A Tale of Two Alts

I’ve gotten into a good routine in World of Warcraft that allows me to complete my valor grind in minimal time, so that leaves me free to pursue my altoholism. Two alts in particular have proven themselves worthy of note, recently — each a mirror of the other, but in separate games.

It was the best of times:

As part of my new lifestyle of game-hopping, I’m continuing to play through the Secret World when not valor-capping grinding.

My Dragon showing off his Wu uniformMy main is still stuck on that blasted jumping puzzle, so I’m not doing too much with him — though I have been soloing nightmare missions for laughs, and I did finally complete the Wu deck.

Instead, I’ve been playing my Templar alt. Initially, I found it a bit dull to be repeating the game on a new character, but I’m really starting to get into it now. Part of this is due to finding an interesting build for her.

I said in a past post I’d settled on pistols/blades as her build. I lied. With my main taking up swords, I wanted her to be more distinct, so she’s now chaos/shotgun.

The interesting thing about this build — and I didn’t plan this at all — is that she’s essentially become a mid-range fighter, which is not something I’ve ever played before.

In most of the MMOs I’ve played, range is standardized. You’re ranged, or you’re melee, and there’s not much middle ground.

My Templar battles the war golem at Innsmouth Academy in The Secret WorldNearly all of my Templar’s skills are ranged, but their range is very short — to the point where I’ve already aggroed enemies by the time I can get a shot off, like a melee character. My builder, wheel of knives, is technically a point-blank AoE, but it also has a weak range, so I can hit enemies with it before they can reach me.

My only truly melee ability is Call for Eris, my chaos finisher. So this has led to a rather odd play style of dancing around my enemies, trying to always stay in that sweet spot where I can hit them but they can’t hit me, and only rarely moving into melee for CfE.

It’s bizarre, but I think I like it. It suits the mobility-centric combat of The Secret World very well. Since my builder hits anything near me, I’m very free to maneuver away from enemy attacks. Ak’ab and their constant knockdown charges are hardly annoying at all.

It’s especially useful for powerful boss mobs, which tend to have devastating point blank AoE attacks. I can easily back flip out of the way and pepper them with shotgun attacks while their abilities hit nothing but air.

My Templar alt is not impressedNot for the first time, I’m mystified by the complaints about TSW’s combat.

In other news, I’ve recently made it to Innsmouth Academy on that character. I think this is where the game really starts to get going. This is the second character on which Innsmouth has taken me from “this is pretty fun” to “OMG I love this game.”

Part of this is due to the story and writing. The characters at Innsmouth are all just brilliant, and their dialogue and interplay is among the best in the game — which says a lot.

Also, Jeffrey freaking Combs.

It’s also very fun from a gameplay perspective. Innsmouth always had a lot of missions packed into a small space, and even more have been added over the course of the first five issues, providing a huge amount of content in a very compact area.

Hayden Montag (Jeffrey Combs) being awesome in The Secret WorldOn top of that, all the missions are action missions. Now, I love this game’s stealth and investigation missions as much as anyone, but there is something uniquely satisfying about just going in and wrecking up the place. All of the missions tend to be fairly simple and quick, so it’s a great place to kick your leveling into overdrive and watch the AP roll in.

This makes Innsmouth probably the first time in the game you can really start to experiment with your build, which is one of the most enjoyable aspects of TSW.

So, yeah, Innsmouth is pretty awesome.

Something else I’ve noticed — not for the first time — is that TSW seems awfully crowded for a game that is supposedly on its deathbed. I was constantly having to wade through a small crowd to get to Headmaster Montag.

Not to mention the fact Agartha’s like Grand Central Station at rush hour most of the time.

A packed Agartha gives lie to The Secret World's reputation as a dying gameGranted, TSW is a pretty small game — geographically — so that might make things seem more crowded than they are, but even so, it’s hard to reconcile the lively game world with the image of a dying game unlikely to see the end of the year.

It was the worst of times:

I must admit, though, my playing my Templar alt is not entirely due to to my love of TSW. WoW hasn’t been the best at scratching my altitis itch lately. I have been getting into my monk a lot more, but she’s hit the Outland wall now.

That leaves my rogue, and there is a tale of woe.

Blizzard, what did you do to my class?

I’ve been playing a rogue since Wrath, and I haven’t felt this weak since I was a level twenty getting killed by murlocs in Darkshore.

My rogue after switching to sub specI can barely even do dailies. First time I did the spirit trap quest in Ruins of Ogudei, I blew all my cooldowns and still died without killing the first one. I had to switch back to combat, and even then, it was a struggle.

Doing raids or dungeons is just a frustrating exercise in “not enough energy,” realizing I’m useless to a group outside of my mediocre damage, and remembering how much Blizzard’s encounter design sucks for melee.

The funny thing is I know rogues are balanced by most objective standards. They’re a bit underpowered in PvP right now, but their damage is competitive, if not stellar, in PvE. Combat’s cleave is actually quite blatantly overpowered.

I recently heard Ghostcrawler say one of the best things they can achieve is a class that is balanced but feels OP. Rogues right now are the opposite. We’re balanced, but we feel crippled.

Part of how bad my rogue feels is due to how awesome my warlock is at the moment. Warlocks aren’t a class at this point; they’re demigods. Going from my lock to my rogue is like going from Usain Bolt to a fat, asthmatic kid who can’t climb stairs.

My warlock solos NaxxramasIn stark contrast to my rogue, my warlock is always useful to a group beyond her damage. When doing Scholomance the other day, our tank bailed after the first boss, so I just turned on dark apotheosis and tanked until we got a new one.

I can battle rez tanks and healers to prevent wipes. I can help keep a group healed with healthstones. My stargate is invaluable on Blade Lord Ta’yak. I have so many defensive and self-healing skills that I barely even need to be healed.

When I do scenarios, I tank them with dark apotheosis. I’ve checked Recount, and it’s not uncommon for me to be #1 in damage dealt, damage taken, and healing done without ever letting myself or any other character be in any danger of dying.

When soloing, the only limit to how many enemies my warlock can fight is how many she can pull before some of them start to evade because they left their spawn area.

Oh, and she can drop asteroids on people, turn into Illidan, and summon armies of demons.

My rogue and her long lost twin, Amber KearnenBy contrast, my rogue can keep up slice and dice. Sometimes she has enough energy to use a few damaging finishers, too.

I won’t even get into all the different ways my monk blows a rogue out of the water.

I’m sure it won’t always be like this. Rogues are getting a few buffs in the upcoming patch, and while most are only relevant to PvP, there is one very nice change in smoke bomb gaining a damage reduction effect for allies in its radius, making it a useful PvE skill.

As one of the many people who spent all of beta asking for this very change, I feel rather vindicated.

Ghostcrawler has also said they’re considering more long term plans to make rogues more appealing. Apparently, rogues have always been one of the least popular classes, even when they’ve been brokenly overpowered, and Blizzard considers this a red flag.

Hopefully some positive changes will be coming.

WoW and My Changing Attitude Toward MMOs

Lately, I find my feelings about World of Warcraft are changing, and it’s giving me a different perspective on MMOs. Two things have led to this.

My warrior socializes in Lion's Arch during Guild Wars 2's Halloween eventThe first is taking a break and playing other games, particularly Guild Wars 2 and The Secret World. These games both have the gear grind treadmill that WoW does, but in both cases, it’s a much smaller part of the game, and they’re generally much more friendly to a casual play style.

The second is changes to WoW’s design in Mists of Pandaria, also catering to a more relaxed view of the game.

The backstory:

Over all the years I’ve played WoW, I’ve basically played it the same way. I’ve ground gear at endgame in the hopes of seeing some raid content. Yes, I avoided raiding guilds and the culture of “serious” raiders, but I still wanted the content and the story.

So I’d just keep trying to get more gear in the hopes it would increase my chances of getting into a successful PUG. It created this sort of low grade but constant anxiety about the game. Gotta keep up with the Johnsons.

My bloodbathed frostbrood vanquisher reenacts the Wrath of the Lich King load screenIn contrast, when I played other games, I didn’t have this, and in some ways, that made me enjoy them a lot more.

Then came the implementation of the Raid Finder in Cataclysm. This largely removed the need for me to participate in the gear grind. I still need to gear up to be able to queue for the Raid Finder, but that’s pretty easy, and once I do, I can pretty much do whatever I want — including not play at all.

It’s taken until now for me to fully realize this. It took trying other games to get me to grasp that I no longer need to stress about staying competitive.

The joy of indifference:

There’s also the fact that Mists of Pandaria is, by any standard, a very easy expansion, especially when compared to Cataclysm.

I don’t share the community’s intense hatred of Cataclysm, but there is one thing about it I really disliked, and I didn’t even realize it until I was free of it.

My paladin tries to find a way to pass the time during the Spine of Deathwing encounterCataclysm’s difficulty had a terrible effect on the community. The increased difficulty made it a case of survival of the fittest, and there was no room for the weak. It made elitists of even casuals like me.

I remember obsessively checking my Recount to make sure I was doing enough damage. I remember inspecting every tank at the beginning of each dungeon to make sure they weren’t scrubs. I remember kicking many, many nice people from my groups just because they couldn’t cut it as gamers.

I don’t have to play that way anymore. I haven’t even updated Recount since 5.1 launched — though I’m sure I will get around to it sooner or later.

The point is this: I no longer care, and that’s a good thing. The only goal I’m still pursuing with any seriousness is the Wrathion legendary chain, which has me regularly valor-capping for the first time ever. Otherwise, I can play however I want, without worrying about staying competitive.

My changing attitude:

My warlock completes the first stage of the Wrathion legendary chainThese changes to WoW mean I’m essentially “done” with the game much sooner than I would have been before — heck, before I was never done; it was an endless treadmill. Some people might think this a bad thing, but I don’t believe it is. It frees me to expand my gaming horizons.

I’m still playing WoW, but I’m also playing TSW and whatever else catches my fancy. I even played some Diablo III the other day for some strange reason. But I’m not enjoying WoW any less. In some ways, I might be enjoying it more.

Blizzard seems to be of the belief that more time playing their game equals more enjoyment for the player, but I believe this is a flawed theory. I think quality of gaming time matters more than quantity.

By not feeling like I need to log onto WoW every single day, I appreciate my time with it more. I never just log on and sit around thinking, “What am I gonna do?” I play because I really want to, not out of habit.

My warlock showing off her town clothes in the Vale of Eternal BlossomsIf I’m being fully honest, the fact I’m no longer as enamored with WoW’s mechanics as I once was is also a factor. This is the result of playing other games, which I found much more enjoyable from a strict gameplay perspective. As I’ve said, WoW does feel a little archaic these days.

I could never give it up. I care too much about the world and the characters, and Mists of Pandaria is doing a very good job of rekindling that feeling. But it does leave me wanting more from a gameplay perspective.

As an aside, this is a great lesson on the importance of creating good lore and an engaging world. I like the game mechanics of Guild Wars 2 much more than those of WoW, but I’m playing WoW more.

I’m also working on lowering my expectations for what WoW is capable of, which I realize were unreasonably high. My love for Warcraft III and the years where I wanted to play WoW but couldn’t led me to put the game on a pedestal. I think I’ll enjoy it more if I accept it for what it is, rather than expecting it to be the gaming messiah.

How I became a game-hopper:

A Jinn in The Secret WorldThere seems to be a general perception among the MMO community that obsessing over one game is the right way to do things. “Game-hopper” is a term often spoken with a hint of derision, and the general feeling is that playing an MMO is like being in a committed relationship. I’ve even dubbed my series of coverage on other games “Cheating on WoW.”

(Expect at least one more installment of this series in the near future, by the way.)

But I’m starting to think this is a very flawed way of thinking. It makes sense for single player games, where focus on one and burn through it quickly before moving on to another.

But MMOs are a different beast. You never really finish them, and if you try to play one forever, you will eventually burn out. The truth is that there is no developer on Earth who can produce content faster than players can get sick of it.

Nor can one MMO satisfy all gaming desires, though some do an admirable job of trying. If you try to play one MMO exclusively, you’ll eventually get bored and want to try something else.

The Secret World's introductory mission in the Tokyo subwayI’ve come to the conclusion MMOs shouldn’t be thought of as an exclusive relationship. I’m thinking of them more as television shows.

I like Glee (less so since Quinn left, but I digress), but that doesn’t mean I want it to be the only show I ever watch. I also like to watch The Simpsons, The Daily Show, and the news. Similarly, I like WoW, but I also like TSW, and GW2, and so forth.

This is part of why I’ve come to disdain the subscription business model so much. It’s not practical for most people to maintain several subs at once. Part of me wonders if I can even justify paying for WoW when I’m not playing as compulsively as I used to.

I’m not saying my way is the only way. If you enjoy sticking with a single game to the exclusion of all others, that’s cool. But I will go out on a limb and say that “game-hopping” is probably the wave of the future for most players.

Horde paratroopers attacking in the "A Little Patience" scenarioI suspect this is a large contributor to the growing popularity of subscription-free games. Again, the “free to not play” argument.

What about you? Do you practice MMOnogamy, or do you prefer to sample from the buffet of gaming? Share your thoughts.

Edit: Apparently, this is my 200th post. Yay?