Tuesday, June 23, 2009

Wintergrasp Instanced = Poor Judgement

Back in City of Heroes (CoH) Issues 7 and prior, there was no end game content to speak of.

Well, almost no end game to speak of.

What CoH had was
Hamidon. Hamidon was this outdoor raid boss that was essentially an ernormous cell complete with various 'mitochondria' (mini raid bosses) that performed various functions. Due to the ridiculous number of hit points, the regen rate and the mez resistance, Hamidon required nearly an entire zone (only level 47-50 allowed) of heroes to defeat, with the whole process taking a substantial amount of time. However, at the time, Hamidon loot was the best in the game so people would plan their evenings around these Hami-Raids. For many servers, Hamidon was not a feasible raid encounter for one Supergroup (Guild) to take down by themselves, and as such server wide raids were often scheduled for maximum participation.

The problem with the Hamidon encounter became clearly evident: Due to the high powered rewards from a relatively easy boss, everyone on the server that was eligible to participate in the fight would attempt to join in. This generated immense latency due to hundreds of players grouping up in the same location with the server processes grinding to a near halt as it slowly performed all of the necessary combat and reward calculations. On the Virtue server, the last 5 minutes of the Hami-Raid looked like a bunch of people standing around a dot as the server wasn't able to render Hamidon, any of the attacks that were being auto spammed, or even fellow Heroes a mere 10 yards away.

Why am I telling a tale of an old encounter from a different MMO?

Because the problems that plagued the Hamidon encounter from several years ago will continue to plague Wintergrasp even after its upcoming fix.

From the Blizzard Staff:

To provide players with a more transparent notification of when Wintergrasp battles occur, as well as better control zone population and stability, several changes have been made:
-Players now have the option to queue for Wintergrasp from a Wintergrasp Battlemaster in any capital city or by simply entering the Wintergrasp Zone.
-Queuing will begin 15 mins before each battle. If chosen, you will automatically be teleported to the zone.
-Any players in the zone who have not been chosen from the queue will be teleported out when the battle begins.
-The queue system remains active for the entire battle. As soon as a player leaves, a new one will be chosen from the queue.
-Trying to enter Wintergrasp during an active battle for which you have not been chosen will teleport you out. Please note that, as you are now able to fly over Wintergrasp, you will only be
teleported out if you try to land and join the battle.
-Level 80 players get higher priority in the queue than lower level players. In addition, a random selection of queued players will be taken from both the Battlemasters and the zone itself.
-The queue will accept 100 players from each faction, resulting in a maximum battle of 100 players at a time.

I believe that Blizzard will only be creating new problems with this patch and sadly, these are problems that will increase the apathy towards Wintergrasp and the possible world PvP opportunities it brings to the table.

Problem #1: People will be forced into non-participation as the queue is a random selection.
Tuesdays after resets are key for any players who are holding off on grinding Battlegrounds for Honor based rewards (Furious T1 weapons count as well) because they know they'll get 10k+ honor from completing the 3 basic Wintergrasp quests (Win Wintergrasp, Kill 10 of the opposite faction, Destroy/Protect 3 Siege Vehicles). Not everyone wants to nor can wait for the next Wintergrasp as many players have schedules, such as planned raids or real life obligations.

Granted, the argument can be made that the weekly quests can be done later, but aside from Algalon, this is the only other content in the game that doesn't guarantee participation. Strangely enough, this seems to go against Blizzard's motive to create content for widespread consumption. Unfortunately, this is going to create a lot of angst from people that set aside time on Tuesdays to 'get Wintergrasp done' only to be randomly prevented from participating. Consider that player that resides on a server with a very high population of his/her faction and doesn't randomly get selected for Wintergrasp twice in a row? What about missing out three times in a row?

Still not convinced? Let's draw a comparison to raiding. If you're short just 10 Badges of Heroism to be able to purchase a piece of badge gear and the game prevented you from joining a raid , you'd be pretty peeved right? Same deal. You could go do Battlegrounds for that 10k+ honor and you could go and grind PuG Heroics, but it's far more lucrative and consistent to Raid Naxx or participate in Wintergrasp.

Problem #2: Latency will still be a problem.
Latency occurs when many players congregate together and the server cannot handle all of the simultaneous actions by that many players in such a short amount of time. On my server, Tuesdays after resets can generally get 4-5 full raids of players Horde side. Tops. Granted, the Alliance side is far more populated and as such, they're likely at 7+ raids, however, at those numbers, when even half of the Wintergrasp population congregates at the gates of the Wintergrasp Fortress, the latency sets in. Even a late night Wintergrasp last night with barely 2 full raids on each side created some latency, because everyone sat around by the Fortress gates. That's 80% of the proposed population maximum.

Problem #3: Still no incentive to not camp the gate.
The implementation of the tower mechanics have pulled some people away from camping the front gate, but it's not enough. By camping the gate, players that are in a raid can: a) rank up faster than those assaulting/defending the southern workshops and b) obtain more kill honor, even at 1 honor/kill. It follows the Battleground Zerg Paradox: where players that zerg from node to node obtain more honor than those who defend nodes, thus forcing the defenders to zerg if they want a piece of the kill honor pie. Gate camping = latency and we're back at square one.

Problem #4: No way of dealing with AFK'ers.
Every Wintergrasp has its share of AFK'ers. You can find them on both factions hidden in alcoves around the Fortress front gate cannons just soaking up kill honor. Right now, there's no issue with them as the huge numbers of players on both sides generally reduce the impact of non-participators. However, with a possible cap on players in Wintergrasp, the impact of their inactivity may soon be felt.

All of these sticking points in Wintergrasp were prevalent in the old school Hami-Raids of CoH, even down to the 200 player cap on every zone. However, the problems persisted to the point that the developers completely revamped the encounter and limited the specific encounter zone to 50 players. The big difference with CoH is that when one zone is full, another identical zone can be spawned, effectively allowing for continuous consumption of content. Unfortunately, WoW doesn't utilize this technology, so we're looking at what amounts to a Battleground that can only be accessed by 100 players of your faction every 5 hours. 5 hours? Yep. Because, if you're like me, you really only care about cranking out that quick Offensive Wintergrasp win once a week.

So, do I have any suggestions to solve the problems that currently or will soon plague Wintergrasp?

Honestly?

No.

The inherent design of Wintergrasp is far more suited to a Battleground than a PvP zone. Amusingly, the new Battleground (Isle of Conquest) seems more suited to a PvP zone than Wintergrasp.

However, my best suggestions to alleviate some of the server stress during the early week Wintergrasps would be as follows:

1) Allow for all of the quests to be completed independent of an offensive or defensive Wintergrasp battle. Better yet, allow them to be completed without any battle, so players don't feel the need to go to an Offensive Wintergrasp to have the best chance of completing the Victory in Wintergrasp or the Defend 3 Siege Vehicles quests. This will remove most of the people who are there just for the honor the current quests give.

2) Give a node defense honor bonus like what is proposed for Battlegrounds in 3.2.

3) Create teleporters at each Workshop that allow players to quickly travel from their faction controlled nodes to other faction controlled nodes to defend them from attackers. Create zone wide notifications when a node is about to be lost. Most defenders hate to mounting up to ride to a node only to have nothing show up. It's a waste of time and a waste of potential free honor while standing by the front gate. Do not allow teleportation to the Fortress from the various nodes.

4) Remove the destructable nature of the southern towers, turn them into capturable nodes a la EotS. If the offense faction controls towers, weaken the Fortress gates/walls for each tower. Think reverse Tenacity. If the defensive faction controls towers, speed up the timer. If there are no players near a tower, immediately set tower to neutral (middle point of the capture slider).

Will these suggestions fix all of Wintergrasp's problems? Probably not, but I believe that attempting creative fixes to adjust player gameplay expectations is a far better course of action than the anticipated implementation of a very heavy handed random queue system.

Thursday, June 18, 2009

Patch 3.2 - Arena Changes

There are alot of big changes coming so lets get down to brass tacks.

Edit: How did I miss this one?

Resilience: No longer reduces the amount of damage done by damage over time spells, but instead reduces the amount of all damage done by players by the same proportion. The other effects of resilience (reducing critical chance, critical damage and mana drain effects) have not changed.


Wow. Just. Wow. This makes resilience HUGE. This also makes long term classes like Melee/Warlocks much stronger if matches can be drawn out long enough through defensive play. Inccoming Season 3 all over again? Hrm. Time for everyone to reroll Druid imo.

3.2 Arena Changes

-The newest season of Arena gear can only be purchased if you meet the requirements with your 3 or 5 player team rating. Rating requirements form 2 player teams can still be used to purchase previous season of gear.

This is probably the biggest change as the 2v2 Arena bracket has been the go to bracket that most of the Arena population plays due to the ease in which people can come together to get games in. Naturally, 2v2 is inherently imbalanced as many comps live and die by the comps of their opponents. A renewed emphasis on 3v3 and 5v5 will likely encourage players to compete in a seemingly less Rock/Paper/Scissors type of environment. However, this is only conjecture as it seems to be harder for casual PvPers to coordinate some of the larger team sizes as evidenced by the complete dearth of teams in 5v5. In addition, casual players may continue to flock to 2's as they may see the Season 6 (Furious) gear as 'good enough' and as such, keep the 3v3 and 5v5 ladders relatively bare.

Remember, the strength of a bracket is completely dependent on the number of active teams. Only time will tell to see if the casual crowd embraces these other brackets and if Blizzard lowers the rating requirement of the next tier of gear to tempt causals. My best guess is that Blizzard would create 2 tiers of Season 7 gear, one that the casuals can easily obtain and one that the pros will want, much like the tier 8 and 8.5 gear from the raids. Let's see if I'm right.

-Dalaran Sewers
--The Entire Arena has increased in size by 25%

Good. This should give people more room to work with both on top of the platform and while running around the edges.

--Mounts can now be used in this Arena

Great. Not being able to charge into combat sucks. Not being able to catch up with a travel form Druid pillaring you with the entire map sucks.

--The position and collision of the crates on the central platform has been modified

Awesome. There have been times where, due to the geometry of the crates, I've had failboat fears or had others LOS my cyclones while still blatantly in LOS. This should help eliminate those issues and make it less random or prone to the effects of latency.

-Ruins of Lordaeron
--Alcoves have been removed from the starting chambers

This is an interesting change as it prevents players from kiting between the two starting chambers, LOS'ing and drinking. Naturally, this will make RoL a faster map and reward teams that seize control of the central tombstone.

--Two line-of-sight tombstones have been added to the slime pool on the southern side of the map

I'm not sure how large these tombstones will be, but it seems they will be a good place to run towards if the other team dominates the tomb with AOE snares.

--The collision around the central tomb has been smoothed out to prevent players from becoming stuck on the terrain as often.

I have mixed feelings about this change as the current tomb showcases experienced players from complete nublets from the way they move across the tomb. This change will likely allow melee to stick to their targets easier, speeding up the match even further. I think in the end, this will be a positive change as people will likely complain less with regards to the map geometry.

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Note: WHERE ARE THE CHANGES TO RING OF VALOR (A.K.A. RING OF BUGS?)

Staying True?

Upon meeting a fellow WoW player, the first question that is invariably asked is "What class do you play?" Many of us become identified by the classes we play to the point that we know that Joe is the Paladin, Bob is the Warrior and that mysterious Blood Elf mage named HermioneX, but never talks on vent, is probably a guy masquerading as a girl.

Sad, but true.

To get to the point where we players become identified or self identify as a particular class, we spend countless hours playing that one character and/or favoring one class over others. Typically, we call this character/class our 'Main' and refer to others as 'Alts'. However, with the cyclical nature of class strength, there are times in which our favored classes outperform others and times where a raid spot is more of an active charity than of actual need. The same applies to the world of competitive Arena PvP where class success for an average player can vary drastically from season to season. As an example, back in Season 5, Survival Hunters were absolutely ridiculous, but after a heavy round of nerfs, have dropped back down to obscurity.

The question that begs to be asked is: What makes one stick with (or abandon) a certain class when it's average success rate is consistently average to below average across multiple seasons (or raid tiers)? In this case, I'm not talking about weak classes that are being piloted by pros to the top of the ladders, as pros will succeed regardless of class strength. I am referring to an average player comparing themselves against other average players.

I happened to choose two classes that have been perennially strong since Season 2 (Priest/Druid), however, Season 5's Paladin dominance made me question the choice of my classes. The 3.1 buffs to my classes and nerfs to Paladins have rekindled my desire to continue playing my characters, but I was on the precipice of rerolling if the demographics didn't change. Unfortunately, I have friends who have been affected by the dominance of other classes over their preferred class across multiple seasons and some are to the point that they are struggling to find the fun in the game. Yes, there is probably an overemphasis on class comps and on Arenas with it comes to determining class viability in WoW, but shouldn't there be parity when it comes to having fun regardless of the activity that is chosen?

It just so happens that my friends are staying true to their relatively weak classes because they enjoy the gameplay of the classes more than the gameplay of their alts, but I suspect that without positive changes to their classes, this may be a subscription cancelling point.

I hope it doesn't come to that but from my experience with Season 5, I can see where they're coming from.

Wednesday, June 17, 2009

Why I'm Not Going to Blizzcon

I thought about trying to nab a ticket to Blizzcon and taking a trip out to California, but for whatever reason, I couldn't justify it. I am, however, completely cool with not going because my twisted imagination has me thinking that the random conversations out there would resemble something like this:

Me to neighbor prior to the PvP discussion panel: Hey, nice to meet you! This panel should be pretty interesting. I hear Ghostcrawler has some interesting points to bring up about the weakness of casters against melee.
Neighbor: Eff that, ganker. I hope they announce that they're removing the Arenas and BG's. You griefing assholes ruined my game!
Me: ...

or

Me to dude wearing a Boomkin costume: Nice costume! What are you? Some kind of demented WoW Furry? You know there's no real life achievement for pretending to be the product of a Pigeon, Deer, Bear 3 way, right?
Boomkin: ...

or

Ghostcrawler: We're buffing melee!
Me: ...

Regardless of the possible exchanges with tardtastic WoW nerds, the underlying sentiment that completely nullifies any possible justifications for buying a ticket is that the game as developed a pattern in it's production/development cycle. Due to that established pattern, there is no real anxiety for me to go as I can pretty much anticipate what's coming next in WoW. To explain this, let me give a broad and reasonably vague example.

In the world of software, a typical business model for generating a continuous revenue stream consists of 3 phases: Implementation, Maintenance and Renewal. The implementation phase is where the software company installs their software and trains the end user how to manipulate the program to their benefit. Teething issues are worked out and eventually the software goes into the Maintenance phase where the software company supports the continued use of the product. When the next version comes out, the company works to secure continued use of the product (via the upgrade) and the cycle repeats itself: Implement new version, Maintain new version, sell next version. Wash. Rinse. Repeat.

WoW has gone through this cycle once already from Classic to TBC, and now from TBC to WotLK. Heroic 5 mans? Check. Badges for Gear? Check. Entry level 10 man? Check. Entry level 25 man? Check. Completely borked first Arena season? Check. Completely stupid Honor grind? Check. How many people suspected that there was going to be a 'New Isle of Quel'danis' in WotLK? I know I did.

The bottom line is that the formula for Blizzard's last two WoW expansions works. It's generated record sales and subscriptions and has consistently produced excellent consumable content for a variety of gamers. To me, this formula is also stale and unexciting. As Blizzard is the master of taking what works and building upon it, I can already predict how the next expansion will play out and unfortunately, going to hear presentations on their upcoming content (ie: how they're tweaking their established business model) doesn't excite me or make me anxious for future releases.

And that is why I'm not going to Blizzcon.

Actually, that's all a big fat lie. I could justify it, but I totally forgot that the tickets were going on sale and happened to be away from the computer.

... Sorta.

P.S. I would totally wear a Boomkin costume for some hot cosplay action.

Tuesday, June 9, 2009

Discipline Priest PvP Glyphs

Note from the author: Sorry about the lack of posts. Plants vs Zombies has eaten up a lot of my free time. It's that addictive.

With the advent of the Glyph system in 3.0 and the new glyphs in 3.1, there's been quite a bit of talk as to the Major Glyphs to use for PvPers of all classes. There are a number of excellent Major Glyphs that are consideration worth for Discipline Priests, so let's work our way through them.

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Glyph of Penance: Reduces the cooldown of Penance by 2 sec.

If you're a Discipline Priest in PvE or PvP, this glyph is an absolute must have. Penance, with a 10 second cooldown, goes down to 8 seconds with the glyph. With 2/2 Aspiration, this 8 second cd goes down by another 20%, to 6.4 seconds. In many BG's and Arenas, the Priest is horribly trained upon by melee and anything to help them stay up like the now self-castable Penance is a huge help for personal survivability.

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Glyph of Pain Suppression: Allows Pain Suppression to be cast while stunned.

This is another outstanding glyph considering two things: 1) the amount of burst damage a team can dish out and 2) the number of stuns present in the game. In 3's and 5's it's invaluable as most teams will play a cc game on healers over focusing them as the main target. Either way, however, this glyph will save your butt and you will be glad you had it.

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Glyph of Inner Fire: Increases the armor from your Inner Fire spell by 50%.

This is an excellent mitigation glyph as it increases your armor against physical damage by a pretty huge amount. As Inner Fire is no longer dispellable, if you find yourself constantly trained by melee and your teammates aren't peeling well enough such that you fall behind on healing/mana, consider this glyph.

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Glyph of Power Word: Shield: Your Power Word: Shield also heals the target for 20% of the absorption amount.

This glyph is a great utility glyph. With the new talent Soul Warding, chain bubbling people is a great way to mitigate alot of incoming damage and provide a minor heal at the same time. If you find that you bubble multiple targets alot or your teammates aren't great at playing defensive, give this glyph a look.


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Glyph of Dispel Magic:
Dispel Magic spell also heals your target for 3% of maximum health


This glyph used to be the go to glyph, as it is similar to the Glyph of Power Word: Shield. Unfortunately, while PW:S is quite consistent in it's utility, pure throughput (offensive/defensive) has become far more desirable than a possible heal off of a defensive dispel. Furthermore, as cleave teams become far more prevalent, spending a GCD on a defensive dispel isn't going to be that great, as only one melee puts up enough magic debuffs to warrant this glyph (Ret Paladin).

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Glyph of Smite: Smite spell inflicts an additional 20% damage against targets afflicted by Holy Fire.

The premire glyph for Priests that play in a comp that has enough control or damage avoidance to allow them to nuke. Primary comp partners are Rogue and Mage. With this glyph, Smite becomes a very legitimate threat, often pumping out 4k+ of holy damage. With Focus Magic and/or Tricks, the Priest essentially becomes a DPS class when needed.

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Glyph of Renew: Reduces the duration of your Renew by 3 sec. but increases the amount healed each tick by 25%

This is an underappreciated glyph, as it is generally outshone by other defensive glyphs. However, the additional healing is quite consistent, which, if it is kept on multiple targets, can help mitigate aoe DPS such as Affliction Warlocks and Death Knights.

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Glyph of Mass Dispel: Reduces the mana cost of Mass Dispel by 35%

Unfortunately, this glyph was recently nerfed from a 50% mana cost reduction to 35%. Back in it's previous state, it was a wonderful tool in 5's to strip an entire team of buffs for less than the cost of a Dispel Magic. Sadly, with the nerf, the utility of this Glyph has pretty much gone down the toilet.

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So, which glyphs am I using? Well, as a Discipline Priest, I have to go with the Glyph of Penance because it's just sheer awesomeness. The other two glyphs are really the ones up for debate. Personally, I prefer the Glyph of Pain Suppression and either the Glyph of Power Word: Shield and the Glyph of Inner Fire. I was a skeptic of Glyph of Pain Suppression for a while until it started paying off in spades across multiple brackets. In 2's I'm often focused by double DPS teams, of which 99% of them feature a Rogue. In 3's and 5's, I'm more likely to be cc'd, but swaps to me do happen quite frequently. If I can Pain Suppression the first coordinated nuke, Hand of Protection usually helps me survive the second and either we win because the opponents have just used 2 sets of offensive cooldowns, or the match lasts long enough that either Pain Suppression comes back up, or I run oom. When looking at most of the top teams, it becomes apparent that many have a stun that is either used to cc me or to bring me down in a coordinated burst: Charge, Intercept, Kidney Shot, Gnaw, HoJ, Deep Freeze, Shadowfury, Intimidate, etc. The list goes on and on.

As for the last glyph, it really depends on the trend of melee and how well your teammates peel. If melee starts stacking Armor Penetration, the additional armor provided by the Glyph of Inner Fire may prove to be useless. Warriors using Grim Toll have given me problems as they bring me down to zero armor in a hurry. I usually bite it once Pain Suppression and Hand of Protection are down. In this case, a passive healing glyph like Glyph of PW:S may be better as it can give you a little bit of a boost to keep the target away from Execute range as you set up your next heals. If your teammates can peel very well, you may not need the extra armor from Glyph of Inner Fire as it is likely that your PW:S will last longer. In nearly all cases, avoidance is better than mitigation.