Showing posts with label Blue Post Reaction. Show all posts
Showing posts with label Blue Post Reaction. Show all posts

19.1.12

This Week in Raiding: Nerf Acceptance... Sort of

"From the deepest desires often come the deadliest hate." - Socrates
Yesterday, Blizzard announced that Dragon Soul would receive the first of a series of progressive Nerfs, starting on January 31st. They are starting with a 5% reduction in health and damage dealt to all mobs in the instance. As well, there will be a way to toggle the Nerfs off, similar to how Icecrown Citadel's buff worked.

Now, I'm sure that many of you are thinking to yourself, "Oh shit, here he goes again. Another vitriol filled post about how much nerfs sucks and how they're ruining the game. Where's the fucking exit?"

Well, stick around; I don't plan on spewing any Nerf hate today. No sir, not me. Nuh-uh.

Now, while I'm no fan of Nerfs (as you may recall from this post from September), I am in a zen-like state of acceptance with this round of adjustments for a couple of different reasons:

Firstly, Blizzard approached these changes differently than previously in that they made no attempt to hide the fact that they were coming. Even before Dragon Soul was released on the live servers, the developers told us that they would be nerfed at some point. As well, they are giving us almost two weeks of notice before they come into effect. Contrast this approach with the sudden onset of the Firelands changes and it makes them a lot easier to accept.

Secondly, they are gradual. Looking again at Firelands, the nerfs that were implemented were savage in their  scope and extraordinarily sudden in their implementation. Such is not the case with Dragon Soul. Starting with a 5% reduction in all damage and health is reasonable and won't have such a jarring effect as the Firelands changes did. Dragon Soul will not turn into pale shadow of itself overnight; the adjustment period will be slow as the nerfs are gradually but progressively increased over the next few months.

Thirdly, they can be completely turned off to experience the fights at full difficulty. This brings back the successful buff system that Blizzard put into place for ICC, whereby talking to an NPC will turn off the Nerfs so a raid group can see the fights at full difficulty. This is a tiny bone to the hardcore players out there in an attempt to keep them happy by giving them the option to make the instance the original difficulty.

However, while it's nice to have I doubt this feature will ever be used—even by the extreme hardcore amongst us. And the reason is that there is no benefit to turning off the buffs other than self-satisfaction. With no way to tell whether a boss was killed with the Nerf on or off, any boss kill after the nerfs are implemented are tainted from a progression standpoint. I can say that I am 7/7 in Firelands, but anyone can look at the date of my Ragnaros achievement and see that it occurred after the Great Nerfening of September. That kill is valued less on a potential guild application than it would be if it had been done the week before. Dragon Soul will be the same.

Lastly, Dragon Soul normal modes are easy enough that it felt nerfed right from the beginning. So in that context, what does another Nerf matter? It's hard to get upset when something goes from easy to slightly easier.

I do have some questions though:

Why a raid-wide nerf? I don't think that a raid-wide buff was needed, honestly. Some of the bosses in normal modes could certainly use some tweaking: Zon'ozz, Ultraxion and Warmaster Blackhorn being the three that gave our raid team the most trouble. I sincerely believe that it's better to balance specific fights that are overtuned rather than nerf the entire instance. If a specific encounter is tuned such that the majority of people with the appropriate gear level cannot beat the encounter then by all means it should be re-balanced to bring it in line, but I feel the raid-wide approach is a bit like using a jackhammer to open a can of beans.

Why so fast? If, as Blizzard says, these Nerfs are being implemented because Raid Groups are hitting "brick walls" and not progressing, we now can gauge exactly what pace Blizzard expects their content to be cleared. These nerfs are appearing 9 weeks after Dragon Soul launched, meaning that Blizzard expects raiders to clear one boss per week at minimum before it considers them "stalled". Apparently, wiping on a boss for several weeks is now considered "hitting the wall" and "getting stuck on progression" and thereby grounds for nerfing the instance. Whereas in previous expansions wiping on a boss repeatedly was called "figuring out how to do shit" and an essential part of the learning process.

As with Firelands (which was nerfed in 12 weeks, giving slightly less than two weeks per boss), Blizzard isn't giving us enough time to figure things out. They continuously make more difficult and more elaborate dances in their encounters and are continually cutting short the time we have to learn them before getting heavy-handed with the nerfbat.

Kurn wrote an excellent article talking about the Dragon Soul nerfs and goes into a lot more detail on the timelines that previous instances have see in regards to difficulty changes. Check it out here: A Sigh of Resignation. She seems... uh... a little more angry about these nerfs than I am.


I AM THE PLAYER THESE NERFS ARE FOR

Matthew Rossi of WoW Insider shares an interesting statistic:
The Raid Finder is head and shoulders above normal mode raiding in terms of popularity. 35% of level 85 players have completed Raid Finder vs. 4% completing normal mode; that's a huge, huge shift. Keep in mind that Blizzard has more exacting statistics available internally, but this serves as an indicator of a trend.
On the surface, that is a shocking number. It seems like a lot of people have jumped in the Raid Finder at one point or another and have succeeded in killing Deathwing, far more than have done it on Normal difficulty. A 29% difference is significant, certainly, but let's think about this for a moment.

First of all, the statistic is for those players who have completed Dragon Soul by defeating the Madness of Deathwing encounter, something that can be done in the Raid Finder in an hour or two. Normal modes require a significantly larger investment in time, so it's not surprising that fewer people have completed it. Not only that, but divergent schedules of the raiders and other factors that aren't a concern in LFR can lead to slower progress. Nerfs can't fix that problem.

I don't know about your guild, but ours hasn't had enough time to even pull the Madness of Deathwing encounter yet after only 7 weeks of raiding, and yet I don't feel that we've hit a roadblock in our progression. In fact, at 7/8 I had thought we were making damned good progress towards our goal—until I heard about these nerfs that is. Now it seems that we're behind the curve and require some divine intervention from the developers.

I think Blizzard is making the classic mistake of underestimating it's user base. We're a resilient, intelligent bunch of people who are very good at figuring out what to do to get an encounter down given enough time.

I would be very interesting to see just how far people are getting in Dragon Soul without the nerfs. If 4% of level 85 characters have cleared Dragon Soul on normal, how many have gone 7/8 like me? How many are 4/8 and stuck on Ultraxion? How many are 2/8 and stuck on Zon'ozz? How many people just need more time to clear 8/8?

If specific encounters can be found that are causing the majority of the problems, then adjust those encounters to help those that are stuck and let the rest of us get back to work.


LEARNING TO ACCEPT REALITY

Frankly, I've come to accept that the days of the exquisitely difficult raid encounter are gone for good. No more will a raid encounter stubbornly refuse to yield to a dedicated and prepared raid group because the developers were feeling really evil when they designed it and just made that particular boss a massive son-of-a-bitch. The hard work, preparation and min-maxing that those encounters required are an out-dated mindset, apparently. And the raiders who enjoyed that type of challenge—the smart, resilient problem-solvers who think figuring out a problem is half the fun—are continually being marginalized.

If Blizzard feels that the raid is difficult enough that it is preventing people from completing it, then they should do what they feel is in the best interests of the health of their game. I can accept that.

Really, I don't much care what difficulty baseline Blizzard wants to set for it's raids. Whether it's incredibly hard, ridiculously easy or walking a fine tight-rope in between, I just want to complete the raid at the same difficulty level as the top-end guilds and everyone else. I don't want help and I don't want charity.

I'm not trying to sound elitist here. I don't consider myself a hardcore raider by any stretch of the imagination. I don't spend hours thinking about my spec or my gear or where I need to stand during an encounter. I have never run a gearing simulation and wouldn't know how to use a spreadsheet to tell me anything about WoW at all. All I do is show up and push buttons and dodge the fire until the boss dies.

If the fights are legitimately too hard, I'm all for nerfing them carefully and thoughtfully until they provide a good balance between challenge and accessibility to everyone. Everyone deserves to be able to play all aspects of this game, including Normal Mode raiding.

But I hope the developers never forget that there is a benefit to hard work. We as human beings learn from failure more than success. And while making raids simpler and easier is a good way to increase the overall number of raiders, allowing people to fail every once in a while—to truly have to work at something before succeeding—will make them better raiders.


18.1.12

Cross Realm Raiding and Crystal Ball Gazing


“Eventually, all things merge into one, and a river runs through it.”
 - Norman Maclean
Looming quite close, just over the metaphorical digital horizon, is Patch 4.3.2. A minor patch with a few tweaks, a few fixes and one new feature that, had it come a year ago, would have sent the WoW community into a frothy orgy of excitement: Cross-Realm Raiding.

People have been clamouring for the ability to Raid with their friends on different servers for ages, and it seemed like an idea that was inevitable ever since the cross-realm Looking For Dungeon system was introduced in Patch 3.3. And, of course, Patch 4.3 introduced the Looking For Raid system which allows raiding Dragon Soul with random cross-server people at a unique difficulty level. 

But what LFR does not address is the ability to form Raids to tackle normal and heroic difficulty modes with people who are not on your server. And while the current raid tier, Dragon Soul, will not be available initially, that's what this new Cross-Realm Raid system is designed to do.


KINDA LIKE KISSING YOUR SISTER

Unfortunately, excluding Dragon Soul leaves me a bit underwhelmed with cross-realm raiding. There will be no scouring Twitter to find a last minute replacement to fill in for your Mage who is being rushed to the hospital with alcohol poisoning leaving you one short for your regular raid night. No cross-server guild partnerships to form a 25-man raid out of two 10-man guilds. No Dragon Soul All-Star Raiding Dream Teams will form up spontaneously to crush the heroic modes.

Portrait of a Pissed-off Dragon Aspect
No, without the ability to run the current raid in a cross-server group, this feature will be an afterthought, and is probably the reason that it seems to have been welcomed by the WoW community with a resounding wave of meh

What it can be used for is to join LFR with a larger group than was previously available (yes, it's Dragon Soul, but only the watered down version), join a Battleground as a premade group, and to run through older tiers of raiding content.

Very useful stuff, and I think that the Battlegrounds feature especially will be used a lot. However, the system will never live up to it's potential until the current raid tier is able to be done with a cross-realm group. 

I can only speculate as to why they decided not to include it. Perhaps they felt that it would dilute the value of guilds. Maybe Blizzard didn't want people instantly transported to the raid instance as they are with LFR, thereby preserving the one, final reason people have for actually leaving the capital cities. It's possible as well that there is a technical reason, too, but most likely Blizzard decided to exclude Dragon Soul for a gameplay or balance reason.

Regardless, it seems that Blizzard is taking the cross-realm capabilities of WoW very seriously, and I imagine that seeing cross-realm raiding with no restrictions is only a matter of time. Which is great. I really look forward to the days ahead where the entire WoW population (faction permitting, of course) is at my disposal when I need to fill a hole in a raid. 


INSULATION FROM ISOLATION

However, once cross-realm raiding of current content goes live, how long until we have cross-realm mail? Cross-realm chat channels? Cross-realm universal auction houses? And eventually, are cross-realm guilds possible?

I am just indulging in some wild and completely unsupported speculation here, as Cross-Realm Guilds are certainly not a feature that anyone has even hinted at being on the horizon, but it seems as if it would be the next logical step in the direction that Blizzard is taking us. It would pretty much remove all the remaining barriers between the various different Realms and create a single cohesive WoW population. 

If this truly is the direction that Blizzard is moving, it may serve to be a very clever way to prolong the games life.

I think that it is clear that after being at the absolute top of the MMO world since 2004, there are more days behind WoW than there are in front of it, at least as the biggest and most relevant of the genre. Don't get me wrong, I don't think WoW is going to die any time soon, but I don't think it's possible that any game—even this one—has 14 years of staying power. Times change, games change, new games come out. Such is the way of the world as so will it be for WoW.

It is a certainty that at some point WoW will start to diminish in terms of active players. It will be slow and subtle but will eventually leave some servers as ghost towns, their capital cities echoing with the unheard cries of NPCs trying vainly to add colour to an empty world. I've always believed that the first definitive sign that WoW is truly on the downward slope is when Blizzard starts consolidating servers in order to keep the population of active players high enough to be viable.

However, what does it matter if your server is virtually abandoned if your guild is spread-out over 20 or 30 different servers? While it would be rather odd to go to Stormwind (or whatever the hang-out du jour is in the distant WoW future I'm describing) and have it deserted save for a single, lone naked Night Elf dancing on the mailbox, as long as there are enough people online on some server somewhere to do the group activities the game will have the appearance of vitality.

And in the end, in order for a game to survive it has to still be fun to play. WoW without people isn't fun. And the perception that there are loads of other people around ready to do something with is critical for any MMO to stay alive and vibrant. 

To that end, the cross-realm features that Blizzard has implemented, as well as those we can speculate that they might implement at some point are great steps to unify and enlarge the pool of players that a person can interact and play with, which will help the game survive and prosper for longer than it might otherwise. And as someone who plans to play this game for a long while yet, I think that is a great thing.



20.8.11

Previewing Patch 4.3: The Make-or-Break Patch

Well, Blizzard has begun releasing new information on Patch 4.3 - the upcoming final major content patch of the Cataclysm expansion  - stoking the fire of the hot-air fuelled Rumour Juggernaut and setting it off to steam-roll all over the realm of common sense.

Confirmed are such new features as Void Storage and the Transmogrifier, as well as three brand new Heroic 5-man dungeons - one of which is a Caverns of Time instance in a "known location". A new raid tier is planned as well, culminating in an epic encounter with the Aspect of Death himself. Blizzard promises that this fight will be "unlike anything you've yet encountered in World of Warcraft".

Reactions seem to be ranging from swaying in rapturous joy to threatening to quit the game. According to the doomsayer-types, these changes are unconscionable and herald the end of WoW - but they say that every Tuesday, so let's just ignore them for now.


INSPIRED BY CALVIN AND HOBBES

Definitely the most talked about feature of 4.3 is the Transmogrifier. Transmogrification will work similarly to reforging and will allow a player to make any current piece of gear cosmetically look like another, similar piece while still retaining the original stats. This means that it will now be possible to defeat Ragnaros in Firelands while wearing armour that looks exactly like the Tier 1 armour that he was killed with back in Molten Core.

It seems that, for the most part, Transmogrification has been greeted with an almost hysterical excitement. It has also been suggested that this pretty much removes all pretence that we, as players, are not doing anything other than playing dress-up with dolls; only with Internet Dragons and Sparkle Ponies.

I finally get to Raid
wearing my favourite shield
I am intrigued by this feature, but not jumping for joy about it. I haven't ever been one to save gear for sentimental reasons, so I don't have an entire wardrobe of old Tier sets to choose from. But then, I'm not the target audience for this particular feature. This is aimed at the long-time players who look back fondly on their favourite gear and wish they could wear it again.

I'm in the minority opinion, I think; a lot of bloggers and long-time players are already planning farming trips to old raids and scouring the old tier armours for the look that they want to rock when this goes live.

This feature, along with it's companion feature Void Storage - which gives players a place to store all the sentimental stuff they want to keep but have no real use for - are very nice nods to the long term players. It isn't going to fundamentally change the game in any way, but it will certainly make Stormwind a more colourful place to hang out.


NO IDLE THREAT


One change that is definitely going to happen, if it hasn't already been hotfixed in, is a change to the way Tank Threat works and have a Tank able to generate Threat much faster than before. Ghostcrawler wrote a thoughtful post on Tank threat on the Official WoW Blog, but the basic idea is that it isn't fun for a DPS to intentionally do less damage (and therefore less threat) simply to compensate for a lesser geared tank, nor is it fun for someone who is just learning how to tank to worry about raid-geared threat-monsters pulling mobs off just by sneezing at them. As a Damage Dealer, who wants to just stand there and merely do White attacks because you're sitting at 105% Threat?

This change is made necessary because the reality is we live in a world ruled by the Dungeon Finder, and the fact that, for the most part, you don't get to choose who is in your group. The Dungeon Finder does a decent job at ensuring that most of the people are at the same gear level, but when there is a shortage of tanks, which is most of the time, then the group is stuck with what's available. And sometimes that means running through Zul'Aman with a new tank in a whole lot of Blues; forcing the DPS to either do less damage and therefore less threat, or making the Healer go out of his mind healing the group when the DPS inevitably pulls aggro.

Wrath-Style

In effect, by ramping up Tank threat much quicker to compete with amphetamine-fuelled Burst DPS, Blizzard is taking us back to a more Wrath of the Lich King style of Tanking where, as long as the Tank doesn't do anything stupid, it's very difficult to pull aggro of him.

I think this is a great idea.

Making Threat generation, and therefore Tanking in general, easier is really the only way to finally solve the LFD Tank shortage problem. Actually, it's not even about making it easier; it's about making it more fun and less frustrating. Doing everything right and yet still failing because your group simply outgears you is not fun, and I think causes a lot of people to give up on the idea of Tanking before they have the gear or experience to make it actually enjoyable and not comparable to painful dental procedures.

Of course, as Ghostcrawler mentioned, it is still possible to get undesired attention of a mob by attacking the wrong target or using an Area-of-Effect ability too soon, so the DPS aren't going to have free reign to do whatever they please. Damage classes simply shouldn't be able to pull off a Tank once he's established his initial Threat, as long as the Tank plays correctly.


HEROIC VARIETY

The biggest mistake that Blizzard has made during the Cataclysm expansion (at least, so far) was releasing only two Heroics with Patch 4.1. The Zandalari Trollroics are good dungeons, both challenging and varied in the encounter design. But after running them non-stop for what seems like an eternity, I am sick to death of them and never want to see another Troll as long as I live. I would like to see Blizzard not make the same mistake with the three new heroics they are talking about for 4.3.

According to the Preview, 4.3 is going to be the final major content patch for the Cataclysm expansion - barring a Sunwell-esque surprise Raid Tier. This means that whatever content is included in 4.3 is going to have to last us until the next expansion is released (rumoured to be tantalizingly named Mists of Pandara). We're going to be running this content for a long time and that means that if Blizzard wants to keep our attention and its subscriber numbers up, these dungeons better be compelling and varied.

If Blizzard goes the route of the Zul'Roics and places these new dungeons in a separate tier, with an increased level of difficulty and better gear, they run the risk of the same level of burnout happening as we're experiencing now. Running the same two dungeons over and over again is an excellent way to remind your subscriber base that it's summer and there are other things to do.

At least with WotLK Heroics there was a much greater variety of dungeons to choose from, ranging from the very difficult Halls of Reflection, the dreaded Oculus or to the simplicy of running Utgarde Keep for the four hundredth time. Could you imagine the backlash from the playerbase if we would have been forced to run nothing but the three ICC heroics for the last 8 months of the expansion?

With things as they are now, I am forced to run Hero-dalari Dungeons in order to cap out my Valor Points every week. There is no respite from these two dungeons unless I want to run twice as many regular heroics - which is impractical to say the least. Give us more variety, Blizzard! Either give us the ability to queue for all the Cataclysm heroics at the same time for the same VP rewards, or give us more dungeons per new Tier. I'm begging you!

On the other hand: THREE NEW HEROICS THAT AREN'T TROLL DUNGEONS! HOORAY!


DEATH TO DEATHWING, ASPECT OF DEATH!



The Big Bad. The Final Fight. The Alliterative Aspect of Annihilation.

When 4.3 lands we will finally get our revenge for constantly being murdered randomly as we're trying to level up fishing or grab a screenshot: Deathwing will be the final raid of 4.3 and likely the wrap-up for the Cataclysm storyline.

No details have been released yet, and speculation is running rampant as to what kind of fight this will be, what other bosses we'll fight and where on Azeroth we'll be fighting Deathwing. Nothing about the fight has been hinted at yet, but this blue post claims it will be like nothing we've ever seen before. Exciting stuff!

Entering completely into the realm of wild-eyed speculation for a moment, I envision three different, gated raids for the final raiding tier. The first two would need to be cleared before the third Deathwing-only raid would be unlocked. I think a small, 3 boss Raid set in Deepholm and a larger 8 boss raid in a new location that would, lore-wise, clear the way to the final, epic confrontation with Deathwing.

To date, there has been no mention of a lair or other place that Deathwing hangs out when he's not frying lowbies in the Western Plaguelands, so really, we could be fighting him anywhere. This image implies that we'll be fighting him on top of a mountain somewhere, but I had my way I'd want to fight Deathwing right here:

Varian's front porch would make for a great raid room. Although
Deathwing would need to knock down a bit of stuff first.
Why does Deathwing need to have a lair, anyway? Isn't he randomly flying around the world torching everything? The first step in any Deathwing encounter, in my opinion, should be to find him out in the world and attack him there, rather than doing the same ol' thing of assembling a raid at the entrance to a cave where [Insert Loot Piñata Name Here] is conveniently waiting to be killed and give up his stuff.

In the encounter that I would design, each week a Raid Instance portal would appear in a random zone throughout Eastern Kingdoms and Kalimdor, forcing people out of the capital cities on Tuesday morning to look for the thing. Once found, the standard Meeting Stone would be there to help summon the rest of your raid. The coolest thing about doing this is that the actual terrain that the Raid would fight Deathwing on (at least for Phase One & Two - keep reading) would change every time. But from a lore perspective, it would tie everything together: Varian or Garrosh have had enough of this dragon destroying everything and devise a cunning plan to stop him.

Here's how I would design an epic fight to take out Deathwing:

Phase One: Capturing Deathwing
After finding the portal and zoning into an instanced version of whatever zone the portal happens to be in, the Raid comes across Varian or Garrosh and a small group of Battle Mages who have devised a way to knock Deathwing out of the air and hold him. This will require the raid to defend the Battle Mages against waves of summoned Fire Elementals (or something similar) while dodging Deathwing's fire breath from above. The mechanics of this fight could work similarly to Magmaw in the actual chaining. Regardless, this phase is fairly short.

Phase Two: On the Ground.
The Battle Mages manage to ground him, but as he's just too powerful they cannot hold him for long. The Raid would fight a partially subdued Deathwing on the ground and have to deal with all the tricks that a very pissed off dragon in command of the element of Earth can possibly think up. Giant Earth Elemental adds that need to be tanked, insta-kill pits opening up beneath people's feet and giant impaling spikes are some of the possibilities, in addition to having to deal with random, devastating flame breath attacks, claws and tail swipes.

Phase Three: In the Air

At some point, either at a certain percentage of health or after a certain amount of time, Deathwing breaks his bonds and begins to take flight. The raid have to use a mechanic (ropes, magic catapults, jetpacks - really endless possibilities here) to climb on his back before he takes off. While he's flying, he'll call a couple of Black Dragonflight lieutenants to kill the pests on his back and periodically try to knock the raid off by yawing either left or right. When he does this, the Raid will need to grab on to pieces of Deathwing's armour to avoid falling off and plummeting to a very sticky death.

At the same time the raid is dealing with the two dragon lieutenants, they will also need to do damage and destroy Deathwing's armour plates so that he will be vulnerable when he lands. The most interesting aspect of this idea is that the Raid will be destroying the very thing that they need to grab on to so as not to fall off, making management of how much armour to destroy critical - especially because each plate that is destroyed will expose Deathwing's molten insides which, of course, would not be wise to stand in.

Phase Four: Home to Roost
Once the Dragons are killed, Deathwing will reach his destination: Stormwind or Orgrimmar, depending on faction. There would be a short cinematic showing Deathwing landing and destroying the Stormwind Citadel courtyard. A whole legion of Dragonkin will teleport in and keep Varian Wrynn and the Stormwind Guards occupied while the raid has to deal with the boss.

This would be an all-out fight to the death. The Raid would first need to finish whatever armour is left over from Phase 3. Once that is completely gone, Deathwing becomes a dragon of pure flame and the fight really begins.

I'd like to think that Blizzard would pull out all the stops with this fight and include new, never-been-done-before mechanics that are too awesome to imagine or speculate on. I think that as far as previous Raid encounters go, doing something like this would be incredibly epic and tie together all the different ideas that Blizzard introduced in Cataclysm nicely. I am very excited about fighting and killing Deathwing, and I really hope that the fight lives up to the sheer epic potential of fighting a foe of this magnitude.


CONCLUSION

There is a lot riding on Patch 4.3. For whatever reason, the entire Cataclysm expansion has been met with an overwhelming wave of indifference and at times outright hostility from the player base - particularly the long-term players. It seems clear that the final patch of this expansion will make or break Cataclysm's legacy.

There is a feeling among a lot of players, although I personally am not one of them, that World of Warcraft has lost its way. And with new and exciting competition either upcoming or already on the market, Blizzard needs to end this expansion with something fresh and exciting to recapture the faith of the masses and remind everyone why World of Warcraft is still worth caring about.
 
 

24.6.11

Illuminated Healing in 4.2: New! Improved! 100% More Shiny!

I'm forever blowing bubbles,
Pretty bubbles in the air,
They fly so high,
Nearly reach the sky,
Then like my dreams
They fade and die. - lyrics by James Kendis, James Brockman and Nat Vincent[1]

Ahh, Holy Paladin Mastery. You are so young and yet have lived a very checkered and unappreciated life. Greeted with an overwhelming wave of indifference when you were born which turned into outright hostility as you grew up into an awkward adolescent that no one knew what to do with. It became so bad that people could barely look you in the eye any longer and simply reforged as much of you away as they could, pretending that you didn't exist. It's not really fair, is it? We all had such high hopes for you.

Patch 4.2 represents a coming of age of sorts for Illuminated Healing. The awkward teenage years of short, non-stacking, pimple-like bubbles are gone. In it's place is a more mature and grown-up Mastery ready to take on the real world and make a difference.

Alright, I think I've taken that metaphor as far as I can go. Consider yourself spared the Clearasil jokes.

MASTERY PRE-4.2

As a stat for Holy Paladins, Mastery in 4.1 is generally considered beyond worthless. It is the automatic choice for reforging. Our mastery ability, Illuminated Healing, puts a shield on the target of a Paladin's single-target healing spells for 12% of the healed amount, modified by mastery. Sounds great, in theory. Who wouldn't want an across-the-board 12% increase in their healing effectiveness due to the mitigation of incoming damage? Discipline Priests have made a living with doing just that through two expansions now.

The Evolution of Illuminated Healing
The problem is that it just doesn't play out that way in reality. The shields are too small to be meaningful. They don't last long enough to reliably be counted on to absorb damage. And they don't stack - meaning a heal cast on a target with a shield on it will overwrite it with a new shield based on the new healing spell. These three things combined means that most of the Shields simply go to waste and the ones that are used are small enough to be insignificant.

Throughout Cataclysm, Blizzard has been steadily tweaking Illuminated Healing with a series of small buffs. It's very apparent that they are being cautious with our mastery in an attempt to ensure that it doesn't become overpowered. Each patch has come with tiny little buffs and balances to answer the ability's critics in the hopes of finally making Mastery a desirable stat for a Healadin. 

MASTERY: NEW, IMPROVED AND READY FOR PRIME TIME

Patch 4.2 finally answers the final critique of Illuminated Healing with the addition of stacking shields up to 33% of the Paladin's health. Here is the patch note detailing this:
Illuminated Healing (Mastery) has been adjusted slightly so that if a paladin refreshes an existing copy of his or her own Illuminated Healing on a target, the new absorption amount will be added into the old absorption amount and the duration will be reset. The total absorption created can never exceed 1/3 of the casting paladin's health.
The reactions to this change have ranged all over the place. Kurn, Rohan and Adgamorix all posted widely varying opinions on the subject, as have many others.

I look at this change, and the changes that have preceded it and am satisfied. I think that Blizzard has finally got Illuminated Healing to a good place and it will finally start working as it was initially intended to: To have each direct heal that a Paladin cast give it's target a shield to reliably be counted on to mitigate a portion of future incoming damage. And now that subsequent casts will increase the amount absorbed and refresh the duration, it's much less likely a shield will go to waste.

Will we be able to pump up the shield to maximum quickly and efficiently before the pull? No, but that's alright because that's not the way it's intended to work. Are we going to be able to quickly shield a raid using Holy Radiance? No, but that's alright because that's not how it's intended to work. Will we be able to shield both the target we're healing and the tank we have Beacon of Light on in a single cast? No, but that's okay too.

All of those things would be extremely nice, but likely would be unbalanced. As it is, Blizzard can't help but nerf all of our single target heals every single patch, so let's not give them any more incentive because of an overpowered Mastery.

I feel that the intent of our mastery is to provide a buffer: The more we heal a target, the smoother and easier to manage future damage becomes, and I think that this buff goes a long way to making this concept finally work.

IS MASTERY DESIRABLE?

The big question this change brings up is: Should a Holy Paladin gear for Mastery?

I still believe the answer is no: Haste is still a better throughput stat for Holy Paladins. I am still a big fan of a Haste-heavy build if for no other reason than to increase the responsiveness of my healing. To me, it feels better to be casting quickly and more often. Mastery is still valuable with this gearing strategy since quick heals will allow a Paladin to stack shielding quicker.

However, the changes to Illuminated Healing coupled with Critical Strikes now healing for 200% certainly do make an argument that a Critical Strike and Mastery gearing strategy could prove to finally be viable come 4.2. Slow, frequently critical heals that leave a shield twice the size of a normal heal could prove to be equally effective as faster heals that crit less - and may be easier on the mana pool, something that may prove important as we move into the Firelands to play with Ragnaros and his diabolical minions. I am no theorycrafter, so I will let others do the math on this one, but I'm curious to try it out and see how it works.

That being said, I think that Mastery is still not as important as either Haste or Crit, regardless of which gearing strategy you decide to go with. My order of preference for secondary stats is as follows:
SPIRIT > HASTE = CRIT > MASTERY
In this scenario, Haste and Crit are equal, but separate. Choose one at the expense of the other. Either way, Mastery is still not something that a Paladin should go out of their way to get, but having it on otherwise well-itemized gear is no longer quite such a detriment.

In this sense, Mastery is still a bit of a troubled child. No longer is it completely worthless, and Illuminated Healing is now quite good, but that extra little bit of shielding that the Mastery stat provides pales in comparison to what Haste and Critical Strike provides. I guess it's not out of the Clearasil years quite yet.

But honestly, short of scrapping and redesigning the Holy Paladin Mastery ability completely with something better, I'm not sure what Blizzard can do to make a Holy Paladin want to go out of their way to gear for it.
 
  

7.4.11

Call to Arms, A Rebuttal

Blizzard announced yesterday a new tweak to the Looking for Dungeon system to help alleviate the long dungeon queue times that are experienced by many.

The idea is simple enough: Incentivise the least represented role to encourage players of that role to queue up for dungeons more often by offering perks and a chance for rare in-game items.

From Blizzard's post:
"Call to Arms is meant to lower wait times by offering additional rewards for queuing as the currently least represented role. To be eligible for the additional rewards you must solo queue for a random level-85 Heroic in the role that is currently being Called to Arms, and complete the dungeon by killing the final boss. Every time you hit these requirements (there is no daily limit) you'll receive a goodie bag that will contain some gold, a chance at a rare gem, a chance at a flask/elixir (determined by spec), a good chance of receiving a non-combat pet (including cross faction pets), and a very rare chance at receiving a mount. The pets offered come from a wide variety of sources, and include companions like the Razzashi Hatchling, Cockatiel, and Tiny Sporebat, but the mounts are those specifically only available through dungeons (not raids), like the Reins of the Raven Lord from Sethekk Halls, Swift White Hawkstrider from Magister's Terrace, and Deathcharger's Reins from Stratholme."

This is aimed primarily at Tanks, since 99% of the time they are the least represented role and the queue time bottleneck, but occasionally healers will benefit from this as well.  The benefit to Damage Dealing players is, if this system works as intended, drastically reduced queue times and a better, less frustrating experience with the Dungeon Finder.

I'm not going to go into the details of this new idea as I think it's been covered really well by others. Psynister has a great post up that dissects the advantages and potential problems with this new system extremely well, and from a DPSers perspective.

However, I do want to offer my own opinion on some of the issues that have been raised.

First off, this is a great first step into alleviating the Dungeon Queue problem, but it's not a long-term solution. If the fundamental problem with the LFD system is the lack of tanks, then the solution must be to encourage people to roll and play tanks. Having this added perk is nice, but it does nothing to change how the role plays or to encourage more people to do it.

Secondly, since the Damage Dealers are the ones suffering for the long delays, it makes sense to reward them as well. I suggest a scaling buff tied to the Queue time so that for each 15 minutes spent waiting in the queue, that person would receive a 5% buff to all rewards generated up to a maximum of 20%. Experience, gold and Justice/Valor points received would all be boosted.  Perhaps anyone with the maximum 20% buff would also get a chance at the rare drops that are now being dangled in front of the tanks. Adding this incentive would hopefully increase the patience of DPSers because they would be acknowledged and rewarded for enduring a wait time longer than the other roles.

Of course, doing this means that the only role getting screwed over would be the healers.  C'est la vie.

Lastly, one of the largest concerns that I've heard, especially from healers, is that this change is going to encourage more Plate DPS to try their hand at Tanking in gear that is unsuitable for the role, which means we are about to be innundated with a whole wave of LOLTanks in DPS gear that are completely unprepared for what actually needs to be done as a tank, but will get the extra rewards as the rest of the group stuggles to carry him through the dungeon.

This is certainly a possibility, and I'm sure there will be instances of it, but I don't think it will be any worse that it is now - DPSers are already queuing as Tanks for the instant queue.  Preventing that is what the Votekick function is for.


ENCOURAGING THE BADS, BUT ALSO SOME GOODERS

However, what if this change encourages a Death Knight or a Paladin DPS to try tanking for the first time and he likes it?  That's Blizzard's hope and the only way that the Queue situation can be improved long term.

It has never been easier than it is now to try a role that you've never done before. With Dual Specs being so cheap as to be inconsequential, and between the Auction House, Justice and Valor points and quest rewards and dungeon drops it's possible now to gear up for a different role without ever having to run a dungeon as that spec.  This is a mixed blessing, obviously, since at some point our fledgling Tank is going to have to bite the bullet, enter the queue and actually tank a dungeon. But there is no excuse for ever tanking without the proper tools and gear.


THE PRESSURE ON A NEW TANK

I have done some tanking in my time. I have a level 80 warrior that went through the Lich King expansion as Protection - even tanking some raids. I enjoy tanking, but the pressure that is put on a tank, particularly a new one, is pretty extreme. A new tank is expected to know which mobs need to die first, where to position them and when to interrupt them. They are expected to know where to go and what to do.

A new tank, especially one that is just dipping his foot into the role as a secondary spec, isn't necessarily going to have all the tools that he needs for the job. He's not going to be as quick to pick up stray adds; he may not even have a threat meter installed or know that he should, for that matter. He's likely going to make mistakes that will wipe the group.

And odds are he's going to get told off, insulted, belittled, called a bad, kicked from the group or simply ignored as a "noob".  It's happened to me before, and is frustrating as hell. Simply put, learning how to tank is not fun.


IT'S UP TO US

There is only one sure-fire, long term solution to the tank shortage: Tanking needs to be more fun. Blizzard can do their part, but certainly some of the reason that many tanks will only run with a guild group, or have given up Tanking altogether is because of how Tanks are treated by the other players.

It's up to us to solve the long-term Tank shortage by making life just a little bit more pleasant for them. Offer to help or coach a new tank that looks like he's struggling. Offer up a "Great tanking" kudo more often. Pay attention to the DPS order and CC targets. Or even do something simple like ask the tank what he wants from his raid markers, or offer to put them up for him - especially if the tank is a new one.


PROVING THE POINT

It's been a long time since I tanked - not since Wrath. But to prove that this change might just make things a little better after all, I am going to pick up my shield again and bash some heads with it.

I have three different characters that can start tanking right away:  Thosif, my Paladin is dual-specced Protection and I have been collecting gear for a while now (as of this moment he has a weird collection of tanking and DPSing gear, which means I'm going to have to spend some money to fill in the holes); Krupel, my Warrior who is level 80 and hasn't been into the Cataclysm zones yet; and my level 33 Paladin on Azuremyst, who is levelling as Protection but has yet to step into a dungeon.

If I, a dedicated Battle Medic, am tempted to give Tanking another try because of this, perhaps I'm not alone and this change will make a difference. Even if it doesn't, it's a step in the right direction. And if absolutely nothing else, it just proves that Blizzard does get it - they do understand what the players are going through and what the problems are, and that they're working on it - whether the community agrees with their choices or not.


TOO LONG, DIDN'T READ

To sum up:  Looking for Dungeon: Call to Arms is a good idea, but only time will tell if it's enough.

13.2.11

Light of Fizzle Update: Stealth Nerf Stealthily Unnerfed.

As I'm sure most of my readers have already discovered from far more reliable sources (Kurn, Ophelie), it seems that Blizzard has decided to unnerf (de-nerf? Antinerf?) Light of Dawn just as sneakily as they nerfed it before.

As others have I have confirmed that Light of Dawn is, in fact, still transferring through Beacon of Light.  It seems that this change has been reverted.  This doesn't really make a lot of sense, especially considering how quickly things were turned around.

I have a theory, however.

It's one of two things:

It's possible that Blizzard heard the outcry from the community and reversed the change.  This would mean that the WoW developers are listening to their players and as much as they are trying to balance the classes, they are willing to reverse a change that the player base can make a legitimate argument against.  In this case, the idea that this change might cause Paladins to lose a lot of their versatility may have been persuasive enough to cause Blizzard to change it back.  Or, perhaps they are just sick of all the wailing and gnashing of teeth; we paladins are a boisterous, vocal lot, after all, and are willing to rise up in armed revolt over the least little nerf.

Either way, the idea that Blizzard listens to the concerns of their player base and is responsive to their feedback is so optimistic that it almost borders on silly.  There is no way that we have things that good, is there?

The other option is that Blizzard has taken the idea of beta testing to a whole other level.  All developers will beta test new features or changes to the game before they are released to ensure that they work before they make the change.  This way they can prevent mistakes and improve quality.

I think that Blizzard, on the other hand,  is pioneering something different:  Blizzard has started beta testing patch notes.  Yes, in order to ensure that they produce the best patch notes possible, they are releasing potential changes to the notes before they release the actual notes.  By releasing a beta patch note they can see how it looks, play with the fonts and colours to ensure that their notes are the absolute best in the industry.

It's a brave new world.

12.2.11

Light of Fizzle - Stealth Nerf in 4.0.6a

UPDATE:  It appears that this change has been reverted.  Check out my latest post for more.


Oh, those sneaky Blizzard folks are at it again.

They snuck in a small patch last night, 4.0.6a, with a few more untested and surprise changes to the classes.  This was quite unexpected, considering that they had close to a month to test this patch on the PTR.

But the change of interest to the Holy Paladins is a big one:
Beacon of Light no longer triggers from Light of Dawn.
This is very interesting, actually.  This is now the second time that they have stealthily nerfed Light of Dawn for being too good.  I talked about the first round of nerfs in my Tower of Fizzle post, in which I suggested that instead of removing Holy Light's synergy with Tower of Radiance, preventing Light of Dawn from transferring through the Beacon of Light was a better way to go.

I'm gratified that Blizzard seems to be listening to me, but, err, I didn't mean for you to do both!

As of right now, Light of Dawn is a very small heal.  It's tiny, in fact.  So much so that the only compelling reason to cast is was the fact that it transferred 50% of it's heals to the Beacon target.  It turns out that one-half of five or six little heals adds up to one big heal on the Beacon, which apparently is unbalanced.

What makes this truly intriguing is that in response the the outcry after the first round of nerfs,  Nethaera posted on the official forums (I think it was Nethaera on this thread, but I'll have to check later.  Sadly, the official forums are blocked at work. Look for an update later today) saying that it is specifically intended that Light of Dawn transfer through the Beacon.

This means that, with this most recent change, Blizzard has reversed a fundamental design philosophy of Paladin healing, more than likely due to it being too mana efficient.  This change is one more nail in the coffin of the whole Holy Power experiment, which in my opinion is a complete and utter failure.  I'm not sure how Blizzard expected giving Paladins free heals not to lead to mana efficiency.  Isn't that the whole point of a free heal in the first place?  It seems to me that the Holy Power concept has caused more grief and problems for the Holy spec than it has solved, and with this change Paladin healing simply has no synergy whatsoever.  It is now just a random collection of spells that you can cast, and you should keep a Post-It note on your screen with a list of what does and does not transfer to the Beacon or generate Holy Power.

Not that Holy Power is all that useful anymore.

You know what?  I think I'm okay with this change.  A zen-like feeling of calm and peace is washing away the nerdrage that I was feeling last night when I heard of this change.  I've entered a chakra-like state of bliss and serenity.  It's okay, honestly.  Blizzard has spoken from on high and said, "You know that whole 'Paladin raid-healing' thing we were playing around with?  Yeah, just forget about it".

Holy Paladins are single target healers again.  It's official.

We're all back in our old comfort zone.  You'll hear a lot of raid leaders again saying:
"Holy Paladin in the raid?  Just stick him on the tanks.  They're not as good as they used to be, but they are good tank healers. 
And it's not like they can do anything else anyway."



14.1.11

On Heroics: When Is The Nerf Bat Appropriate?

Yesterday was a very interesting day when it comes to Heroic Dungeons. 

Rohan at Blessing of Kings did the WOW blogging equivalent of sticking a hand grenade in a hive of killer bees, calling for Heroic Dungeons to be nerfed.  This follows Ghostcrawler’s informative, but rather oddly timed post where he says that yes, heroics are hard and that's what Blizzard intended.  Meanwhile, the 4.0.6 patch notes are released detailing a very long list of nerfs to the very same dungeons that Ghostcrawler was talking about keeping difficult.  As Janyaa at Muradin Musings aptly pointed out, it seems like Blizzard is giving us an inconsistent message

Rohan’s point (and I encourage you to read his post if you already haven’t) was that Heroics are positioned as a “necessary stepping stone” to raiding, and as such the difficulty level is simply a barrier that a large percentage of the player base are unable to get past and is therefore being turned off of raiding. 


NERFS HAVE THEIR PLACE

I can understand where he is coming from, and I have seen people who have been intimidated enough by the difficulty of the Heroic Dungeons that they have either switched to an easier role, given up raiding or given up the game altogether.  In our guild, for instance, we had 7 people say that they planned on healing in raids come Cataclysm, but now that we're here we have only 2, plus one other who stepped up and respeced when the lack of healers became evident.  In each case, the people who have stopped healing did so because healing in heroic dungeons was difficult enough so as to prevent it from being fun.

I’m sure by now most of us have had the experience of entering a random Heroic and spending 2 hours running up against a brick wall.  The inevitable end result of these evenings is a feeling of frustration and that you wasted your time and have nothing to show for your effort.  I can only speak as a healer, but depending on the gear level of the group, it can be bloody murder going through a dungeon when you have 2 or 3 people who are undergeared.  And as Rohan pointed out and we I'm experiencing with my own guild, this can deter people from even wanting to step foot into a raid.

One of the major drawbacks with using difficult Heroics as a gear gateway to raiding is the time that it takes to run them.  Spending 1 to 3 hours (sometimes more) on a single dungeon run is frustrating and restrictive when you are a player with limited play time.  And that is made worse if you don't get a drop from it.  Making the dungeons easier would speed things up and allow people to run them more frequently, thereby getting more drops and more Justice Points and allowing a quicker journey up the gear ladder.  

However, the biggest problem with heroics right now is that some encounters have specific ability requirements that can make it completely impossible to complete the fight without them.  Baron Ashbury is a great example of an encounter that is essentially impossible if you do not have at least two players with a reliable interrupt.  As well, without two CCers, Lady Naz’Jar or Beauty are very difficult if not impossible to defeat.  It is not fun to zone into a dungeon and know that simply because of the class make-up of your party that you cannot hope to complete it.  Nerfing encounters to be more accommodating to a wider variety of group compositions is a good change.


THE BENEFITS OF FAILING

On the other hand, the thrill of getting a great group together, random or not, that can persevere through the difficult encounters (Commander Springvale, I’m looking at you) is fantastic.  There was nothing in WotLK short of raid bosses that compares to the exhilaration of downing a heroic boss or figuring out a mechanic that your random group of strangers has worked on for an hour.

There are other benefits of very difficult heroic dungeons as well, especially if you look at them as a gateway to raiding.  It stands to reason that a player who does not take the time to learn the skills needed to successfully make his way through heroics has no business stepping into a raid in the first place.  Heroics that are difficult teach players teamwork, communication, how to deal with boss mechanics and most importantly, patience.  These are all essential skills in raiding, and a player who lacks one or more of them can be a hindrance to a raid until he learns.  Easy heroics teach impatience and the infamous “Gogogogogogo” attitude that we had to deal with ever since the Dungeon Finder was introduced.

Also, it's important to know that these heroics do get easier the more you do them and the better your gear gets.  The difference (at least for me) of doing heroics with an average gear level of 329 to doing them with a 341 average has been astonishing.  The interesting thing about my experiences is that I have had the worst luck with Holy Paladin drops in Heroics.  Most of my gear has come from high level normal dungeons, faction reputations or Justice Points.  It is actually very easy to get a level of gear that makes heroics much less terrifying and frustrating without ever setting foot in one.

Of course, knowing the encounters tends to help as well, and the more you run them the more comfortable the mechanics will become.  Given the amount of information that is available on the fights in these heroics, there is no excuse to walk into a dungeon without at least a passing familiarity with it.  If nothing else, ask if you don't know the encounter.  A vast majority of the time someone will tell you want to do and what you need to avoid.  


WHEN TO USE THE NERF BAT

In my opinion, an encounter should only be reduced in difficulty if an average group in appropriate gear would find it nearly impossible to complete without perfect play.  It makes no sense to nerf encounters so that any random PUG can get through it with no difficulty, particularly if there are undergeared people in the group.  On the other hand, just because well geared and coordinated groups can breeze through an instance does not mean that it is too easy, either.  A properly tuned encounter should require communication and coordination but should not require a specific class or ability, nor should it be so difficult that you need to be wearing full heroic gear in order to have a reasonable chance of success.

I hope that Blizzard is not downgrading these heroic dungeon encounters to cater to people who get the minimum item level requirement for heroics and expect to breeze through them like we all did in Wrath.  At 329 these heroics should be bloody hard!  As it is designed right now, once you are at the minimum item level, it is still in your best interests to continue questing and farming normal dungeons until you have enough gear to make the heroic runs a lot smoother.  A lot of people will jump straight into heroics because that's how it was done in Wrath and its what we're used to.  As Ghostcrawler pointed out in his post, there is a lot of great iLvl 333 gear that's available in the Twilight Highlands quests and in the higher level Normal Dungeons, and getting this gear makes running Heroics much easier.

However, if an encounter is legitimately too hard for an appropriately geared group, then the Nerf Bat should start a-whackin’. 


FINALLY, THE POINT

Heroics do not need to be nerfed.  They do, however, need to be tweaked and rebalanced to allow for the realities of the Random Dungeon Finder.  I think it is important that any reasonably geared group of any composition should have the ability to at least have a chance of completing a dungeon.  The heroics will still be hard, just not so dependant on group composition, the evil Random Number Generator or other things that are quite often out of the players control.

Looking at the changes that Blizzard is proposing, I don't think they are doing anything so major to these encounters so as to reduce the difficulty back to Wrath of the Lich King levels.  The era of silent zergs with random strangers is still a thing of the past, at least until the gear levels escalate and the Loot Piñatas start popping.


13.1.11

More Paladin Changes on the Patch 4.0.6 PTR - Patch Notes

Courtesy WOW Insider, new patch notes have been released today for the 4.0.6 PTR and there are some very interesting changes coming for Paladins.  Of course, it’s best not to get too excited over these changes just yet, as these changes may not make it out of the Play Test Realm.

Forbearance:  The duration has been lowered to 1 minute, down from 2.
Forbearance, of course, is the debuff that Paladins are given when using one of our major cooldowns (Divine Shield, Lay on Hands and Hand of Protection), preventing the paladin from chaining together very powerful spells for a certain period of time, currently 2 minutes.  The reduction of this effect to 1 minute is a lovely “Quality of Life” improvement for paladins, allowing us a great deal more flexibility as to when we can use our major cooldowns.  The 1 minute limitation still prevents us from casting the wonderfully overpowered Divine Shield/Lay on Hands combo (every PVP paladin’s dream, I’m sure), but doesn’t restrict us unduly from casting our cooldowns when needed. 

This is a very nice change that I would love to see make it onto the live servers, especially because…
Lay on Hands now causes Forbearance on the target.  It used to only cause it when cast on the paladin.  This was an old design from when Divine Protection caused Forbearance and the paladin didn’t want to prevent a tank from using their defensive cooldown.
From the perspective of a group with a single paladin healer, this is no big deal.  I only have two Forbearance causing cooldowns that can be cast on other players, and they typically would go to different targets anyway.  Where this will affect things is in a raid with more than one holy paladin.  I suspect that this is to prevent raids from gimping boss fights by allowing the tank to ignore a mechanic and take a huge amount of damage, knowing that there are two 100K heals available at a moments notice to pull him through.  Chaining two Lay on Hands back to back on a tank could allow the tank to survive an insane amount of damage, possibly completely neutering certain boss mechanics.  This could lead to a situation where the optimal way to do an encounter would require that there be two paladins healing the raid, which is the exact situation that Blizzard is trying to avoid.  The reduction in duration to Forbearance, however, should still allow two paladins to heal together in a raid effectively without being unbalanced or prone to “Unforeseen Creativity” from the perspective of the developers.

This change is too bad, but understandable from a balance perspective.  Let’s let inflating gear levels neuter the bosses, like always.
Lay on Hands cannot be a critical effect and will not be affected by most abilities which modify healing (such as Beacon of Light).
D’oh!  This one hurts.  One of the most beautiful and elegant things that a holy paladin could do was to cast Lay on Hands on a DPS, have it crit and then have half of that healing to go the Beacon of Light target.  Seeing that many large, green numbers show up on my scrolling battle text gave me a severe case of the giggles most times.

Again, from a balance perspective, I can understand this one.  But I don’t like it.  I don’t like it at all.
Rebuke can now be trained by all paladins at level 54.  Exisiting characters will need to visit their trainer, even if they had talented Rebuke before.
This change has been out for a while and has got some people very, very excited.  It’s absolutely fantastic for Protection Paladins since they’ve desperately needed a real interrupt ever since… well, forever.  It also allows a Holy Paladin to add even more utility to their arsenal.  My only question is where the hell am I supposed to put yet another button on my action bar?

The interesting thing about this change is that if a Holy Paladin wants or needs to be using Rebuke, they are going to need to heal within melee range of the boss.  This is interesting since it would also give us access to Crusader Strike to generate Holy Power.  Given the very short radius of Holy Radiance, the melee nature of CS and Rebuke, I’m wondering if that is exactly where Blizzard wants Paladins to do their healing. 
Protector of the Innocent heals for 30% less.
And the nerfs just keep on coming.  With Protector of the Innocent healing for the amount that it does right now, I am almost completely able to ignore my own health bar and focus on the group.  I doubt that this is an intentional design; hence we get this reduction in PotI’s healing.  No big deal, really.  Frankly, I think the biggest result of this change will be a large decrease in my Overhealing Done numbers.

I think these changes, added to the ones that we have seen previously add up to a lot of not much. The reduction in Forbearance is nice but not game-changing, as is the change to Divine Plea and it’s associated Glyph that we heard about last week. I think Paladin’s are in a good place right now, and the minimal changes that Blizzard has proposed really amount to not much more than a simple fine-tuning.

31.12.10

Ghostcrawler on Healing

A few days ago on the Official WOW blog, Ghostcrawler posted a kind of “State-of-the-Union” style post detailing how Blizzard is feeling about where things are so far and things that could potentially be addressed in the first patch.  There is a lot of great information in this post, and it shows a snapshot of how Blizzard views the game balance thus far.

With regards to healing, there is one paragraph in particular that is caught my attention:

Healing in PvE is working out pretty much as intended. There are some Heroic dungeon bosses that are probably tougher than the required item level average permits. In general, you might have a tough time upon zoning into a Heroic dungeon with a bunch of strangers as soon as Dungeon Finder permits, especially if your group isn’t willing to communicate and work together. We want Heroics to be challenging -- if you want to zerg the content, stick to normal dungeons.

I only read this today but, interestingly enough, it was posted on the 27th, the same day I wrote my First Lessons from Heroics post about communication; meaning that Ghostcrawler is obviously reading my blog. Hi Greg, welcome to Dwarven Battle Medic.

The basic point here is that heroics are not going to get any easier, at least not when you’re working with a random group of total strangers… and that is how Blizzard wants it. 

As frustrating as my experiences with Heroics has been (there has been much wailing and gnashing of teeth, lemme tell you), I’m glad they are not going to be nerfing heroics.  Heroic Dungeons are supposed to be hard and good teamwork and communication should be needed to successfully complete one.  During Wrath I found heroics quite dull; not because of the content or the mechanics or the fact that I had done them several dozen times each, but simply because everybody ran them with a deadly silent efficiency.  No communication meant that you might as well have been running the dungeon with four NPCs.

I would have liked to have seen this post mention a buff to Holy Light that makes it heal for a kajillion HP, but you take what you can get.  It’s actually interesting that there is nothing in here about Holy Paladins at all.  It seems that they are working as intended.

Priests look like their in for a nice little buff, however:
For Holy priests, we’re increasing Chakra’s duration and changing Surge of Light so it can now benefit from Flash Heal and Greater Heal and can crit.
A little link love needs to go out to Tarinae over at A Healadin's Tear for writing about this in a far more timely manner than I managed to.


14.12.10

Tower of Fizzle


Update:  In addition to the Tower of Radiance nerf, Blizzard also reduced the healing from Light of Dawn by 40%.  Full details of the patch are found on the Official WOW Blog.


This blue post on the official forums from Nethaera confirms that a hotfix was implemented today that nerfs Tower of Radiance to no longer generate Holy Power when casting Holy Light on your Beacon of Light target.

The reasoning is that by using Holy Light (an ultra-efficient, low output heal) to generate 3 Holy Power and then casting Light of Dawn was far too efficient and that many Holy Paladins were being too successful in casting only those two spells.  HL, HL, HL, LoD equals massive healing on your Beacon target.

Ok, I get that.  That makes sense.  I am not looking to have my Paladin overpowered with regards to mana efficiency.  What bugs me about this is that it is not just a nerf to our mana efficiency, but it’s also a nerf to our total healing output.  With Holy Power being generated up to three times more slowly (2 Holy Lights + 1 Holy Shock equals approximately 4 seconds vs. 3 Holy Shocks with a 6 second cooldown equals 12 seconds), we no longer get to use two of our biggest heals nearly as often without decimating our mana pool resulting in a drop to our potential healing output.

I think a simpler solution would have been to change Light of Dawn itself.  By simply changing it to no longer transfer it’s healing I think this problem goes away.  As Light of Dawn is not a terribly strong heal by itself, this change removes the temptation to cast nothing but Light of Dawn while still leaving the ability to build up Holy Power through Holy Light, which is was an excellent strategy when damage is coming in slowly.  If a free heal is causing the problem then change the free heal, not the underlying class healing mechanics.

Netaera goes on to say that the purpose of Tower of Radiance is to make direct healing the beacon target less punitive.  Now it seems like casting Holy Light itself is punitive and not worth the global cooldown nor the cast time.  It certainly doesn’t heal for much, nor is it quick enough to be worth spamming during heavy damage.  Previously, during moments of slow damage you could cast three HLs on your beacon target to get full on Holy Power and have an instant heal available for when the damage started to come fast again.  Now that you can’t do that, it seems like the only purpose for Holy Light is to make yourself look busy so that the DPSers don’t call you a slacker.

The whole concept of Holy Power seems to really be forced onto the Holy Paladin healing style.  It works reasonably well with Retribution because you have a lot of different ways to get Holy Power and you have several different ways of using it.  With Holy, it just doesn’t seem to work.  Adding the mechanic was supposed to add complexity to the spec and introduce some interesting choices with your spell selection.  I don’t think it accomplished this.  I fear that with this change they have removed what little synergy that existed between the spells entirely leaving us with many spells, none of which really work together well.  We have a bigger tool box than we did before Cataclysm, but is our class more fun or interesting to play?

Full text of the Blue Post after the break.