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…”

BlizzCon: Warlords, Heroes, and the Warcraft Movie

BlizzCon is behind us. Considering they skipped a year, there wasn’t nearly as much news as I was expecting, but there are still a few interesting things to discuss.

Warlords of Draenor: Garrisons, loot revamp, new models, and Rube raids

A player garrison in World of Warcraft: Warlords of DraenorThere’s really only one new feature to speak of in Warlords of Draenor, and that’s garrisons. Not much compared to MoP’s scenarios, pet battles, challenge modes, new class, and first neutral race.

But with that being said, garrisons do sound pretty cool. I’m not much of a player housing fan myself, but a player fortress with your own private army? An entire town under my command drawing inspiration from the bases in the old strategy games? This I can get behind.

It solves the old problem of player housing not having a gameplay component, because your garrison will be full of NPC followers who can craft, gather materials, and even earn loot for you. Managing your garrison will be an entire mini-game unto itself.

This seems a near total copy of the crafting system in Neverwinter, with a twist of crew missions from SW:TOR. But I liked the crafting in Neverwinter, so I’m not going to complain.

My main concern about garrisons is having to leave them behind when the expansion ends. Blizzard mentioned they wanted to move away from features having relevancy past the expansion that added them (an utterly baffling policy in my mind). It’s going to suck to spend an entire expansion building your perfect fortress and recruiting all your followers, only to abandon it all when 7.0 rolls around.

The new model for Gnome females in World of Warcraft: Warlords of DraenorThe other main “feature” of WoD, if you can call it that, is new player models. I’ve said before that I don’t see the point of these, and I stand by that. It’ll be interesting for two days, and then you’ll forget about it. Besides, our characters are under armor all the time anyway.

The models they’ve revealed do seem to be coming along pretty well, at least. They’re still very recognizable as the avatars we know. Orcs still look like Orcs, and Gnomes still look like Gnomes.

They’ve said that there won’t be a free recustomization when the new models go live. I’m not really surprised, but it’s still frustrating to hear. Don’t like the way Blizzard redesigned your character? Too bad, so sad.

It’s a shameless cash grab, and nothing more.

On a brighter note, gear is getting an overhaul, and all the changes seem to be for the better.

A screenshot of Telador in World of Warcraft: Warlords of DraenorFirst of all, hit, expertise, dodge, and parry are all going the way of the dodo. I’ve been lobbying for the removal of hit and expertise for a long time, so this pleases me greatly. I’ve never understood why my expert assassin needs to stack a lot of hit rating to be able to hit a dragon the size of a barn standing two feet in front of her.

I actually thought dodge and parry were fairly interesting, but I won’t miss them much. I suppose this means tanks will now be stacking damage stats, which is interesting.

Along with these changes, reforging is being removed. Thank you, Grilled Cheesus! Reforging was one of those things that sounded cool in theory, but was never anything but a chore.

They’re also adding fun new “tertiary” stats. These won’t be on every piece of gear; they’re intended to be fun bonuses, and they won’t count towards item budget. They include things like movement speed, life steal, and reduced damage from AoE attacks.

Armor has been redesigned to change its core stats based on the spec of the wearer. There’s no more intellect plate or strength plate. There’s just plate.

And of course, the item squish is a go.

Concept art of Shadowmoon Valley for World of Warcraft: Warlords of DraenorYou know the saying that one death is a tragedy, but a million deaths is a statistic? Well, critting for eight thousand damage is awesome, but critting for half a million is a statistic.

These all seem like very positive changes to me. For the first time since Wrath, I might actually be excited to get new pieces of gear.

The one other change worth noting is that raid difficulties are being overhauled.

Yes, again.

LFR stays the same, but flex raids are now called normal, normal are now called heroic and use the flex system, and heroic are now called mythic and are limited to twenty-man groups.

I’m not a raider, so I’m fairly indifferent to this. I’ll just say that it all seems a bit Rube Goldberg to me.

I’m still not feeling the love for Warlords. I won’t deny there are parts of it that sound interesting. Part of me loves the idea of meeting Durotan, fighting Blackhand, and perhaps crossing paths with Ner’zhul.* But the features list is incredibly anemic, and the lore still seems confusing at best.

A screenshot of Shadowmoon Valley in World of Warcraft: Warlords of Draenor*(Pleeeaaase don’t turn Ner’zhul into a one-dimensional stock villain. He’s one of the coolest characters in Warcraft lore.)

I’m sure I’ll still play it, but I’m thinking I might wait until it goes on sale or something. It really doesn’t feel worth $40 and a monthly subscription to me.

The Warcraft movie:

The one thing at BlizzCon that got me really excited was the news about the Warcraft movie. We’ve finally gotten an idea of the plot, and I could not be happier.

We’re going back to the beginning. Warcraft I. Orcs and Humans. The main characters are Anduin Lothar and Durotan.

Hells to the yes.

Apparently, the original script was very Alliance-centric, but Duncan Jones pushed to make it a more balanced story with a larger role given to the Horde. The fact that Durotan’s involved shows me that it won’t just be evil Orcs versus heroic humans. We’ll get to see the good side of Orcs as well as the dark side.

Concept art of Stormwind for the Warcraft movieAgain, Hells to the yes.

It was also mentioned that Duncan Jones was a Blizzard fan as far back as the days of Lost Vikings and has played every single game in the Warcraft series.

I really think they got the right director for this.

Finally, can I just say that the concept art for Stormwind looks absolutely amazing?

Heroes of the Storm: NOVA VERSUS ARTHAS

Despite myself, I find I’m pretty excited about Heroes of the Storm.

The logical part of my brain says, “Tyler, you don’t like competitive gaming, least of all MOBAs. You’ve never taken failure well, and once you realize you lose at least half your matches, you always give up.”

The rest of my brain says, “NOVA VERSUS ARTHAS NOVA VERSUS ARTHAS NOVA VERSUS ARTHAS aAGHMeeneW<FF!AAMQddnhel;nfowjm!!1!”

I’ve been a Blizzard fan all of my life. The idea of gathering all of the greatest heroes from all of their games, cramming them together, and forcing them to fight to the death Stadium Love style is the stuff of my wildest, nerdiest dreams.

Promotional art for Heroes of the StormAnd on a more serious note, I do think they’ve got some pretty good ideas to improve on the mechanics of the MOBA genre.

For one thing, the variety of maps. It baffles me that DOTA 2 only has one map, without even cosmetic differences. It gets very boring, very fast. Not only are the maps in HotS visually distinct, they all have unique mechanics that can change the game. I’m particularly fond of the idea of racing against the enemy team to see who can build the bigger undead golem out of zombie parts.

Furthermore, leveling will be done on a team basis, not a player basis. This has many obvious benefits. Support heroes aren’t left behind. It encourages teamwork, not showboating. And it avoids situations where one player on the other team has been fed up to level twenty-two and is one-shotting everyone, while one poor noob on your team is still level five and spends more time dead than alive.

Logically, I know HotS isn’t a game I’m likely to stick with long, but I’m still chomping at the bit to play it. I even went so far as to opt in to the beta.

The only question is, should I play as Nova or the Lich King? Or Zeratul? Or Illidan? Or Abathur?