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Early Look: Mage Talent Revamp

Posted on July 16, 2010 by Gazimoff

Spoiler Alert: There’s a fair bit of discussion about the new Mage talent trees. It’s limited to theory, analysis and scenario discussion. Fairly strict game mechanics focus.

The most recent Cataclysm beta push brought with it the overhaul to class talent trees. It’s all part of a grand design – remove the talents that everyone took and integrate them into the core mechanics of the class, while trashing the ones that no-one took. In doing so, drop the size of the trees and reduce the number of points available to spend. You can find Wowhead’s Mage talent calculator here.

It feels like Vanilla all over again.

Continue reading “Early Look: Mage Talent Revamp”

The Growing Yet Shrinking World

Posted on July 15, 2010 by Gazimoff

One of the signs a game is on the decline is when servers are switched off. It doesn’t matter if they’re called realms, shards or any one of a number of different descriptions – mergers and closures are a sure-fire sign that a MMO’s playerbase is shrinking.

No game is immune to the effects of a variable playerbase. Subscriber numbers can fluctuate dramatically from when a game is launched to when it’s finally mothballed. The reasons for mergers can vary: a server with only a handful of players on it can feel empty and desolate, while an under-utilised server may be closed to reduce costs. They’re a staple part of every MMO game’s lifecycle once the post-launch rush has died down and the number of people logging in starts to dwindle.

So how has Warcraft managed to survive without a single server merger since launch while every other game since has been forced to go through it? What makes this game so unique? Arguably it’s the most successful, but that doesn’t make it immune to the changing habits of fickle consumers.

The mysterious thing is servers have merged. Just not in the way you’d normally expect.

Out With The Old

If we timewarp back to early 2005, Warcraft was a very different landscape. We had no dungeon finder, no cross-realm dungeons or battlegrounds. Each realm was its own isolated world, unconnected to any others in its battlegroup. This doesn’t mean that our little realm was a single computer running all by itself – by contrast, there were a whole collection of servers powering our experience.

While there was a Realm Server and database to house all our characters, hold all the Auctionhouse data and manage all the chat channels, there’s also a whole bunch of other boxes as well. The ones we’ve all experienced are the continent servers – these track our movements as well as the monsters and NPCs, govern the loot that we gain and a host of other things. There were times when a continent and everyone on it would vanish into the ocean – that’s when this little box fell over. If you remember early Burning Crusade you’ll remember how many times Outland used to disappear completely.

Of course, the diagram above is heavily simplified, but you get the idea. There’s much more going on behind the scenes. Unless you’re a networking fanatic though, that level of detail would probably bore you to tears.

In With the New

This is all well and good, but how have things changed? And how has it allowed Blizzard to reduce their number of servers? The trick lies in new features that have proven to be incredibly popular.

When cross-realm battlegrounds were introduced they were a godsend. Players were quickly and easily able to find others to fight against, meaning that it didn’t matter if your server had low population as long as your battlegroup had enough players. Arenas were an extension of this, matching groups of players across servers in order to do battle.

The new Looking-For-Dungeon tool moves even further in this direction. Instead of waiting around in a city to try and form a group, players are collected together from across the battlegroup and formed into automatically balanced groups. There are a few hiccups but by and large the system works.

What does this mean? Well, firstly there’s the practical aspects – for almost everything that relies on other people there’s the option of cross-server play.This provides the illusion of a server being busier than it actually is – if you’re able to carry out basic PvP and PvE experiences, you’ll be relatively content with the game.

It also benefits from a technical point of view. By moving the instance and battleground servers into their own discrete clusters, Blizzard can get away with having fewer servers and just balancing the load between them. It’s a clever design – not only do you deliver in-game benefits, but you reduce your server footprint as well.

Virtual Shrink-Rays

Once Cataclysm launches and dies down it’s likely that Blizzard will look for further experience improvements rather than merge servers. There are a couple of obvious things that they could do almost immediately, and I’m almost certain they’re considering them:

  • Cross-realm Raids – tired of getting groups for the weekly raid or the loot piñata? Chances are that some time in the future we’ll be able to queue for a 10-man in the same way we do 5-mans now.
  • Battlegroup Auction houses – I often hear about how this realm or that one has a terrible economy because of it’s low population. By opening the markets up, prices should normalise and people shouldn’t feel the need to transfer just to get reasonable prices.
  • Virtual Northrend and Outland – instead of running continents on two separate servers, place them on the same physical box but as virtual entities. It’s commonly done and would be a way to make low-population continents more efficient to support.

It means that the only thing left untouched is the questing and levelling experience. While refer-a-friend will help pull people together, it’s not necessary in order to quest. There’s the odd group quest thrown in here and there, but they’re mostly inside instances these days. The elite creature wandering outside is now more of an oddity than a regular occurrence.

I think that Blizzard understands how much we attach to our server identity, and how hard we work to find a good home for our characters. As a result of their efforts to improve the ways in which we can play together, they’ve managed to hold off carrying out server mergers for much longer than most.

One day it’s inevitable. Realms will merge, servers will get powered down. For now though, their work seems to be holding that threat at bay.

Website Wizardry… Ish

Posted on July 13, 2010 by Gazimoff

Apologies for the rather pompous title, but I thought I should actually put a post up about a handful of changes that have either happened or are going to be happening to Mana Obscura over the coming days and weeks. Some of the changes have been a long time coming (well, since the release of WordPress 3.0 at lest), but some of them have only been needed fairly recently.

If you’re reading this in a reader then you’ve probably been completely oblivious to all the changes that have been going on. Content has still been appearing, picked up by your reader and spirited directly to you. The only change may have been an additional footer in your reader posts letting you know where the content came from and perhaps some new stuff that’s appearing on the site.

So what’s been going on? Well I’m glad you asked.

Continue reading “Website Wizardry… Ish”

Clearing My Head

Posted on July 12, 2010 by Gazimoff

Ugh, things have come to a head lately. I’ve been logging on, doing my thing and generally making my own fun. But for some reason something has been feeling amiss, like I’m dancing round the edge of a crater. I’ve been trying to work out what it is and it’s been driving me bananas.

I think I’ve finally worked out what it is. I think I need to leave my guild.

I think I also need to explain why I’ve got this crazy thought in my head. After all, they’re a great bunch of people and I know some of them in Real Life. They’re funny, entertaining and generally don’t do anything to annoy me. The Asshole Quotient seems to be exceedingly low.

I’ve also got a collection of alts on the same server that look after eachother – a mage, a priest and a warlock. I have a Paladin tank approaching 80 and a Fury warrior and tree languishing in the doldrums of early Outland.

So why would I look such a gift horse in the mouth?

Continue reading “Clearing My Head”

Casting Your Net Wide

Posted on July 10, 2010 by Gazimoff

It’s a strange thing when your perspective of the world changes. For me, the RealID Saga of the last few days has shown me just how much the simple game of Warcraft means to people. It’s also shown me just how much people are prepared to give up to take a stand or prove a point. Finally it’s shown me firsthand that the power of fans is still there, and that when the community speaks clearly that companies tend to respond.

I’d desperately been searching myself for a way to turn this from a negative into a positive. I’d criticised it in a post of my own and torn it to shreds with Stu on an expletive-laden podcast. I’d exhausted my feelings of anger and rage and betrayal and remorse. I wanted to have something to smile about again, so I started casting my net wide. I started having a look around at what other games would catch my eye or draw me in.

I wanted to find out where else I could be the plucky spellweaver or arcanasmith.

Continue reading “Casting Your Net Wide”

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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