WoW: It’s Not About Flying

Lately, I’ve been spending a lot of time on the official forum for World of Warcraft, expressing my displeasure with things like the decision to prevent the use of flying mounts for the first several months of the next expansion.

Concept art of Shadowmoon Valley for World of Warcraft: Warlords of DraenorBecause I’m a masochist, I decided to start my own thread to talk not just about that issue, but also how I feel it’s representative of a pattern of regressive behaviour on Blizzard’s part that is the crux of many of my current complaints about the game.

I put enough thought into my rant that I thought it might be worth sharing here.

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As you may have noticed, there’s been a lot of talk lately about Blizzard delaying flying in WoD until the first major patch. And a lot of people have responded to complaints about this by saying that people are overreacting, that flying isn’t that big of a deal. In a vacuum, they’d be right.

But here’s the thing: It’s not really about flying.

What has me, and a lot of others, so frustrated is that these new restrictions on flying are just the latest in a series of regressive decisions made by Blizzard.

My warlock looking out over Icecrown from Orgrim's HammerI joined in Wrath. I enjoyed the game a lot back then, but it also had a lot of problems. Over the years, many of those problems have been resolved. The game has improved immeasurable since Wrath, and I would never go back.

But it’s not any more fun now than it was then. Why? Because it’s also gotten worse in just as many ways. For every step forward, there’s also been a step back.

Look at valor and justice. They’ve been nerfed, and nerfed, and nerfed again. First, you could buy a full tier set with them, then only a partial set, then only off-set pieces. Then the rate at which you earned them got massively cut down, and the rewards for them were locked behind a massive rep grind of epic proportions. Now they’re only good for out-dated gear and upgrades.

Justice was so useless for much of MoP that people mainly just used it to buy PvP epics as starter gear in PvE.

The fact that the primary PvE currency was only used to buy PvP gear to use in PvE really should have been a red flag to someone.

My rogue on the streets of Stormwind at sunsetThere was the removal of Have Group, Will Travel. We’re back to enjoying the “epic” experience of going AFK on a flightpath for five minutes while hoping the Horde doesn’t tag the world boss first, or else pestering the raid to get organized about summoning people, because clicking a portal is hard apparently.

The Quick and the Dead was nerfed to the ground, to the point where it doesn’t make any significant difference at all anymore. Instead of getting right back into the action, we’re slowly jogging through the spirit world, increasing the chances of mobs respawning or someone else tapping that rare you spent weeks looking for. Simply failing in your task isn’t enough, apparently; you need to be more thoroughly punished for your love of adventure and risk-taking.

And you better hope you don’t die in a hard to reach place, because spectral gryphons are a thing of the past.

Rep tabards got removed. I actually do agree that becoming exalted with a faction by putting on a piece of cloth for a week was a bit silly, but taking that away at the same time as reputation was made far more important than it had ever been, and quests were made to award far less reputation, and certain reputations were locked behind other reputations… That just crossed into the realm of the absurd.

And then there’s the excessive way they’ve been gating LFR. A week or two, sure, but setting things back more than a month is just too much. It forces you to either cut yourself off from the WoW community entirely for weeks, or have everything spoiled for you long before you get to see it.

My Pandaren hunter running through the Ruins of Gilneas in World of WarcraftAnd then there are the restrictions on flying. Now, I am absolutely, 100% in favour of not letting people fly on the first character they take to level cap in a new expansion. It heightens the sense of discovery.

But once you’ve gone through the content once, that sense of discovery is gone. After that, not being able to fly is just a pointless time sink. MoP should have included a tome of flying I could send to my alts.

And now WoD is taking it to a new level of silliness with its “no flying for the first couple months because hey look a dog *running footsteps*.”

On its own, I could live with not being able to fly. I’d be annoyed, but I’d live.

But I am so, so sick of Blizzard taking the game backwards instead of forwards. Isn’t the whole reason they won’t do classic servers because they say they want to keep going forward? That philosophy’s a bit contradictory with their actions, isn’t it?

It’s at the point now where I’m not so much looking forward to what fun new things will be added in future as I am worried about what fun old things will be removed.

My warlock showing off her legendary cloak in World of WarcraftAll of the removed or mangled features I’ve talked about were optional, too. Anyone who didn’t like them could simply choose to ignore them. There aren’t any players who are benefiting from these changes. Only players suffering because of them.

I remember StarCraft II originally planned to remove a bunch of the less popular units in Heart of the Swarm. But there was a massive fan backlash, and they ended up dropping the idea. After all, an expansion is supposed to expand the game, not shrink it, right?

The WoW team should take a lesson from that.

You can’t put a genie back in its bottle, Blizzard. The more try, the harder it is for me to enjoy the things you still do well — and there are a lot of those.

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If you’d like to share your thoughts and/or flame me back to the stone age, you can find the original post here.

You’re Doing It Wrong:

On a largely unrelated note, I recently beat the silver tanking challenge in Proving Grounds, earning the achievement, “You’re Doing It Wrong.” I had to redo all my talents and glyphs for maximum survivability, but once I did that, it was relatively easy. Only took me three tries.

My warlock earns the achievement for completing the silver tanking challenge in Proving GroundsYay me.

WoW and TSW: What I’m Up To + New Article

With all the news related to Human Again and BlizzCon lately, I haven’t had much time to talk about what I’m actually doing in my games of choice, so I thought I’d do a quick update of what’s been going on in World of Warcraft and The Secret World. We’ll start with WoW.

Siege of Orgrimmar:

A first person view of tanking the Sha of Pride in World of WarcraftI’ve now killed Garrosh on both my rogue and my warlock, and my monk is closing in. On the whole, I think Siege is a pretty cool raid, though it’s not going to go down as one of my all-time favourites. It’s a bit visually bland, and the lack of fights actually taking place in Orgrimmar is a bit disappointing. Plus, it’s got a case of Ulduar Syndrome — a lot of filler encounters that just don’t need to be there.

On the upside, though, I love all the little details and cameos. Bringing so many iconic characters together for an epic brawl is just awesome. I like how a lot of the bosses are recognizable characters, too. It saddens me that Nazgrim had to die to show his true nobility. I always thought him a bit of a goon.

And the fights with Garrosh and the Paragons are just epic.

I liked how the story ended, too. It was a very satisfying conclusion to the Pandaria arc. I still wonder where we can go from here, and considering they’re already hyping the PvP zone in the next expansion, it seems the answer is, “nowhere.”

But even if it turns out to be pointless in the long run, Pandaria was a great ride while it lasted, and in my books, it’s going down as one of the better Warcraft games in terms of story.

My rogue meets with Lorewalker Cho following the Siege of OrgrimmarChronic altitis:

Now that my monk’s finally max level, you know what that means: It’s time to make yet another alt!

This time, I’ve decided to give being a hunter one final try. Since there are no new classes or specs next expansion, I might as well try to get my archer fix from the one available option. Fourth time’s the charm, right?

I was planning to make another Blood Elf, but I think I’ve probably got enough Elves. Worgen was tempting, but I’ve got too many Alliance characters these days. So I decided to roll a female Pandaren.

I still don’t like their one and only face that much, but it looks better when it’s animated, and I like everything else about their look and animations. Plus, they’ve got really cool voice-overs.

Thus far, I’m enjoying myself more than I expected to. Being able to shoot while moving and the removal of minimum range help a lot. Without minimum range, I can do like I did with my warlock and level without pets. Too early to say if it’ll stick this time, but being a hunter is not as boring as it has been in the past.

My hunter on the Wandering IsleTo be fair, a lot of that may be down to revisiting the Wandering Isle. It’s one of the more pleasant starting zones, and it’s been long enough since I played it that it feels fairly fresh to me.

Spooooky:

Meanwhile, in the dark days, I’ve played through both of TSW’s Halloween events.

Yes, both. In addition to bringing back the Cat God storyline from last year, they added a new mission chain that had the player collecting ghost stories from around Solomon Island for Danny Dufresne.

Surprisingly, I found the Cat God didn’t quite live up to my expectations. The story was rather confusing, and a lot of missions were little more than busywork. The boss battle at Stonehenge was pretty cool, though. I managed to solo it, even though it’s supposed to be a group dungeon.

Battling the Cat God at Stonehenge in The Secret WorldOn the other hand, the spooky stories chain was awesome, despite being obviously done on the cheap. Gameplay-wise, it was a bit dull — mostly every story boiled down to “go to a place and kill a thing.” But the stories were all so brilliantly written and downright creepy that it made the whole thing worthwhile.

After nearly a year in TSW, I’ll admit the game had started to lose its intimidation factor. I felt like I had seen the worst the Secret World had to offer, and sent it home bleeding.

After reading those stories, I realize how wrong I was. I have barely scratched the surface of the horrors Funcom can come up with.

My favourites were Carter’s, Sam Krieg’s, and Tyler Freeborn’s stories. Carter’s had a great twist, Krieg’s gives us a whole new perspective on his character, and Tyler’s was just a brilliantly surreal and horrifying piece of mind-frackery.

My Templar in her "Angel of Death" Halloween costume in The Secret WorldI also enjoyed the new costume pieces. The Baron Samedi jacket looks great on my Dragon, and I decided to dress my Templar up as the Angel of Death for the occasion.

The Venetian Agenda:

The last week has also seen the release of issue #8, “The Venetian Agenda.” This is the first issue in a while to not offer much in the way of story content. Its main purpose is to introduce the new augments and scenarios.

Considering the lack of story, I’m enjoying this issue much more then I expected to.

Scenarios turned out to be far more fun than I expected. They’re very challenging, but they’re intended to be something for the true hardcore players to do, so that’s to be expected. I doubt I’ll ever be able to attempt the harder difficulties, but I’m enjoying normal.

Scenarios are supposed to be training simulations run by the Council of Venice. Think the virtual reality training room the X-Men have. The interesting thing about them is that they are heavily randomized. Random enemies, random weather hazards, random Filth outbreaks, random NPC betrayals.

The intro cinematic for the Castle scenario in The Secret WorldEvery scenario plays out differently because there are just so many different variables. Even among one enemy type, there’s significant variety. I’ve run across at least three different kinds of ghouls in the Hotel Wahid scenario, not counting bosses.

TSW is all about being able to adapt to new situations, and scenarios distill the essence of that. You’re constantly thinking on the fly and making snap decisions.

Augments are a bit less exciting. Their drop rates are appallingly low, and they don’t really offer much in the way of character customization. They’re mostly just bland percentage bonuses.

To my surprise, scenarios have greatly divided the community. The forums are ablaze with debates over their difficulty and mechanics, with many believing they’re vastly overtuned. Meanwhile, others say they’re just right.

This would be typical for other MMOs, but TSW’s community tends to be a bit more harmonious.

Caught in a dust storm during the Hotel scenario in The Secret WorldFor my part, I’m in favour of scenarios. Considering they were intended for the top 1%, they’re still quite doable for us mere mortals, and the variety of difficulties and flexible group sizes ensure pretty much everyone should be able to make headway with them.

I’m not a good player by any means, but I’m consistently getting silver or gold on solo normal. I even got platinum in group normal at one point.

I just wish I could get some damage augments to drop.

Brief though it may have been, I also liked the story of issue #8. It’s a testament to the writing in TSW that Arturo Castigleone’s character came through so strongly after just one cutscene. I can feel how the Council’s impotence is grinding at his soul. I hope we’ll see more of him going forward.

But then again, I tend to hope we see more of pretty much every character in this game.

Arturo Castigleone in The Secret WorldNew article:

My latest WhatMMO article is about the top 7 Types of MMO Forum Posts.

“Never gonna give you up…”