15/11/2023

The State of Classic Era at the End of 2023

As I've mentioned previously, with Classic era being a "static" MMO, the passage of time is mostly defined by the ebb and flow of the player base, plus the arrival of the occasional client update that breaks things. We just had another one of those actually, in preparation for the launch of Season of Discovery at the end of the month. For era this has once again meant a bunch of new bugs and minor changes, such as the in-game map suddenly being much smaller (not sure if that one's intentional or not actually), and enemy cast-bars now being visible in the default UI (with a toggle) so you no longer need an add-on just for those.

Mostly I wanted to talk about how the community is doing, though. I mentioned back in July that the "hype" around Classic era seemed to have died down but that the population seemed stable. I believe that the last reliable 30-day census I conducted with the census addon showed the Pyrewood cluster having an active population of 7-8k characters. I think that must have been around May or so? As I started to spend somewhat less time in game, my scans became less frequent and less reliable, so I didn't think too much of my scan numbers going down again at the same time.

The other day someone pointed out to me though that our cluster's official population had dropped from medium back down to low, which made me a bit sad. Mind you, it doesn't feel significantly diminished in game. There are still more people signing up for raids than there is room for, and Org and LFG chat seem reasonably lively at all times. It's just... a little less I guess.

My initial guess was that hardcore had taken a chunk out of the regular PvE population, seeing how it's a PvE-only mode (I myself gave it a go too, after all), and maybe that was true in the beginning, but we do seem to have entered a slight slump in population for all modes at this point, at least from what I can see on the European servers. Even the ever-popular PvP cluster has been downgraded from "full" to "high" again. The two hardcore servers have also mellowed out since launch. Initially they were both marked as "full", but now Stitches is down to "high" and Nek'rosh even to "medium".

The reason I'm writing all this down is not to discourage anyone from playing or to give off any "OMG, the game is dying" vibes, but because I'm curious to see how things will develop in the coming weeks. I think that Season of Discovery will be massive, but it will likely cannibalise both era and hardcore at least initially. Again, I'm fully planning to at least check it out, and a few people from my guild are planning to do the same.

At the same time, I don't expect it to be as much of a rival to the regular servers as Season of Mastery was. After all, that was shortly after mainline Classic had progressed into Burning Crusade, and the number of people who wanted to go backward instead of forward was very small. Also, SoM's sales pitch was something along the lines of "fresh Vanilla servers with some improvements", which I think put it into more direct competition with the "old" era servers. Season of Discovery on the other hand is openly promising a very different experience, which I'm sure will be interesting, but I don't think it'll scratch that Vanilla itch the same way the era or even the hardcore servers do.

Also, I suspect that we'll see another influx of fresh blood to the Vanilla Classic servers of all persuasions once Cata Classic launches early next year, as some of those for whom that is "a step too far" will want to return to their old, familiar haunts in the old world, just like I did myself when BC Classic's end was in sight.

There are currently no plans for Wrath era servers - much to the disappointment of some. I completely understand how they feel, and there was a period where I wondered whether WotLK's popularity might generate enough of a push for the creation of Wrath era servers despite Blizzard's disinterest in doing the same for BC, but looking at it right now, it seems increasingly unlikely to me. While there are definitely more people posting in favour of era servers than there were for BC, the subject is still flying pretty under the radar compared to other concerns, and it doesn't look like the campaign will reach the kind of critical mass needed to get Blizzard to reconsider.

11/11/2023

Musings on Classic Cataclysm

I just wanted to write down a few more thoughts on Classic Cataclysm. While I'm not planning to play it, I guess now is the time to have opinions on it. I was particularly inspired by Wilhelm's recent post on the subject, in which he explains how he kind of came around to looking forward to Classic Cata, and how he feels he probably didn't give the expansion an entirely fair shake back in the day due to being off to a bad start for a number of reasons.

As for me, I'm kind of surprised how charitable I feel towards Cata (and therefore also its Classic version) in hindsight, especially compared to Wrath of the Lich King. At first glance, this simply doesn't make sense, because as far as I can tell from my old blog posts on here, I actually got more enjoyment out of Wrath than out of Cata, not to mention that Cata was when I originally gave up on WoW.

I think the difference is that while Cata had plenty of disappointments in store for me, Wrath - while more fun in some places - actively annoyed me in others, and there's a big difference in sentiment between "well, they tried but it was kind of disappointing" and "are they actively trying to piss me off or what". It struck me at one point that many of the things that felt bad about Cata were not really the fault of any of Cata's new features, but simply the result of changes originally made in Wrath of the Lich King (such as the addition of the dungeon finder or the push towards only caring about the latest raid tier).

I guess this explains why I had rather strong feelings about not wanting to play Wrath Classic when it came out, while Cata evokes more of a "probably not, but maybe?" I do remember quite liking some things about Cata back in the day.

Then again, looking back at that list also makes it kind of clear that there isn't really any reason for me to go back for those features. Rated battlegrounds and endgame as it was at Cata's release were kind of heavily dependent on being in a guild, something I no longer have in progressive Classic, plus they were also the kind of things that while I enjoyed them at the time, I'm not sure I'd want to go back and do them all over again. The rated battlegrounds in particular ultimately ended like all my organised PvP ventures, with me stepping down since my lack of skill was just holding the rest of the team back. As for the dungeons and raids... they were pretty fun at launch from what I remember, but I'm not sure they were fun enough for me to want to pick things up again and level a character through Northrend and the 80-85 Cata zones (which I remember being very tedious to repeat).

As for the other three items on the list (transmog, the revamped levelling zones and archaeology), those are all things that I can do just as well if not better in retail. Archaeology in specific is vastly improved in retail compared to how it was at Cataclysm launch. I remember when every dig site only contained a few digs before it was exhausted, each dig only gave a tiny number of fragments, and you only got skill-ups from surveying up to skill level 75 or so (out of... 515 I think?), at which point your only way of making any further progress was through combines. That whole process is so much more well-balanced and fun in retail now, so why would I want to play an all-around worse version of it?

I guess the main draw of Cata Classic is going to be for people who've been having a good time in Wrath with guildies and friends, because Cata will bring more things to do in a similar vein and there's no reason not to continue. In that scenario there's really no reason to hate on Cata just for the sake of it. However, it is yet another step further away from original Classic, so I also can't blame anyone for deciding that this is the point to jump off the train.

07/11/2023

A Noob's Review of Dragonflight M+ Season 2

Yes, I'm still doing Mythic Plus with my guildies. I'm honestly feeling kind of "eh" about it - I don't mind it, but I could also do without it. At least one person in our little friend group is quite into it though, so we keep at it for now. Doing a couple of mythics each weekend isn't the worst way to spend some time (assuming we can all remain chill about failure, which hasn't always been the case).

With tomorrow's patch, Dragonflight's second M+ season is coming to an end, and I wanted to make some notes about it. Mainly, I'm kind of proud that I finished with a rating more than 500 points higher than last season. We're still bad, but slightly less so now I guess? Jumping in right from the beginning of the season, we had more time to learn this time around and I dare say we did get at least a little bit better at playing our classes and roles.

Here's how I'd rate my experiences with the season's eight dungeons, from favourite to least favourite:

Neltharion's Lair

I was kind of surprised when I heard in a video that this dungeon was apparently incredibly hard on higher keys, because on the difficulties we played it on, this was in my opinion the easiest dungeon of the set by quite a margin. The bosses all have fairly basic abilities and the trash is very straightforward as well and always seemed to go by quickly. As someone who didn't play during Legion, I got neither recycling nor nostalgia vibes from this one; it was just another dungeon that was (mostly) new to me. I just enjoyed that it didn't stress me too much as a healer, plus I liked the ride on the river and watching the hubby on his tank run on the spot while trying not to get eaten by the worm boss.

Halls of Infusion 

This was my favourite of the Dragonflight dungeons this rotation, as it's a place with varied trash and interesting bosses, without any single mechanic feeling overly punishing. Frogs are fun. I did have one run here that initially made me feel very bad, when we tried to push a slightly higher key and eventually had to give up due to continually wiping on Watcher Irideus. However, I felt less bad about that once I realised that there's only so much I can do in terms of AoE healing when the party decides to scatter to the four winds all the time, and I'm more assertive now about telling people to stack up if they want to stay alive in an AoE damage situation.

Freehold

Just thinking about Freehold immediately gets its soundtrack playing in my head. It's just a fun place to be, from the music to the pirate theme to the pig chasing- even if the trash is pretty dense and we had a lot of wipes due to accidental overpulls. Also, I died so many times on the Council of Captains when I'd miss the Vulpera lady jumping across the room and doing her massive conal attack... but I did get at least somewhat better at keeping a close eye on her and moving along at the right time after a while.

Neltharus

I think we probably did Neltharus more often than some of the others because one of my guildies was after a trinket from there for a while, and it was always... okay? The mammoth boss and the last fight sometimes wiped us if we messed up, but they never felt insurmountably difficult. All in all, it was a dungeon with the pretty classic WoW theme of "bad guys surrounded by fire" - which was okay, just not particularly exciting to me.

Uldaman: Legacy of Tyr

Legacy of Tyr was another dungeon I didn't mind, but I just thought it was kind of dull due to being (in my opinion) way too similar to the truncated version of the original Uldaman.

Brackenhide Hollow 

I kind of liked the overall theme and ambience of this one, but the trash leading up to the first boss is pretty annoying and was responsible for quite a few wipes on our part. We also messed up on the first boss fight many times, including that one time that nearly caused my husband to lose it. Overall I have more not-so-happy associations with this one than good ones.

Vortex Pinnacle

I was initially excited to return to this Cataclysm dungeon, but the extra mechanics they added to Altairus made him crazy hard in my opinion, and we wiped on him sooo many times - just too many sometimes contradictory movement cues going on. I just really came to dread this dungeon for this boss alone, even though the other two were easy. Also, we once failed a run in this one by literally a single second, which was a bit of a bummer.

The Underrot

Easily my least favourite dungeon by a mile, with annoying diseases I couldn't cleanse, trash mobs with absolutely lethal, randomly targeted frontal attacks that I wouldn't see in time due to being too focused on healing, and we remained absolutely god-awful at the mechanics of the last two bosses all season. Just... so many wipes and depleted keys. Ironically, on our last run of the place last week, we had our guildie's more experienced brother along again, and he actually took the time to teach us how to do those two problem bosses "properly" - revealing that we'd done them wrong all along, which explained the extreme difficulty. He then joked that of course, all this newfound knowledge was about to become useless, as season three will bring a whole new dungeon rotation for us to learn from scratch. C'est la vie.

I'm curious to see what season three will bring. The only dungeon from the new mythic pool that I feel I know well is Cataclysm's Throne of the Tides, though who knows how the devs have decided to spice that one up for mythic. I look forward to seeing more old dungeons that I only know from Chromie Time and Timewalking in their "proper" format, but I'm also worried about Dawn of the Infinite being included in the dungeon pool, since that one was insurmountably difficult for us even on M0 when it came out. (We couldn't even kill the first boss.) I guess we'll find out soon enough.

04/11/2023

I'm Not Sure How to Parse This BlizzCon

In my post looking ahead towards BlizzCon about a month ago, I stated that I expected it to have a pretty binary outcome: either Blizzard would surprise and delight with something unexpected, reinvigorating a jaded player base, or they'd deliver more of the same, causing WoW to continue to stagnate and decline.

So of course what we got was... weirdly in-between? There was definitely some business as usual in there, but also a couple of genuine surprises, so I'm not quite sure what to make of it. I shall go into more detail as to why.

Retail WoW: Worldsoul Saga

On the retail front, Blizzard surprised by announcing not one, but three new expansions that will be thematically tied together under the name "Worldsoul Saga". Coming up first we have "The War Within", which will have us going underground to deal with Azeroth's injuries from the giant sword (I think) while running into Earthen and Nerubians, followed by "Midnight", which looks like it will have a void theme and will supposedly have us returning to the Eastern Kingdoms to do stuff with elves. The trilogy will finish with "The Last Titan" which will see us returning to Northrend. It's unclear whether these will follow the existing two-year expansion cycle. Apparently Metzen did mention wanting to deliver them a bit faster, but Blizzard tried that several times in the past and always failed.

I applaud their long-term thinking for planning the next three expansions in advance, but to be honest I'm not sure it was a good idea to reveal all this to the public, as by doing so, they've basically spoiled their big BlizzCon reveals for the next several years. Plus what happens if parts of War Within turn out to be not so well received, e.g. because people don't like certain character or story developments? Harder to pivot when you've already publicly locked yourself in until the end of the decade.

Also, the overall theme of the trilogy seems to be to tie up a bunch of existing loose story threads - not gonna lie, leaning into the "What sword?" meme making fun of how everyone seems to have forgotten about the giant sword stuck in Silithus was well done here. However, that aside, I can't say that any of it has me particularly enthused. I'm not against wrapping up old story threads in principle, but a lot of it seems to reference events and themes from Legion or BfA that I didn't personally experience when they were current and that are hard to make sense of if you're coming to the content later.

For example there seems to be much excitement about the character of Xal'atath, who I know virtually nothing about. I think her spirit lived inside the artifact weapon for shadow priests during Legion or something? I also seem to remember finding her in a possessed knife on the shores of Stormsong Valley in a BfA side quest, but nothing really came of that... so basically I feel lost because I don't really know who she is or why I should care about anything she does. Never been a huge fan of dwarf, void and titan lore either, so the notion that this is gonna be WoW's focus until 2030 or so is a bit oof.

On the plus side... the cinematic was really nice. When it first played, I was actually a bit distracted and not listening, so I was unsure who the human was that Thrall was talking to. Then I rewatched it properly and was like "Whoa, that's Anduin?!". I saw people joking that this is what doing Maw dailies for several years does to a person and got a good chuckle out of that.


Also, in an interesting twist, the "systems" panel for War Within seemed to get the most enthusiastic cheers out of all the announcements as far as I could tell from home, as the devs reiterated that they want to keep improving the game in permanent ways with no more temporary additions that end up being abandoned a year later. This includes dragonriding becoming available for more mounts and being rebranded as "dynamic flying", an expansion of the new talent tree introduced in Dragonflight, a new type of solo to small group open world content called delves, and a whole bunch of new account-wide features such as shared reputations, shared transmog and a shared bank. This is all good stuff, but I'm not sure it'll be enough of a draw if the main theme of the expansion(s) doesn't really appeal to me.

In summary, I'll probably play this if the husband and friends want to, and I do think some of it definitely sounds interesting, but I'm not particularly enthused right now.

Classic WoW: Cataclysm and Season of Discovery

I expected the Classic news to be underwhelming and was mostly curious to watch the bizarre level of hype that the Classic WoW subreddit had worked itself up into, where some people seemed to think it was an absolute certainty that Blizzard was going to announce their personal pipe dream of Classic Plus despite of no evidence for this whatsoever. It was honestly approaching conspiracy theory levels of delusion.

That said, what we got was actually quite interesting. First off, Cataclysm Classic is indeed going to happen, with "some changes" but nothing too dramatic based on what I've heard so far. As expected, this was not received with too much enthusiasm by the crowd, and I felt a bit bad for the lady who had to present the panel on the subject as the crowd refused to laugh at any of her jokes until she was allowed to make a few comments about hardcore at the end. I guess at least there was no outright booing? There'll be people who'll play it no doubt, and the Hurricane cinematic was once again very well done. Does this guy just officially work for Blizzard now?

More interesting though was the reveal of the much-anticipated "Season of Mastery 2", which is not going to be a Season of Mastery. While the original SoM was basically a fresh Vanilla server with some raid-focused changes, they decided to go into a completely different direction with this new one, called Season of Discovery. This one will instead be focused on levelling, with the level cap initially locked at 25 and then gradually increasing over time, plus a bunch of new open world content to explore and "runes" to collect that will grant abilities from later expansions. There'll be low-level raids (apparently Blackfathom Deeps will be a level 25 raid for example) and no open PTR, to make sure everyone discovers the changes together on launch, with no possibility to prepare guides in advance.

I'm sure some of this is going to turn out to be broken as hell, but honestly, I think for a seasonal server that's probably fine, as no long-term harm will be done if things don't work out. In the short term, raiding BFD at level 25 with a shaman tanking and a mage healing honestly sounds like a chaotic bit of novelty fun. I might want to check this out - it already launches at the end of November too!

Finally there was a brief mention of them adding a self-found mode to hardcore, which will give people the option to have a "more hardcore hardcore" experience like with the original addon that prohibited grouping and the use of the auction house. No further details so far.

Conclusion (for now)

I'm slightly unsure how to feel about the path forward for retail and while Blizzard did deliver something surprising on that front, I'm somewhat sceptical about this particular surprise right now. Meanwhile Season of Discovery sounds surprisingly intriguing and like it could be up my alley in a way I didn't expect at all. I guess that's leaning closer to the success side of things for Blizzard than the "same old, same old" failure state I originally posited.

31/10/2023

The Death of Lossy the Mage

I was going to sit on this post for a few more days but then I figured: It's Halloween, what better time to entertain people with a tale of death? Which is basically my way of saying that my hardcore character died. I'll tell you how it happened, because as I said previously, how people die in hardcore is easily the most interesting thing about it.

The main thing that came to mind after the death was that it's true that it gets you when you least expect it. Here I had been worried about Defias in Westfall and pugs in the Deadmines, but I certainly didn't expect to be killed by some random naga on Zoram Strand.

In hindsight, I probably shouldn't have played on a day when I was feeling a bit under the weather and quite fuzzy-brained (I spent most of the afternoon sleeping after shutting down WoW) - I'd like to think that I would have made fewer bad decisions if I'd been entirely with it, but it is what it is.

So what happened was that I decided to make my way to the Wetlands and from there to Kalimdor to unlock some flight paths. I reached Astranaar in Ashenvale without incident and decided to do a few easy quests while I was there. One of them was to collect twenty naga heads on Zoram Strand, which was easy enough as they were three to four levels below me.

When I got there I also "found" another quest I'd completely forgotten about, the one to retrieve an ancient statuette. I decided to pick it up since it was on the way. The follow-up asked me to get a key from a named non-elite naga, and I figured I might do that as well. So I went to the little island where she resided, where most of the mobs were yellow to me instead of green, but I still didn't think too much of it. I noticed that the named naga was patrolling with two guards attached to her, but I was confident that I could take them on with clever use of sheep and frost nova. You can probably guess where this is going.

I still don't think that this was a terrible thing to do in principle, but I should have taken more care. I sheeped the named naga and started nuking the melee guard, but there was also a caster that kept blasting me. When I tried to freeze the melee guy in place I also didn't immediately step far enough away and he still got several hits in. I noticed that I was taking a lot of damage and chugged a health potion, but I thought I still had it under control - this is where things really started to go wrong as I waited too long to start running.

I also hadn't considered that being on a small island meant that my only escape vector was by swimming, which made me very slow. When I eventually tried to make a run for it, using blink etc., I noticed that my health was still going down even with nothing hitting me, because the warrior-type had put a bleed on me. Can't even bandage like that! I thought I was almost sure to die but the bleed ended with me having 17 hitpoints left, which is when I took the below screenshot. I actually thought I'd made it for a moment as I thought I'd lost my pursuers, but then the melee guy caught up with me and one final swing finished me off.

In hindsight I can see on the pre-death screenshot that I still had a lot of mana left, so mana shield might have saved me if I'd thought to use it, but oh well, when you're running scared you don't always think of all your options. Plus I honestly thought that I'd shaken them off (it's a bit hard to see while swimming) or I might have tried to frost nova one more time.

Thus ends the story of Lossy the Mage, and probably also of me trying hardcore for now, as I have no particular urge to immediately start over. I was, after all, just checking the mode out for the novelty. We'll see what news BlizzCon brings on the weekend.

29/10/2023

Suffusion Camp

I briefly mentioned Fyrrak assaults as something that was added in 10.1 in my first impressions post about that patch back in May. I didn't really have much more to say on the subject at the time, but they've come back to the forefront of my attention multiple times again since then.

It's a bit of a meme now how all the Dragonflight open world events are very similar at this point... except this one I guess. The main thing that makes it different is that it's convoluted, confusing and ridiculously deadly - which is not a good thing, but has nonetheless served to keep me interested somehow.

I don't know why that is - most of the time when a new piece of content annoys me, I have the sensible response of going "well, that was annoying, probably not gonna do that again", but every now and then I'll feel weirdly challenged instead, thinking to myself "well, that was annoying and stupid, but I bet it I can do it in a way that is less aggravating next time". And then I keep coming back to inflict more pain on myself like a happy little masochist.

Fyrrak assaults - or to be more precise, the Suffusion Camps where they take place - are one such piece of content. The whole structure with the three different kinds of keys you need to collect is unnecessarily convoluted, but I do have that figured out by now. The problem is that I have yet to find a way around the camps' deadliness.

It's not just the mobs in them - though there are some that have pretty aggravating abilities, such as those that do a stacking DoT on you... just what are you supposed to do about that if you don't have a cleanse? But no, there are also all these random environmental effects that do damage to you, such as those thingamabobs that shoot fire everywhere and the elite protodrakes constantly flying "bombing runs" across the camp. Even if you take care when fighting the mobs, it's not unusual that you'll get smacked and killed by one of these flybys just as you get out of combat and before you've had a chance to heal up.

Which is to say that I'm doing okay on characters that can heal themselves if needed, but not on those without any self-healing or only of the type that relies on using long cooldowns. And I know that it's not just me, because every time I die I can see plenty of other ghosts around me making their way back to their bodies.

This past week completing a Suffusion Camp was part of the weekly reputation quest which I still enjoy doing on my alts, and while my priest had an easy enough time tagging things with her DoTs that other people were fighting while also spamming AoE heals everywhere, both my hunter and my rogue were basically just zerging, dying after every other mob and reviving again until a res timer forced them to wait a bit. My rogue is still levelling too, which makes it all the funnier to me that Blizzard suggests this content as something to do - yes, technically everything is scaled, but it's very noticeable how much more quickly a leveller will be obliterated by any damaging ability in the area compared to a geared max-level character.

It's just such a weird thing to me that I simultaneously find the whole event very annoying yet also kind of enjoy coming back to it, always in hopes of doing better this time. Sometimes it has been good for memorable moments, such as when I was there on my healer and a rogue actually expressed gratitude for the healing in general chat, because it obviously made such a huge difference to everyone's survivability.

25/10/2023

Top Ten Causes of Death in Hardcore

I quite liked it when Blizzard released statistics about deaths on hardcore shortly after launch, so two months later I was kind of wondering when/if they were going to post some sort of update... so I was most pleased when one appeared in my video recommendations yesterday:

It's less than five minutes long and well worth a watch, but to provide a written summary anyway:

At this point, nearly 3 million characters have died on the hardcore servers, and the top ten causes of death at the time of the video were as follows:

  1. Falling
  2. Kobold Miner
  3. Voidwalker Minion
  4. Defias Trapper
  5. Wendigo
  6. Defias Pillager
  7. Other players
  8. Drowning
  9. Porcine Entourage
  10. Kobold Tunneler 

The thing that immediately stands out is that seven of these are low-level mobs, while the other three causes of death are level-neutral and can theoretically affect a character at any level. So a lot of people died early on - which is unsurprising - though I think percentage-wise this will go down over time as fewer inexperienced people try out hardcore for a laugh.

The next thing you'll probably notice is that six of the seven mobs are from Alliance starting areas, and only one from Horde. Judging by the comments, people read this in a variety of ways, from "nobody plays Horde on hardcore" to "Alliance players are bad" to "Horde starting zones are just easier". My favourite take was that Hordies are too busy falling to their deaths in Undercity and Thunder Bluff to have time to engage with mobs. There's probably at least a grain of truth in all of these.

Still, I also find myself agreeing with the comments that state that it would be interesting to see more videos like this, but filtered by faction or level for example. Since they do provide the actual death count for each source in the video, we know that the top ten are "only" responsible for about 14% of all deaths, which leaves a lot of room for other ways to die.

To talk about the items on the list in specific, well... I'm still surprised by how high falling and drowning rank, despite of being level-agnostic. It's not that I don't "get" how you can die to these things and I've certainly had my fair share of deaths from these way back when I was noob (e.g. by accidentally walking off one of the bridges in Thunder Bluff), but once you get the general idea of which heights are dangerous and how quickly you run out of air underwater, it's not that hard to take a bit of care in my opinion. It's not like you'll ever find yourself at the edge of a cliff or underwater unexpectedly.

Most of the mobs are not a surprise, as many of them are located in caves and can gang up on you due to fast respawns. I guess it's a little surprising that murlocs aren't on there, and that Defias Trappers rank above Defias Pillagers. I guess the trappers can net you when you try to run away (which isn't even mentioned in the video, which is quite an oversight in my opinion)... plus pillagers and murlocs are well known for being deadly at this point, so maybe their numbers are somewhat suppressed by people actually taking greater care around them now than they did twenty years ago.

The one that surprised/impressed me the most is the Porcine Entourage, because there are only two of these out in the world and they are neutral, so dying to these is never a pure accident but always overconfidence. Though I do get that people may not realise that they come as a package deal with Princess or just how hard they hit.

Nothing's as interesting about hardcore as hearing about how people die.