Closet cleaning again

Time to clean out my drafts folder again. At times it can get a little unwieldy with undeveloped topics — kind of like an untidy accumulation of paper scraps stuffed in a shoebox — and I am nothing if not a tidy person. I just trashed most of the items that were in there, but a couple were left over just as passing thoughts.

Official class fantasies. I find it interesting that, at the start of Legion, Blizz went to some trouble to rewrite the official class fantasies for most classes and specs, presumably as an important part of the disassembly and restructuring of them. Blizz thought it important enough to spend valuable resources to restructure the approved back-stories for the restructured classes. In a normal project-management world, then, the new class/spec mechanics and play styles would support the new fantasies and vice-versa. If a new fantasy does not match new mechanics, then there would seem to be no reason to waste resources rewriting that fantasy.

I have not investigated other classes, but I have noted a significant disconnect between the Beastmastery approved fantasy and the way the spec actually operate. The official story is:

A master of the wild who can tame a wide variety of beasts to assist him in combat.

Yeah. Not so much. Honestly, the way the BM spec works out in Legion, the fantasy is pretty much opposite of the way things work. This was driven home to me a few days ago when I was invited to do a guild speed run through Karazhan. I never ran Kara when it was current, don’t really have any kind of emotional bond with it, so even though I am attuned to the new dungeon, I had yet to run it at all. Nevertheless, the guild group promised some fun, so off I went. When we got to the chess boss, I was warned that my pets would be useless, and so they were.

Side rant: This huge bug in Kara has been there since the launch of the dungeon, and Blizz cares so little for hunters in Legion they cannot be bothered to fix it. (One can only imagine the flurry of fixes if for example mages were rendered useless in a boss fight…)  *steam comes out of ears*

Anyway, without pets, I was pretty much relegated to spamming Cobra Shot as long as my focus held out and cheering the rest of the group on. For kicks, I took a look at my dps numbers for the fight, and let us just say they were beyond pitiful. It is less true that a BM hunter’s pets “assist” in combat than it is that the hunter slightly assists the pets. More correctly, the hunter hangs onto some leashes, like a New York dog walker, and drops them at the start of combat, ceding control of much of the conduct of the fight to mostly-uncontrolled pets.

As I have pointed out before, the nature of this game play is such that a BM hunter functions much more like a melee damage dealer than a ranged one. There is nothing wrong with having a spec very dependent on pets, but to me that should imply — as the official fantasy does — that the hunter actually controls the pets. Not so in Legion, the hunter has very little control over pet damage abilities.

One additional thought on gear. Game Director Hazzikostas has frequently expressed his distaste for currency-based gear, for example valor points or the like. He believes it encourages overt grinding (as opposed to endless RNG grinding, but I am not going to revisit that particular thought) and is therefore bad. However, Blizz does employ something called “bad luck protection”. It occurs to me that such protection is nothing more than secret gear currency.

Think about it. The way valor or similar coinage works is that you perform certain acts — quests, kill bosses in dungeons or raids, etc. — and collect the currency until such point as you have enough to exchange it for gear. Once you spend it, you start over again collecting it if you still want more gear. You can watch the currency accumulate and generally judge how long it might take you to get the gear you desire.

Bad luck insurance — even though Blizz does not advertise specifically how it works — must operate on a similar mechanic. That is, there is some sort of programmed counter that keeps track of your activities that can award gear. When you do not receive gear, that counter is incremented some amount until it hits some secret tipping point, at which time you “spend” the accumulated secret currency and are awarded gear determined by Blizz.

The differences between overt currency and bad luck insurance are that 1) players are unaware of the amount they have thus far accumulated, as well as the “cost” of a piece of gear, and 2) players have no choice in the gear to be awarded when the secret currency is “spent”.

Otherwise, Mr. Hazzikostas, valor and bad luck insurance are the exact same mechanic. It makes no sense to oppose one and champion the other.

Micro-holiday events. I did a couple of these when they first started, but I have pretty much stopped doing them. I find them vaguely distracting and entertaining, but not enough to go out of my way to do them. For one thing, they take away time I feel like I need to spend chasing AP or legendaries, and with limited play time available each week, taking even 30 minutes or so away from these pursuits is significant.

I applaud Blizz’s creativity in these events, and I appreciate their sole purpose is a bit of fun, I just don’t find them fun enough for that factor alone to justify my participation. It will be interesting to see what the player base response as a whole has been to them, and to see if they continue as a regular feature in future expansions. In fact, it may offer us a clue as to whether the people regularly crying for more “content” actually mean just that, or whether what they really mean is “more loot”.

Legion’s hidden quests. This is one of those things I am not opposed to, but I do not care a fig about for myself. I do not look at WoW as a puzzle game. I am fine with having these kinds of quests in the game for those who do find them engaging, but I am not interested in doing them.

The one thing I do worry a little bit about is that Blizz will decide later that having a couple of these as required paths to professions or gear or whatnot would be a good idea. This is not an idle worry. Blizz has a history of introducing activities as purely optional, then inserting them later into unrelated player progression. The best example I can cite is the Brawler’s Guild. It was originally introduced as a fun diversion for anyone who wanted to participate, and indeed there were some mostly vanity type rewards involved. Then, in WoD, Blizz made achievement of a certain Brawler’s Guild level a prerequisite for certain mainstream jewelcrafting patterns. This to me was a bait and switch. There are of course other examples.

That’s it, drafts folder now squeaky clean.


A case for boring gear

I read a forum and Blue post today that started me to thinking about gear in WoW. The post is about a healer cloak that I have never heard of — you can read the original if you want more details — but the point being made was that this cloak, which is neither tier gear nor a legendary, is basically a requirement for healers trying to maximize crit. It is so powerful that no other cloak comes close to replacing it, and it effectively blocks out that slot from any other gear, thus limiting the healer’s choice of tier gear as well as legendaries.

Blizz’s response was, I thought, pretty good. It may not have been a particularly satisfying response to the poster, but at least it was honest. Basically they said yeah, it’s a problem, and our half-solution will not be a good one for everyone who has the cloak, but it is all we can do at this point.

Thinking about this, it occurred to me that much of my angst with gear in Legion is less about the RNG factor in and of itself than it is about the dual notion that certain gear makes a significant difference in my damage-dealing abilities and my receipt of such gear is totally dependent on a roll of the dice. Thus my frustration with tier gear, the “good” legendaries, and so forth.

In my last post, I wrote about my frustration with Blizz’s recent habit of bandaging class and spec shortfalls with gear instead of addressing the base problem. This is one way gear makes a big difference in game play. That is, sometimes a spec really cannot function fully without the gear — the player cannot realize the full potential of the spec without the band-aid gear.

A second way gear matters to game play is that it may come with a special bonus — the player gets a big boost in tanking or healing or deepsing just by having certain gear. In Legion, the “good” legendaries fall into this category, along with some specialized trinkets and such, and to one extent or another tier gear. Blizz even tried to institutionalize this practice by some of the random enchants on neck pieces this expansion.

The third way gear matters is the mix of secondary stats on it. Although Blizz has tried recently to lessen the impact of secondary stats on game play, they have been unable to make much of a dent in their importance. At one point, I recall, our lead MM hunter on our raid team was bemoaning the fact that agility had assumed a secondary spot to mastery for him. Secondary stats, which, I assume from their name, should be — well, “secondary” considerations — have become so important that gear with much lower item level are often still superior to items 10-15 item levels higher. As I said, Blizz recognizes this problem, but they have been unable to untangle all the intricate dependencies enough to fix it.

Finally, there is the strut and preen factor. Some players just cannot get enough of humble-bragging about their gear. “Withered J’im always gives me that stupid Arcanocrystal, I’ve gotten it three times now!” “Man, I can’t believe my bad luck — my sixth legendary and only one of them is really good!” “I hate that I can’t equip all 6 pieces of my tier gear because I have that great legendary in the shoulder slot.” Et cetera. Let’s face it, in-your-face bragging is part of the game some people like best.

I know this will never happen, but imagine for a moment a game where most of the gear simply incrementally increased overall power as the levels rose. For a unique boost, there would still be maybe one legendary per expansion (like in Mists and WoD), and tier gear that you could actually earn rather than roll the dice for. Secondary stats, if they still existed, would match your loot spec automatically. If you got a piece of gear that was, say ilevel 900, you would know it was better than your current 890 one — no simulations, Mr. Robot, or complex calculations needed.

Much of Blizz’s current problem with class and spec balancing springs from their inability to foresee problems with huge gear bonuses (like the healer cloak I cited at the beginning of this post), and with their failure to properly integrate secondary stats into the already-complex equation of spells, talents, and artifact traits. A simpler approach like the one I suggest would allow them to actually make every spec fun to play again, as well as probably lessen the large gaps in performance among the specs.

Similarly, chronically unlucky players like myself rant and rail about the inequities of RNG gear, but much of that is due to the fact that most of the “desired” gear actually gives a significant advantage to players who have it. If it gave just an incremental power advantage, obtaining it would seem less urgent and much of the frustration of never getting a certain piece would disappear. Pursuing the special gear like a legendary or tier gear would be challenging and fun, because you would know if you stuck with it you would be rewarded.

Last, such a system of boring gear might restore the element of skill to its rightful place in the game. I freely admit I am not a highly skilled player — I am the equivalent of one of the chorus line in our raid team. But I was astounded to see what a difference it made in my damage when I did finally get my 4th piece of tier gear a few days ago. In some cases it boosted my damage by as much as 150k per second over the course of a long fight. Trust me, I did not suddenly become much more skilled in the last few days — this was solely a function of gear. Don’t get me wrong, I am not saying skill no longer matters in the game, but I am saying I think we have veered too far in the direction of gear making more of a difference than it should.

About the only part of the game such a system would not help is the strut and preen group. They would have to find another way to rub their superior luck in the faces of the Great Unwashed. I have no solution to this, but I feel confident the strutters and preeners would find one.

Gear should matter, and it should reward skill and achievement. It just should not matter as much as it does now, and it should not depend on luck of the draw as much as it does now. I am hoping Blizz learns from some of the gear failures in Legion — such as the legendaries debacle — and returns to a more reasonable gear structure in the next expansion. We can always hope, right?

With that, the weekend commences.

Admin note: A family emergency involving two trips between Virginia and Minnesota this week accounts for my absence. All is well, but it has been a hectic week. Thanks to my readers for their patience.

The ascendancy of gear in Legion

Last night was our regular normal raid night, and it was a good session all the way around — we cleared normal Nighthold, did 3 early bosses in heroic so as to give us a head start Thursday for our heroic progression, and still quit 45 minutes early. Quite a few people got tier gear (not me, of course) and there was even one legendary drop, and in general we just had a pretty good time. But about halfway through, I had one of those sudden realizations, the kind you get when you know a certain situation exists but its full impact has not yet dawned on you:

Legion gear is a complete and total mess.

I have ranted a few times about various aspects of Legion gear, but last night it all came together like one giant poop snowball rolling down the hill at you faster and faster. What made it dawn on me is when I realized that I really can no longer tell if a piece of gear is an upgrade for me or not. This is not for lack of trying. Here are the steps I go through to try to determine whether or not a piece really is an upgrade:

  • Before raid, I run a series of sims (I use Beotorch, but there are other sites that will do this for you, or you can download something like SimulationCraft and run them yourself).
    • I take into account that I use a standard “AoE” talent build most of the time, but I also have a single-target talent build that I use for some bosses with no, or very few, adds. This means at least two sims need to be run, because the results are very different with different talent builds.
    • Then I need to pick a fight scenario. Because it is too complicated to pick more than one for each talent build, I usually pick a single boss stand-in-place one (Patchwerk, Ultraxion) for my single target build, and a single boss with quite a few adds and light movement for my AoE build.
  • Once the sims are done, I load them into Pawn (again, this is what I use, there are other similar addons out there). This in theory gives me a quick tooltip reading on any given piece of gear, whether it is an upgrade or not, and an estimate of how much of an upgrade it is.
  • When raid time comes around, the first thing I look for in a piece of gear that I have won or am being offered in trade from someone else who can’t use it, is the Pawn number in the tooltip.
  • In some cases, I will disregard Pawn and go with my gut — as for example if my current piece is level 870 and the new piece is 885, I will call it an upgrade even if Pawn does not. This, of course, assumes that the primary and secondary stats look decent, although for example in the case of necks there are no primary stats so you have to look at other things like bonus effects, gem slots, etc.

For several months, I used a BM Pawn build by Azortharion and linked in IcyVeins. It was a decent way to start, but the thing is, it is based on an assumed ilevel and an assumed baseline set of gear. If you don’t have this set, you will get skewed results — my experience was the higher ilevel I attained, the more skewed were my results.

The way that secondary stats interact in Legion, it is not always the case that the piece of gear with your preferred secondary stat is the best, since there are complex interactions among them, and the main factor really is the ratio of secondary stats, not just loading up on your “primary” secondary stat. (I am giving myself a headache here…) The bottom line is, your best upgrade gear varies according to the particular set of gear you have equipped, and it frequently has absolutely nothing to do with ilevel.  It doesn’t vary a lot If you get one new piece, but if that piece is enchantable and/or has a gem slot, it can change your stat ratio enough that you might want to rebalance things. And often we are talking about a few thousand additional damage points, not just a few hundred.

But here’s the thing: Even if Pawn or your gut tells you a piece of gear is an upgrade, it is still a crap shoot. All sims are based on a set of specific assumptions, and if those assumptions were flawed, then the outcome/recommendation will also be flawed. As to going on gut — on more than one occasion I have equipped what to my gut looks like a decent upgrade, only to unequip it and go back to my other piece when I realize it is not actually helping me.

Remember back in the WoD pre-patch (6.0.2), when they completely reworked secondary stats and got rid of reforging? Here is what the official patch notes (expanded) said about that:

The original intent behind Reforging was to offer a way for players to customize their gear, but in practice it offered little in the way of true choice. Players attempting to optimize every piece of gear were well advised to look up how they were supposed to reforge an item in an online guide or tool that had already determined the optimal choice. It added yet another step to the list of things that must be done to a new item before it was ready to be equipped, reducing the joy of getting an upgrade into a chore.

If an upgrade drops, we want you to be able to equip it with a minimum of fuss. It is for those reasons that we’re removing Reforging from the game.
The Reforging system and associated NPCs have been removed from the game.

HAHAHAHAHA! Oh, Blizz, you crack me up. At the time I did not appreciate what a great joke you were playing on us, but now that I see it, I have to say it was well done! You definitely got me on that one! Yeah, reforging was too complicated, so instead you gave us this Byzantine maze of obfuscated simulation math, probabilities, and contorted stats. Good one!

In fact, the whole Legion gear picture resembles a Hieronymus Bosch painting, with your piece of upgrade gear somewhere in the middle of all that clutter and confusion. In addition to the guess-if-it-is-an-upgrade factor, we have:

  • The mess with crafted and order hall gear that I talked about yesterday.
  • Artifact weapons making a single piece of gear central to most end game play — not only as far as chasing AP, but as being inextricably intertwined with spec power, spells, and play style.
  • The big mess with legendaries — everything from drop rate, to “good ones” versus “trash ones’,  to the fact that their lack often hinders effective spec changing within a class. (Another good joke from Blizz — yeah, you can freely change to any spec in your class, nor more restrictions! Except, of course, artifact weapon grinding, different gear sets because of stats, and “required” legendaries…)
  • Secondary stats. Honestly, no actual non-professional player can understand their complex interactions sufficiently to make any kind of reasonable judgment about a piece of gear’s utility to them.
  • RNG. Once again, the people on the good end of the probability curve make out like bandits, while the chronically unlucky are left to muddle along. This affects not only tier gear and weapon upgrades (relics), but also legendaries and possibly even more importantly secondary stats. I have said it before and I will continue to say it: Ion Hazzikostas, RNG is NOT fun! Speaking as someone always on the butt end of the curve, I can tell you not only is it not fun, it is soul-crushingly depressing.

Gear in Legion seems more important than I can remember, and I think it has reached a point where player skill, while still a factor, is much less a factor than in the past. This growing centrality of gear in Legion, combined with the pruning of raid buffs and utilities for all but a couple of classes, points to a sea change in Blizz’s philosophy, one that puts us far along the road to “Bring the class, not the player.”

I think when I look back on Legion, I will see gear as one of the biggest failures of the expansion, right up there alongside the betrayal of the hunter class. Methods for Legion gear enhancements and accumulation — like the current hunter play style — have become part of the game that I play in spite of, not because of.

A change of pace

Over the weekend I spent some time on my alts, mainly my alt hunter and my druid. It was a nice change for me. I spent time on my alt hunter mainly to finish her jewelcrafting quest chain and to gather a lot of ore, because I have other alts that would benefit from rings and necks and gems and such. (Shhhhhh, don’t tell Ion Hazzikostas … be vewy vewy quiet!).

I did finish the JC line, although of course that means very little — most of my recipes are level 1, and the mats seem to be quite rare. Also, the mining RNG quests seem to have a rather low probability of dropping, so of course I have not yet gotten them, which means (I think) I cannot yet get any Blood of Sargeras from this gathering profession. Without Bloods, I can’t craft high end items, nor can I even gear up enough to get into LFR.

Not making Bloods BoA is one of the worst decisions in Legion, in my opinion. I have over 200 on my main, for the most part worthless, and my alts are crying for them. This critical mat is what I call a “domino mat” — it has game repercussions far beyond what a single material should have. If you are a crafter, you cannot craft many high end items without it. Even if you have enough to craft the items, you can only craft them at a relatively low levels, because anyone wishing to upgrade a crafted picee of armor must do it on their own, using their own Bloods (20 or more just to get a single item upon to mediocre level). Thus, players wishing to use crafted gear to get up to, oh, say ilvl 850 or so — not exactly a high level in Legion — must have a buttload of Bloods in order to do it. That is assuming you have a character — probably a main — who can crank out obliterum at a high level. (Yes, Ion, guess what, we are now at the point of having a main exist to support  alts. Happy?)

Thus, the soulbound nature of Bloods, along with the requirement that gear must be SB to be upgraded, means crafters cannot make and sell  gear above level 815, and players wishing to upgrade this low level gear must be advanced enough to be able to gather the Bloods to do it — which generally means by the time you are able to upgrade your gear you have long ago stopped needing it. (Similar to that ridiculous class hall gear that requires you to have jumped through enough hoops in order to buy 810-830 level gear — or even to buy the final upgrade to get it to level 840 — that by the time you have grubbed enough to get there you no longer need it.)

Great job, Blizz, really excellent planning. This is like a toy manufacturer making a toddler pull toy, but requiring any child using it to earn their own money to pay for it — by the time they can do that, the pull toy is kind of moot.

Thus, when I decided to gear up and play my druid more, it turned out to be a much longer and more tedious process than it should be at this stage of an expansion. Not only for the reasons cited above, but also because suddenly nearly all the gear-rewarding world quests disappeared. Seriously, I thought well if I can’t upgrade my crafted gear on my druid because of lack of Bloods, at least I can run a bunch of world quests and get some decent gear from them. Nope. Whether by recent stealth nerf design or simply because of bad RNG in the WQ selection engine, there were almost no WQs that awarded gear this weekend. It took me literally until Sunday night, after 3 days of grinding, to get enough gear to qualify for LFR. LFR!!!! This is sad.

However, once I did finally get geared up, I had a lot of fun with my druid. I had leveled her as a boomkin, because I have always kind of liked that somewhat quirky play style, but also because honestly Blizz still has not made the leveling process very healer-friendly. (I am always impressed with people who level their healers as healers.) Anyway, having leveled her up a couple of months ago, I decided to switch main spec to resto.

First I had to get the resto artifact weapon, and I have to say I found this quest line to be pretty engaging. I definitely liked that it was heals-centric and required healing to complete. It was not overly long, but for a non-healer like me it was somewhat challenging. (I let my group die once before I succeeded … oops.) I had enough AP saved up to get my heals artifact up to level 24 in one fell swoop, so that was kind of nice.

Armed with my new artifact and a whopping 826 ilevel, I queued for Emerald Nightmare LFR. It was the first LFR I have done in Legion, and especially considering it was late in the game week, it went quite smoothly. As usual, I was stressed healing, but after it was over I realized I had a lot of fun. I got two pieces of gear that pushed me up to qualify for Trial of Valor, but I didn’t queue for it as it was pretty late. I’ll do it tonight (yeah, I know, Monday night LFR is a bad idea).

Side rant: What is it with Blizz and their apparent need to make support functions as annoying as possible for players? Last night I wanted to try out a few heal rotations, and since I knew there were no target dummies in Dal (!!!), I traveled to the druid class hall, thinking of course there are target dummies there — they have them in every other class hall I have an alt for. Nope. No target dummies in the Dream Grove. This of course is along with the Blizz design “feature” of no mailboxes in class halls, no auction house in Dal (don’t start with me on this, engineers!), and of course as I said no target dummies in Dal. Seriously, Blizz, what is the reason behind these annoyances? And don’t give me some bull hockey mumbo-jumbo pseudo-lore crap. I want to know the real reason! Malevolence? Twisted dev humor? Technical limitations? Laziness? Incompetence?

Late edit: See Sar’s comment below. Apparently the druid class hall has both a mailbox and target dummies! Whoops, well now this is awkward, what can I find to rant about?? Maybe clueless players who can’t find stuff in class halls?

I did a small amount of druid healing in LFR and a few random instances in WoD, but it was nothing to write home about. Before I queued last night, I got some quick pointers from one of our guild’s top druid healers, and that was very helpful. As it turned out, no one died — well except for a couple who died from trash because they stupidly outran the raid. I was pretty low on the healing charts, but I was always in with the actual healing group not the also-healers like Spriests and Pallies, and anyway I don’t give healing numbers much notice. I did do a lot of overhealing, but our raid healer explained that is pretty much unavoidable with druids, and he gets a lot of good natured grief over it in our raids.

It seems like Blizz pretty much left resto druids alone as they worked over many of the other classes. I suppose those of you out there who main a resto druid might disagree, but from my untrained perspective I did not notice a huge difference between what I did in WoD and what I did last night in Legion. I think I like the druid healing style because it reminds me of what all hunters used to be — highly mobile, with quite a few extra tricks in their bag. Also, I find it refreshing once in a while to get away from the kill-kill-kill mentality of damage dealers. There is a certain satisfaction in helping out your group members in such a direct way. (But I still find it stressful while doing it.)

Anyway, I enjoyed my sojourn into druid healyland over the weekend. I expect I will be spending more time pursuing this as Legion wears on.

Never-ending grinds

Tier 20 Set Bonuses
The latest PTR build added Tier 20 set bonuses. Keep in mind that these haven’t been tuned, some are missing, and some have already been changed.

When I saw this little blurb in MMO-C, I pretty much just wanted to give up. Seriously? T20 is on its way? While unlucky sods like myself are still grubbing for their 3rd and 4th pieces of T19? Why am I bothering? Because, if history holds, I will get my 4th piece of T19 the day before 7.2 goes live. If I get it at all.

And to be honest, I am still irate that Blizz — once again — pulled a fast one on hunters for the T19. For the entire time that 7.1.5 was on the PTR — and in fact from the time we first got any inkling of the T19 sets — all the gear tooltips said this:

(2) Set (Beast Mastery): Dire Beast reduces the cooldown of Bestial Wrath by an additional 8 sec.
(4) Set (Beast Mastery): When you use Bestial Wrath, all of your currently summoned Dire Beasts gain 50% increased damage for 15 sec.

Finally, I thought, there is a reason to actually seek and equip a 2pc tier set. I might have a chance at last to derive some actual bonus from the 2pc set I almost always end up with, try though I may to get the 4pc set. I was optimistic. In fact, I was over the top when, on the first night of the patch going live, I got my first piece of tier! WOOHOO, I am on my way, I thought! Though I had not done any of the math, I felt certain that the additional 8-second cooldown of Bestial Wrath was a much more effective bonus than the contorted situation you would have to be in for the 4pc bonus to make a noticeable difference — that is, have multiple Dire Beasts up (RNG-dependent situation) with most of their active time still remaining, at exactly the same time BW comes off cooldown.

HAHAHAHAHA! Stupid gullible me. When I got that first piece and made some comment in raid chat about the nice 2pc bonus, another hunter said he was not that impressed with it, that the 4pc looked much more powerful. Sure enough, I double checked, and Blizz had apparently and sneakily reversed the bonus effects of the 2pc and 4pc sets, between the time the PTR came down and the patch went live. Even worse, they never announced the change — it was one of their famous stealth nerfs. 

See, this is just mean, there is no other way to put it. It may have been a result of sheer staggering incompetence rather than diabolical intent (recall they did not even have their stuff together enough to get patch notes out until a couple of hours before the patch went live), but no matter what the reason, I perceived it to be yet another example of Blizz selling out hunters. They just do not give a damn, because hell it’s only hunters, we can screw them over whenever we want.

Anyway, I got 2 pieces of tier in 2 nights of raiding, and of course I have seen no more pieces — other than duplicates — since then.

And now we know there will be yet another tier set in 7.2. A first look at the bonuses for it seem to indicate that once again the 2pc is a yawner and the 4pc is significant, but history tells us there is no way to know what they will be until the patch actually goes live, so it is futile to test it out at this point. Blizz can capriciously change it on a whim.

In the bigger picture,  the sinking, gut-punch feeling I had when I read about a new tier set in 7.2 really kind of sums up the worst aspect of Legion for me: it is a soul-sucking endless chase. It is one thing, I think, to provide “content” — things like world quests, weekly bonus events, additional zones, repeatable dungeons in the form of Mythic+, and additional quest lines like the Suramar ones. It is quite another to introduce mechanics that, by design, can never be “finished”.

I am not an obsessive achievement hound or completionist, I am not bothered by having unfinished achievements lying around. But there is something that just wears me down about the infinite pursuit of AP for never-ending weapon traits, something completely demoralizing about the lottery-ticket approach to getting items like profession recipes and what have become critical legendary gear. These things are not “content” — they are ass-kicking grinds, the very thing Ion Hazzikostas professes to despise. Except these grinds, unlike others in the game, have absolutely zero guarantee of success — you could theoretically keep at them 24/7 and still not achieve your goal. They are designed to manipulate, like dangling the never-to-be-obtained carrot in front of the horse to make him run faster.

As I was writing this, we got a lengthy Blue Post from Ion “Watcher” Hazzikostas in one of the forums. Let me say up front that this is exactly the kind of post I love getting. It is detailed and thoughtful, and it really helps players understand a crucial aspect of the game — in this case, Blizz’s thinking on the whole Legion AP grind. I happen to not totally agree with the implications of some of the new AP design Watcher lays out, but that is just a difference of opinion. Reasonable people can respectfully disagree on many points, and of course it is Blizz’s game not mine, and they can design it any way they please. I am encouraged, though, when they have enough respect for the player base to explain why certain mechanics are as they are, and to lay out remedy plans when the mechanics do not work out as intended.

Anyway, I am not going to repeat the whole Blue Post here, I encourage you to read it. But the main point is that Blizz has identified some problems with the AP mechanic, and they are making some major changes to it in 7.2. Specifically, Blizz intends to address two problems:

  • The fact that the last 20 points of artifact traits require more or less the same amount of AP each (slight arithmetic progression), whereas the first 34 require exponentially-increasing amounts of AP.
    • The unintended result of this is that, for the last 20 artifact traits, players putting in 40 hours a week can in fact get twice the artifact power in a week than can players putting in 20 hours a week.
    • This is exactly the situation Blizz was trying to avoid, and which they did avoid with the first 34 traits. That is, they wanted to lessen the power gap between players who play a lot of hours and those with less available time but maybe the same degree of interest.
  • Some activities currently reward inappropriate amounts of AP, when weighed against time spent and level played. For example, short “Maw runs” have emerged as the best and fastest way to earn max AP each week. These normal Mythic runs award more than, say, hours spent in Nighthold, or running more difficult Mythic+ instances, or cranking out lots of World Quests.

Watcher explains all this by way of more or less preparing us for some major changes to AP in 7.2.

  • First, we can expect what seem to be insane amounts of AP for each new 7.2 artifact trait, so as to narrow the gap in weapon power between the top end and the middle-of-the road players.
  • Second, there will be some adjustments to the amounts of AP earned by various activities — specifically, it will no longer be possible to chain run regular Mythics as the fastest way to get large amounts of AP;  other more advanced activities will award proportionately more AP per time unit spent; and “harder” Mythic instances will also award more AP than, say, a quick Maw run.

I understand why these changes are being made, and it seems like they may well be a partial solution to the problems Watcher laid out in his post. I am skeptical, however, that they will accomplish the lofty ideal he laid out as his conclusion:

All of the above changes are aimed at allowing players the freedom and flexibility to decide how they want to spend their time, and which goals they wish to pursue, while limiting the difference in power between players who arrive at different answers to those questions.

I don’t actually know if these changes will improve the game for me or not. I think they may well exacerbate the problem with leveling and gearing alts, for example. And I am not certain that they will, as Watcher claims in the body of his post, make it easier to develop off specs for one’s main.

Last, I think they will magnify my main complaint about the whole artifact and AP thing: it is one of the main factors contributing to the part of Legion I perceive as an endless, Sisyphean, soul-crushing grind. I know this is not a Blizz concern, it certainly plays no part in the announced changes to AP. But it still is important to me.

And on that note, let the weekend begin!

One of those days

Something about the best-laid plans… My plan this morning had been to bring my car in to the dealer for service and write my post while waiting for it. After all, they have free wifi and a decent waiting room, free coffee and muffins, and all that.


First, it turns out nearly every site I use for material is on some sort of black list for the dealer’s network. When I asked, I got some sort of half-assed vague response about “no computer gaming” allowed. Unfortunately whoever manages the dealer’s network is apparently very ham-handed, so any site with certain key words in it are blocked. This means I have no access to WoW forums, certain reddit groups, Wowhead, not even to MMO-C nor to a couple of independent blog sites.


Second, I guess I did not realize that today is bring-your-brats-to-the-dealer day. There is a woman in here waiting for a vehicle, and she brought along two of the worst-behaved children I have ever seen. I am used to pre-school kids running and squealing and generally just being kids, but these two are pulling all the magazines off the racks, throwing the provided toys at each other and the rest of the customers, running and screeching at the tops of their lungs, pushing the chairs around incessantly, using the coffee cups to build towers on the floor, and just generally being uncivilized little sh*theads. All while their mother ignores them, along with the multitude of dirty looks the rest of us are directing at her.


Where I am going with this cranky rant is, there will not be much of a post today. I can recommend a couple of interesting ones from some fellow bloggers, however. One is from one of my favorites, Delirium over at The Thrill of the Wild. He has some non-obvious observations about effects of legendaries in the current game and in 7.2 going forward. As usual, he has done the math heavy lifting for us and gives us the bottom line in language even the math-challenged like me understand.

Legendaries as they were implemented in Legion were a huge mistake. Even Blizz admits that. Unfortunately, rather than do something drastic to cut their losses and move on, they have insisted on tweaking them, and the result is they still are a huge “un-balancer” for nearly every class and spec. In my opinion, what they should have done when they discovered how badly they had messed up is this:

  • Remove all spec-specific armor legendaries from the game. For those who already had them, replace them with a standard piece of armor at say, 890 level. Would people have howled? Of course, but hey welcome to a world where Blizz can pull the rug out from under you in a heartbeat, not that I am bitter about Legion hunters or anything. Deal with it.
  • Limit the remaining jewelry type legendaries to maybe a ring, a neck, and a trinket flavor, each one configured like Chipped Soul Prism from Kazzak in WoD — primary stat that varies according to your class/spec, along with some of every  secondary stat. If you had gotten anything else, it would be auto-changed into one of these.

Anyway, read Delirium’s post — if you thought legendaries don’t make a huge difference, this will make you think again. In Legion, they have reduced one aspect of the game to lucky lottery winners and unlucky losers.

In the “would you please just shut up and not get people riled up about this again” category, take a look at a Blizzard Watch post on — yes, you guessed it — the subject of flying …. I am absolutely not going there again, and I hope none of you are either, but I guess some people just love trolling. If you feel compelled to vent your spleen on the subject, please reply to Blizzard Watch, not here.

Last, if you have a couple of minutes, take a gander at Marathal’s short post with some thoughts on Midwinter’s recent announcement that they are stepping down from world-first raiding competition. He doesn’t reach any grand conclusions, but he offers some good jumping-off points for further cogitation.

I take that back — this is actually the last: I miss The Grumpy Elf. I am frankly tired of being the only grumpy person writing about this game, and I don’t do it nearly as well as he did. Grumpy, if you are still reading about the game, please consider coming back to write about it, too.

Shane! Grumpy! Come back, Shane Grumpy!

What’s next?

It’s way too soon to start speculating about the next WoW expansion (NWE), so let me speculate about it. There is not much else to write about these days anyway, and it has been a while since I have put forth any crackpot ideas, so what the hell.

Disclaimer: Everything in this post is the product of my warped but robust imagination, I have absolutely no insight into any current or future Blizzard development plans.

In considering what we might see in the next WoW expansion, the process I used was to look at past trends and add in recent game features. I am not a lore buff, so I am not going to address much at all about the background story line — plus, honestly, WoW lore/history seems really only to exist in order to explain game design not the other way around, so I have never been able to get too excited about it. (I know some of you really love it, not disparaging you for this at all, just it is not my cup of tea.)

Location and scaling. There will be new zones. Whether they will be somewhere on Azeroth or — as has been coyly hinted — on another planet is, in my opinion, not important. On the other hand, zone scaling, a huge hit in Legion, will continue in NWE, and I look for it to be expanded in some way. Not sure exactly how, but one idea might be that some legacy zones become scaled, permitting leveled players to revisit and explore them in a somewhat challenging way, making it more fun to go back and finish unfinished or even new quest lines in those areas.

Content. Blizz believes they have finally hit on a winning plan to keep content flowing in Legion — whether this is true or not is a subject for a whole different post — and so NWE will see the same content paradigm. To wit:

  • World quests.
  • Mini-events/holidays.
  • Rapid patches and semi-patches.
  • Continued use — and likely expansion — of RNG as both the carrot and the stick to force more play hours for every facet of the game, from gear to professions.
  • Mythic+ dungeons, expanded in some way. For example, there might be some sort of “plus” mechanism for non-current raids, or add the “plus” concept into weekly timewalker bonus events.

Classes. I do not expect to se any new classes introduced in NWE, but I think we may see some or all race restrictions lifted for class selection. I also think we may see some further spec role changes (not mages, of course, don’t be ridiculous). For example, we might see another spec added to Demon Hunters to give them three. I would not expect it to be a healing spec, more likely would be a ranged spec, possibly using a combination of magic and thrown weapons. In the wishful thinking department, I would like to see SV hunters become a tanking spec, using pets in creative ways to really open up possibilities for some exciting tanking innovations.

I expect to see yet another huge rewrite of nearly every class, because Blizz has demonstrated that they simply cannot refrain from doing this every expansion, even when they are able to achieve a semblance of balance by the end of one. The rewrite will continue the recent trend of making some classes more or less indispensable to certain raid fights, finally driving a stake into the now disfavored notion of bringing the player not the class.

I think Blizz will also place more back-door restrictions on spec flexibility. They will continue to tout how a player can freely switch among all their specs, but they will increase the penalties for doing so, whether by charging gold or by creating restrictive gear or by limiting the times/places it can be done.

I also think we will see a continuation of the trend of “mini specs”. In Legion, we saw the notion of class begin to take a back seat to the notion of spec, as demonstrated most obviously with artifact weapons. In addition, we saw a very distinct differentiation in spec “specialization” emerge based on talent selection, and we saw a very slight but nevertheless active attempt to put some controls on changing that specialization. In effect, I think we saw the emergence of specs as the new class, the concept of class becoming more one of general category, and a growing importance placed on specialty builds for each spec. This trend will continue in NWE, and it will become more pronounced, to the point of identifying players by class, spec, and build specialty — “Single-target destro warlock”, “Bursty MM hunter”, etc.

Gear. First of all — RNG, RNG, and more RNG. Also, the secondary stat mess will continue and possibly get worse, compounded by the inevitable total rewrite of most classes and consequent unforeseen results of overpowered or underpowered secondary stat interactions.

As I alluded to in a reply to a reader comment a couple of days ago, I expect to see some continuation of the artifact weapon mechanism in NWE. Yes, I know Blizz has told us that artifact weapons are a one-expansion thing, but remember they also told us that same thing about garrisons, then gave us mini-garrisons in the form of class halls. We will have some piece of gear in NWE that will require upkeep mechanisms eerily similar to AP and relics and such, because:

  • Too many dev resources have gone into artifact weapons to trash the idea completely.
  • Spec abilities are rather intimately tied to weapon abilities now, and Blizz seems to like the possibility of tweaking abilities by tweaking gear traits.
  • The artifact weapon — or follow-on — plays a rather large role in encouraging players to spend more time in the game chasing infinite upgrades.

As to the whole Legion legendary debacle, who knows? I think Blizz is embarrassed enough by it that we may see legendaries as lottery winnings disappear in NWE, but we may see some return to quest lines for them. I would expect these to be less involved and time-consuming than the ones in Mists and WoD, but still requiring weeks to complete. Moreover, I think we may see options for obtaining more than one legendary per character, once again with the Blizz benefit of extending game play time.

Crafted gear? No clue. Wishful thinking is that it would become relevant again, for all professions, but I don’t know. My suspicion is that it will fall prey to the drive to devalue professions in general. Which leads me to —

Professions. I am not hopeful about this area. I think NWE will give us even more hurdles to professions, and I think Blizz’s inability to see the large picture will once again give us clear winners in losers in the profession lottery, as we saw with for example winner alchemists and loser skinners in Legion. The problem I see with professions is that they are totally tied, in Blizz’s collective mind, to the use of alts. To allow profession leveling and item production for characters not played the same number of hours as mains is to condone the evil practice of having alts support a main. Why this is bad is still a mystery to me, but we have heard that oracle of acceptable game play and approved fun, Ion Hazzikostas, lecture us many times on the fact that, take his word for it, it is evil evil evil. So it must be. So professions will continue to become more and more elusive for characters that do not spend main-level time in game.

Alts. They will continue to be forced into an “other mains” play style temulate. See above, end of discussion.

In short, I expect the next expansion will be a veritable clone of Legion, just different locations and a few changes either for cause or merely for the sake of change. I am not saying if this is good or bad, I am just saying that Blizz considers Legion to have been an unqualified success, they think they have found a winning formula after the failure of WoD, and they are going to stick to it. They certainly have cause for considering Legion to be successful — I agree with them for the most part — but I suspect the formula will wear a bit thin if it is repeated. Furthermore, the tendency for self-congratulations on the success of Legion means it is unlikely Blizz will take seriously some of the major flaws and missteps they committed. They may have gotten the message on legendary gear, but thus far it still seems like they are oblivious to the pain and chaos they caused by their horrible changes to many classes and specs, and I honestly expect them to repeat the same mistake in the next expansion.

What about you? Any predictions for the next expansion? (Tinfoil hat theories also accepted.)