HotS Beta Update + Guild Wars 2 Socialization

Heart of the Swarm beta update:

A few more weeks and many beta patches have gone by, and I thought it was time for me to once again share my thoughts on the beta for the next Starcraft II expansion.

Official logo for Starcraft II: Heart of the SwarmIt’s been a roller-coaster couple of weeks for us Protoss players, as every one of our new units has received significant changes. This is most true of the oracle, which must be the bane of the balance team’s existence at this point.

Not only has the oracle lost every single ability it was first previewed with, it has also lost several abilities it had received since then. Its current abilities are pulsar beam (a channeled attack that does very high damage to buildings), time warp (an AoE slow), and revelation (which grants vision of enemy units).

I didn’t mind the old abilities as much as most, and I am little concerned about time warp overlapping with force field, but I’m inclined to see these as positive changes. They make the oracle more versatile and skill-intensive, and it’s still a unique form of harassment.

My main complaint is that it lost its detection. Protoss desperately needs mobile detection from something other than observers if we’re ever going to see significant build diversity in the early game. The mothership core has received a detection ability, but I’m not sure that’s enough.

The new mothership core unit from Starcraft II: Heart of the SwarmSpeaking of the ol’ mommaship core, it has also been heavily redesigned multiple times. Long story short, it’s lost its economic abilities and been untethered from the nexus, and is now intended to be viable as a core spellcaster in armies.

I don’t know how to feel about this. I really liked the original design of the mothership core, but I also appreciate the new opportunities it now provides, such as early harassment. My main concern is that it’s too fragile to be a front line caster, especially since you can only have one at a time.

Finally, the tempest has been buffed, mainly through cost reduction and the loss of its fleet beacon requirement. I’m not sure this goes far enough, but it’s definitely a step in the right direction. The tempest did not work as an endgame capitol ship. It makes more sense as early-mid game harassment.

The new tempest unit from Starcraft II: Heart of the SwarmOn the Terran front, the main news is that the widow mine was redesigned. No longer a suicide unit, it is now a burrowed rocket launcher with a lengthy cooldown between shots.

The general consensus among non-Terran players is that widow mines are stupidly overpowered right now, and the popularity of the “get as many mines as you can as fast as you can” strategy seems to support this.

To be fair, though, I have seen many cases of Terrans going heavy widow mines and still losing, so maybe it’s not as bad as we think. Its ability to hit cloaked units even without detection needs to die in a fire, though. That’s just ridiculous.

The only other significant Terran news is that battle hellions have been renamed “hellbats,” which may be a tacit admission that they’re just firebats 2.0.

The new Hellbat unit from Starcraft II: Heart of the SwarmZerg hasn’t gotten any significant changes in recent times. I really don’t get Zerg, so any of my thoughts on them should be taken with a grain of salt, but I’d be inclined to say this is because Zerg doesn’t need big changes. Their new units and mechanics all worked pretty well from the outset.

There is some concern that the viper isn’t particularly useful, and it is true that I haven’t seen many players use it in the matches I’ve watched, but I kind of wonder if people just haven’t learned to incorporate it well yet. Abduct still seems quite devastating when used properly.

Overall, I think all these changes are largely positive. Even if widow mines are ridiculous right now, at least they’re an interesting design. The warhound was overpowered, but it was also incredibly dull and uninspired. The widow mine is a completely new mechanic in Starcraft.

There have also been a number of UI updates, social improvements, and other peripheral changes to the beta in recent times, including the long-awaited clan support and a new leveling system.

Concept art of Sarah Kerrigan and an ultralisk in Starcraft II: Heart of the SwarmStarcraft II devs are best devs:

I’d also like to just take a moment to praise the developers and their interactions with the community during this beta. Dustin Browder and David Kim (Rock and Dayvie on the forums) have been incredibly open and accessible, explaining in detail the reasoning behind all of their decisions.

They often offer insight into the testing processes that have led them to their conclusions, and they still encourage players to do their own testing and share their findings. Sometimes, they’ll respond to a thread just to thank players for some especially detailed feedback.

Meanwhile, Brian Kindregan, lead writer for Heart of the Swarm, has been answering questions from the Starcraft II Ask CDev Q & A and has shown remarkable humility and honesty in owning up to the failures of Wings of Liberty’s storyline, earning praise from even the most embittered QQer.

I generally hold pretty high opinions of most of Blizzard’s developers (yes, even Jay Wilson), but clearly, Starcraft II devs are best devs. Their honesty, humility, and accessibility are unmatched in my experience.

Socialization in Guild Wars 2:

My warrior socializes in Lion's Arch during Guild Wars 2's Halloween eventAs promised, my thoughts on the social interactions in Guild Wars 2 have been posted at WhatMMO. It’s odd that what is probably the most social-friendly MMO in history can also feel very lonely at times.

But is this is really an issue, or do we have no one to blame but ourselves?

MoP Endgame: The Good, the Bad, and the Grindy

Mists of Pandaria endgame:

My warlock riding her disc of the red flying cloud mount in Kun-Lai SummitMy warlock has been 90 for a couple of weeks now, and I’ve had a chance to experience pretty much everything the Mists of Pandaria endgame has to offer —  or at least everything that appeals to me. There’s a lot to love, and a lot that just makes me wonder what they were thinking.

Dungeons:

Heroics have traditionally been both the bread and butter and the heart and soul of my endgame, so dungeons very much make or break an expansion for me.

I have to say, they really got it right this time. All of the MoP heroics are just about the perfect length, neither too long nor too short. They’re not clogged with endless reams of trash the way Cataclysm dungeons were, and they’re excellently paced.

My rogue exploring the Temple of the Jade SerpentTemple of the Jade Serpent, in particular, is an instance I would hold up as the gold standard for heroic dungeons. It’s long enough to feel substantive but not long enough to be tedious. Visually, it’s one of the best dungeons in WoW history, with gorgeous and diverse environments. The fights are well-designed and entertaining, and it has a great backstory.

The new heroics do feel just a little easy for my taste, but I’d rather they err on the side of too easy than too hard. WoW is a social game, and that means that you should be able to play with your friends even when their skills or gear aren’t quite up to snuff.

Scenarios:

Going in to MoP, I thought scenarios were something that I would love.

I was right.

Scenarios are everything I hoped they would be. Something quick, fun, and relaxing you can do whenever you have free time.

My warlock running the "A Brewing Storm" scenarioThey’re also surprisingly rewarding. While they offer less gear and valor than heroics, they also take much less time, so it seems to average out to the same amount of progress regardless of which you choose to do. This puts the choice down to what you’re in the mood for, which is a great place to be.

Raids:

Firstly, I will once again express my extreme gratitude for the Raid Finder and the fact that every single MoP raid will be accessible through it. This is one of the best things Blizzard has done, and it’s so wonderful to be able to access the most epic content regardless of your time, skill level, or willingness to enter the raiding community.

As for the content itself, I’ve only done Mogu’shan Vaults so far. I’d judge it a very middle of the road raid. I’ve seen better, and I’ve seen worse. The first couple of bosses are pretty dull, but Elegon provides nice visuals and some interesting story revelations, and Will of the Emperor is very fun and chaotic.

I’m not impressed by the new world bosses. I’m pretty sure Galleon doesn’t exist, and the one time I did Sha of Anger, it turned out to be a laggy, confused mess in which I spent most of my time running back from the graveyard.

Rep or die:

And here we come to the big controversy. In order to access valor gear or important trade recipes, you now need to participate in fairly lengthy reputation grinds with numerous factions.

One does not simply daily with Shado-panThis in and of itself would be frustrating, but on top of that, they’ve made reputation much harder to get. Tabards are gone, leaving daily quests as the only option to grind rep, and dailies now award much less reputation per quest than they used to.

Things get to a whole other level of frustration when you realize that two of the key reputations, August Celestials and Shado-pan, can’t even be accessed until you reach revered with the Golden Lotus faction.

One of the big complaints about Cataclysm’s endgame was that it boiled down to “raid or die.” Unless you raided, your options and progression were very limited. Unfortunately, Blizzard hasn’t learned from that, because now we have “rep or die.”

“But wait,” I hear you say. “You can just skip the dailies. They’re not mandatory.”

In the strictest technical sense, this is true. You don’t have to do anything in WoW if you don’t want to; it’s a game. But there are a number of issues with trying to argue that people can just skip them.

First of all, you’re losing out on a lot of pretty good gear. Yes, it’s possible to gear up and clear content without it, but pretty much everyone wants better gear. Even casuals still care about character progression, even if it’s not their main motivator. Progression is the whole point of RPGs, MMO or otherwise.

So we put some rep in your rep, so you can grind while you grind.Second, I — and others, I suspect — enjoy the process of buying valor gear. I know Blizzard is in love with RNG, but I don’t enjoy gambling with loot tables. I would much rather have a goal that I can progress towards in a clear, measurable way. That’s fun to me, and the valor grind has been the center of my endgame for as long as I’ve played.

Now Blizzard says valor was never supposed to be a main progression path. But for the last two expansions, that’s exactly what it was. So now they’re basically telling me, “Sorry, you’ve been playing the game wrong for the last three years.” It’s unfair for them to pull the rug out from under us point collectors after so long.

Finally, and perhaps most importantly, Blizzard never intended the dailies to be optional. In a discussion about MoP’s rep grinds on the beta forum, Greg “Ghostcrawler” Street himself said that content can’t be “too optional” or it “doesn’t count.”

Want further proof? Just look at how virtually everything in MoP gives valor, but only one thing allows you to spend it. Or the fact that the dailies also reward rep required for the new legendary chain. Or the fact that they’re the only way to get charms of good fortune.

My warlock battling the Mantid in the Dread WastesI won’t even get in to how horrible this is for alts except to say that I’m now playing only one character for the first time in my WoW career. And no, the upcoming reputation boost for alts is not a solution.

Even all this might not be so bad if the dailies themselves weren’t so boring. Golden Lotus and Klaxxi quests would have felt outdated in Burning Crusade. At least Quel’danas had bombing runs. GL and Klaxxi are nothing but kill this and collect that. Where’s the originality that went into the Molten Front?

Not to mention how small the daily areas are, forcing an ungodly amount of competition between players. I’ve given up on honour; I can and will steal your kills without mercy.

There are actually some very fun rep grinds in MoP — the Tillers and the Lorewalkers are both absolutely delightful — but in a sad irony, these do not offer significant rewards compared to the other reputations.

Lorewalker Cho telling me the tale of Emperor Shaohao in World of Warcraft: Mists of PandariaWhat it comes down to is this: you can choose not to do the dailies, but you’re only losing out by not doing so. That’s not a fun gameplay choice. It’s the same mistake that led to the phrase “raid or die”: do a particular type of content, or be penalized.

Do dailies or lose out on valor is not a choice; it’s an ultimatum.

Final thoughts:

Ultimately, Mists of Pandaria’s endgame consists of a lot of truly amazing content — some of the best in WoW’s long history — but it’s shackled by some extraordinarily bad game design, which holds it back from being truly great.

Which is pretty much the entire story of World of Warcraft. Blizzard has amazing artists, composers, writers, and content designers, but they always manage to find some stupid caveat to almost, but not quite, ruin all the hard work they put into their content.

Ultimately, I think this is why I find my eyes roaming to other games more and more. I feel tired. I’m sick of always trying to eat around the poison pill in the banquet of content that is WoW.

Battling the centaurs during a dynamic event chain in Guild Wars 2I’m too attached to the universe and mythology of Warcraft to ever seriously consider giving up for good, but I’m starting to think WoW may be destined to become a game that I only dip into for a month or two at a time to keep up on the main plots, while I spend the majority of my time playing other games.

I need to stop writing such long posts. ><