Showing posts with label patch news. Show all posts
Showing posts with label patch news. Show all posts

04 November 2009

Icewell Radiance.... lulz...

AHH MAH GAWD WORD IS ENDIN' NOZE!

Oh wait, no it's not.

Incoming with the release of Icecrown Citadel is a new raid-wide NPC mob buff called Chill of the Throne. The short version of the change is:

  • "For Icecrown Citadel, we are implementing a spell that will affect every enemy creature in the raid. The spell, called Chill of the Throne, will allow creatures to ignore 20% of the dodge chance of their melee targets."
This addition has come to be (un)affectionately named Icewell Radiance, a comedic portmanteau derived from Sunwell Radiance. Sunwell Radiance did essentially the same thing that Chill of the Throne will be doing, reducing a tank's chance to dodge (post-diminishing return) by 20%. The reasoning behind this addition is the same reason for including it in Sunwell Plateau, namely that tank avoidance is climbing too high to keep healers from having aneurysms (more on that in a minute). There are three major points I would like to hit concerning this change: why avoidance is a pain (specifically, my experience both tanking and tank healing), why the developers screwed up, and why it's forgivable that they did screw up.

To start, for those who don't know (which is likely none of you, since, to my knowledge, there aren't any people outside of my guild who read this) I have four tanks and two healers. Three of my tanks have tanked ToC raids, both of my healers have healed them, and two of my tanks and one of my healers have been to or through ToGC 10. I've seen the issue from both sides. As a tank, I stamina stack, not because I'm focusing on being an EH tank, but because with the natural evolution 0f iLvl on gear, avoidance from gear is enough for raids. Avoidance works great on melee attacks, but stamina has the added benefit of keeping you alive through magic damage and those unavoidable special abilities (Gormok's Impale bleed, for example). Stamina is also a guarantee. There isn't a random chance that my hit-points will count. They will always be there. Avoidance is very tricky, and can lead to a false sense of being on top of the healing from a healer's perspective.

As an example, I tanked VoA 10 on my warrior last night. Her gear is decent, but not nearly as good as my other tanks. I was the boss tank for the Emalon encounter. I watched my incoming damage because I was benchmarking my warrior. I noticed a string of avoids, a good three or four of them, followed by a melee hit which brought me down near 50%. I then took a second hit which near killed me. It was primarily thanks to Emalon not hitting as hard as Heroic Northrend Beasts that I didn't drop instantly. Sure, I got some quick heals too, but I wondered if, had the boss not hit as hard and I not avoid as much, I wouldn't have gotten so low to begin with. More on this in a minute.

The first thing that came across my mind when I saw the announcement of lolnododge was "Again?". We've seen tank avoidance get too high before. This same change had to be put in place at the end of BC. Diminishing returns were specifically put in place to prevent this from having to be done. So why did it happen again? Item level grew too fast, and itemization of avoidance became greatly inflated. Some tanks began to stack avoidance because of the sheer power of it (and necessity in some encounters), but even stam-stackers like myself saw avoidance numbers climb incredibly high. The developers point to the additional iLvl tiers from hard modes to be the prevailing cause of this, but as far as I'm concerned that was poor foresight. I understand that there needs to be better tank gear from hard modes, and that's fine, but if the lesson learned from BC was tone down avoidance, then to increase avoidance drastically on the hard mode gear. Give a crap ton more stamina, add a socket, or add more hit/expertise. I don't think any tank would turn down an item that had the same amount of avoidance, but also came with expertise. Balancing threat stats while gearing a tank is a delicate art, and rewarding a tank who completes a hard mode with gear that makes choosing pieces easier is a great reward. So good game, itemization team. I have yet to see one post from a blue explaining why they chose to add more avoidance over threat stats or armor to hard mode items.

But I'm not going to hate the devs for making this mistake. In fact, I'm going to forgive them, not only for Chill of the Throne, but Sunwell Radiance as well. As the devs have stated, each new tier of content requires that a boss put out X damage per second on the tank. Damage taken per second varies drastically as you add avoidance to the mix. To ensure that a tank still takes that same damage per second, you need to drastically increase the strength of a melee swing or ability. It's not as much an issue when starting out in Naxx, since the DTPS requirements are lower and tank avoidance is lower, so the hit that DOES land doesn't have to be as strong. In ToGC, however, avoidance is so high, and because it is the 3rd tier of content the DTPS is high (as a natural evolution). So when you avoid 60-70% of the attacks, that one that DOES land needs to hit incredibly hard to bring up the average damage taken. It needs to come up so high, in fact, that if the second hit is not avoided, a tank will likely die.

This isn't fun for a healer. There is less reliance on big, effective heals, and more reliance on spamming fast healers, even if the tank isn't taking damage, because he just may end up getting hit mid cast, and you can't afford to not get a heal off immediately. By bringing down avoidance, they are able to reduce a boss's melee damage to still achieve the same DTPS by the tank. Healers don't have to be as twitchy, tanks can better predict incoming damage (and therefore cooldown use), and everyone can worry less about having a stress-induced heart attack.

I don't fault Blizz for having to add Chill or Radiance, because they came from respect for the player-base. In BC, the goal was to end the expansion with Black Temple. WotLK development was taking longer than expected, so to keep players in the game they rolled out Sunwell Plateau. Problem was, tanks going into Sunwell were full T6 geared, so they were nigh-unkillable. That was acceptable for T6 raids, because you should be able to trivialize a raid when you outgear that raid. They wanted that gear to be great, because they hadn't originally intended on adding another tier. When that did end up happening, they had to reduce avoidance to keep tanks from being insta-gibbed (having never been in Sunwell, as I understand it avoidance was reduced but boss damage continued to scale. I hear Brutallis was quite the stressful encounter.). For WotLK, it was necessary to nerf dodge in ICC because of the popularity of hard modes. Sartharion was such a fun new idea that when the players called for more hard modes, Blizz ran with it. Yes, the gear scaled way too fast because of this, but I (and I bet all of you) wouldn't give up access to hard modes just to NOT get dodge nerfed in ICC.

Unforeseen circumstances brought about the necessity of the dodge nerfs, but they only resulted in a better game overall. We have better content, scalable instances (to some degree), and overall more polish to the encounters. A necessary evil that resulted from so much good. So Blizz, great work. And for all you people who think the sky is falling, crunch the numbers. You'll live. The world isn't ending in 3.3.
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16 October 2009

Tier-10 Set Bonuses: Paladin (Prot)

Today is part 2 of X (where X is the number of posts it takes for me to get tired of writing about set bonuses), and in this post I will be examining the Protection Paladin Tier-10 set bonuses. I have had the most tanking experience as a Paladin aside from my Druid. I have been tanking as a Paladin since BC, where Prot Paladins were un-hittable block machines that craved spellpower, an odd remnant of the old ways of itemizing and paladin spell mechanics. The class has undergone quite a few changes, especially in the tanking department, to the point where the once AoE masters now have solid single-target threat and are quite capable main-tanks. Tier-10 has some interesting things in store for the Prot Paladin, not the least of which is the 4-piece set bonus. Here are the set bonuses as they exist on the PTR now:

  • 2 Pieces (Tank): Your Hammer of the Righteous ability deals 20% increased damage.
  • 4 Pieces (Tank): When you activate Divine Plea, you gain 12% dodge for 10 seconds.

As with the last post, I'll start with the 2-piece bonus. Hammer of the Righteous is a core Prot Paladin tanking ability (it is, after all, the Protection 51-point talent). It is a strong ability that, when glyhped, will strike 4 targets. The 2-piece bonus will grant it additional damage. 20% is nothing to scoff at. It is a quite major increase in the damage of an ability that can effectively glue 4 mobs to the Paladin at one time without much work. On top of that, it will apply stacks of Seal of Vengeance/Corruption for even more threat on tertiary targets. Again, as with the Druid feral 2-piece, it's not terribly exciting, but it is, nonetheless, a significant boost to a strong ability.

And now the 4-piece. Ah, yes, here we get our ability altering bonus. Divine Plea is a favored ability by any Paladin spec, but especially so to a Prot Paladin thanks to the Glyph of Divine Plea, which grants the Paladin 3% damage reduction for the duration of Divine Plea; thanks to talents, Divine Plea can be kept up indefinitely. The trick to this bonus, however, is that it pops up when you activate Divine Plea. What this means is you must use the ability (which is on a 1-minute CD). No a huge issue, except that you will almost always pop Divine Plea while running in to engage a mob. Like I said, it won't ruin the bonus, unless there happens to be an encounter in the Citadel that requires massive avoidance boosts within the first minute but not in the first 10 seconds. Anyway, on to the usefulness. 12% dodge is a truck-ton of dodge. My Paladin sits at about 53% avoidance against a level 83 mob in a 10-man raid. This bonus will put her up to my Death Knight in terms of avoidance, and WAY past my Druid. Also note that it says 12 percent, so you will get the full amount as it does not suffer diminished returns the way dodge rating would. It may sound good, but it has two serious drawbacks compared to the Druid bonus.

See, avoidance does nothing to mitigate or otherwise prevent spell damage. It is useless against spells. It does, however, make it quite good for trash and add tanking, where I find avoidance to be quite useful since usually adds and trash are primarily physical based. The other major drawback is that increases your change to dodge does only that; increases your chance to dodge. It is up to the RNG to determine if you actually do succeed in your dodge. Avoidance tanks are scary to heal because, while they can go long strings of taking no damage, the damage they DO take is usually quite spikey. Also, because of the chance to dodge, anything that keeps you from being able to dodge, like getting stunned, completely negates the effect of this bonus.

The bonuses aren't terrible, and likely you will drop your old sets for them, but the Paladin 4T10 bonus is definitely on the weaker side of the tanking bonuses. I would much prefer something that buffed my Bubble Wall, but the dodge is a unique bonus that may find its niche in the Citadel encounters.
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14 August 2009

Progressions raids on... old content?


So, in case you haven't heard the news (and if you haven't, SHAME ON YOU for not keeping up with the WoW community, but hey, that's what I'm here for), Blizzard is re-tooling a beloved old raid encounter for patch 3.2.2. Which raid encounter, you ask? Well, it just so happens that Azeroth's own Onyxia raid encounter will be joining the ranks of level 80 raid content.

Yes, Blizzard, after oft saying that old content is old, and yet bringing us Naxxramas in Northrend (in all fairness, not many people actually did get the chance to raid Naxxramas), is at it again. This time the iconic WoW dragon Onyxia (they say they have made updates to the encounter, like maybe she deep breaths more!). And like Naxxramas, Onyxia will drop loot based on the level 60 loot table, she will be available as a 10 or 25 player raid encounter, and yes, much like Naxx, will no longer be a level 60 dungeon. This has me a bit torn...

Disclaimer: I have never fought Onyxia with a full level 60 raid group. I have also never ventured into the level 60 version of Naxxramas. I had seen Onyxia raids happen, had watched the videos, and read about the fight. It was something I looked forward to while leveling to 60, but never got a chance to run appropriately. Sure, like everyone, I ventured back when they removed the key requirement, but it's not the same as running the actual encounter the way it was meant to be. So this change should be for the better, right? I'll get to see the encounter in all its majesty. Maybe...

WoW players tend to have a romanticized view of the past. The game was great back then. The game still is great, but there have been many changes for the better, especially when it comes to encounter design. Heck, even Blizzard doesn't put much value on old raid boss mechanics being sacred (Thaddius and Mechano-Lord Capacitus, for example). In fact, many old raid boss mechanics have been reused in 5 man dungeons, though obviously not to the scale of a raid. Fact is, though, we have new raid mechanics. The old stuff just seems, well... old. I noticed this quite a bit in the level 80 version of Naxxramas. It was cool to see for the first time, but every time after, something just kept bugging me. The instance was stale and uninspired. Sure, it was massive, and it was different that other raids at the level 60 time (it was blue and green instead of red and black). Overall, though, I just got the feeling of "Yawn, been here before".

Onyxia is just one fight, though, and the mechanics are unique to most dragon encounters (of which there aren't many), so I'm hopeful that it won't feel stale. I used to want to see old content re-tooled for max level, because I didn't get to see much of it at the time. But after seeing Naxx updated, I'd be fine with just fresh NEW content. Yeah, yeah, if I haven't seen it, it's new to me, but if I've seen a minor tweak version with a fresher coat of paint then, well, yeah, I HAVE seen it. One thing that does redeem this a bit for me is Blizzards oh so subtle hint about Quel'Serrar: "The tier 2 helms aren't the only models we wanted to reuse, that's all I'm saying.-Bornakk". Yeah, that's about as subtle as the proverbial Elephant in the corner. Tier 2 helms? Yeah, who cares, you already DID reuse them (BC heroics, look it up). But at least I can gear up two of my tanks with the oh so sexy tank sword of old, so that's gotta be worth some points. And oh yeah, Ony's a mount!
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