BlizzCon 2018 Wishlist/Predictions

Right now my usually unshakeable Blizzard fandom is at an all time low. I played Blizzard games for the story, but Blizzard now seems to have given up on meaningful narrative for all of its games with the exception of World of Warcraft, whose plot is currently going off the rails on the lazy train.

The official logo for Blizzard EntertainmentStill, old habits die hard. I’m sure I’ll still be there watching the opening ceremonies live, and if I’m to keep that tradition alive, I might as well also do my traditional post of wishes and predictions for what’s ahead.

What I think will happen:

This is one of those weird BlizzCons where you wonder why they’re even holding the convention. It doesn’t seem likely that there will be any major announcements, and a relative lack of news panels on the schedule seem to back this conclusion. Maybe BlizzCon is just about the eSports now? It would track with the overall direction of the company lately.

There will be announcements, of course. I just don’t see any of them being big news.

WoW has already spilled all the beans on 8.1. We’ll probably get some info on 8.1.5 and a brief tease of 8.2, but big or detailed revelations are unlikely.

Heroes of the Storm and Overwatch will both inevitably announce one or two new heroes and/or maps, but that’s hardly news at this point. Similarly we can expect a new Hearthstone expansion, but again, those come out so often it’s hardly noteworthy these days.

Alarak in StarCraft II's Covert Ops DLCStarCraft is a big question mark. There is a 45 minute “What’s Next” panel listed for StarCraft II on the schedule, so they must have something to announce, but I’m not sure what. A new co-op commander is the obvious answer, but we just got Tychus, and considering how long he took, I doubt we’ll see another for some months yet. A new co-op map is a possibility, but is that enough to fill up a 45 minute panel?

That does leave the elephant in the room, though: Diablo.

There has been a surprising amount of momentum building for Diablo lately. The announcement of the Book of Adria and a new comics series, as well as a bunch of new Diablo apparel bearing the tagline “Reign of Terror,” which does sound suspiciously like an expansion title, though we’ve been misled by things like this before.

Also, a Diablo “What’s Next” panel is scheduled for the main stage immediately after the opening ceremony, a timeslot normally reserved for whatever the biggest news to come out of the convention is.

I’ve been hoping for another expansion for Diablo III for years and been disappointed every time, so I refuse to get my hopes up again. A lot of people are jumping on the Diablo IV bandwagon, but given Blizzard’s, shall we say, stately pace of development, I think a whole new Diablo game this soon is all but impossible. I also think the announcement of an entire new game would call for more than two panels at the convention, but two is all Diablo is getting according to the current schedule.

A cutscene from Diablo III: Reaper of SoulsThere’s also been wild rumours of a Diablo Netflix series of all things, and while I think there’s a decent chance it may be announced at BlizzCon, I don’t see it filling up a “What’s Next” panel, which are always about new game updates.

Considering all that, I believe the most likely scenario is that we will see the announcement of another DLC for Diablo III, possibly alongside (maybe even tying into) the Netflix series. I expect a new class (probably druid or something similar), and maybe a small amount of new story or a new gameplay feature.

What I want to happen:

The trouble is most of the things I’d want to see at BlizzCon this year are so vanishingly unlikely it’s hardly worth mentioning them even as a wishlist.

I want WoW to announce an end to the subscription, Pathfinder achievements, and the Alliance/Horde conflict. I’d also like to see Vrykul, Forsaken High Elves, and Sargerai as playable Allied Races. And hey, might as well throw in that dark ranger class I’ve wanted forever while we’re at it. And bring back artifact weapons! And badges!

With blackjack! And hookers!

I want a single-player campaign and a permanent, repeatable co-op mode for Overwatch. A robust co-op mode for Heroes of the Storm would be pretty cool, too.

Hierarch Artanis and Executor Selendis rally the Golden Armada in StarCraft II: Legacy of the VoidI’d like to see Selendis announced as the next co-op commander — this at least is somewhat within the realm of possibility — with a strong focus on air units, and the Planetcracker.

I’d also love more story DLC for StarCraft II. Again, ideally focusing on Selendis, though I’d also accept stories about Stukov or Talandar.

Most of all, I want a new expansion for Diablo III, with a full graphical overhaul to the Heroes of the Storm/SC2 engine, redemption for Leah’s soul, Imperius as a boss we can kill, a new class, and a final resolution to the Eternal Conflict.

But of all of those, Selendis in co-op is the only that seems even remotely feasible, unfortunately.

SC2: Master and Commander

It may have taken me the lion’s share of three years, but I’ve finally reached level 90 mastery in StarCraft II co-op.

Hitting level ninety mastery in StarCraft II co-op missionsThis is essentially the level cap, though that’s become a terribly nebulous concept in co-op. First we just had commander levels, but those run out fast, so account-wide mastery levels were added. Now after mastery you progress past level 90 into “Ascension” levels. But those are purely for bragging rights; your power level ceases to increase after 90.

I wasn’t exactly in a rush to get here. It’s the journey, not the destination, after all, and after about forty to fifty mastery points, it stops making any real difference to your playstyle. Some mastery can make a big difference to some commanders — unit cost reduction really changes how Karax plays, for instance — but after a while you’re just padding the score.

And I must admit that co-op does not hold the same thrill it once did in the heady days when Legacy of the Void was new and we still had hope for ongoing story DLC. Partly this is just the inevitable fatigue that comes with playing largely the same maps for three years. Partly, it’s down to questionable decisions on Blizzard’s part.

By far the biggest issue is that power creep is absolutely out of control. Nova, Stukov, and Dehaka were so absurdly over-powered they effectively broke the game, rendering even brutal difficulty almost trivial.

The real problem comes from the fact that rather than nerfing these outliers, Blizzard has decided to buff everyone else up to their level.

Defending on the Dead of Night map in StarCraft II co-op missions.You might think this is okay. Co-op is, after all, a non-competitive mode based around stomping the AI. Players are supposed to be over-powered. Rigorous balance and serious challenge were never the point of co-op. Certainly I would not have seen a problem with balancing the game by making everyone god-tier until I actually experienced it.

Unfortunately, this has turned out to be a master class in why nerfing things, while viscerally distasteful, is still necessary for the health of a game.

Between the absurd heights of power commanders have been buffed to and the fact pretty much everyone has high mastery now, very little outside of mutations requires any real effort now, and even those aren’t what they used to be. To have anything resembling a challenge, I need to play on brutal now, even though I dislike the increased game speed.

A more minor but still irritating issue is the fact we still don’t have a map veto option. The map pool is big enough now that there’s really no excuse not to let us veto at least one map. Personally I never want to see Lock and Load again.

I also must say I’m very disappointed in the addition of Tychus Findlay as the latest commander. It’s true that co-op was never a particularly story-driven mode, but I did like having it as a sort of “story adjacent” mode to fill in gaps in the lore. The addition of a character who was long dead at the time of the End War completely breaks that and makes the whole thing feel like a bit of a farce.

Tychus Findlay and his outlaws in StarCraft II co-op missions.Not to mention Tychus is arguably the worst character in StarCraft history, contributing nothing but Wings of Liberty’s biggest and most glaring plothole while being an annoying git on top of it all.

Perhaps most importantly, though, he’s just not interesting to play at all. Now, I like hero units a lot, and I prefer smaller armies, but having just five hero units and nothing else is just not how StarCraft was meant to be played, and it shows.

For starters, like Karax, he straight up doesn’t work at low levels. Oh, you can still win, but you’re sure not going to be having any fun. You have no choices on what outlaws to hire and thus no meaningful decisions to make whatsoever. You’ve got no map presence, crap mobility, and nothing to spend resources on in the late game.

I don’t doubt he gets a lot better at higher levels (I’m definitely not spending money on him), but some issues are going to persist. He’s always going to be an incredibly basic commander to play, with no economy to speak of and very little micro.

In theory, he’s meant to be a micro-intensive commander, but the power of the outlaws is weighted very heavily toward their raw stats, so their abilities never feel that impactful. Even if they did, at the end of the day you have at most five active abilities, which isn’t that much compared to what other commanders have to juggle. Fact is you’re mostly just a-moving.

Joey Ray's Bar in StarCraft II co-op missions.There’s a lot of other weird hiccups in his design, too. His Reaper outlaw’s ability is a bomb that deals high damage, but it has such a long wind-up that whatever you’re going to blow up will be long dead before it detonates. There’s an upgrade at high levels to reduce the wind-up, but it feels like you shouldn’t have to pay for an incredibly expensive upgrade just to make his ability not worthless against anything that isn’t a train or a Void Thrasher.

Meanwhile, the Medic outlaw’s pathfinding is just terrible. StarCraft 1 Dragoon terrible. Half the time she’s running ahead and getting herself killed, and the other half she just randomly stops moving and ends up way behind the rest of your troops.

Pathfinding in general is a problem for Tychus. The hitboxes for all of his outlaws are quite large, and they’re always getting in the way of each other and your ally — or your ally is getting in their way.

Also, the Hercules who drops his bar at the start of the game is obnoxiously loud, for both players. That is going to get old fast.

It’s not that he’s weak. He’s plenty strong. He’s just terribly unfun to play. He feels half-baked and unpolished.

Fact is he needed an army, even a small one. One time my ally (an Artanis) DCed, and I got to control his base and army along with Tychus’. And it was great fun. With an army and a real economy to manage in addition to the outlaws, he’s really enjoyable. The outlaws feel really good as the support to a larger force.

But as designed, it’s a very empty experience.

The Dominion Fleet calldown ability in StarCraft II co-op missions.All that being said, for all my complaints about Tychus and about the direction of co-op generally, I am still playing. StarCraft II is one of the best games I’ve ever played, and co-op is the best way to keep playing it indefinitely. The variety of maps, enemy compositions, and commanders gives it near infinite replayability, and the quick matches are ideal for whenever I want some low stress virtual slaughter.

Onward to level 1000, I suppose.