Showing posts with label evil LFD. Show all posts
Showing posts with label evil LFD. Show all posts

4.5.11

Trolling for PUGs: Adventures in Zul'Aman and Zul'Gurub

The doors to Zul'Aman, which no one
will ever see from the outside again.
I must admit that I was a little late to the Zandalari party. I always try to stay away from new content when a major patch like this drops for a day or so to let the servers stabilize, so I didn't attempt a run on patch day even though my pocket Tank was asking me to.

I probably should have, however, since my wife and daughter got home the next day after almost a week away visiting relatives, and the Dwarfling was making sure that she was the centre of attention. I didn't actually get a chance until Sunday to try one out.

I was excited to hear that they were bringing these two raids back as extra-difficult 5-man heroics, similar to the Icecrown Citadel heroics. I didn't get a chance to run either of these raids when they were relevant, and somewhat stupidly didn't run them before Blizzard whisked them away from us, so I was going into them completely blind - with only a Wowhead breakdown of the bosses to guide me.


BRING A LUNCH - THIS IS GONNA TAKE A WHILE

Zoning into Zul'Gurub for the first time, it's immediately apparent that it feels a little different than most other 5-mans. It felt big. And though Blizzard was clever to make most of it avoidable, there is a ton of trash there; the place actually feels populated, like a giant troll city should. Seeing it for the first time it's very easy to imagine this place as a raid.

The first run through this incarnation of Zul'Gurub was with a guild group of more casual players: The tank and I are regular raiders, but the DPS, though raid experienced, are not regular raiders these days. Regardless, everybody's gear was more than adequate to run these dungeons, so there was no problems there.

My impressions of this dungeon are that each of the bosses is considerably more difficult than the other Cataclysm heroics. The first boss Venoxis gave us quite a bit of trouble, and feels like it's a test aimed at the healer. The panther boss, Kilnara, gave us a lot of grief as well; it almost feels like that fight could use two tanks. Zanzil was tough as well for our group, but it felt like we were going to get it. Unfortunately I had to quit before we finished him off and I didn't get to see the last boss.

In looking back, it really did feel like a raid. Not just because it took us almost 3 hours to get to Zanzil - by which time Mrs. Fannon was giving me dirty looks, sharpening her kitchen knives and laying out old sheets around my computer to soak up the blood - but because the difficulty of the encounters and the co-ordination required was a lot higher than I was expecting. Thank goodness we were on Ventrilo.


OH DEAR LORD A PUG

The real fun in Zul'Gurub came yesterday when I tried to PUG it using the LFD tool.

Call to Arms was asking for both Tanks and Healers, so I muttered the immortal last words, "What the heck, it can't be that bad, can it?"

Suffice it to say, an hour and several wipes later, we were not past the first boss and I ditched the group. The tank, while her gear was sufficient, had never seen any of the fights before and had no idea what she was doing. In addition, she was completely uncommunicative and so bloody slow; and not she's-just-being-a-cautious-puller kind of slow, either. It was more like the pause-for-five-minutes-with-no-communication-between-each-pull type. I think that she was reading up on the fights while she was tanking the trash. It was quite painful.

At Venoxis, the DPS seemed to think that Green=Good and made sure to stand in it frequently. Neither the tank or the Death Knight seemed to have their interrupt ability bound, or didn't have the first clue when to use it even after I explained the fight and which ability to interrupt.

And a note to the hunter: Jumping over the toxic maze lines will still get you killed. Don't do it, please.

So, yeah, it can be that bad. Best to wait to PUG this instance for a few weeks until people get a handle on it.


FINALLY, SUCCESS!

Can you tell which
items are new?
HINT: They are Brown.
A guildie and I queued up for a random last night and got Zul'Aman. Firstly, what a beautiful instance! Assuming that Zul'Gurub looks more-or-less the same as it originally did, you can really see a difference in visual quality between the two of them.

It was slow - we certainly didn't get the timed run - but successful. Our tank was good for the most part, and while there were a lot of mistakes on the trash, we got though it in reasonably good time - about an hour or so.

It's hard to compare them after only doing each one once, but Zul'Aman definitely seems like the easier of the two. The mechanics of the fights seemed less complex, and the bosses felt like they weren't hitting quite so hard. And the Eagle boss is just plain fun.

The run was made all the more worth it when I handed in the quests at the end and received replacements for a couple of problem areas in my gear: Shoulders and Legs. 353 isn't as good as what Cho'gall drops, and they're not itemized perfectly, but they're a damned sight better than what I replaced. That makes me a happy pally.

The only drawback to these new epics is that they don't go with the Tier 11 armour at all. Still, the skulls are very stylish; I'm sure that they will be all the rage this season.


THE VERDICT

While I agree that these instances are quite difficult and very long, they are a lot of fun. The difficulty will not be all that horrifying once everyone knows what to do, but they certainly aren't instances that can just be facerolled through. There is a silly amount of damage being spewed out of everything in these places, and if someone is not paying attention death will come all too swiftly.

I'm very happy that Blizzard gave us another gearing path as well. It was painfully obvious that there were some glaring holes in the loot distribution, with bracers being the worst. These instances, dropping gear that is halfway between heroic level blues and Tier 11 epics, fill that gap nicely - making for a much smoother and easier gear progression. As well, having quests inside the instances that give very useful gear means there is much less griding required to replace a piece. And is it just my imagination, or do these quests give rewards based on your class?

I'm very happy with what I have seen of the new dungeons so far. They're challenging and fun and provide some much needed loot. I'm also glad to have a chance to see them as relevant content - even if they are not exactly the same as the old raids. I'll talk more about recycling content in another post that I'm working on which should be finished in a few days.
 
 

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.

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.


27.12.10

First Lessons from Heroics - Communication

This is not news, but Cataclysm Heroic 5 Man dungeons are very hard.

Well, kind of.  It depends on the group and how well it communicates.  In my opinion, communication is the single most important factor in determining the group’s success.  All other things being equal, a group that talks to each other and discusses or explains the encounter strategies will succeed where one that doesn’t communicate will fail.

The PUG groups that I have been paired with using the LFD finder have been failing a lot.

With most LFD groups, the communication has been terrible, and its really been affecting the results.  I’ll give you four examples using a couple of the runs that I have done over the past couple of days which have had differing levels of communication and differing levels of success.