31/10/2010

Look at these character/mob portraits!

You may or may not remember that I made a post almost a year ago in which I lamented the terrible state of Blizzard's default party portraits. And I'm not talking about the layout of the UI or anything here, but about the actual pictures, which largely looked like something from the early alpha of the game (at best).

Well, imagine my delight when I noticed the other night that they've finally been updated. I think it must have happened in the big patch but mostly went overlooked because of all the other stuff that's been going on.

Female tauren actually look like female tauren now!

And male ones don't look like someone hit them in the face with a hammer anymore either.

I think they've updated all the races, but I haven't seen them all yet (nor would I bother to take pictures of them all). I just can't wait to see what replaced that sickly green night elf with the bright red braids...

On an only vaguely related note, has anyone else ever thought that the character portrait for ooze mobs kind of looks like a dog?

I mean, I can see what it's meant to be, an angry skull embedded in green goo...

... but I swear, I still often see a sad dog face instead. It's kind of like one of those black-and-white pictures where you can see something different depending on which part you focus on.

Woof!

29/10/2010

Discussing the raid and dungeon changes announced at Blizzcon

Blizzcon may not have brought us any amazing revelations this year, but the developers did provide us with some solid pieces of insight into what they are planning to do with the old world dungeons come Cataclysm.

Confirmation of more conveniently located graveyards and the addition of dungeon maps was not a surprise but still welcome. I remember desperately pressing the M key so many times during my very first Deadmines run, not understanding why there was no map for this zone, and have pretty much continued to make that same mistake over and over again to this day, even though I should really know better by now.

That said, I'm not sure I'm entirely sold on those so-called "enhanced" dungeon maps they've been advertising. In fact, my very first thought was definitely an "OMG, how much more do they want to dumb things down" knee-jerk reaction. I mean, 3D images of the bosses on the maps? Do they think we'll be unable to recognise them otherwise? Are they trying to appeal to kids that can't read the NPC names yet? Seriously...

I still find this feature rather strange, but I have to admit that the others definitely have some appeal. For example the addition of a list of boss abilities in-game: How many times have you had to explain a boss fight (or heard someone else do it) and it went something like "and then he does this thing, I forget what it's called, let me look it up..."? Might as well save people the tabbing out.

The same thing is true for the detailed loot lists. While I'm apparently in the minority as someone who never ran with any loot information addons because on the whole I rather liked the surprise, I'd lie if I said that I've never looked up a boss's loot on Wowhead for some reason or another.

Still, from an immersion point of view I find having access to all this information slightly strange once again. WoW is a fantasy setting with steampunk elements, not something set in the age of information. Not knowing what exactly lies ahead in the dungeon you're about to enter but doing it anyway is one of the things that makes adventurers stand out as truly brave. If we know our target's exact coordinates and its abilities, aren't we more like hired assassins? Or secret agents? /hums the Mission Impossible theme... actually, that's kind of cool. Maybe we can just look at it as a sort of evolution - as the gnomes and goblins develop more technology we tend to have more information available.

Now, the other major topic was that of how exactly they intend to streamline the old world dungeons to bring them more in line with Outland and Northrend ones. First off, I was really glad to see this quote: "We don't want dungeons to be left behind in the redo, we want them to be up-to-par with everything else", as this was something that I had been kind of worried about.

They said that they want to make currently confusing dungeons less so, with Wailing Caverns being cited as a prime example. I can honestly say that I'm definitely in favour of this, as there's no love lost between me and WC's winding tunnels, even though I've become reasonably good at navigating them by now. I just hope that they don't swing too far the other way and turn something that's supposed to be a natural cavern into a straight and boring tunnel. I do believe that there's a solid middle ground to be found here, where you can make a place appear to be reasonably complex while still avoiding structures that might actually cause players to get lost. I think they did a pretty good job at this in WOTLK already - while most dungeons were still very linear, they didn't suffer from "endless hallway" syndrome nearly as badly as most of Outland.

Then there is the issue of shortening dungeons, in particular by splitting them into wings. Now, in general I approve of this, but I have to say that I found the fact that Utgarde Keep/Pinnacle was quoted as a good example of this rather amusing, because I thought if anything Utgarde is an example of how not to do it. I mean, there you are, questing in Howling Fjord and getting into this whole Vyrkul storyline, you try to kill King Ymiron but Arthas whisks him away to Utgarde Pinnacle, you clear out the lower levels of the keep... and then you go and have to gain ten more levels in other zones, running other dungeons, before you can come back and get on with the story. Sorry, but I don't think that works very well. Different wings of what's supposed to be considered the same dungeon should be close together in level so people can run them right after each other and get the whole story in one go if they choose to do so. That said, places like Scarlet Monastery and Dire Maul already pulled this off very well in the past, so I have faith in Blizzard being able to get this right.

Now, a few more instances that are going to get this treatment were discussed in a bit more detail. Uldaman for example will be split into two parts, with Ironaya ending the first half and what's currently called the back door being the entrance to the second half. Now, this sounds pretty sensible to me. I do have to say though, I really hope that they buff dungeon mobs significantly, otherwise this whole split thing might turn out to be a bit pointless. I mean, I too remember Uldaman as this endless winding maze from my WoW youth, but when I recently ran it at level again, for the first time in ages, we breezed through the whole thing while killing all the bosses in about twenty minutes. If it were to stay like that, splitting a twenty-minute dungeon into two ten-minute ones would just be silly.

Then we have Maraudon, another candidate for a logical split. To be honest I always thought that the whole "two entrances" structure that forced you to backtrack considerably if you wanted to do a full clear was kind of annoying. Two halves sound about right. Currently the dungeon finder splits it into three parts, and from what I hear this separation is rather awkward. Personally I only entered the instance through the dungeon finder for the first time tonight, and just found that the purple section felt extremely short. The rest of the party seemed to agree as we simply continued past Lord Vyletongue (the purple section's only boss) and continued all the way to the princess, just not bothering to go back for the orange section. Again this actually didn't take us all that long, even though we were doing very poor dps (one guy was on /follow the entire time and me and the other remaining damage dealer were about five levels lower than the mobs we were fighting). Again I hope that they will buff the mobs so the instance will still feel like a worthwhile undertaking even when cut in half.

Hearing that they want to cut out Sunken Temple's bottom floor made me a little sad to be honest, but I'll admit that the "elemental section" as we called it was always my least favourite anyway. Still, I'm one of those strange people who always loved Sunken Temple, even back when I kept getting lost in it. I just loved the whole Indiana Jones adventure feel of the place.

The comments on BRD raised more questions than they answered in my opinion. Apparently the developers think that this one is too hard to split into sensible sections, so they added teleporters instead. I don't mind those as an addition (after all, why shouldn't the Dark Iron dwarves go with the times too), but doesn't that leave the instance at the same length at which it is now? Or will nothing prevent groups from zoning in and teleporting straight to the Emperor? If not, what do these teleporters really solve, other than shortening possible corpse runs?

We shall see.

27/10/2010

I wish I could stop ranting about holy priests, but I just can't

Tonight we finally went back into ICC for the first time since the patch, and I was curious to see how the new holy would perform in what's currently the closest thing to "current" content (even if it's nearly a year old by now). At heroic Lady Deathwhisper I finally ran into the mana problems that a commenter brought up in response to one of my previous posts. Up until then I hadn't really noticed much of a difference in my mana regeneration rate while running lower-tier content, so I was very surprised when I suddenly got a "not enough mana" message halfway through phase two. I hadn't popped my shadowfiend yet, so I did that and was okay for the rest of the fight, but it still felt strange considering how much I overgear the place and that we had the thirty percent buff up.

I suppose it's not crippling right now, but it still kind of irks me to be honest. I'm all for the slower healing model with nerfed mana regen that's been advertised for Cataclysm, but suddenly running out of mana on WOTLK fights that you've been doing easily for months feels kind of... unfair. Still, as I said, not an unsurmountable problem; I reckon it should be okay with slightly more careful mana management.

However, looking at the healing meters was outright depressing. I've been duo-healing with a resto druid for a while now and our output has always been very close to equal. I liked that, because it meant that we were both doing our jobs and nobody was being carried. However, since the patch he absolutely pwns me on the meters, doing about twenty-five percent more healing than me across the board. I feel like I've got a freaking brick tied around my neck and am bringing the whole raid down, and that we could be doing so much better if I brought my own resto druid instead. (It seems to be pretty much common consensus on the forums that resto druids are about a mile ahead of everyone else at the moment.)

And of course I still can't get over just how clunky my whole spell arsenal feels right now, what with the clumsiness of the Chakra states and so many talents having no synergy whatsoever. I could ignore the sudden mana issues and get over the throughput nerf if I was still having fun, but I swear holy priesting has never felt worse and less fun to me than it does now.

I decided to turn my attention to the forums to see how other priests felt and whether I could get any helpful advice. On the EU forums at least I found relatively little complaining, a few happy comments from people who absolutely love the new model, and a couple of concerns from others based on holy priests having the lowest mana regen of all healing classes right now and being absolutely terrible in level 85 raids on the current beta ("10khps behind and going oom still" as one poster put it").

On the US forums I found a similar thread bemoaning the current state of holy priests, where the poster was told off with arguments such as "it is you" and that "holy is fine". What I found interesting in this case however, was that one of those commenters backed her claim up with a link to World of Logs, which showed a twenty-five man raid where two supposedly holy priests were topping the healing meters. I was actually happy about this! There was hope after all; I'd just have to adjust my play style to follow the example of those amazing priests!

Unfortunately, it turned out to be a bit of a sham. What the poster neglected to mention was that both priests had a discipline dual spec that they were using for the Lich King, and at the end of the night thirty percent of their healing done was made up by shield spam from that one fight, making the numbers of their oh-so-great holy performance look artificially inflated.

They did do well as holy on several fights though, so I investigated that, and it turns out that they mainly managed to get high numbers because there were no resto druids in the raid and they spammed Renew. I went to look at a couple of logs from other raid guilds on my server and found similar results. I found one log where a holy priest had topped the meters on a night of heroic Sindragosa attempts with no resto druid in the raid, but under any other circumstances holy performance was usually anywhere between lackluster and outright terrible.

So, in summary: holy priests are fine, if you can afford to just spam Renew and there's no resto druid in the raid. So much for increasing complexity and encouraging us to use our amazingly large toolbox, eh?

I have half a mind to just heal with my druid for the rest of this expansion. I'm not usually a "flavour of the month" person, but at the moment holy priesting doesn't just feel underpowered to me, it feels plain not fun.

I know it's not supposed to be balanced around level eighty content; I know they are still tweaking things for level 85 on the PTR as we speak, but well... considering I have all healing classes at eighty and they are all reasonably geared, I just see no reason to stick it out with one that I just don't enjoy right now. I still love the class for its many great spells and for representing the ultimate healer in WoW, but as it stands I think I'd be better off just giving it a rest until the developers figure out how to do holy priests some justice again - for my own sanity more than anything else.

(Oh, and I never cared much for disc in PvE, so I'm not keen on going down that route either, even if it's supposed to be reasonably powerful right now.)

26/10/2010

Pug encounters of the newbie kind?

Last night wasn't the best night to pug with my death knight. As usual I got a group instantly the moment I queued up for a normal random dungeon. I wasn't too pleased when I got the Halls of Stone loading screen, however. I just don't know what it is about that instance; it's not even about skipping bosses... as someone who's never cared that much about titan lore I just find it incredibly boring (and always have).

I sat down to eat and top off my health and someone immediately charged ahead into the first pack of mobs. I didn't interfere but they managed to down it just fine without a tank. As we moved on, it quickly became apparent that pretty much everyone in the group seemed to be of the "gogogo" variety, and no matter how speedily I tried to pull, someone would always run ahead and pull even more "for me". When even the healer joined in eventually, I finally did something that I don't remember ever doing before - I dropped group without a word. I generally prefer to give people at least a chance, ask them to adjust their play, but that night and with the whole party acting like that... I honestly just couldn't be bothered. They probably continued just fine without me anyway. And people wonder why tanking isn't that popular...

Anyway, I got the deserter debuff (and noticed for the first time that the icon for it looks like a dead canary in a cage) and kept myself busy for half an hour until I could try again. Again I got a group instantly, again it was Halls of Stone, but at least the rest of the group seemed decent this time. Except that, the moment we zoned in, the male orc shaman said that his baby had just started crying and he needed to be right back. Not the best way to start a run, but I tend to be pretty laid back about real life interruptions so I figured, whatever. He /followed the healer and we moved on.

We were getting close to Krystallus by the time that I realised that even though the shaman was still following and hadn't done any damage, he was very quick to roll on any loot that dropped and had even needed on several greens. "I thought you were AFK?" He admitted that he was not but that he was feeding the baby. I have to admit I was slightly miffed that he was "AFK enough" to not play but still present enough to gather up the loot. But still, who wants to be a jerk to a parent taking care of their young? We moved on.

Someone asked whether the orc shaman was a mother. He, not she, said yes and that she had two children, which the questioner considered "cool". I'm not sure how I feel about the fact that someone saying that they are taking care of their baby automatically leads to the assumption that the person must be a woman, even if it's a male character, or about people still finding it noteworthy that normal people of both sexes play the game, but I guess it's better than "there are no girls on the internet" or any variations thereof.

The shaman eventually started to participate a little, but really, really little. She didn't do much damage but mostly just knocked any mobs that I pulled away into multiple different directions and then cast earthquake on a single mob somewhere. Yay. It got quite annoying but I bit my tongue.

At the Tribunal of Ages she didn't seem to do anything at all except stand in the fire beams of doom without ever moving. The healer healed her through it and laughed, snarking that she shouldn't teach her children to play WoW because they likely wouldn't turn out to be any good.

The last boss dropped a nice tanking necklace, and I felt that I was finally getting rewarded for my patience (especially as I've had trouble getting any tanking drops from instances). Except... the shaman needed on it too and won. So, why are shamans allowed to roll on tanking gear in pugs again? Argh. I politely told her that this was a tanking item and no good for her and that it would be sensible to let the actual tank have it. She ignored me and dropped from the group.

However! I had noticed that she was actually from my server, so I whispered her again to pursue the issue further. She laughed and invited me to a group, immediately trying to queue us up for another dungeon. When I declined the role check she put us into the raid browser instead - beats me why. I met her in Orgrimmar and again tried to remain calm while still getting my point across. She seemed to be willing to hand over the necklace after all, except that the moment I opened the trade window she asked me whether I would give her some gold for it. I was speechless at this display of unbridled greed. Eventually she said that she was just kidding and handed the item over.

Before I left I asked her whether this was her first character and she said yes, which led me to reiterate that it's not a good idea to roll need on things that aren't appropriate for your role (she seemed to be geared like she knew what she was doing) before we parted.

I'd like to say that I felt glad that I had been so patient with a self-confessed newbie, but in all honesty I couldn't shake the feeling that I'd just been had. Everything seemed to go together way too conveniently for "her" (I'm not even sure I believe that bit anymore) to get all the loot with little to no effort and be excused. I guess the fact that I ended up being from the same server just caught her off guard and she eventually gave in to avoid recriminations. I'm not sure I prefer that kind of charade over people being outright rude - I just hate liars.

Fortunately today's random restored my faith in newbies somewhat, as I ended up in a Violet Hold with a healer who was running the instance for the first time but was perfectly nice and polite, played well (he even had DBM installed already and was gushing about how useful it was), and seemed genuinely interested in the game. I was more than happy to answer his questions about what "all these elites" behind the force fields were all about, who the Kirin Tor were and why the blue dragonflight was suddenly evil. I almost squeed when he said that the blue dragon he met in Magister's Terrace had been nice... someone actually paying attention to the story? Be still, my heart. <3

25/10/2010

Ugh, I hate The Undying

My guild never cared much about Undying and similar achievements when they were current content, because we've just never been big on raid achievements. Just getting the bosses down has always been the priority.

A few months ago we finally did an Undying run since the option to earn that title is going away soon, which I tanked on my paladin at the time because we were short on tanks. Since then we've occasionally tried to get another run together to get the achievement for those that missed out on it before (like my main), and it's been nothing but a major pain in the arse. Tonight was our third failed attempt in a row.

Whether someone pulls aggro on Patchwerk or stands in a shadow fissure on Kel'thuzad, there's always something, and it's slowly driving me batty. We have three times as much health as we had when we first ran this content, do six times as much damage, and still people can't get the basics right? I'm not someone who tends to get angry easily, but it's hard not to feel a certain seething rage when this kind of thing happens over and over again. After all that person's death just completely wasted an hour's worth of effort.

The Ulduar version where you don't have to get it all right in a single lockout is a lot more forgiving, but it's still infuriating when you only need one more boss in the whole instance (usually near the end) and that ends up being the one where someone messes up, once again by doing something really dumb like standing in Mimiron's shock blast or pulling aggro on Vezax. I actually managed to get my own Champion of Ulduar title last night (after someone had messed it up the week before), but this time it got borked up for someone else who still needed a different boss.

And then, on top of feeling angry, I feel guilty for feeling angry. Because, at the end of the day, I like my guildies, and everyone makes mistakes sometimes. It just feels wrong to get that mad over them dying a single time. It happens to everyone sometimes, right? Too bad that it happens to them when the whole effort of the night hinges on nobody dying... which just makes me hate the whole achievement in the end.

In a way this is kind of weird, because achievements that reward you for playing well and getting it just right have always been among those that I approved of the most. After all I loved the Zul'Aman bear run, and we spent a lot of time messing that one up as well. I suppose the main differences between that and something like The Undying are:

1) Since nobody ever got to do a bear run while outgearing the instance by multiple tiers, it wasn't as utterly humiliating to mess up, and some of the loot from the other three chests was still useful to people even if you didn't get the fourth one.

2) People were generally better at watching their threat. During this expansion even a lot of dpsers that I value a lot seem to have completely unlearned how to watch their aggro, because it simply didn't matter most of the time. I'm hoping they'll get back into the groove come Cataclysm, because having a whole run turn out to be pointless due to someone pulling aggro is just stupid.

3) As tough as it was, the Zul'Aman bear run still allowed for a bit of leeway and compensating. I remember on the run when we got our first bear we actually had two or three deaths, but managed to make up for those precious seconds that we lost while resurrecting people. There weren't really that many insta-gib mechanics either, where a person standing in the wrong place would die instantly. (Maybe Jan'alai's fire bombs...)

People often like to rant about having to carry bad players and I agree that it can severely affect your fun when you have to compensate for someone playing truly terribly, but not being able to compensate at all, completely having to rely on everyone else to not stand in the wrong place and to not pull aggro on the untauntable boss or else your entire evening is ruined... that's even worse in my opinion.

24/10/2010

Fun with Hallow's End

Very much to my own surprise, I've really been enjoying this past week of Hallow's End activities. I mean, as far as WoW holidays go it's been one of my favourites for a while, but considering that I tend to feel somewhat "meh" about seasonal events in general, that's not really saying much. And in this case I figured, hey, I already got almost all the meta achievements on my main and I don't really care much about collecting achievements on my alts, so whatever. Yeah, that's what I thought.

First off, trick-or-treating at the innkeepers is just way too much fun. I understand that the pressure to log in every hour to maximise your treats if you're after something specific is not particularly great, but if you approach the whole matter more casually, it's really entertaining. You can do it on characters of every level, receive all kinds of costumes, and those masks...! I love masks, especially for alts that are too low-level to wear proper hats yet, but I'm also not afraid to have my level eighty tauren wear a tauren mask for example. There are few things that look wackier than that.

Wanna be my friend? OoOoOooo...

The only problem is that you get so many "rubbish" items that way that they seriously start to clog up your bags after a while. Sure, you can just destroy them, but then I think it's kind of a shame when free items turn into a sort of "spam" that you have to filter and clear out! I'm honestly not sure whether reducing the number of items would really be a solution though; after all the guaranteed reward (even if it's useless) is part of the fun.

Then there's trick-or-treating. No, wait, candy buckets. Am I the only one who's perpetually perplexed by the fact that the Trick or Treat! achievement is not actually about trick-or-treating? Anyway, I'll admit that the candy is not particularly interesting at level eighty I suppose, but since the buckets give great experience, they are almost like an alternate levelling path for lowbies. Stuck at a level where you don't like the current content much and wishing you could gain another level or two somehow, without having to do much? Candy buckets are the way to go. The various candy bucket trick-or-treat achievements also work well in conjunction with the exploration ones. On my hunter for example I ended up finishing off Tricks and Treats of Azeroth and World Explorer at the same time.

G.N.E.R.D. rage also inspired me to do some PvP again. I found it to be rather broken in certain level ranges but in others it was actually good fun. Though I was less pleased when I found that the random bugs of 4.0.1 extended to the battlegrounds as well, for example when I didn't get credit for Warsong Gulch Perfection on my death knight even though I did achieve it. Oh, and let's not forget the battleground queue bug that currently causes the system to prioritise by group size for some reason, meaning that if you're in a party of five you'll get into a battleground within less than a minute, but if you're on your own you can get stuck waiting for anything between five and forty minutes...

The Horseman is amazingly bugged as well of course. I'm pretty sure everyone's heard of the infamous "cogwheel bug" by now, which can cause people to crash out whenever their cursor hovers over something that causes it to turn into a cogwheel, such as... the pumpkin you have to click on to summon the Horseman. I've only had it happen to me once or twice fortunately, and am thus quick to volunteer to do the summoning in my groups now. Watching people shuffle their feet uneasily as they wait for someone else to start it because they don't want to crash out is only fun for so long. Once I also ended up in a run where apparently my whole party disconnected! Fortunately I was tanking on my paladin and thus more or less managed to solo the boss - a warlock came back online just before the end and helped me to finish him off.

I haven't been too happy with the loot drops, but again, since I'm not a hardcore achievement hunter I'm trying not to let it get to me too much. My main still hasn't got the squashling for Sinister Calling, while I already had to destroy three or four extras on my alts. My druid, of all my characters, ended up getting The Horseman's Reins - the one character that never uses a flying mount. That's sod's law for you I guess. More than anything though, and this really surprised me, I missed having actual emblems to take out of my goodie bag at the end, because without them I already had to encounter several cases where the so-called Loot-Filled Pumpkin I got actually ended up being completely empty. What a letdown.

On a side note, while the Horseman is another boss for whom we are way overpowered at our current gear levels, he never felt as boring as Coren to me, probably because you're at least forced to change targets occasionally... you've got to be grateful for small blessings.

And finally, I've been having a lot of fun saving the newbie villages from the Horseman's fires. I was really surprised by how much I suddenly enjoyed this little mini-game, considering how simple it is - get bucket, throw it on fire, repeat. I guess that's still more engaging than some of the other content available at the moment...

It's also interesting to see how player participation affects the outcome. During one round in Brill we had so many players that they put all the fires out within seconds, causing the Horseman to bug out and claim that the town had burnt to the ground. Another time I tried to save Falconwing Square (pro tip: really, don't), but hardly anyone else was there and the other players completely ignored the event. On my own I was completely powerless. Now, you could criticise this as being a bad thing and say that it should scale with the number of players around or something, but I kind of liked how the way it's currently done added a certain excitement to the scene. Several times saving the town actually felt like a close call and I got the feeling that I had accomplished something, knowing that my contribution might have made the difference between victory and defeat. Plus, my inner roleplayer really can't stand to see those places burn!

I also noticed that Blizzard changed it so the Horseman doesn't automatically come around every fifteen minutes anymore (or whatever it used to be), but instead only gets triggered when someone starts the quest to put out the fires. This is kind of nice because you don't have to helplessly watch beloved newbie villages burn to the ground over and over again while nobody is around. Just make sure to pick your battles wisely, and don't start the event when the place is completely empty.

21/10/2010

Low-level play is seriously out of whack right now

Nils made a couple of posts on this subject already which got me curious, especially this one. After playing some of my own low-level alts in the past couple of days, I can only confirm that he's not exaggerating. The power inflation at low levels is absolutely insane at the moment.

Example one: I took my level thirty-one protection warrior out to explore and do some mining. In Desolace I aggroed three mobs that were red to me while trying to get to a node. I don't remember the exact level difference, but I believe they were five or six levels higher than me each, maybe even seven. I fought them for about thirty seconds, by which point I decided that this wasn't going to lead anywhere as I was losing health faster than I could reduce theirs, what with the high level-imposed miss chance. So I retreated, ate until my health bar was full again, and then killed the same three mobs comfortably one by one.

Now that just strikes me as wrong, and not just because I couldn't have done that "back in my day". The colour scale is supposed to be an indication of difficulty: grey mobs are trivial to beat, green ones are easy, yellow means medium effort is required, orange means they will be a reasonable challenge, red should be near impossible. At the moment it feels more like everything up to yellow is trivial, and even red mobs only require a couple of button pushes. It's just silly.

Being a warrior, I also found that my rage generation had gone through the roof. Even when I was fighting mobs that died in two or three hits, I was gaining rage faster than I could spend it and as long as I kept fighting my bar was pretty much perpetually stuck at one hundred. So much for rage "normalisation"...

Example two: I noticed that my rogue was getting close to level forty and decided to hop into a battleground before he'd level up into the next bracket, both for fun and to have a shot at the G.N.E.R.D. Rage achievement. I ended up in a WSG match in progress where fifteen of the twenty players were rogues... and they were all one-shotting each other. It was pretty ridiculous really, and I got my achievement very quickly - when people die in one hit, even if it's you sometimes, that leads to a lot of honourable kills. However, gameplay-wise that match was a complete and utter failure. Nobody could run the flag as they would get one-shot the moment someone managed to hit them. There were actually healers on both sides, but they were unable to make a difference in any way, as people went from full health to dead in one global cooldown. I had no urge to go back for another match.

Example three: On the same rogue, I decided to queue for a random instance instead and got into a Scarlet Monastery - Cathedral run. Our tank was a protection warrior on the lower end of the dungeon's level bracket, but he just barrelled through the place like a force of nature anyway. He couldn't always hold aggro, but that seemed to make little difference. The AoE damage from his Thunderclap spam meant that he was top of the damage meter too, as nobody else had any AoE.

Inside the cathedral itself we cleared out the front half of the building in a manic free-for-all as people just aggroed more and more mobs without any negative consequences. Then the warrior ran up the stairs and charged Mograine. "Oh no," I said in chat as the entire second half of the building aggroed on us at once. I hit vanish, fully expecting us to wipe, but the warrior used his Thunderclap spam to get them all on him, and even though he was tanking a dozen mobs three levels higher than him at once, he lived through it quite comfortably. I rejoined the fight when it became clear that he wasn't going to die and we finished the instance.

Once again it was kind of funny in a "this is amazing compared to what I'm used to" kind of way, but at the same time very sad, because from the looks of it this is what all low-level dungeon runs will be like for at least the next two months. Once Cataclysm gets released... who knows? The developers actually don't seem massively concerned, though I also found this quote from Kalgan, where he says that "nobody should be one-shotting at any battleground level" and that those issues will be addressed.

Only a little more than a month ago I said that running Gnomeregan is not like running heroic Nexus in ICC gear, but it seems that even that isn't true anymore now. I'm trying to be positive, but the whole situation does leave me with an uneasy feeling in my gut. After all there's little point in having all these cool abilities if we can just kill anything and anyone with just one hit from our biggest nuke. And saying that the low levels don't matter just doesn't make sense when improving the levelling experience was supposed to be one of Cataclysm's major selling points.