and Improved Polymorph could make Arcane once again the tree of choice for endgame, particularly if crowd control becomes more  relevant in the expansion.

Overall, mages seem to be benefiting from the streamlined levelling experience that all classes will go through. It’s still unknown how a mage will stack up at endgame, but this is likely to be the case until raiding guilds are trying out the new raids for the first time. This might not happen until the end of beta or possibly a few months after launch.

Cataclysm Gallery Time

Posted on July 1, 2010 by Gazimoff

Cataclysm Spoiler Alert!Spoiler Alert: I’ve included some of the best screenshots from Cataclysm. I’ve weeded out all the ones that would have revealed significant lore developments, so these should be fairly safe. As always though, reader discretion is advised. Note: I’m not in Beta, so can’t tell you much about these myself!

A friend of mine has been playing in the Cataclysm Alpha. So imagine my surprise when today the NDA was lifted as Blizzard officially announced that the expansion was moving into Closed Beta. The friend of mine (who doesn’t have his own blog) has asked me if I’d be happy to share the screenshots he took with you. Just in case you’re not sure if you’d want to see them, I’ve hidden them behind the cut. Better safe than sorry, eh?

Continue reading “Cataclysm Gallery Time”

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