Showing posts with label scholomance. Show all posts
Showing posts with label scholomance. Show all posts

13/06/2024

Remix: FOMO and Culture Clash

There are a variety of things I'd like to be doing in WoW right now: I haven't worked on my hardcore priest in a while for example - in fact, the other day I logged in to find that I'd been kicked from the guild for inactivity. However, Pandaria: Remix keeps pushing my FOMO buttons every time I log in. "67 Days Remaining" it declares right there on the character selection screen, so there's always that feeling that everything else can wait. It's annoying, but that's just one of those things about marketing: simply being aware of how the trick works doesn't automatically make you immune to its power.

One of the criticisms I've seen levelled against Remix is that people think Bronze shouldn't be the currency for everything. I didn't really get that at the beginning, and maybe the devs had a similar line of thinking as I did: that making Bronze the currency for everything would allow collectors to focus on getting mounts and cosmetics, while people who don't care about that kind of stuff could upgrade their gear and be OP instead. I guess the devs didn't anticipate that so many players would feel that they absolutely had to do both.

However, even if people are happy to just focus their efforts on one specific path, the system creates quite a chasm between those who care about the gearing and those who don't. My goals have settled on earning as many mounts and cosmetics as I can with a casual time investment, as well as levelling a few alts over the next couple of months. I haven't invested any Bronze into upgrading my gear because that just feels like a waste to me at this point. However, seemingly everyone in my guild is the opposite, and I keep getting dragged along to do normal and heroic raids under strength, content where I'm worse than useless and just end up dying on every boss because I'm too squishy to survive most of the mechanics. Meanwhile all everybody talks about for hours is their gear and how much dps they're doing. I know I shouldn't be complaining about a free ride to some achievements and Bronze, but ultimately it's not really what I want to be spending my evenings on right now.

My shaman dreams of questing on greener pastures instead of inspecting the floors of Siege of Orgrimmar.

And that's all in the benevolent environment of playing with friends. Pugs are just totally dominated by over-powered speed-runners now that care little to nothing about anyone else in the group. I did the second wing of Siege of Orgrimmar in LFR the other day and after the third boss, people just charged ahead without even fighting any of the trash, so that those who were unable to keep up (thanks to +speed on the gear and cloak it literally becomes impossible to keep up with certain characters) got locked out of the last boss room, and the gate didn't re-open after he had died either. After I'd collected my loot, I felt rather bad seeing the half dozen people or so who were still locked outside as they couldn't even enter to pick up their stuff. I can only hope that the Postmaster mailed it to them.

Dungeons are pretty much the same. For example, I made a little bear druid and queued into Scholomance as my first normal dungeon. I pulled the first two trash mobs, but a dps just ran past me, jumped down the stairs and instantly pulled the boss while ignoring all the trash. I pushed myself through the ice wall she spawns, taking massive damage in the process, and only survived because I levelled up when the others killed the boss. The rest of the run was then just more frantic running after the dps who were simply AoEing everything. Basically, Remix dungeons are just like normal retail dungeons now: no gameplay, just speed-running. I said previously that I don't mind getting a bit of a boost from someone stronger than me, but at some point queueing into any of these activities simply doesn't actually involve any actual gameplay anymore, it's just a chore to jog through the exact same hallways over and over again for more threads and Bronze. Not a very tough or time-consuming chore, but still a chore. And that's the situation we're in with the event having been live for less than a month, with two more months left for people to get even more overpowered.

Earlier today, I was in Valley of the Four Winds when the world boss Galleon spawned, so I flew right over. Nobody had attacked him yet, and since I wasn't confident in my survival by myself, I stood around for a few seconds to wait for others to show up. Then the boss just fell over in front of my eyes before I could even blink, never mind getting a hit in. Someone else had literally just landed and one-shot him. I didn't realise we were at "one-shotting at-level world bosses" degrees of power yet.

Ironically, on the rare occasion when you end up in a group that doesn't have anyone OP in it, it doesn't end up feeling good either, just super slow. More than once I've zoned into heroic Mogu'shan Palace (and for some reason it's always Mogu'shan Palace) with damage dealers that couldn't out-dps a healer with zero gear upgrades, and it just made everything take forever. It's not like there were suddenly real stakes or anything, it just meant that I stood there pouring my piddly healer dps into what felt like a damage sponge for five minutes per boss fight.

I just see all this as a reminder that Blizzard has never really managed to square the concept of getting everyone into the content and keeping queues popping with the reality that throwing people with vastly different interests and power levels into groups together - while also providing zero incentive to be social and treat those other people as human beings - can lead to some pretty crappy experiences. I wish their motto in regards to group content wasn't always quantity over quality. I'd rather have five actually enjoyable dungeon runs than fifty LFD hallway jogs.

01/10/2020

Dungeon Bullet Points

Leaving all this newfangled raid stuff aside, one of my Classic endgame goals was to do all the max-level dungeons at least a couple of times and get a better feel for them than I had back in the day. (I've written about my uncomfortable relationship with vanilla endgame previously.) I wasn't sure how well that particular ambition was going to pan out in a raiding guild, but luckily for me it turned out that quite a few of the core raiders are actually quite fond of running five-man dungeons as well, so I've made some nice progress on my personal dungeon checklist.

Blackrock Depths

A Jail Break run in BRD was actually the first piece of group content I recall doing with guildies (not counting the bug/dragon farm). They were looking to get a couple of alts attuned for Onyxia and were LFM, and I figured that I might as well join in since I wasn't attuned either at the time. It was pretty fun!

Since then I've been back a number of times: to get attuned for MC, do some other quests and also help out other guildies. I still think it's too easy to get lost in there and just consider the dungeon too long, but I've found that it does help to let go of the notion of treating it like a regular dungeon that you "complete" every time and to simply accept that you have to pick and choose your targets based on what people want to do on any given night. Plus my guildies actually know their way around so there are fewer annoyances with getting lost.

Blackrock Spire

Now, this has been my biggest success story as it's the one place I don't think I ever went to back in Vanilla and which I only ever visited a couple of times afterwards as well. The only post on the blog that had the tag "Blackrock Spire" until now is this one from late Wrath in which I talk about a pug kicking me for specifically wanting to do LBRS instead of a random dungeon (lol).

Parts of it are still confusing to me, especially where people habitually skip some pulls by jumping off ledges and stuff, but through sheer repetition I've become much more comfortable with the place. I even ran LRBS often enough to collect all the gems for the UBRS key. (Yes, I'm a hunter with the UBRS key now. Every pug's dream!)

There've been fewer runs of UBRS itself, but still a few (and yes, I'm counting UBRS as a dungeon even though it's a ten-man). I've learned how to kite General Drakkisath, and I got Finkle's Skinner from the Beast. I also learned that there's a gnome hiding inside the belly of the Beast, which amused me to end.

Dire Maul

Dire Maul is not as popular a destination but I have visited all wings at least once. East was ticked off during an extremely late-night run with a group of guild regulars. West was done one afternoon when a guildie suddenly got it into his head that he really wanted the book needed to acquire Quel'Serrar - not that we got it in that run, considering the extremely low drop rate. On the final round of the instance to hand in our quests at the end, the druid healer and I must have found every single one of the invisible ghosts in the instance; it was quite ridiculous. Finally, I got to see Dire Maul North during my first ever tribute run, which someone started to get the buffs in time for a guild raid.

Scholomance

Scholomance is the one dungeon I still haven't done for some reason! Need to rectify that at some point...

Stratholme

I've done the living side once or twice and the undead side several more times. It's a place that seems to be quite popular with people for farming money (live side) or specific rare drops (undead side). I took it as a sign of how much times have changed that we easily completed the "Baron Run" (reaching and killing the last boss of the undead side within 45 minutes) several times without even trying. I also learned that there's an amulet you can gather in the living side that makes an NPC from the chapel at the back door help you in the fight against the Baron... even where I thought I knew the content, I keep learning new things.

16/12/2013

Wholesome Levelling

Levelling continues to go well for our little worgen duo and they are almost ready to go to Outland. In a way I'm almost surprised by how well we are doing. We started out with nothing, on a server where we'd never played before... and while I had quite a blast levelling alts back in Cata, the old world revamp hasn't been without its issues. I had alts that outlevelled whatever content I was doing way too quickly, and where seeing everything go grey just sapped my motivation to continue. Trying to level professions as you go turned into a veritable nightmare - I'll never forget the human hunter I had who spent more time farming grey mobs for leather than actually doing quests, until I eventually abandoned her in frustration. More than one attempt at levelling as a duo died in the early levels when one character was a miner or herbalist while the other one wasn't, as the experience gains from gathering made it bloody impossible to comfortably stay around the same level.

We managed to avoid the latter this time around by having me go herbalist and my pet warrior going miner, but even that hasn't been completely without its issues, as I keep shooting ahead ever so slightly and had to train myself to ignore a vast majority of nodes to avoid making things even worse. If there's any rhyme or reason to how much experience you get from gathering from any given node, it's certainly not apparent to me. Within the same zone I would run into one "green" (slight chance to skill up) herb that gave me fifty XP per pick, and another one that gave me five hundred. Why? Who knows, it's not as if the latter were particularly rare or anything. Meanwhile the ores seemed to almost always be of the (roughly) fifty XP variety, which is why we got out of sync quite frequently.

On the plus side, we never really outlevelled our regular quests too badly, despite of the gathering experience, running every dungeon except the Deadmines at least once and doing the cooking and fishing dailies every day. We were always ahead of the levelling curve, coming into each new zone about five levels late, but by that point experience gains had generally dropped off to such a low level (without stopping completely) that we could comfortably continue completing quests without having them turn grey on us (with the possible exception of the first couple of zones we did - it's very hard to make it through all of Darkshore's over ninety quests without outlevelling any of them for example).

Due to us almost always working on green difficulty content, our levelling speed has been relatively sedate and keeping our professions up to scratch hasn't been too bad either. There are massive amounts of mining and herbalism nodes in the revamped old world, so our alchemy and blacksmithing haven't really been starved for materials (though Goldthorn is still hard to come by for how much of it you need to level up).

The secondary professions have been a bit trickier. For example you move through the "cloth tiers" quite quickly at first, and then end up getting nothing but Mageweave for twenty levels or so (or at least that's what it felt like), which makes keeping up with first aid a bit awkward. I expect that we'll be okay though, assuming that they haven't removed the Runecloth drops from early Outland or anything. Cooking is mostly fine as long as you make sure to save any and all meat drops you come across for later, as you'll often come across a particular kind of meat at the wrong level in respect to your cooking. Keeping up with your fishing also helps immensely of course.

Speaking of fishing, I was very surprised to see that you don't actually need a fishing pole to fish anymore now... and my first gut reaction was to be annoyed at yet another instance of unnecessary simplification of the game, but I soon found that I actually quite like this change. The "stick with a piece of string attached" graphical effect is quite cute, and it's nice not to have to worry about changing your equipment if you're only just stopping at a pool in passing. The fishing hat, pole and lures can still come out if I actually sit down at a dock to fish "properly" for ten minutes or longer.

Archaeology is the one profession I haven't been able to keep up with, as much as I would have liked to. My pet battling has also fallen behind, despite of my initial enthusiasm for it. I believe that neither would be impossible to keep levelled as you go along, but you'd have to focus heavily on travelling around to dig/challenge random pets and neglect other parts of the game in the process. I suppose Blizzard designed these features more as something to do at endgame than as an alternate way of levelling, but I suppose it's good that the option is there for those who want to be really hardcore about it.

We've only really been focused on completing all the quests in each zone we decided to tackle (we went for the Darkshore -> Ashenvale -> Stonetalon -> Desolace -> Feralas -> Thousand Needles -> Tanaris -> Un'Goro path) and doing all the dungeons. After my last post we only did Uldaman, Scholomance and Stratholme via the dungeon finder and had no more issues with unpleasant people in those runs. I had forgotten that Scholomance was also redone for Mists of Pandaria and was therefore a bit confused while trying to keep up with the new story in the usual dungeon finder rush, but it was just about bearable. Dire Maul, Razorfen Downs and Zul'Farrak we decided to tackle with just the two of us and had no issues with any of them, except for dying a few times to the guard captain in Dire Maul North, as his combination of fear and summoning of hard-hitting adds was still pretty painful at the level we went in.

Currently we're planning on finishing up our business in the old world with a quick dungeon finder run of Sunken Temple and an extended tour of Blackrock Mountain between just the two of us. Then it's off to the Dark Portal to see how the Outlands will treat us. As much as I loved the Burning Crusade, I remember the transition from Cata questing to Outland being pretty jarring the last few times I tried to level an alt.

14/03/2011

Return of the troll druid: instancing in the forties

I've decided to pick up playing my troll druid again, the one that I created right after the Shattering patch, to continue my project of levelling through the revamped old world dungeons to see how they've been changed. In my last installment I had made it up to Uldaman, which means that I was about to reach the stretch of levels where Blizzard has now placed the five-mans that used to be endgame back in vanilla: Scholomance, Stratholme and Dire Maul.

On the whole I have to say that I really like this change. These places are good dungeons and it was a shame to let them rot in a level bracket where nobody ever ran them anymore, especially while other, lower level brackets had so few instances in them that you ended up running the same ones over and over again if you were using the dungeon finder a lot. Revitalising old content and increasing variety are good things.

I do have to say that it's not without problems though. Thing is, these places were designed to be endgame, meaning that they included all kinds of fiddly bits and pieces that were there to keep you entertained throughout repeated reruns, such as the postbox keys in Stratholme. However, Blizzard hasn't always made sensible adjustments here and some mechanics just plain don't work in a levelling dungeon environment. Klep wrote about the silliness of splitting the postbox keys between the two Stratholme wings before, but there are others.

For example you still get only one ogre tannin per instance in Dire Maul North, so only one person in the entire group can actually complete the associated instance quest. Now, I hesitate to say that making that item drop only for a single person each run was ever a good idea, but while Dire Maul was endgame it at least didn't matter as much. With everyone running the instance over and over again at the level cap you were bound to have a shot at the tannin eventually (even if other people wanted spares to craft more ogre suits). But in a levelling instance? You're only going to run that two or three times, tops, and thanks to the random dungeon finder probably with different people every time. How do the devs expect the majority of players to complete this quest?

But enough of that. I found it interesting that while queuing as both dps and healer, the dungeon finder actually made me alternate between the two roles reasonably often, showing that healers are not that much rarer than damage dealers in levelling instances. When I was healing however, I was pleased to see that Blizzard swapped Nourish and Healing Touch around in the druid levelling progression, so the problem of only having expensive and way too large heals as a levelling druid healer has been addressed since I originally complained about it.

The overall quality of my pug groups was so-so. I was disappointed that I only met very few people with whom I would have been happy to group again, and way too many that were simply clueless, rude or both. There was also a depressing amount of player rotation each run - which I guess isn't all that different from pugs at max level, but somehow I find it even sadder while levelling. At the level cap, the "daily" dungeon has been established as something that is very routine and I understand why someone might not be very invested in it and quick to drop from a group. But levelling is so fast, you're unlikely to see the same instance many times, and every time you drop from a run you might be forfeiting your chance to ever complete that dungeon at level (on this character). For many players it's also clearly the first time. Is there no curiosity left in them to find out what the dungeon is about, even if it means wiping a couple of times?

Dire Maul

I love Dire Maul. I have very fond memories of my first forays into it, and it's got what I consider a "classic dungeon atmosphere". It feels like a proper place that's not just there for you to come and kill stuff in it, while still offering interesting challenges to the budding adventurer.

That said, I felt that it doesn't flow very well as a levelling instance. The Warpwood Quarter and Capital Gardens are a little non-linear, which can easily confuse groups these days and cause them to miss out on bosses and quests if you don't have at least one person who knows what they are doing. Basically these are still dungeons that were clearly meant to be played through with a group that actually cares, and little has been changed to make them less so. That's a good thing if you like this kind of design, but a bit of a pain if you're stuck trying to explain to a pug how to free Immol'thar and why - after all it's only mentioned in a quest and there are no markers on the map to show where the crystals are, so how could anyone be expected to know what to do? [/sarcasm]

I also thought it was funny that while almost all the old dungeon quests for Dire Maul have been moved into the instance with minor adjustments for convenience, the old quest to kill Prince Tortheldrin is still given in the most inconvenient place possible and requires you to run back and forth across the instance multiple times if you want to get your reward.

Gordok Commons felt quite a bit harder than the other two wings, though that might have been because I had some pretty poor players in that dungeon. Either way the ogres hit quite hard if you're not the tank. And of course there's the silly issue with the ogre tannin mentioned above.

Scholomance

Another instance of which I have fairly fond memories, even if it was never one of my favourites. This one really felt a lot like old times to me, even if AoE tanking and greater average character power still made things easier than they used to be. (The tank in my run chewed me out for running out of mana while he was tanking the entirety of Lorekeeper Polkelt's exploding trash at once, because supposedly he does this all the time and it never caused any of his healers problems.) Still, things like wiping in the first room because the patrols and trash pulls are way too easy to chain-aggro felt very old school.

Even better, anyone remember that bug that caused warlock AoE to aggro mobs through the floor? Yep, that seems to have made a comeback in some form as well, or at least the Ravenian and his entire trash bore down on us right as we were fighting Instructor Malicia in the room above and wiped us. The tank rage-quit after that because he was convinced that someone had wiped us on purpose (how did he think anyone could intentionally pull through the floor?), but I just had to chuckle at the silliness of it all.

I still remember the first time I ever fought Darkmaster Gandling and the sheer WTF-ness of the moment when he teleports everyone into different rooms. It was nice to re-experience that at least at level, even if it's never going to be as good as the first time.

Razorfen Downs

This instance confused me a little. Either they changed the layout a bit, or I just never noticed it properly before the low-level dungeon maps were introduced. Otherwise it largely seemed the same as before the Shattering, almost too much so. I mean, I can't believe they still didn't fix Belnistrasz's stupid escort quest to make it easier to do as a group. As it is, it still has the silly pre-quest that just requires you to talk to the NPC and say that yes, you will help him, so whoever inevitably starts the actual escort before everyone else is ready will lock at least some people out, as the quest can't be shared if people didn't get the chance to complete the redundant prequest. Of course this happened during my latest run as well and nobody but the impatient rogue actually got to do the quest. /sigh. The funny thing is that he claimed that it was his first time - you wouldn't necessarily expect someone who's never seen the quest before to click through it even faster than those who've done it many times on different characters.

Also, when you fight Amnennar at the end, a random red dragon (not Belnistrasz) now comes flying past, breathes some fire on the boss and then flies away again. Everyone in my group just stared in wide-eyed wonder and confusion. Since when does this instance have random dragons? And why? Who knows?