Around the time LoD hit, my WAR experience had reached a stable point: I was still very much enjoying the game, particularly playing with my great guildies and exploring the new content, but I had essentially given up on the end game. I was no longer hungry for the next boss, the next drop, the next upgrade.
At the same time I had a lot of outside work to do, and then I traveled for two weeks. Since I've been back I've been in WAR a fair amount, but I have hardly touched my Chosen. I've played alts and enjoyed grouping for PQs and RvR content, but the die has already been cast.
I'm leaving WAR, though I'll think on it fondly. my account expires in August and I won't be renewing it. WAR just isn't the game I'd like it to be. I think in many ways its a startlingly good game, full of a crisp vision and some really excellent features, but at the same time plagued by an over-abundance of riches and a headstrong and, for me problematic, devotion to PvP.
So sadly, I'll be taking my limited gaming hours elsewhere.
At the moment I'm playing , which is brand new to me, and which I'm enjoying, and I'm playing the beta of Aion. Aion wasn't why I'm quitting WAR although it will likely take WAR's place in my time.
I don't feel like a WAR blog is the place to discuss Aion at length, but for me the most refreshing thing about Aion was its simplicity of focus: there's only really one or two things to do .. a big change from WAR's avalanche of options.
I'd like to shout out to WAR's bloggers past and present: a fun, smart and interesting crew that had good ideas and made the game a lot more interesting for me.
I'd like to post an exit summary on my WAR experience and hope to have that together in the next week or so, but in case that fails (as such things often do) I want to make sure to thank everyone who's ever stopped by to have a read and particularly those who've left comments and sent emails. It's been big fun.
-Czarnal
Thursday, July 30, 2009
Friday, June 19, 2009
WTB EZ Pass

Maybe it's just me, but is the whole healer thing really necessary? I don't mind a death penalty, but couldn't we have an autopay option? That way you don't forget to heal up when you are in a hurry to get back to a fight in progress. Sure it would mean paying to heal at times when you aren't likely to get back into battle right away. Maybe there could be a shift-Rez option like there is for auto-looting. Even without though, I'm willing to pay a lazy tax to not have to muddle through it every time I die.
Wednesday, June 17, 2009
"unwrapping a present" or "what's so exciting about 1.3"
I only got on for a sec to explore the talisman changes in game last night and to make sure my patch got done. Patching went fine, though all my interface settings got lost somehow, sigh.
Talisman changes look to be nice and the bag changes are quite welcome. I have a lot more room now, so much that I might not have to keep several dozen packages floating through the mailsystem anymore.
The streamlining of talimsan mats wasn't as significant as I'd hoped, with most frags and curios surviving, and only green quality dusts taking a stomping.
Didn't actually get around to making any talis, of course.
It's nice that you can easily toggle items between your bag sets and open and close bags by clicking the bag icon. Very nice that.
...
as for the event, I have to say I'm not that motivated. There'll be plenty of LoD for me, and anyway my contribution would be modest even if I were trying hard. No other rewards beyond the lame title? feh.
My biggest gripe really, and I knew this was coming but still, is that after all the prelude leading up to the patch when it went live we saw ... an rvr event and some modest interface and profession changes. The LoD stuff isn't open yet and the class changes all got QQ'd into submission.
So the patch day experience was for me singularly unexciting. Now I'm sure the event will be fun. They usually are and this one seems to have some nice stuff to do, but that's an event, not the prophesized patch of glory, or whatever this was supposed to be.
I guess I could always go to Gunbad ...
Talisman changes look to be nice and the bag changes are quite welcome. I have a lot more room now, so much that I might not have to keep several dozen packages floating through the mailsystem anymore.
The streamlining of talimsan mats wasn't as significant as I'd hoped, with most frags and curios surviving, and only green quality dusts taking a stomping.
Didn't actually get around to making any talis, of course.
It's nice that you can easily toggle items between your bag sets and open and close bags by clicking the bag icon. Very nice that.
...
as for the event, I have to say I'm not that motivated. There'll be plenty of LoD for me, and anyway my contribution would be modest even if I were trying hard. No other rewards beyond the lame title? feh.
My biggest gripe really, and I knew this was coming but still, is that after all the prelude leading up to the patch when it went live we saw ... an rvr event and some modest interface and profession changes. The LoD stuff isn't open yet and the class changes all got QQ'd into submission.
So the patch day experience was for me singularly unexciting. Now I'm sure the event will be fun. They usually are and this one seems to have some nice stuff to do, but that's an event, not the prophesized patch of glory, or whatever this was supposed to be.
I guess I could always go to Gunbad ...
Tuesday, June 16, 2009
Incoming patch
So 1.3 and the land of the dead starts today it seems.
Should make for an exciting week of WAR playing. Here's what I'm interested to see when the patch fully hits:
What's the impact of the Land of the Dead?
Lots of new stuff to do, but in potentially short bursts. Should make for a nice change of pace, but will the constant back and forth and the randomness of control be a major frustration? (ie. You log on ... oh well, the other side just got control of the LoD, might as well go have a snack.)
How will this affect the RvR siege game? What about city dungeons/bastion stair? (I assume that BS will basically rot until it gets fixed.)
They've rolled back the AoE/caster stat changes (as I understand it) but there's still plenty of other class mechanic changes in the works, always interesting to see how those play out.
Will the new and improved gunbad be an alt-cation destination of choice when LoD is unavailable? I know I'm interested.
As mentioned before, the talisman changes should have some interesting fallout. Curious to see exactly what happens to my bank full of mats and talis. IIRC there's something about these being grandfathered in, but we'll see what that looks like.
Glad to see auto-rolling, bag/storage changes, and bag opt-out getting in the game, those things will all be well received ...if they work.
What's next ... what should be?
Jeff Hickman's post on the LoD on the herald indicated that the following would be next on the block:
1. Addressing concerns related to Crowd Control and Area of Effect abilities.
2. Continuing to improve client and server stability and performance.
3. Strengthening and improving the Tier 4 experience.
4. Improving server population distribution – both in terms of overall population and realm balance.
5. Improving itemization and the overall distribution of “carrots” (rewards) throughout the game.
Well we knew 1. would get attention, as it was supposed to be in this patch before people started QQing. 2 and 4 are Mythic's personal hell ... they're never going away and will always be important.
3 and 5 are interesting (if vague). Improving Tier 4 ... uh, can I get a "hell yeah"? Bastion Stair needs a big re-tool, PQs in the mainland need a re-tool (to make them worth doing in endgame) and the RvR game still needs to um, work? Forts aren't super fun and while city-sieges are fun, they don't really ever go anywhere for most of us.
5. Could mean anything but hopefully it means a real examination of what loot is available and how it stacks up, a real overhaul of the gear choices and what it takes to get them. It's sort of absurd right now really with some really vital gear being super-easy to get (100g will buy you a lot of engame gear) and other stuff insanely hard.
What should be done? Well I'm going to get specific. Dungeons need better ramping up ... too many of them are like boss 1=SNORE boss2=SNORE boss3=WTFPWNED. That's just goofy. We did BWE last night, my first time and the first boss was just a total joke, but the second boss completely hammered us. An experience all-too familiar from other WAR dungeons (herald of solithex in Gunbad, slaurith in BS etc.)
Some bosses will be more difficult than others, and the last boss should be harder, but it shouldn't be night and day. Group composition (eg 2x MDPS or 2x RDPS) should make some easier and some harder, not all-easier or all-harder.
One other simple thing ... tell us what's in a bag. Why do they want gear to get wasted? It's great that we can pass on a bag now, but what if say I have annhilator shoulders and chest but not helm? should I take all gold bags? (not that I'm getting any gold bags mind you.) That'll mean a lot of wasted gear.
Besides, shouldn't I be able to tell if a friggin' bag has a chestplate or a helmet in it? it's a bag for god's sake, not a black hole.
Oh, and yeah, make RvR fun to do.
See you all in the LoD.
Should make for an exciting week of WAR playing. Here's what I'm interested to see when the patch fully hits:
What's the impact of the Land of the Dead?
Lots of new stuff to do, but in potentially short bursts. Should make for a nice change of pace, but will the constant back and forth and the randomness of control be a major frustration? (ie. You log on ... oh well, the other side just got control of the LoD, might as well go have a snack.)
How will this affect the RvR siege game? What about city dungeons/bastion stair? (I assume that BS will basically rot until it gets fixed.)
They've rolled back the AoE/caster stat changes (as I understand it) but there's still plenty of other class mechanic changes in the works, always interesting to see how those play out.
Will the new and improved gunbad be an alt-cation destination of choice when LoD is unavailable? I know I'm interested.
As mentioned before, the talisman changes should have some interesting fallout. Curious to see exactly what happens to my bank full of mats and talis. IIRC there's something about these being grandfathered in, but we'll see what that looks like.
Glad to see auto-rolling, bag/storage changes, and bag opt-out getting in the game, those things will all be well received ...if they work.
What's next ... what should be?
Jeff Hickman's post on the LoD on the herald indicated that the following would be next on the block:
1. Addressing concerns related to Crowd Control and Area of Effect abilities.
2. Continuing to improve client and server stability and performance.
3. Strengthening and improving the Tier 4 experience.
4. Improving server population distribution – both in terms of overall population and realm balance.
5. Improving itemization and the overall distribution of “carrots” (rewards) throughout the game.
Well we knew 1. would get attention, as it was supposed to be in this patch before people started QQing. 2 and 4 are Mythic's personal hell ... they're never going away and will always be important.
3 and 5 are interesting (if vague). Improving Tier 4 ... uh, can I get a "hell yeah"? Bastion Stair needs a big re-tool, PQs in the mainland need a re-tool (to make them worth doing in endgame) and the RvR game still needs to um, work? Forts aren't super fun and while city-sieges are fun, they don't really ever go anywhere for most of us.
5. Could mean anything but hopefully it means a real examination of what loot is available and how it stacks up, a real overhaul of the gear choices and what it takes to get them. It's sort of absurd right now really with some really vital gear being super-easy to get (100g will buy you a lot of engame gear) and other stuff insanely hard.
What should be done? Well I'm going to get specific. Dungeons need better ramping up ... too many of them are like boss 1=SNORE boss2=SNORE boss3=WTFPWNED. That's just goofy. We did BWE last night, my first time and the first boss was just a total joke, but the second boss completely hammered us. An experience all-too familiar from other WAR dungeons (herald of solithex in Gunbad, slaurith in BS etc.)
Some bosses will be more difficult than others, and the last boss should be harder, but it shouldn't be night and day. Group composition (eg 2x MDPS or 2x RDPS) should make some easier and some harder, not all-easier or all-harder.
One other simple thing ... tell us what's in a bag. Why do they want gear to get wasted? It's great that we can pass on a bag now, but what if say I have annhilator shoulders and chest but not helm? should I take all gold bags? (not that I'm getting any gold bags mind you.) That'll mean a lot of wasted gear.
Besides, shouldn't I be able to tell if a friggin' bag has a chestplate or a helmet in it? it's a bag for god's sake, not a black hole.
Oh, and yeah, make RvR fun to do.
See you all in the LoD.
Wednesday, June 3, 2009
WAR Tier 2 v. WOW 16-30
Way back when I did a comparison of WAR Tier 1 v. WOW 1-15. I thought I'd continue the comparison now that the bloom has worn off the rose a bit. I think I stick by most of what I wrote about that stage of the games, but lets see how they stack up in tier 2. For the sake of continuity I'll use the same categories as I used before.
Zone Design -- how interesting and fun are the zones.
WAR: By Tier two you've got a pretty good grip on the aesthetics of the pairings, but tier 2 does offer some nice variation in each pairing: shadowlands, marshes of madness, and troll country all differ a bit from what you've seen in Tier one of these pairings. With the division of the zones by faction, some of these feel quite small, particularly Ostland, or circuitous (Barak Varr). Still very moody and well-designed.
WOW: Some of the best WoW zones here, and just a lot of places to visit over these 15 levels: ghostlands, silverpine forest, westfall, redridge, duskwood, the barrens, hillsbrad, the wetlands, loch modan, darkshore, bloodmyst, stonetalon, ashenvale and thousand needles. Some have great flow (westfall) some great aesthetic design (ashenvale, thousand needles), while others are awkward or unrewarding (stonetalon, I'm looking at you.)
Winner: WoW. So many zones to choose from, so many different looks and styles. WAR has a more uniform level of zone interest and better aesthetic design, but can't compete with the volume of variety that WoW offers here.
Engagement -- drawing you into the world (probably this should be called immersion).
WAR: Throws a lot of things at you to try to get you interested: epic quests, regular quests, tome of knowledge entries for a gazillion things. Frankly the world itself does the best job of drawing you in: the zones tell a story that is hard to miss (if you venture out of the RvR lakes) and they do it well. The rest of the stuff, not so much. I don't think that I'm alone in saying that even with the epic quests, I was often just looking for red blobs on my map to go to and kill stuff, and often I'd have to doublecheck what the quest even wanted.
WOW: This is where WoW really gets its claws into you. The zones all have interesting stories, large or small, told through quests primarily, that you will be interested in following to their end. The defias cycle leading up to Deadmines and The Embalmer string in duskwood are two of my favorites.
Winner: WoW. This is really WAR's weakness, and it only gets worse from this point in, I'm afraid. The choice seems to have been modularity and convenience over immersion.
Itemization -- gear options and appeal
WAR: Cloaks make their way into your gear set and helms and shoulders are plentiful. A few choices per class of design, with some odd color choices combined with the expense of premium dyes possibly driving you into somewhat bland color schemes. Still, your toon probably looks pretty cool at this point. Quite a few sets: the first quest set, the obliterator set, the sacellum set (which you'll never see) and the havok set, as well as quite a few good options from RvR renown rewards and random PQ drops.
WOW: A few dungeon sets, but only for leather wearers basically, PvP gear options, a plenty of good crafted gear. Much of this stuff is dorky looking however, and you're probably not going to see helmets until the very end of this level range. shoulders will also be at a premium. Possibly by this point to get some decent looking gear, but its not easy.
Winner: WAR complain about the lack of options if you like, but with the range of choices in sets, the aesthetic appeal of the gear, and the option to dye, WAR is for me well up.
Crafting -- interest and utility of professions
WAR: Um, well they're useful. Talismans losing their timers in 1.3 will help here a bit, but really, crafting in WAR is just not that exciting. If you are grinding it aggressively, you can get yourself a little boost, and the pots and talismans are really very useful, but it does get a bit rote.
WOW: Crafting by this point, if you are leveling it aggressively, is getting really strong. You can quest for recipes, win them as drops, and make yourself quite good items. It takes more work to keep up with your level, but the rewards are there for the taking. Engineering is particularly fun at this level.
Winner: WoW by a country mile. As I said before, some of this is intentional, but that doesn't change the score.
Group PVE -- dungeons and group-specific areas
WAR: More PQs some good, some great, some brutal, as well as some opposed PQs were both factions (Theoretically) compete in stage 1. Additionally you have the three sacellum dungeons. I've only done the first of these (east) and it was fine. More like a dungeon wing than a full dungeon. Nothing very tricky or particularly interesting in there, but a good change of pace and a nice warm up for the pacing of dungeons in WAR.
WOW: Again some of the best of WoW here. Deadmines, Black Fathom Deeps, and Wailing Caverns are all very cool and Gnomeregan is also quite interesting. They've stripped out a lot of the open area group content from WoW, which is just as well as for the most part it was just a brutal chore, but some of it remains, to give you a bit more meaningful content to do in a group. Some of the dungeons in this are less fascinating or less enjoyable (shadowfang, Razorfen kraul, stockades) but there so much variety and the quest rewards alone make them all quite worthwhile.
Winner: WoW Yeah, I love me a PQ but this is like the golden age of WoW dungeon-crawling.
PVP -- all player-vs-player-specific content
WAR: Keeps, baby! Outdoor RvR is in full-effect in tier 2 and is quite manageable at this point. It may descend into stealth keep zergs, but it still makes for an interesting experience. the BO game is less thrilling, but when they're defended that can be a good time as well. Three new and interesting scenarios are available and their quite good. Your mileage in these may vary by class (i hated mourkain as a tank, but love it as a healer and caster) but they are certainly very different from the T1 scenarios.
WOW: Battlegrounds are in full effect with both the meaty-end of the 10-19 bracket and all of 20-29 in play. Both of these are fun and reasonably rewarding in short bursts. Also, if you are interested in playing a power character, you can twink at both 19 or 29 very easily and crush other lesser foes. Not a big draw for me, but if that's your cup of tea, then it could be a big draw. World PvP is basically non-existent on non-pvp servers. on pvp servers expect to get routinely ganked as soon as you leave the safe zones. Yay?
Winner: WAR So much better. If I was into having a twink pvper, maybe i'd be miffed about my inability to stop a character at a given level. But I'm not, at all. Much richer and more lively experience. Also much more playable at non-peak-bracket levels (ie not 19,29 as in WoW).
***
So there you have it. I think this tier really shows how the games' design-emphasis impacts its experience. Wow is all about PvE: dungeons, crafting, questing. WAR is about aesthetics and PVP.
Zone Design -- how interesting and fun are the zones.
WAR: By Tier two you've got a pretty good grip on the aesthetics of the pairings, but tier 2 does offer some nice variation in each pairing: shadowlands, marshes of madness, and troll country all differ a bit from what you've seen in Tier one of these pairings. With the division of the zones by faction, some of these feel quite small, particularly Ostland, or circuitous (Barak Varr). Still very moody and well-designed.
WOW: Some of the best WoW zones here, and just a lot of places to visit over these 15 levels: ghostlands, silverpine forest, westfall, redridge, duskwood, the barrens, hillsbrad, the wetlands, loch modan, darkshore, bloodmyst, stonetalon, ashenvale and thousand needles. Some have great flow (westfall) some great aesthetic design (ashenvale, thousand needles), while others are awkward or unrewarding (stonetalon, I'm looking at you.)
Winner: WoW. So many zones to choose from, so many different looks and styles. WAR has a more uniform level of zone interest and better aesthetic design, but can't compete with the volume of variety that WoW offers here.
Engagement -- drawing you into the world (probably this should be called immersion).
WAR: Throws a lot of things at you to try to get you interested: epic quests, regular quests, tome of knowledge entries for a gazillion things. Frankly the world itself does the best job of drawing you in: the zones tell a story that is hard to miss (if you venture out of the RvR lakes) and they do it well. The rest of the stuff, not so much. I don't think that I'm alone in saying that even with the epic quests, I was often just looking for red blobs on my map to go to and kill stuff, and often I'd have to doublecheck what the quest even wanted.
WOW: This is where WoW really gets its claws into you. The zones all have interesting stories, large or small, told through quests primarily, that you will be interested in following to their end. The defias cycle leading up to Deadmines and The Embalmer string in duskwood are two of my favorites.
Winner: WoW. This is really WAR's weakness, and it only gets worse from this point in, I'm afraid. The choice seems to have been modularity and convenience over immersion.
Itemization -- gear options and appeal
WAR: Cloaks make their way into your gear set and helms and shoulders are plentiful. A few choices per class of design, with some odd color choices combined with the expense of premium dyes possibly driving you into somewhat bland color schemes. Still, your toon probably looks pretty cool at this point. Quite a few sets: the first quest set, the obliterator set, the sacellum set (which you'll never see) and the havok set, as well as quite a few good options from RvR renown rewards and random PQ drops.
WOW: A few dungeon sets, but only for leather wearers basically, PvP gear options, a plenty of good crafted gear. Much of this stuff is dorky looking however, and you're probably not going to see helmets until the very end of this level range. shoulders will also be at a premium. Possibly by this point to get some decent looking gear, but its not easy.
Winner: WAR complain about the lack of options if you like, but with the range of choices in sets, the aesthetic appeal of the gear, and the option to dye, WAR is for me well up.
Crafting -- interest and utility of professions
WAR: Um, well they're useful. Talismans losing their timers in 1.3 will help here a bit, but really, crafting in WAR is just not that exciting. If you are grinding it aggressively, you can get yourself a little boost, and the pots and talismans are really very useful, but it does get a bit rote.
WOW: Crafting by this point, if you are leveling it aggressively, is getting really strong. You can quest for recipes, win them as drops, and make yourself quite good items. It takes more work to keep up with your level, but the rewards are there for the taking. Engineering is particularly fun at this level.
Winner: WoW by a country mile. As I said before, some of this is intentional, but that doesn't change the score.
Group PVE -- dungeons and group-specific areas
WAR: More PQs some good, some great, some brutal, as well as some opposed PQs were both factions (Theoretically) compete in stage 1. Additionally you have the three sacellum dungeons. I've only done the first of these (east) and it was fine. More like a dungeon wing than a full dungeon. Nothing very tricky or particularly interesting in there, but a good change of pace and a nice warm up for the pacing of dungeons in WAR.
WOW: Again some of the best of WoW here. Deadmines, Black Fathom Deeps, and Wailing Caverns are all very cool and Gnomeregan is also quite interesting. They've stripped out a lot of the open area group content from WoW, which is just as well as for the most part it was just a brutal chore, but some of it remains, to give you a bit more meaningful content to do in a group. Some of the dungeons in this are less fascinating or less enjoyable (shadowfang, Razorfen kraul, stockades) but there so much variety and the quest rewards alone make them all quite worthwhile.
Winner: WoW Yeah, I love me a PQ but this is like the golden age of WoW dungeon-crawling.
PVP -- all player-vs-player-specific content
WAR: Keeps, baby! Outdoor RvR is in full-effect in tier 2 and is quite manageable at this point. It may descend into stealth keep zergs, but it still makes for an interesting experience. the BO game is less thrilling, but when they're defended that can be a good time as well. Three new and interesting scenarios are available and their quite good. Your mileage in these may vary by class (i hated mourkain as a tank, but love it as a healer and caster) but they are certainly very different from the T1 scenarios.
WOW: Battlegrounds are in full effect with both the meaty-end of the 10-19 bracket and all of 20-29 in play. Both of these are fun and reasonably rewarding in short bursts. Also, if you are interested in playing a power character, you can twink at both 19 or 29 very easily and crush other lesser foes. Not a big draw for me, but if that's your cup of tea, then it could be a big draw. World PvP is basically non-existent on non-pvp servers. on pvp servers expect to get routinely ganked as soon as you leave the safe zones. Yay?
Winner: WAR So much better. If I was into having a twink pvper, maybe i'd be miffed about my inability to stop a character at a given level. But I'm not, at all. Much richer and more lively experience. Also much more playable at non-peak-bracket levels (ie not 19,29 as in WoW).
***
So there you have it. I think this tier really shows how the games' design-emphasis impacts its experience. Wow is all about PvE: dungeons, crafting, questing. WAR is about aesthetics and PVP.
Friday, May 29, 2009
Things I'm excited about in Patch 1.3 - Talismans
So there's lots of interesting things coming up for talisman crafting. Here's the relevant info from the most recent patch notes:
So let's examine all this. The most interesting thing, if I'm reading it right is "Normal talismans will no longer utilize timers." So, no more 8 hour talismans? yes please.
Other items of note:
1. multiple talisman slots on gear
2. higher max level of talismans (+24 from +20)
3. compression of options, which means fewer bags full of only slightly different junk.
4. boxes can be bought from vendors.
My concerns about this new system are two-fold:
1. how will this sort out in the economy ... low level permanents should be more sale-able, but there's a lot of changes, and its not clear what the fallout will be.
2. we're going to have way too many fragments: fewer types is a good thing, but we're still getting them from salvaging and scavenging, and now in some cases they won't be used up by making a talisman. They're already basically junk except for rare fragments, particularly at high levels. I expect that to change but overall with fewer talismans needed, they should become even less valuable.
Why not have scavenging sometimes yield just vendor trash that actually is worth something outside the AH?
Overall, good changes and quite promising for talisman making and the related gathering profs.
* Items can now have more than one talisman slot.
* Multiple-slot items will only allow one talisman from a given family to be slotted.
* The Potency data tables have been reallocated to heavily favor the fragment.
* We've compressed the number of ingredient Potency levels to 9 from 10. Curios have been compressed to a single rarity. Existing items of higher than common rarity will be grandfathered in.
* Fragments can now be broken down into two fragments of the next lower skill level tier.
* An "awesome" result attained while fusing a very rare talisman will no longer consume the fragment.
* There have been significant tooltip updates that will better convey vital information.
* Due to balancing issues, some talismans will be restricted to designated equipment slots. This change will not affect existing talismans.
* Character level requirements have been added to talismans to provide accurate power estimates for varying player levels. This change will not affect existing talismans.
* Normal stat talismans now extend to +24 stats at the upper bound to compensate for the timer removal.
* Normal talismans will no longer utilize timers.
* Talisman boxes can now be purchased from the talisman vendor.
So let's examine all this. The most interesting thing, if I'm reading it right is "Normal talismans will no longer utilize timers." So, no more 8 hour talismans? yes please.
Other items of note:
1. multiple talisman slots on gear
2. higher max level of talismans (+24 from +20)
3. compression of options, which means fewer bags full of only slightly different junk.
4. boxes can be bought from vendors.
My concerns about this new system are two-fold:
1. how will this sort out in the economy ... low level permanents should be more sale-able, but there's a lot of changes, and its not clear what the fallout will be.
2. we're going to have way too many fragments: fewer types is a good thing, but we're still getting them from salvaging and scavenging, and now in some cases they won't be used up by making a talisman. They're already basically junk except for rare fragments, particularly at high levels. I expect that to change but overall with fewer talismans needed, they should become even less valuable.
Why not have scavenging sometimes yield just vendor trash that actually is worth something outside the AH?
Overall, good changes and quite promising for talisman making and the related gathering profs.
Wednesday, May 20, 2009
PvP Strategy: the Charge
Perhaps the single-most useful tactic in group PvP, the charge is little understood even by those who can most benefit from it.
Let's break it down.
Imagine that you are in, say, the Battle for Praag scenario. You and your pals are loitering contendly around a flag, perhaps picking dandelions, when all the sudden a great mass of red names comes flailing toward you, dashing past your befuddled meleers into your creamy casters.
That is a charge.
So you ran screaming in a panic away from the charging enemy, likely to be cut to pieces in retreat. You regroup, respawn etc. by your guards, while the enemy (lets call them "order") loiters around the flag closest to your spawn point in a seething mass. They taunt you; they insult your mothers (or in the case of greenskins ... parent?). So what do you do?
All to often this is what you do: you cherry-pick. There is a back and forth of dashing attacks and retreats. Some from both side die, but no ground is gained or lost.
The problem with this is two-fold:
1. you are at a point-deficit. You need their spot, but they don't need yours.
2. it's a shitty strategy.
What you should do is ... charge.
The problem with a charge into a set enemy is this: it takes guts. Every individual knows that if they charge in alone, they will get crushed humiliatingly. If you all go in together (assuming here you are competitive in numbers and overall power, not always the case) you have a good chance of pushing them back and doing to them what they did to you. Namely, routing them.
It's one of those trust dilemmas, do you take a personal risk (getting wtfpwned) relying on your teammates to rally to your side or do you wait around taking less risk, but gaining less reward (hey we killed one witch hunter woo!)
Not surprisingly, I die a lot in these situations, because I'm unwilling to do the lazy, wrong thing. I don't want to pussy-foot around and farm 1 kill to our 5 deaths, while they rack of scenario points. So I charge in (I'm a tank after all) and more often then not, no one else does the same, and I'm unceremoniously beaten like a pinata (on fire).
What happens in a charge is this: you change the plane of the attack and your force the enemy to make choices.
If there is one enemy in range, they all attack that enemy naturally, and healers can't keep them up.
If there's 10 enemies in range, then each individual has to pick the best target. Damage is split, healers have a better chance of keeping up with that damage and meanwhile the attackers are causing more damage to the enemy, requiring more effort from the healers and possibly requiring them to reposition or change targets midstream.
Add to that the benefit of shared buffing/debuffing and shared cc benefits and you can see why the charge gives you the best chance for success.
There are other factors of course: who do you attack in your charges for one. Don't hit tanks obviously, but also you want to move in a group, but not too clumped up, so that you can't be isolated on the one hand, and can't be casually group cc'd and aoe'd.
Stay grouped, focus your damage, help your teammates and win.
Charging: it works. Give it a try.
-Czarnal
PS. Strangely no one has a problem with implementing the charge in oRvR. O-RvR is also where you'll most likely see the best counter strategies to the charge: the tank wall and the isolation move (in which you drag a part of the charge away from the main group and focus them down).
Let's break it down.
Imagine that you are in, say, the Battle for Praag scenario. You and your pals are loitering contendly around a flag, perhaps picking dandelions, when all the sudden a great mass of red names comes flailing toward you, dashing past your befuddled meleers into your creamy casters.
That is a charge.
So you ran screaming in a panic away from the charging enemy, likely to be cut to pieces in retreat. You regroup, respawn etc. by your guards, while the enemy (lets call them "order") loiters around the flag closest to your spawn point in a seething mass. They taunt you; they insult your mothers (or in the case of greenskins ... parent?). So what do you do?
All to often this is what you do: you cherry-pick. There is a back and forth of dashing attacks and retreats. Some from both side die, but no ground is gained or lost.
The problem with this is two-fold:
1. you are at a point-deficit. You need their spot, but they don't need yours.
2. it's a shitty strategy.
What you should do is ... charge.
The problem with a charge into a set enemy is this: it takes guts. Every individual knows that if they charge in alone, they will get crushed humiliatingly. If you all go in together (assuming here you are competitive in numbers and overall power, not always the case) you have a good chance of pushing them back and doing to them what they did to you. Namely, routing them.
It's one of those trust dilemmas, do you take a personal risk (getting wtfpwned) relying on your teammates to rally to your side or do you wait around taking less risk, but gaining less reward (hey we killed one witch hunter woo!)
Not surprisingly, I die a lot in these situations, because I'm unwilling to do the lazy, wrong thing. I don't want to pussy-foot around and farm 1 kill to our 5 deaths, while they rack of scenario points. So I charge in (I'm a tank after all) and more often then not, no one else does the same, and I'm unceremoniously beaten like a pinata (on fire).
What happens in a charge is this: you change the plane of the attack and your force the enemy to make choices.
If there is one enemy in range, they all attack that enemy naturally, and healers can't keep them up.
If there's 10 enemies in range, then each individual has to pick the best target. Damage is split, healers have a better chance of keeping up with that damage and meanwhile the attackers are causing more damage to the enemy, requiring more effort from the healers and possibly requiring them to reposition or change targets midstream.
Add to that the benefit of shared buffing/debuffing and shared cc benefits and you can see why the charge gives you the best chance for success.
There are other factors of course: who do you attack in your charges for one. Don't hit tanks obviously, but also you want to move in a group, but not too clumped up, so that you can't be isolated on the one hand, and can't be casually group cc'd and aoe'd.
Stay grouped, focus your damage, help your teammates and win.
Charging: it works. Give it a try.
-Czarnal
PS. Strangely no one has a problem with implementing the charge in oRvR. O-RvR is also where you'll most likely see the best counter strategies to the charge: the tank wall and the isolation move (in which you drag a part of the charge away from the main group and focus them down).
Tuesday, May 19, 2009
PvP for Dummies
Do you have a shield?
Go stand in front.
Are you wearing a dress?
Stand in back.
Do you have a propensity for stabbing or bashing things furiously?
Please direct your aggression towards the enemy wearing dresses.
Do you have healing spells?
Please use them (oh and btw, there are people you can heal that aren't in your party! Sometimes they get hurt too.)
Thanks,
Avaricia,
Sorceress
Go stand in front.
Are you wearing a dress?
Stand in back.
Do you have a propensity for stabbing or bashing things furiously?
Please direct your aggression towards the enemy wearing dresses.
Do you have healing spells?
Please use them (oh and btw, there are people you can heal that aren't in your party! Sometimes they get hurt too.)
Thanks,
Avaricia,
Sorceress
Monday, May 18, 2009
Gunbad in 1.3
What a great set of changes to Gunbad. A very fun instance already, but mythic is gearing up some much-needed changes. Hopefully similar changes will make their way into Bastion Stair. Here's some of the highlights for me:
- no more influence requirements for bosses.
- checkpoints for rezzing means no more having to completely reclear on a wipe.
- all undead despawn during the herald of solithex fight.
- herald of solithex's purple puddles have a reduced radius.
- can teleport to entrance of gunbad after a boss fight (instead of having to suicide back).
the bad thing:
krunk da big un is no longer part of the masta mixa fight. Boo!
***
Also sounds like they're making the trash fight a little smarter, which is always good fun. I'm now really looking forward to trying this out on my alts.
- no more influence requirements for bosses.
- checkpoints for rezzing means no more having to completely reclear on a wipe.
- all undead despawn during the herald of solithex fight.
- herald of solithex's purple puddles have a reduced radius.
- can teleport to entrance of gunbad after a boss fight (instead of having to suicide back).
the bad thing:
krunk da big un is no longer part of the masta mixa fight. Boo!
***
Also sounds like they're making the trash fight a little smarter, which is always good fun. I'm now really looking forward to trying this out on my alts.
A Very RvR Weekend
This past weekend was an RvR spectacular. I participated in a little bit of everything a fair bit of tier 4 o-rvr, which I'd mostly avoided to this point. Here's a rundown of my experiences:
1. strategery. I was pleasantly surprised to see a fair bit of strategizing by the various warband leaders of the groups I was in. We took BOs to stymy zone captures, we defended keeps and even split warbands to achieve multiple objectives. Warband leadership is WAR's version of running a high-end raid: it requires a lot of coordination and discipline, and I've got to give props to those who do it well.
2. Zone control. People don't like to switch gears. Sometimes the fastest way to finish capping a zone is to do scenarios or PQs, but people are reluctant to do these things once they're in o-rvr mode. Now I did see it done in Praag, when several parts of warbands went and did PQs to push us over the top, but at many other points leaders seemed to prefer to switch zones and stay in capture mode. I think that there's probably a concern that switching to scenarios or PQs will mean that your undefended nodes will get retaken, and that seems a reasonable concern. Not sure if there's a balancing fix to this, or just something that people have to get the hang of better.
3. tier 4 scenarios. This last weekend ended my grovod caverns curse, and I was actually a contributor to the success. As part of a strong destro group which was wallowing a few points back of order in Grovod, I made the crazy decision to try a cap a warpstone. Nutty, I know. Anyway, after being ganked a couple times, I finally capped successfully, and then others took up the challenge and we won handily.
Which makes me wonder, are people not really clear on strategies for these scenarios? the whole vast confusion of tier 4 scenarios and their situationally availability seems to reinforce the separation of lower t4 types and the endgame brutes that often define the course of the matches, as its those folk who have the most experience in the various scenarios. But, I observed at several points that those same people didn't seem to be pursuing what I'm pretty sure are the best ways to win the scenario (like capturing the warpstone in Grovod). So are the various +40 RR folks just pursuing a more lucarative path to renown by farming kills, even if it means losing the game, or do they really not have that good of a grasp on the strats? I'm not sure.
4. Gloating, taunting and trolling. Mixed with all the good in a large amount of pvp is bound to be the bad. Specifically, lots of gloating, taunting, and bitching. A +40 RR Witchhunter /lol'd at me when he killed me as I was trying to cap a warpstone.
Let me rephrase that, when he and another WH killed me ... a level 38 chosen. Oh and they were losing the game at that point, and went on to lose it handily. I understand the whole /teabag your opponent thing, but really, pick your spots. It just made the WH in question look dumb and pathetic.
Conversely, the SM who owned like 3 destro at a time, twice in a row (alluded to in my guide to tanking below) didn't emote a thing, but if he had, he would have earned it.
5. Age of zergening. While I've complained about the use of the term zerging before, its indisputable that WAR's open-RvR game is about numbers. Certainly there's skill, and organization, and class balance, but really, its usually the biggest group that wins. But, and this is important for me, even though the contribution of the individual can feel trivial in these massive onslaughts, there is a contribution factor. One individual's great play won't offset an extra warband, but it can make a big impact. I've noticed in scenarios that my groups do better now. Could be coincidence, but I'm sure that being able to contribute more as a level 38 or now 39 tank, playing a tanking role now, is helping.
6. tanking in RvR. It's not that bad, really. I've been pretty down on it recently, and it's certainly a mixed bag, but in the right combinations, tanking-type play feels pretty valuable. Guarding casters, debuffing, knockdowns and knockback, it's actually pretty satisfying once you can come to terms with not being dps.
1. strategery. I was pleasantly surprised to see a fair bit of strategizing by the various warband leaders of the groups I was in. We took BOs to stymy zone captures, we defended keeps and even split warbands to achieve multiple objectives. Warband leadership is WAR's version of running a high-end raid: it requires a lot of coordination and discipline, and I've got to give props to those who do it well.
2. Zone control. People don't like to switch gears. Sometimes the fastest way to finish capping a zone is to do scenarios or PQs, but people are reluctant to do these things once they're in o-rvr mode. Now I did see it done in Praag, when several parts of warbands went and did PQs to push us over the top, but at many other points leaders seemed to prefer to switch zones and stay in capture mode. I think that there's probably a concern that switching to scenarios or PQs will mean that your undefended nodes will get retaken, and that seems a reasonable concern. Not sure if there's a balancing fix to this, or just something that people have to get the hang of better.
3. tier 4 scenarios. This last weekend ended my grovod caverns curse, and I was actually a contributor to the success. As part of a strong destro group which was wallowing a few points back of order in Grovod, I made the crazy decision to try a cap a warpstone. Nutty, I know. Anyway, after being ganked a couple times, I finally capped successfully, and then others took up the challenge and we won handily.
Which makes me wonder, are people not really clear on strategies for these scenarios? the whole vast confusion of tier 4 scenarios and their situationally availability seems to reinforce the separation of lower t4 types and the endgame brutes that often define the course of the matches, as its those folk who have the most experience in the various scenarios. But, I observed at several points that those same people didn't seem to be pursuing what I'm pretty sure are the best ways to win the scenario (like capturing the warpstone in Grovod). So are the various +40 RR folks just pursuing a more lucarative path to renown by farming kills, even if it means losing the game, or do they really not have that good of a grasp on the strats? I'm not sure.
4. Gloating, taunting and trolling. Mixed with all the good in a large amount of pvp is bound to be the bad. Specifically, lots of gloating, taunting, and bitching. A +40 RR Witchhunter /lol'd at me when he killed me as I was trying to cap a warpstone.
Let me rephrase that, when he and another WH killed me ... a level 38 chosen. Oh and they were losing the game at that point, and went on to lose it handily. I understand the whole /teabag your opponent thing, but really, pick your spots. It just made the WH in question look dumb and pathetic.
Conversely, the SM who owned like 3 destro at a time, twice in a row (alluded to in my guide to tanking below) didn't emote a thing, but if he had, he would have earned it.
5. Age of zergening. While I've complained about the use of the term zerging before, its indisputable that WAR's open-RvR game is about numbers. Certainly there's skill, and organization, and class balance, but really, its usually the biggest group that wins. But, and this is important for me, even though the contribution of the individual can feel trivial in these massive onslaughts, there is a contribution factor. One individual's great play won't offset an extra warband, but it can make a big impact. I've noticed in scenarios that my groups do better now. Could be coincidence, but I'm sure that being able to contribute more as a level 38 or now 39 tank, playing a tanking role now, is helping.
6. tanking in RvR. It's not that bad, really. I've been pretty down on it recently, and it's certainly a mixed bag, but in the right combinations, tanking-type play feels pretty valuable. Guarding casters, debuffing, knockdowns and knockback, it's actually pretty satisfying once you can come to terms with not being dps.
Tuesday, May 12, 2009
Tanks in PVP: A Guide for Casters
Inspired by the sorceress who asked me if I was "sleeping" after we were both killed by a swordmaster in Invader gear, she being killed while standing blithely in melee range of the SM, I present the following guide to PVP tanks for casters.
***
Tanks: Your armored friends
Greetings casters. You may have noticed in your scenarios and rvr exploits some fellows running around in heavy armor, some carrying shields. Those fellows are tanks! Tanks are friendly creatures, slow to anger and good with children.
Tanks can do many things for you in PVP, but there are some things they cannot do.
Tanks Can Do:
1. make your enemies less dangerous. We can make those nasty sword-wielding maniacs hurt you less! Isn't that nice? This is called debuffing. Chosen (a kind of tank) can for example use auras that reduce strength (how hard your enemies can hit you) or that increase your toughness (how much hitting you can take). We can also taunt. A taunt is when we say nasty things about the enemy's mother. This makes them mad at us, but less mad at you, so they do less damage! Some of these things only work for you if you're in the same group as a tank, so stay close to your friendly armored group-mate.
2. make it harder for the enemy to get to you. We can knock down the enemy, snare them, knock them away. But we can't do these things all the time, just some of the time. The time when we can't do these things is called a cooldown. Or sometimes we run out of "Action Points." "Action points" are our helping juice, when we are out of helping juice, we cannot make them leave you alone.
3. Protect the weak. Tanks have a special talent for helping the weaker and more flimsy. People like you, dear caster. But, you have to be in the same group as the tank to receive a guard (how we protect the weak), and only one person can be guarded, and only if they're close by the tank.
Tanks Cannot:
1. stop people from hitting you. You have a special ability deep inside you that you can use to stop them from hitting you. This gift is called "running away." Many of your magical powers work at a long range. Try attack people from afar!
2. stop people from hurting you. We can make them hurt less, and we want to, dear friend. But they will still hurt you. If you are getting hurt, might I suggest again using your "run away" ability?
3. stop you from dying. If someone hits you enough times, even if they are being "debuffed," I'm sorry to say that you will die. It happens. We feel bad when you die, dear caster, but we are not gods, and do not have the power to keep you alive when you have been beaten into a bloody pulp. To avoid this, watch how much "health" you have left in your "health bar." If you do not have much health left, I heartily encourage you, again, to "run away."
***
Tanks: Your armored friends
Greetings casters. You may have noticed in your scenarios and rvr exploits some fellows running around in heavy armor, some carrying shields. Those fellows are tanks! Tanks are friendly creatures, slow to anger and good with children.
Tanks can do many things for you in PVP, but there are some things they cannot do.
Tanks Can Do:
1. make your enemies less dangerous. We can make those nasty sword-wielding maniacs hurt you less! Isn't that nice? This is called debuffing. Chosen (a kind of tank) can for example use auras that reduce strength (how hard your enemies can hit you) or that increase your toughness (how much hitting you can take). We can also taunt. A taunt is when we say nasty things about the enemy's mother. This makes them mad at us, but less mad at you, so they do less damage! Some of these things only work for you if you're in the same group as a tank, so stay close to your friendly armored group-mate.
2. make it harder for the enemy to get to you. We can knock down the enemy, snare them, knock them away. But we can't do these things all the time, just some of the time. The time when we can't do these things is called a cooldown. Or sometimes we run out of "Action Points." "Action points" are our helping juice, when we are out of helping juice, we cannot make them leave you alone.
3. Protect the weak. Tanks have a special talent for helping the weaker and more flimsy. People like you, dear caster. But, you have to be in the same group as the tank to receive a guard (how we protect the weak), and only one person can be guarded, and only if they're close by the tank.
Tanks Cannot:
1. stop people from hitting you. You have a special ability deep inside you that you can use to stop them from hitting you. This gift is called "running away." Many of your magical powers work at a long range. Try attack people from afar!
2. stop people from hurting you. We can make them hurt less, and we want to, dear friend. But they will still hurt you. If you are getting hurt, might I suggest again using your "run away" ability?
3. stop you from dying. If someone hits you enough times, even if they are being "debuffed," I'm sorry to say that you will die. It happens. We feel bad when you die, dear caster, but we are not gods, and do not have the power to keep you alive when you have been beaten into a bloody pulp. To avoid this, watch how much "health" you have left in your "health bar." If you do not have much health left, I heartily encourage you, again, to "run away."
Why sigils are good
So I assume everyone knows about the upcoming change to wards, but to review: wards are now separate from the armor. They are stored in your tome, they combine into Sigils. You can get wards (sigil fragments) from completing achievements (Such as kill Boss dropping ward-armor X times)
Okay, so that's that. Good or bad?
Good. Here's why. The problem with WAR endgame is its extreme linearity.
There's little choice: BS, B/B, LV .... or .... Keep, Fort, City.
But now, not so much, by removing the wards from the armor, you can pursue gear for its bonuses rather than its wards.
So much like the crit weapon farming in BS, people will be able to farm the best possible gear for their class, spec and conception thereof.
It also means (and probably why it was done) that good armor, high level armor can be introduced without wards.
So in summary: more choice = good, the forces of order = lame.
Okay, so that's that. Good or bad?
Good. Here's why. The problem with WAR endgame is its extreme linearity.
There's little choice: BS, B/B, LV .... or .... Keep, Fort, City.
But now, not so much, by removing the wards from the armor, you can pursue gear for its bonuses rather than its wards.
So much like the crit weapon farming in BS, people will be able to farm the best possible gear for their class, spec and conception thereof.
It also means (and probably why it was done) that good armor, high level armor can be introduced without wards.
So in summary: more choice = good, the forces of order = lame.
Friday, May 8, 2009
Why I play
Last night my guild had an alt night, and it turned out to be great fun. A good group with lots to do, work together, joking around, possibly causing wipes from said joking around ... well it was fun for me anyway.
To get together online with folks around the country, to do different types of things, enjoying the game with no drama, that's what WAR is at its best for me. Did I come away with phat loot? not really, though I won a couple bags.
Did we own everything in sight? We did pretty well in both PQ and scenarios, but it wasn't like we were a juggernaut of destruction. It was just a good time, hanging with guild friends and new faces. Goofing off at its best.
Don't get me wrong, I like to accomplish the big task, to earn the phat loots, and what not, but at the end of the day, I log on to have fun and last night I had a lot of it.
MMO's are about ongoing stories, the persistent world and all that, but also, importantly, about shared experiences, and when you can savor the shared experience, the time is well spent, regardless of anything else.
To get together online with folks around the country, to do different types of things, enjoying the game with no drama, that's what WAR is at its best for me. Did I come away with phat loot? not really, though I won a couple bags.
Did we own everything in sight? We did pretty well in both PQ and scenarios, but it wasn't like we were a juggernaut of destruction. It was just a good time, hanging with guild friends and new faces. Goofing off at its best.
Don't get me wrong, I like to accomplish the big task, to earn the phat loots, and what not, but at the end of the day, I log on to have fun and last night I had a lot of it.
MMO's are about ongoing stories, the persistent world and all that, but also, importantly, about shared experiences, and when you can savor the shared experience, the time is well spent, regardless of anything else.
Wednesday, May 6, 2009
WARBuddy
So everyone's in a tizzy about WARBuddy (hear the WARP podcast on it here), an exploit program that allows you to, essentially, disregard the physics and boundaries of the game world.
Yeah, this sort of thing is really bad. There used to be a similar program for WoW that I think they got rid of by using that installer thing that checks the version of the game on your computer at runtime. People in WoW used it to attack mobs in dungeons from above them, where they were unable to target.
Hacks happen, bots happen. I can't really get too worked up about it, really. Sure people are cheating, but they take risks when they do: accounts get banned for this sort of thing. And how does it affect me? I get owned plenty by non-cheating players so that wouldn't be a difference.
Let me put it another way, which is more potent: warbuddy or a super-high end guild? If you have a very active, high-level guild you have a huge advantage in the game, and totally legitimately.
So yeah, they need to figure out how to get this thing out of the game, but I'm not gonna get in a twist about it, and if it's one or the other, I'd rather they work on the game's content -- on encouraging players to keep playing than on stopping cheaters.
Yeah, this sort of thing is really bad. There used to be a similar program for WoW that I think they got rid of by using that installer thing that checks the version of the game on your computer at runtime. People in WoW used it to attack mobs in dungeons from above them, where they were unable to target.
Hacks happen, bots happen. I can't really get too worked up about it, really. Sure people are cheating, but they take risks when they do: accounts get banned for this sort of thing. And how does it affect me? I get owned plenty by non-cheating players so that wouldn't be a difference.
Let me put it another way, which is more potent: warbuddy or a super-high end guild? If you have a very active, high-level guild you have a huge advantage in the game, and totally legitimately.
So yeah, they need to figure out how to get this thing out of the game, but I'm not gonna get in a twist about it, and if it's one or the other, I'd rather they work on the game's content -- on encouraging players to keep playing than on stopping cheaters.
PQ Crawl-ette: the recap
So last night marked our first attempt at a Gaarawarr-style PQ crawl.
It was a bit light on epic-ness, but was still a fun try at a type of user-generated event that is much more tricky than you might imagine.
We only got through 7 PQs, and had at max about 7-8 participants. So it was a bit light on drama, but was fun-times and got some people some loot and influence.
What we learned:
1. a genuine multi-tier crawl is an undertaking, plan accordingly.
2. promote, promote, promote. Shout out anywhere and everywhere. The more people you have, the more fun the process will be for everyone involved.
3. hit everything. Now I'm not sure that everyone would agree, but for me the whole point of the crawl is to go from one PQ to the next one, not being selective.
4. don't masterloot. In some cases this might be worth doing, but it slows down the process. If I had a lot of level 11 folk, as we did last night, I might bother master looting ch.5 stuff, but otherwise I wouldn't bother.
5. go, go, go. Keep the pace brisk. It's a lot of ground to cover. Don't wait for people and don't dawdle.
6. remember that its supposed to be fun. Not really a problem, but something that always warrants a reminder. Better to hit a few PQs and everyone has fun than churn through them all and be miserable.
7. make sure you have enough firepower to move through them quickly. We had a lot of alts on and it meant more xp for folks I guess, but slower PQs. To get them all cranked out, I think you need a core of high level characters to really keep the pace brisk.
Anyway, we'll do another one soon, and I think we'll get much farther along. Will we manage a full 4-tier crawl? maybe not, but if we can get into double digits of PQs, move through a couple full tiers, I'll be stoked.
All the more props to Gaarawarr for the immensity of the crawls he's executed. It's not a small thing to do.
Hope everyone that came had a good time and will join us again on the next attempt.
It was a bit light on epic-ness, but was still a fun try at a type of user-generated event that is much more tricky than you might imagine.
We only got through 7 PQs, and had at max about 7-8 participants. So it was a bit light on drama, but was fun-times and got some people some loot and influence.
What we learned:
1. a genuine multi-tier crawl is an undertaking, plan accordingly.
2. promote, promote, promote. Shout out anywhere and everywhere. The more people you have, the more fun the process will be for everyone involved.
3. hit everything. Now I'm not sure that everyone would agree, but for me the whole point of the crawl is to go from one PQ to the next one, not being selective.
4. don't masterloot. In some cases this might be worth doing, but it slows down the process. If I had a lot of level 11 folk, as we did last night, I might bother master looting ch.5 stuff, but otherwise I wouldn't bother.
5. go, go, go. Keep the pace brisk. It's a lot of ground to cover. Don't wait for people and don't dawdle.
6. remember that its supposed to be fun. Not really a problem, but something that always warrants a reminder. Better to hit a few PQs and everyone has fun than churn through them all and be miserable.
7. make sure you have enough firepower to move through them quickly. We had a lot of alts on and it meant more xp for folks I guess, but slower PQs. To get them all cranked out, I think you need a core of high level characters to really keep the pace brisk.
Anyway, we'll do another one soon, and I think we'll get much farther along. Will we manage a full 4-tier crawl? maybe not, but if we can get into double digits of PQs, move through a couple full tiers, I'll be stoked.
All the more props to Gaarawarr for the immensity of the crawls he's executed. It's not a small thing to do.
Hope everyone that came had a good time and will join us again on the next attempt.
Tuesday, May 5, 2009
Fun Time Volkmar
Inspired by Gaarawarr's epic exploits, my awesome (if somewhat wee) guild, Children of the Raven, is running a PQ crawl tonight on Volkmar. We'll be doing Dark Elf PQs starting at 8:30 CST in Ch.1, until we pass out from exhaustion or finish them all.
So if you've got a destro toon on Volkmar, come out and join in the fun, and if not, roll up a newb and pay us a visit.
I'll try to get a recap of our success or failure tomorrow.
So if you've got a destro toon on Volkmar, come out and join in the fun, and if not, roll up a newb and pay us a visit.
I'll try to get a recap of our success or failure tomorrow.
Tuesday, April 28, 2009
The Downward Spiral?
Greetings to one and all.
The last few weeks have seen some damage done to the once thriving WAR blogging community. We'd already lost Syp to the potty, and now we've also lost the excellent Breakfast at War and GirlIRL. Sad times indeed.
Meanwhile many of the rest of us have slowed down or disappeared from the blogrolls altogether. Coincidence? Could be. Diminishing passion? Hmm.
For myself, I can say that the flames have cooled a bit. I still am playing nightly, and still enjoying it, but I'm not as fanatically as I was even a few weeks ago. The approaching endgame is rekindling some of my worst WoW 1.0 end-game memories and RvR in Tier 4 is still a mixed bag at best.
The live event was quite fun, I thought, and got people out and about, and I still contend that the early game of WAR is much better than the competition, but the RvR-nes of WAR and all that it entails combined with the rigid PvE endgame is not inspiring me to play as often or with the same level of dedication as I did when my characters were churning through the lower tiers.
Having said all that, I'm not closing shop or looking for a new game, and I still read and enjoy the many great WAR blogs out there. My guild is great is small, and I feel like there's much fun to be had in the game.
Here's looking forward to some exciting developments and creative thinking from the mythic team and maybe a little more interaction with the consumer base, to get us amped up again about the WAR.
The last few weeks have seen some damage done to the once thriving WAR blogging community. We'd already lost Syp to the potty, and now we've also lost the excellent Breakfast at War and GirlIRL. Sad times indeed.
Meanwhile many of the rest of us have slowed down or disappeared from the blogrolls altogether. Coincidence? Could be. Diminishing passion? Hmm.
For myself, I can say that the flames have cooled a bit. I still am playing nightly, and still enjoying it, but I'm not as fanatically as I was even a few weeks ago. The approaching endgame is rekindling some of my worst WoW 1.0 end-game memories and RvR in Tier 4 is still a mixed bag at best.
The live event was quite fun, I thought, and got people out and about, and I still contend that the early game of WAR is much better than the competition, but the RvR-nes of WAR and all that it entails combined with the rigid PvE endgame is not inspiring me to play as often or with the same level of dedication as I did when my characters were churning through the lower tiers.
Having said all that, I'm not closing shop or looking for a new game, and I still read and enjoy the many great WAR blogs out there. My guild is great is small, and I feel like there's much fun to be had in the game.
Here's looking forward to some exciting developments and creative thinking from the mythic team and maybe a little more interaction with the consumer base, to get us amped up again about the WAR.
Friday, April 24, 2009
Week in review: the Good and the Bad
Greetings and happy Friday to you all.
So another week of WAR bites the dust and it's been a pretty interesting one for me.
Instead of another whiny Fuck You post, I thought I'd mix in a little good with the bad. Still whining, naturally.
Good:
Beyond the Sands Live Event. Lots to do, and people are gung-ho about it, even though the rewards are middling. The trophy is quite nice and the title is pretty good ("The Eternal"). Not sure how important the goggles will be, but I guess they're useful too, and fun looking, if you're into that sort of thing.
Bad:
Getting wtfpwned A few guildies and I were harrassing the live event PQ in dragonwake when we got absolutely crushed by a level 40 witch hunter. There was a SM there as well but the WH did the dirty work, basically killing all four of us solo. I chased her down when she had just a tiny sliver of health left, but one healing pot and a disarm later, I was eating elf-dirt. Anyway if you see Lolaxica on Volkmar, run away.
Good:
Lairs I know the loot isn't that great, and sometimes they're down, and you waste a trip, and some are much harder than others, yadda yadda, but for me, these are gold. Tucked away in obscure spaces, with jumps or obscure keys to enter, and then some really challenging fights, at least at the level my group was doing them. From the last one we did we got two R39 blue BoE drops, so not a bad haul, imo.
The idea of the lair itself is just great, for me. There's something about creeping into a big baddies lair that makes it very evocative. Also its a nice option to have when you've got just a little bit of time.
Bad:
Bad physics Seriously, I'm sorry, but If I knock someone off a mountain top, they need to die from the fall. It's complete BS that they take no fall damage. You don't want people pushing others off mountains, how about you get rid of knockback, or better yet, mountains? Don't fuck with gravity, kthx.
Good:
Alts I'm playing three characters now, and it's really ideal for me. Each tier and character role plays very different and has its own strengths and weaknesses. I'm doing new stuff and getting a better feel for how the pieces work together. The sorceress for me is still a bit too flimsy and reliant on others, especially in pvp. Though I can at least kill comparable level champs with her, so that's a nice improvement. The zealot is good fun, fun to RvR, a bit slow to solo, but obviously groups very well with just about anything.
Bad:
Invisible Walls Okay, I get why there's invisible walls in say, the Soul Vault, but ... I can't jump off stairs? Why on earth they felt like they needed to keep people from jumping on stuff, I'll never know. It's maddening though, to find perfectly good gaps or low walls or whatever and then find the way blocked.
Here's a thought, if I can jump yea-high, make the damn walls higher than that.
If I want to jump into the lava, by god, that's my right. Isn't it?
So another week of WAR bites the dust and it's been a pretty interesting one for me.
Instead of another whiny Fuck You post, I thought I'd mix in a little good with the bad. Still whining, naturally.
Good:
Beyond the Sands Live Event. Lots to do, and people are gung-ho about it, even though the rewards are middling. The trophy is quite nice and the title is pretty good ("The Eternal"). Not sure how important the goggles will be, but I guess they're useful too, and fun looking, if you're into that sort of thing.
Bad:
Getting wtfpwned A few guildies and I were harrassing the live event PQ in dragonwake when we got absolutely crushed by a level 40 witch hunter. There was a SM there as well but the WH did the dirty work, basically killing all four of us solo. I chased her down when she had just a tiny sliver of health left, but one healing pot and a disarm later, I was eating elf-dirt. Anyway if you see Lolaxica on Volkmar, run away.
Good:
Lairs I know the loot isn't that great, and sometimes they're down, and you waste a trip, and some are much harder than others, yadda yadda, but for me, these are gold. Tucked away in obscure spaces, with jumps or obscure keys to enter, and then some really challenging fights, at least at the level my group was doing them. From the last one we did we got two R39 blue BoE drops, so not a bad haul, imo.
The idea of the lair itself is just great, for me. There's something about creeping into a big baddies lair that makes it very evocative. Also its a nice option to have when you've got just a little bit of time.
Bad:
Bad physics Seriously, I'm sorry, but If I knock someone off a mountain top, they need to die from the fall. It's complete BS that they take no fall damage. You don't want people pushing others off mountains, how about you get rid of knockback, or better yet, mountains? Don't fuck with gravity, kthx.
Good:
Alts I'm playing three characters now, and it's really ideal for me. Each tier and character role plays very different and has its own strengths and weaknesses. I'm doing new stuff and getting a better feel for how the pieces work together. The sorceress for me is still a bit too flimsy and reliant on others, especially in pvp. Though I can at least kill comparable level champs with her, so that's a nice improvement. The zealot is good fun, fun to RvR, a bit slow to solo, but obviously groups very well with just about anything.
Bad:
Invisible Walls Okay, I get why there's invisible walls in say, the Soul Vault, but ... I can't jump off stairs? Why on earth they felt like they needed to keep people from jumping on stuff, I'll never know. It's maddening though, to find perfectly good gaps or low walls or whatever and then find the way blocked.
Here's a thought, if I can jump yea-high, make the damn walls higher than that.
If I want to jump into the lava, by god, that's my right. Isn't it?
Tuesday, April 21, 2009
You know what's awesome?

When light can't penetrate objects!
That's right, shadows are awesome. They're nature's way of telling us what is a ghost and what we can run into. So let's hear it for shadows! Yay.
You know what is not awesome?
Not only having to ride a rather undersized piggy, but also being called a "whacka."
My friend, you have my sympathy.
Miscellany: City Defense, Sorceress, Bastion Stair
Participated in the defense of the IC last night, was good fun. The defensive group I was in was quite strong and we held off order until the timer ran out, then killed them off and farmed the PQ. Of course I didn't contribute much to the effort, but I made a good show of it, running around crazily, as if my attacks were actually doing damage to the enemy.
But I have to say the whole wait til the timer wears out thing seems a bit sketch. I mean, not exploitive, but just slightly unbalanced towards defenders. After contested wore out, we could still respawn in the city while attackers got the boot when they respawned. Might be more balanced if we had to at least finish stage one of the pq while the city was contested.
***
Also, I've been playing my bank alt, a lowbie sorceress, a bit. Quite different, as you might imagine from the Chosen or the zealot (my other active alt). The sorceress kind of sucks to solo with, at least the way I play, because I can't realistically kill champions solo. I suppose I could kite them around terrain, but I have no snare at this point, so it's a bit daunting. I will say that it's very fun to one-shot mobs of the same level.
Scenarios with the sorceress are a real mixed bag. If there's any structure to the group: healing, tanking, that sort of thing, then it's quite a potent experience, but when I'm left alone, I'm a joke. It's a bit frustrating watching tanks and mdps run right past people that are racing up to me, and then getting owned. Probably this gets better as people get more snares and crowd control, but it can certainly be frustrating.
***
Which makes me wonder, would I be more RvR focused if my main were a healer or the sorc? I find that healers are the least team-dependant in terms of enjoying doing rvr. I can be on a totally crap team with my zealot and still have fun, but with Czarnal and even more so with the sorc, if my team is underpowered or disorganized, it quickly feels like a chore.
***
Also, did a guild run of Bastion Stair left wing on the weekend. Good fun. I like a lot of things about this dungeon: it looks great, the loot is good, and I still like the pqs and quests and all that, very centralized and efficient, like so much in WAR. The downsides of the way these things are built (at least BS and Gunbad) are:
1. a bit uniform. Mobs in left wing are all beastmen: there's a couple outliers ... a gnoblar/ogre optional boss (iirc) and a doombull boss, but basically the same thing over and over. The PQs in the wing are all extremely straightforward too, though the wing boss fight was different and fun.
2. Hard to work on. The second PQ boss is quite hard, harder than anything else, unless we were just completely doing it wrong, which is possible, I suppose. And we couldn't really practice it, because by the time we respawned, the 1st PQ was fully populated and by the time we got past that, the 2nd was reset.
But I have to say the whole wait til the timer wears out thing seems a bit sketch. I mean, not exploitive, but just slightly unbalanced towards defenders. After contested wore out, we could still respawn in the city while attackers got the boot when they respawned. Might be more balanced if we had to at least finish stage one of the pq while the city was contested.
***
Also, I've been playing my bank alt, a lowbie sorceress, a bit. Quite different, as you might imagine from the Chosen or the zealot (my other active alt). The sorceress kind of sucks to solo with, at least the way I play, because I can't realistically kill champions solo. I suppose I could kite them around terrain, but I have no snare at this point, so it's a bit daunting. I will say that it's very fun to one-shot mobs of the same level.
Scenarios with the sorceress are a real mixed bag. If there's any structure to the group: healing, tanking, that sort of thing, then it's quite a potent experience, but when I'm left alone, I'm a joke. It's a bit frustrating watching tanks and mdps run right past people that are racing up to me, and then getting owned. Probably this gets better as people get more snares and crowd control, but it can certainly be frustrating.
***
Which makes me wonder, would I be more RvR focused if my main were a healer or the sorc? I find that healers are the least team-dependant in terms of enjoying doing rvr. I can be on a totally crap team with my zealot and still have fun, but with Czarnal and even more so with the sorc, if my team is underpowered or disorganized, it quickly feels like a chore.
***
Also, did a guild run of Bastion Stair left wing on the weekend. Good fun. I like a lot of things about this dungeon: it looks great, the loot is good, and I still like the pqs and quests and all that, very centralized and efficient, like so much in WAR. The downsides of the way these things are built (at least BS and Gunbad) are:
1. a bit uniform. Mobs in left wing are all beastmen: there's a couple outliers ... a gnoblar/ogre optional boss (iirc) and a doombull boss, but basically the same thing over and over. The PQs in the wing are all extremely straightforward too, though the wing boss fight was different and fun.
2. Hard to work on. The second PQ boss is quite hard, harder than anything else, unless we were just completely doing it wrong, which is possible, I suppose. And we couldn't really practice it, because by the time we respawned, the 1st PQ was fully populated and by the time we got past that, the 2nd was reset.
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