Pandaria Beta: Closing Thoughts

The beta approaches the final stretch:

Pandas everywhere!With the release date for Mists of Pandaria less than two months away and the expansion data already starting to download, it’s safe to say the beta will be shutting down soon. Now seems a good time to give my final thoughts on my first experience of playing a beta.

In truth, I didn’t actually do that much in the beta, largely out of a desire to not spoil the new content for myself. I mostly just tested the class changes on target dummies and in a few Cataclysm dungeons, and leveled a brewmaster monk up until about level twenty. I haven’t played at all in several weeks

However, I was quite active on the forums, giving my thoughts on the class changes, and I’ve kept up with all the patch notes.

The classes:

My destro warlock setting herself on fire in the Mists of Pandaria betaI mostly confined my testing to the classes I know well — mage, warlock, and paladin — and monks. I didn’t bother doing any testing with my rogue; nothing’s changed, so what would be the point?

On my paladin, I focused on trying the improved retribution spec. I’ve never played ret on live, but it sounds like everything I dislike in a DPS spec. However, the streamlining in MoP has made it fairly fun. I don’t exactly love it, but it’s interesting enough that I’ve decided it will replace protection as my off-spec, at least while leveling and possibly beyond.

I’m pretty happy with paladins in general in MoP. We have an awesome talent tree with lots of fun choices, we’ve got great visual effects and animations, and everything plays pretty well. I regret holy no longer having a baseline reason to use judgment, but the selfless healer talent somewhat makes up for that. The loss of auras hurts, but they were never a crucial part of gameplay, so it’s really just a loss of nostalgia.

I feel a bit more mixed in regards to warlocks. I liked the new destruction initially, and I still like the concept, but the later removal fel flame from the rotation has made it very mindless.

My destro warlock demonstrating the glyph of verdant spheres in the Mists of Pandaria betaIt seems Blizzard is okay with demonology only using one button in metamorphosis, which is just all kinds of backwards and a big disappointment. Still, it’s a unique spec, and it’s still appealing enough that I’m excited to play it.

I like affliction aside from haunt only lasting eight seconds, but that alone is probably enough to turn me off the spec. Although those verdant spheres are tempting; I always wanted to play a blood mage…

The warlock talent tree is a bit shaky, but every tier has at least one option that’s both useful and fun, and they recently buffed grimoire of sacrifice to once again make petless a viable option. Overall, I’m reasonably happy with how warlocks turned out, though I’m happier when I forget all the little tweaks that would have made them even better.

Most mage changes have been for the better, largely, but it still lacks the excitement the class had in Wrath, and I’d just rather play my warlock at this point.

My Pandaren monk using life coccoon in the Mists of Pandaria betaI have mixed feelings on monks. Windwalkers are fun but feel so similar to rogues it’s hard to even call them a new class. Mistweavers are the opposite extreme — they’re so unique they make my head hurt. Brewmasters are in a nice sweet spot where they feel fresh but not so different as to be confusing, and they’re a fun spec in general, but I was never a big fan of tanking.

I’ll need more time playing a monk on live to decide exactly what I think of them.

Final thoughts:

Ultimately, I found the beta more frustrating than anything. Actually playing it mostly involved coping with bugs and groups that struggle to complete even the simplest of content. Imagine the kind of stupidity you find in an average PUG, and then add classes that haven’t been tuned, everyone lagging, and people playing classes they have no experience with.

Some Pandaren monks in End Time in the Mists of Pandaria betaThen there’s the frustration of seeing your hopes and expectations for your classes not be met. This was especially painful in regards to rogues. I and many other rogues have been providing extensive feedback on what needs to change with the class since the beta began (and even before), and virtually all of it has been disregarded.

Warlocks, while a bit better off, have still had their disappointments. Why the hell does Mannoroth’s fury still exist? (And what the **** is chipotle anyway?!!?!) In all my years of playing, I’ve never once needed bigger AoEs…

Not that I think Blizzard never listens. I’ve actually seen several good examples of them doing so; the recent change to grimoire of sacrifice is pretty much everything we’ve been asking for. But there will inevitably be times when they choose to take a different path from the one you’d like, and naturally, we want Blizzard to do whatever we say.

I’m glad I participated in the beta, but I don’t think I’d play another, even if I had the chance. It’s too much an exercise in frustration and disappointment.

A low level Warsong Gulch match in the World of Warcraft: Mists of Pandaria betaIt’s not that I blame Blizzard. I just don’t the constitution for something like a beta. I’d sooner just wait for the finished product.

That Warsong Gulch match with two whole teams of panda monks was pretty hilarious, though.

New article:

My latest post on WhatMMO is Real Life vs MMOs. Be honest; you’ve compared the pros and cons of life versus games at some point, too.

Cheating on WoW: The Secret World

An open secret:

Kingsmouth in The Secret WorldThis past weekend, Funcom decided to celebrate the one month anniversary of the launch of their horror/urban fantasy MMO The Secret World by opening it to everyone for free, and of course, I was eager to jump on the free lunch.

I’ll say off the bat that my computer was scraping the bottom of the system requirements, so I had to cope with serious stability issues and keep the graphics turned down — as you’ll see from my screenshots.

Dark days have come:

Normally, I’d start one of these posts by talking about the core gameplay mechanics, but I feel like jumping into dry discussions of TSW’s nuts and bolts would do the game a disservice. The first things that you notice when you start playing, and perhaps the most memorable parts of the game, are its spooky ambiance and mysterious storyline.

The woods of Solomon Island in The Secret WorldI think I’m probably one of the biggest high fantasy fans on Earth, so it’s impressive that even I’m sick of high fantasy MMOs. The Secret World is incredibly refreshing for its mix of horror and urban fantasy. Not a Dragon nor an Elf in sight.

The game bleeds ambiance — no pun intended. I credit the audio for much of this. The sound effects are all stellar — from the distantly heard seagulls in Kingsmouth to the blood-curdling howls of the zombies — and the music, while very subtle, is top notch and creates a great feeling of tension.

That I could still feel so immersed despite the technical issues is no small feat.

I didn’t get to experience too much of the game’s story in the short time I played, but what I saw, I liked. The story itself is not brilliantly deep or wildly original, but colourful characters, good ambiance, and great attention to detail make it very compelling.

Agartha in The Secret WorldDo you remember how I said there had to be a happy medium between World of Warcraft’s dull quest text and Star Wars: The Old Republic’s “voice-over all of teh things” philosophy?

The Secret World is that happy medium. Each major quest has a nice voice-acted intro, and then that’s usually it — barring the occasional story event. No more voice-overs or text. Just action. Shorter quests just get some very brief text instructions. It’s more immersive than WoW and less time-consuming than SW:TOR.

You can get more dialogue from the important characters if you want it, but it’s all optional. Though I would recommend it, as most of the characters are quite memorable. I particularly liked hearing about chaos theory from the Dragon historian.

Revealing the secrets:

Battling zombies in KingsmouthAnd now we come to the actual gameplay. This is an area where I honestly don’t know how to feel.

I’ll start by saying that the “levelless” progression system isn’t as revolutionary as it’s cracked up to be. You still grind XP to get points to increase skills and learn new abilities. There are subtle differences between leveling in TSW versus other MMOs, but they’re just that — subtle.

The lack of classes is a bit more interesting. Every character has access to every single ability in the game, and there’s almost no limit to what kind of character you can build. Theoretically, you could eventually acquire every ability — though you can only have seven active and seven passive abilities equipped at any time, which adds an element of strategy.

If this sounds potentially overwhelming, it is, but Funcom did a reasonably good job of lessening the otherwise steep learning curve. For those of us who aren’t theorycrafters, there are “decks” — recommended builds that you can choose to follow. I opted for a melee/caster hybrid deck, and I found it very fun.

Yet more zombies in The Secret World

Still, this definitely isn’t a game that can be readily jumped into by the less experienced gamers out there.

That brings me to the combat, which I found to be another strength of The Secret World. Like The Old Republic, TSW has no auto-attack, but unlike SW:TOR, abilities tend to be limited by resources rather than CDs, so combat feels much more fast and fluid. If you’ve played a rogue or a monk in WoW, things will feel somewhat familiar.

The mobs are also a lot more varied and challenging than in your average MMO. Some are weak and travel in packs, while others are powerful but solitary. Some overwhelm you with powerful melee attacks, while others will kite you while harassing with ranged abilities. The extra challenge can be occasionally frustrating, but mostly I was glad to find a game where leveling couldn’t be done by a blindfolded chimp with brain damage.

The quests (called “missions”) are what I feel most mixed on. The missions are divided into several types, of which four are the most prominent: story, action, investigation, and infiltration.

The Dragon neighbourhood of Seoul in The Secret WorldAction missions are the most common, and also the closest to the standard MMO fare. A lot of kill this and collect that, though with enough variation and quality of life improvements to still feel reasonably fresh.

Infiltration missions are a bit different. These involve using stealth and cunning to evade traps and patrols. Very different from what you see in most other MMOs.

Investigation missions are more different still. These involve following clues to solve mysteries and puzzles, and they’re unlike anything I’ve ever seen in a game. They require a great deal of cleverness and thinking outside the box, and many require you seek information from outside the game.

To this end, TSW includes a built-in web browser so that you can use the Internet to find the information you need. Funcom has even built a few websites specifically for you to find and use as a source of clues. Of course, you could also simply Google the solutions to the missions directly.

The Kingsmouth phone book in The Secret WorldFinally, story missions tell the main plot of each zone and combine elements of all the other types.

The infiltration and investigation missions are what give me mixed feelings. I’ll admit: I’m terrible at these. Embarrassingly so. So I often found them quite frustrating, but at the same time, they are a wonderful break from the usual MMO monotony, and I have to give them major points for originality.

Ultimately, I think I would need to play more of the game to decide exactly how I feel about the quest design. Investigation missions, in particular, require you to completely change how you think about games, and that’ll take some getting used to.

Verdict:

I can’t see myself buying TSW in the current climate. It’s got that icky subscription, and the technical issues are just too big a hurdle. Even so, though, I think it’s a very impressive game. It’s probably not ideal for MMO newbies or people with less than stellar machines, but I would recommend it to the true gamers out there. It’s a very unique experience with a lot to recommend it.The pier outside Kingsmouth on Solomon Island in The Secret World