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Showing posts with label theory. Show all posts
Showing posts with label theory. Show all posts

Wednesday, November 28, 2012

The Problem With Tier 14

The Sha of Fear is a terrible end-boss.

Having killed him on normal mode at least, I can say that the fight is.... okay. It's a bit more evocative, the symbolism used is appealing, the mechanics at least on the surface are engaging, but there is no follow-through on it. The fight begins exactly as it ends, it doesn't flow or change at any point.

The best fights, I think, tell a story. They begin in one place, end in another and along the way, they take you somewhere. Even if the story is cyclical in nature, it should vary enough to be worthy of the cycle and have enough depth worth telling. Tell Alysrazor for example, we were engaged with her before we ever pulled and though cyclical, every one of her phases is tied deeply in her rage and her elemental nature.

The Heroic Spine of Deathwing, on the other hand, is an example of a cyclical fight gone horribly wrong. The mechanics don't change as the fight progresses, they just become increasingly more frustrating to execute. It's purely a numbers game and there's nothing engaging about that. Sha of Fear is cut from the same cloth of uninteresting cycles.

We begin by standing on the platform. Tanks takes their place on the beacon, enveloped in a protective halo of light - evocative, if sentimental. The light guards everyone from the worst of the Sha's corruption while outside the beacon, we can see his twisted minions writhing about, and the corrupted Pandaren on their distant platforms. Then, we ourselves are contorted into Sha and sent to be killed by the Pandaren who we must defeat in turn to be returned to continue our fight.

And then that repeats, over and over again. Other than clearing the Crossbow men and the adds on the platform, this is a tank and spank fight.

Where is the flow? Where is the story? What do we learn from this encounter about the villain that we didn't already know?

Blizzard is capable of incredibly good storytelling in raids. We know this, from Ulduar and Karazhan cohesively, but also on a smaller scale. Consider the tight narrative of the Plagueworks. Or, if you want a single encounter, take Nefarian as an example in either incarnation or the Lich King. Each phase transition tells a story, it evokes a feeling, it progresses the arc of the character and shows us an aspect of that personality.

One of the problems here is that the Sha has no personality. By definition, it's a one-dimensional creature, and thus is incapable of presenting complexity as an individual. The only way to make the Sha personal, to give it gravitas and any sense of depth, is to imbue it with some purpose.

And that is exactly why Empress Shek'zeer in the Heart of Fear works brilliantly as the crowning achievement of this raid tier. She is the true end-boss in every way. Besides the fact that Heart of Fear as a whole is tuned perfectly (except maybe for Amber-shaper where Discipline priests are perhaps a bit over-powered) and the entire raid instance as a whole tells a story in addition to the individual bosses who have their own narratives,

Here, you can feel the Sha of Fear in all the rooms, you can smell him in the walls, see the corruption left behind and when you get to the Empress at last - she's mad with paranoia. We know, through the Klaxxi quest line how the ascendance of a new queen happens, and gnawing at that thought, that fear, the Sha has infiltrated her and made her this thing, crawling with shadows, overflowing with dark energies.

She begins in a rage, screaming stories of her own glory to deaf ears, and when she doesn't get the reception she wants, she summons her subjects to tear her audience down. Deprived of her coterie, she returns, deaf once again to her own doom, repeating her aggrandizing song. When death at last is evident, she panics and the fear grips her with both hands, furious for survival, she fights like a cornered animal, raging for life, throwing everything she has at us until we grant her the only mercy we can.

That is a story. That is a narrative. That is what makes a raid boss interesting.

And that is why the Sha of Fear is a terrible end-boss.

Wednesday, October 10, 2012

Gear Priority For Tanks In Mogu'shan Vaults

Yep, another tanking gear post.

As we trudge through Mogu'shan Vaults, one of the things we need to keep in mind is that we're going to be short some gear that doesn't drop in the vaults at all. For example, there is only one tanking trinket and ring that drops from the raid, and there are in fact, no tanking cloaks, helms, or legs that drop from the raid at all.

With the addition of the Charms of Good Fortune, I don't imagine that getting all the drops will be difficult by the time we get access to Heart of Fear and Terrace of Endless Spring; but we won't be able to replace the dungeon blues from Mogu'shan Vaults alone. However, we will have 3,000 valor at the end of this week and about 5,000 valor by the time the new raids launch, and I think we can be smart about where those points go to maximize our gearing strategy. Let's take a look then, at what we do get from the raid.

Item Source Slot Type
Chestguard of Eternal Vigilance Boss Drop Chest Armor
Sollerets of Spirit Splitting Gara'jal the Spiritbinder Feet Armor
Shoulderguards of the Unflanked Boss Drop Shoulder Armor
Star-Stealer Waistguard Boss Drop Waist Armor
Bracers of Six Oxen Feng the Accursed Wrist Armor
Beads of the Mogu'shi Boss Drop Neck Amulet
Band of Bursting Novas Elegon Finger Ring
Vial of Dragon's Blood Egeon Trinket Trinket
Elegion, the Fanged Crescent Elegon One-Hand Weapon
Steelskin, Qiang's impervious Shield Boss Drop Shield Shield

That leaves us with a few gaps and here is where we can fill them out.

Item Source Slot Valor
Gloves of the Overwhelming Swarm August Celestials Hands 1750
Yi's Least Favorite Helm Shado-PanHead 2250
Kovok's Riven Legguards Klaxxi Legs 2250
Yi's Cloak of Courage Shado-Pan Back 1250
Alani's Inflexible Ring Golden Lotus Finger 1250
Lao-Chin's Liquid Courage Shado-Pan Trinket 1750

That's a net sum of 10,500 valor points which is 10.5 weeks of capping valor, which is six weeks into the opening of the next two raids. Assuming you don't get lucky with drops from Sha or, like me; are willing to swap in some DPS pieces as long as they don't have Crit on them. Hit, Expertise and Haste are all great for Paladins right now.

I'll go into the why of it a little bit more in another post, but Theck has covered it plenty over at Sacred Duty. But briefly - with the way Active Mitigation works, keeping Bastion of Glory stacks up through Shield of the Righteous is our highest priority and the best way to do it is to hard-cap Hit and at least soft-cap Expertise for Holy Power generation, and any Haste you can get will reduce the cooldown of Crusader Strike and Judgment letting you get HP that much faster.

Anyway, if you are willing to use Haste items and reforge the crit away, your options broaden a bit, but please be fair to the plate DPS in your raid, and let them get their main-specs geared out before you roll on that gear. Yes, Haste is very good for us but any good raid will prioritize DPS over Tanks on actual DPS gear.

Item Source Slot Type
Starcrusher Gauntlets Elegon Hands Armor
Nullification Greathelm Feng the AccursedHead Armor
Jang-xi's Devastating Legplates Boss Drop Legs Armor
Cloak of Peacock Featehrs Feng the Accursed Back Cloak


So, there you go. Hopefully it helps you plan out your Valor purchases and be in the best gear you can get before Heart of Fear comes out in November. If I've missed anything, please let me know! I deliberately didn't go into the crafted gear and such as it's ridiculously expensive right now.

Personally, I've been very lucky and got the tier tanking legs and the PvP gloves from Sha so that's two less items I have to purchase. I picked up the ring first as I was still using 450 item in that slot, and I'll probably grab the helm second (next week) and the trinket third leaving me with the hands and cloak to upgrade when Heart of Fear launches. I think I'll be okay to wait on those items till then.

Good luck on those Good Fortune rolls! :-)

Monday, August 27, 2012

From The Future

The blog-aggregator stie, MMO Melting Pot, had a request for blog posts up a couple of weeks ago, asking for what enties about what future MMOs might be like. I've written for them before, but this was far too interesting a topic for me to pass up, so I wrote something for them.

It went up today - check it out, if you like. It's a bit strange but it's a very interesting topic for me.

August 21, 2020

If you want to get an idea of where games might actually wind up, you should really read a novel called The Quantum Thief by Hannu Rajaniemi. It's very dense reading, as the author offers little exposition and wants you to figure out the far-far future tech, but it's well worth the time if you're interested in game futures.

You should also give a pen and paper RPG named Free Market a try, by Luke Crane (of Burning Wheel fame) and Jared Sorensen. That game sort of *is* a future MMO in the form of a table-top game.

The article borrows a tiny bit from both those sources, but is more grounded in what I think is both feasible and what I'd like to see from games in the very near future.

Thursday, August 18, 2011

Keeping Threat Stats Relevant For Tankadins

Can I ever stop talking about threat stats? I mean, seriously, even I'm getting tired of talking about threat stats, and yet Blizzard keeping throwing reasons at me to keep talking about threat stats.

Sorry.

So, last night's post was mostly a "where are we?" wrap up, today I'm going to try to see if we can make sense of what GC said, what he meant, and what it might mean for us as Paladins.

The pitch
We covered why Hit/Expertise are now pointless for threat. We explained that this leaves tanks to do all the other stuff tanks do (all tanks and most healers know we do a lot more than generate threat) and that this is a good thing. However, we're still left with tank gear with Hit and Expertise on it, and I don't imagine that will go away because it would absolutely and completely eliminate all choice for gearing - get what you get, reforge, enchant and gem as necessary for your choice of mitigation or mastery. And that would be horribly boring.

Besides, Blizzard has done well to make gear a bit more generic - Expertise and Mastery on that helm? Sure, it looks like DPS, but that's almost as good for a tank with that chunk of mastery. Overall, I think Blizzard should (and will) continue to make tank gear with hit/expertise on it.

But with threat a non-issue, why do we need these stats?
That's the rub, isn't it? And GC talks about it briefly in his article, and Matt Rossi went into a lot of detail in his article yesterday which you should read, but the big thought right now that I can see floating around is Active Mitigation.

Active Mitigation:
The word "Mitigation" there is a bit of a misnomer, but the phrase has stuck. Active Mitigation is basically the ability to reduce incoming damage somehow through offensive abilities. A very generic way to think of it would be that the more Expertise you have, the less the boss is able to hit you. Or something along those lines. But of course, a lateral translation like that is just more Dodge/Parry with another name.

Death Strike on the other hand is the text-book example of this. Death Knights have a very strong Mastery called Blood Shield which activates when they connect with a Death Strike. Death strike heals up 40% of the damage taken in the last 5 seconds, and then turns 50% of that damage into an absorb shield. That's active mitigation - and DKs are balanced around it. Good DKs know how to store runes, and when to use them so that they stay alive and are stable health wise rather than spiking damage and draining healers dry.

Their resource depletes and replenishes automatically, but connecting with strikes is important for them to self-heal and trigger Blood Shield. Thus, hit/expertise are good for them, in theory. Blood tanks (I don't raid tank on my DK so correct me here if I'm wrong) like Expertise and a bit of Hit, but don't go out of their way to hit caps. This solution seems to work - but only kind of. And it makes their decision easy - hit Death Strike. That's it. Which is kind of boring.

What about Tankadins?
We already have our own version of Death Strike - Word of Glory. It's dependent on Holy Power which we generate from melee hits, and the more we hit, the more HP we get, and the more WoGs we can cast on ourselves.

Except that WoG has a long cool-down and the amount of Crusader strikes you can get in during that cool-down are enough that even with low hit, you can still generate enough HP to cast it by the time it comes off cool-down.

On top of that, we have Divine Protection on a short cool-down that we can turn into either a small overall damage reduction or a big magical damage reduction pre-fight. We have Guardian of Ancient Kings, Lay on Hands on a very long cool-down, Holy Radiance for a bit of healing, and... Holy Shield.

None of the above abilities use Holy Power so we can be lazy about generating it, we can horde it, and always have it when we need it the most as long as WoG is off cooldown. That makes our "active mitigation" pretty much this:


while(BossHealth > 0)
{
    cast Crusader Strike
    if(HolyPower = 3 AND SelfHealth < 50%)
    {
        Word of Glory
    }
}




Word of Glory is Death Strike in reverse - we hit Crusader Strike to gain the resource and deplete it automatically to heal. And thanks to the length of the cool down, we don't really need the Hit/Expertise so we can afford the misses. We have it easy.

But what if Holy Shield consumed Holy Power and shared a cool-down with Word of Glory like Crusader Strike and Hammer of the Righteous?

You have a system where an actually sizable portion of your mitigation or self-heal, both of which you're balanced around, depend on your ability to generate the resource both need. And once you use one you can't use the other for a set period of time so you set out gathering more Holy Power.

And if both abilities had lowered cool-downs and lowered on-use affect so they stayed balanced overall? Now you do need to get those hits in and figure out what you're going to use it for.

You're actively mitigating and/or healing and making decisions on the fly.

You could turn Holy Shield into an aggressive anti-attack which goes off the hit-table.

Which is to say, you're attacking the incoming melee attack with your shield and need to "hit" with it. That would also make hit/expertise attractive, while contributing to active mitigation. Warriors have this, kind of, in Spell Reflect, except it just happens and doesn't depend on anything. With a shorter cool-down and reliable on hit, it could be an aggressive damage mitigation tool.

Do we need this kind of thing? I don't know. Tanking is going through a change, and the more we get towards 5.0 the more things seem to get more and more fluid - Blizzard is not afraid of slaughtering sacred cows.

I'm excited to see where it goes, and I do hope (and think) they will come up with ways to keep Hit/Expertise relevant for tanks. Because I like them and I'll miss my buddies if GC says I don't need them anymore. If you have any ideas for Active Mitigation, please leave comments, it would be fun to discuss them in a future post!

And lastly - because it always sounds so funny, it's not fun to miss. I've talked about it before. But missing is not fun. At the core of the thing, it's a game, I want to hit stuff, and see it take damage, not see miss...miss...dodge...miss...parry... because of some game mechanic. To the kid inside me killing dragons, that's not fun.