Friday, March 7, 2008

slow and steady

Z's steadily making progress in the gear department. last night we picked up [Sage of Terokk] (finally found a seth group), got our 2nd kara key fragment from steamvault and picked up a few more bits of healing gear along the way; we broke +900 healing at long last (+773 shadow dmg, on the face-melting side of things).

Continue reading "slow and steady"...

Thursday, March 6, 2008

enough already

nerfs suck. there's just no two ways about it. the nerf bat leaves a long and broken trail of crocodile tears and sad pandas in it's wake. we get that. we've been on the receiving end of more nerfs than we can remember over the years we've played. we feel your pain. however, for the love of all that's holy (or unholy, for all you demon-hugging warlocks out there) quit with the whining already!

so, you got (or are expecting to get) nerfed. it sucks. what are you going to do now? is complaining about it ad nauseum really going to fix things? unlikely. you've expressed your displeasure and it's most certainly been noted by those who wield the mighty nerf bat (yes, they really *do* listen to what you have to say. that doesn't mean they're going to give you what you want, though).

  1. you can decide that this most recent nerf is the absolute last straw and go find a new game.
  2. you can decide that this most recent nerf has made your current spec/class "unplayable" and go find a new spec/class to play.
  3. you can decide to adapt to the new mechanic that this most recent nerf has/will put into place and continue playing.
pick one and be done with it.

contrary to popular belief, game developers do not make changes to game mechanics in a vacuum. every single change is made for a reason. you have every right to disagree with that reason, but don't fall into the habit of thinking game developers are stupid or don't think these changes through. developers don't just wake up one morning and think "you know, I think warlocks are regenerating too much mana. I'll just change that when I get into the office this afternoon..." while scratching themselves on the way to the bathroom.

every change to a game mechanic goes through a proposal process where the desired outcome is clearly stated and potential impacts are modeled and examined. then it goes through an internal testing process where the change is implemented and tested in-house and the results are checked against the desired outcome. then the change will go through a more public testing process where the results are yet again reviewed and examined to make sure the desired outcome is being achieved. then and only then does a change to a game mechanic get slated for a future release.

changing the game is not a trivial process. a lot of thought goes into it and changes are made for reasons the game developers feel are important, not simply "because they can". the next time you're picking yourself up off the floor after your latest visit from nerf bat fairy consider that maybe the developers really *do* know what they're doing and try focusing your energy on adapting to the change instead of screaming about how unfair or retarded it is.

in the immortal words of someone far more clever than we are, "less QQ, more PewPew".

Continue reading "enough already"...

These are the People in your Raid

courtesy of the WoW forums: everything you need to know about the types of people you'll be raiding with.

Tuesday, March 4, 2008

Karazhan, the Destroyer of Guilds

raiding changes guilds. some guilds ride out the changes just fine, others get torn apart by the stresses and challenges that raiding introduces.

why? what's so hard about raiding? it's just like doing an instance with more people, right? let's start by looking at what it means to raid. in this post-TBC era raiding is a 10 to 25 man affair (it was 20-40 in the pre-TBC era). much like running 5-man instances, not just any 10 to 25 folks will do. you need a certain number of healers, a certain number of tanks, a certain mix of dps and utility and so on.

take a minute and think about how hard it can be some nights to put together a 5-man pug. sometimes finding a tank is a nightmare, other times you have to beg and plead to get a healer to come along and you might even have trouble finding dps! now take it up a level and imagine putting together a 5-man heroic run. things like gear and skill start to matter when the trash can 2-shot you. that guy in all greens? yeah, not gonna happen. that hunter that always leaves growl on? pass, thanks. you necessarily have to be a bit more picky about who you bring into your group if you want to have a good chance of success.

combine two of those heroic instance groups, shake well and you get close to what you need as a bare minimum to start raiding. a couple of tanks, 2-3 healers, some mix of dps/cc/utility, a base level of player skill, mostly blue (or better) gear and, most importantly, enough schedule overlap to be able to play together for a few hours at a time.

Continue reading "Karazhan, the Destroyer of Guilds"...

Monday, March 3, 2008

busy weekend

funny what a little car trouble will lead to. we'd originally planned to go play in the snow last weekend, but ended up staying home and playing a lot of WoW instead. and we were productive! we started our kara key quest and got our first fragment from Shadow Labs. in preparation for the last step of that quest line, we finally ran Caverns of Time: Durnholde. aside from just being a fun instance to begin with, this also got us some of the best pre-raid shadow priest gloves, [Tempest's Touch], available as a quest reward. a couple of gems later and these lovelies are worth 45 spell damage!

Continue reading "busy weekend"...