Tuesday, May 8, 2012

Novelty Mounts

I wanted to take a moment to brag on my guild a bit. We're a small group. There are only 12 or 13 of us that are active, some more than others, but once or twice a week 10 of us come together to run normal raids. We've been clearing Dragon Soul for a few weeks now, and we're one week away from completing the legendary for one of our rogues (we have two).

The first night we completed madness of Deathwing (which was in the first week of the 5% nerf), he dropped a mount. Needless to say we were quite excited. There are a few mount and pet collectors in the guild, though I'm not one of them. (I worked hard for my Cenarion War Hippogryph back in the Burning Crusade, and I have no desire to ride anything else.) We had a roll off, and it went to our holy priest, Lal. Here she is riding her fancy new dragon.

Lalstraza!

Wowhead lists the Blazing Drake as a 2% drop. But that was awhile ago. Last night we were short a person, but since we really needed to get the final few fragments for the legendary, we went anyway. With the nerf now up to 20%, it wasn't all that bad. We had two healed most of the raid before with the exception of the final fight.

As we finished off Ultraxion, I went to distribute the loot as normal (and prayed that we wouldn't have to DE junk, or sell yet another tier piece for 5 lousy gold pieces), and to my surprise I saw a funny looking dragon. Experiment 12-B. Most of us didn't even realize there was a mount drop on this fight, but here it was. A .5% chance. Point. 5. Iamma, our resto shaman won the roll. What's with all of the healers getting the mounts? 12-B is a chromatic dragon, the same that you see in Blackwing Lair. It's a pretty color, and you can see it in the middle of the rest of us below.

Such cool colors.

We continued on with the nine of us and got to the last fight. We got Deathwing to 4% before losing our tanks to the heavy hitting adds and then we fell apart. We still had plenty of time left before quitting time, so even though it was disheartening to wipe, we went at it again and beat it with less issues. Our first 9 person, 2 heal kill of Madness. Woot! And for our efforts, he decided to drop the reins of the blazing drake again! This time, the bear tank, Gilgalen, won the roll.

So on a night where we almost decided to cancel the raid, we completed it with only 9 people and won two rare mounts for our efforts. Go team! We're now only a week away from finishing the legendary quest chain for the Fangs of the Father. Not bad!

Even though we're not at the cutting edge of raiding, and we're somewhat lackadaisical about heroics, I think I've had the most fun raiding with this group of people in Dragon Soul of any other group or raid. The difficulty level hasn't overshadowed the enjoyment of getting together with friends to kill Internet dragons, and while there are always elusive pieces of loot we're still waiting to see drop, the rewards have overall been adequate with fun surprises like dragon mounts. I'm really excited to complete the legendary for one of our rogues, even if we're near the end of the expansion. It's the first legendary we've worked long and hard for as a guild, and the first legendary we will have obtained in the tier it was meant for.

I think it will only get better in Pandaria, and I can't think of a better group of people to explore it with.

Friday, April 27, 2012

Dragon Soul Nerfs and Mass QQ

It was just announced that Dragon Soul would be nerfed a further 5% after the scheduled maintenance on April 30th. This brings the Power of the Aspects debuff to 20% total. In that same Facebook post I linked to, the comments are rife with the crying and gnashing of teeth from players who are upset about further nerfing an already easy raid. The words facerolling and noob are thrown around. Jabs are taken at the incompetence of people that can now complete the raid and bringing regular mode down to the level of the Raid Finder version. There are a few comments here and there about the ability to toggle the nerf on or off, but so far the overwhelming consensus is that Blizzard is ruining the game, past its prime, and everyone is leaving the game for Tera or Guild Wars 2.

At least that's what one might gather from the comments on Facebook, and probably from comments on the official site under the identical post.

It grates on me to see so many people upset. On one hand, I can understand the frustration of seeing rewards you worked hard for suddenly becoming available to people through content being nerfed. Suddenly what you accomplished doesn't seem so special because the epics and titles are available to more people. We tend to see rare things as trophies, and it makes us feel good to be one of the few with those trophies. If everyone has it, it's not unique, and it's not easy to see if someone got a title or epic long before someone else did. Sure, you can look up achievement dates on the armory, but that's a bit cumbersome. So it's hard to take pride in doing something first if that's not really apparent.

On the other hand, I don't see what the big deal is. It benefits Blizzard (and thus the longevity of this game we play) to make content available to as many people as possible. And for the last several years the expectation is that raids and dungeons will get nerfed. Especially at the end of the expansion. It opens up the world to millions of people who didn't have the time or ability to see the content before. What's the point of keeping people from getting epic rewards? So we can feel unique and special and superior? What's the point of gear anyway? The point of gear is to make top content easier to finish. And then later we replace that gear with other epics, and then at the start of a new expansion we replace the purples with greens. Gear is only a means to an end. The same can be said for nerfs.

I also see a lot of misconceptions. I don't have the stats. Neither do many other players. Claims to the effect that everyone has already beaten the content, and thus nerfs aren't necessary, should just be thrown out. Blizzard wouldn't be nerfing it further if that was the case. Blizzard has access to more information about who is raiding, and who is beating the raids, than anyone else. Maybe a lot of raiders have beaten the content, and the nerf is to encourage people who haven't stepped foot in Dragon Soul to try it out. I don't know. But neither do most of these people complaining and making wild claims about raiding stats.

I'm not sure where I intended to go with this post, so I'll just leave you with a what if. What if, instead of being elitist and lording it over people that we've beaten content first, we extended help and encouragement to those working on content we've completed so that they could accomplish the same things? What if we spent less time telling people they're noobs because they haven't done what we have or because they chose not to pursue the same challenges we did? What if we just took pride in our own accomplishments without comparing ourselves to everyone else? What if doing all of that made mechanical nerfs unnecessary?

Wednesday, April 11, 2012

Cataclysm Postmortem

With a lot to look forward to in Mists of Pandaria, I'm going to take a moment to hit the highlights of World of Warcraft's fourth expansion. These observations all come from a fairly casual perspective. I've participated in Raid Finder, but the majority of my time was spent leading 10 person raids with my guild. We formed at the end of Wrath, so Cataclysm is our first expansion together as a guild, and my first expansion as a guild leader. I think we've done well, and again, I'm really looking forward to hitting the shores of Pandaria in the near future. In the mean time, here is how I felt the Cataclysm shook out.

Raiding
The expansion started out tough. Blackwing Descent and Bastion of Twilight were not the nice, happy, introductory raids to Cataclysm like Naxxramas 2.0 was for Wrath of the Lich King. There were some nerfs eventually, but overall, it was hard for a new raiding guild to get started. Firelands proved just as tough, if not more so. That is until they nerfed it. Even with the lower health and damage, Ragnaros was a ridiculously hard fight due to the amount of things happening, and you know, the fire everywhere. Dragon Soul was the first raid of the expansion that felt properly tuned to me. What I mean by properly tuned is that the average raid group makes steady progress throughout the raid, without hitting any enormous roadblocks that couldn't be over come with gear or practice. While that could be said about any encounter, I never felt hopeless against a boss in Dragon Soul, only that we just needed some more time and effort. It's a little more complicated by the introduction of Raid Finder, which allowed us to see and try versions of the fights before we attempted them in 10 person raids.

Speaking of Raid Finder, I think it's a great idea. At one point, playing WoW was not something I could do with my wife, and I only had scant moments where I got to play for any length of time. Raid Finder is perfect for the people without enough time to commit to a guild and weekly raid schedules. It's a good learning tool for those that do run with guild groups, but I learned early on not to get to worked up about gear from Raid Finder. There were too many people wheeling and dealing with the drops to make it worth it.  This is something being addressed in Mists of Pandaria and the way that loot will work in Raid and Dungeon Finder, so that people can't game the system.

80 to 85
I've posted before what I thought about the 5 levels we were given in Cataclysm. It seemed like it wasn't quite enough, but part of that might have been from the leveling zones we were given. Most people zipped around on flying mounts and went from quest hub to quest hub in a linear fashion which made leveling a breeze. Not that it's all that hard to begin with. Because so much of the expansion focused on the revamped 1 to 60 experience, I think the end game levelers rightfully felt that they were given the short end of the stick. With Mists of Pandaria, we again have only 5 levels to work on, but these will now be focused on one continent that we'll have to travel by foot for those 5 levels. While this may slow people down a bit, I believe it will also make the leveling experience more rewarding.

Lore
I used to be a pretty big lore junky. I still am, to an extent, but I haven't kept up with it like I used to. Wrath of the Lich King had one of the best story lines to date as it dealt with some of the major players from the Warcraft RTS games and pitted us against one of the main characters from those games. A lot of us have been playing WoW for the sole purpose of taking down Arthas, the Lich King, and in Wrath, we were given that chance. Cataclysm also brought back a character from the history books. But unlike Arthas, I don't think Deathwing instilled as much intrigue in players because he was not heavily featured in previous games. Still, it was a lot of fun to see the world affected and changed due to his reawakening, even if it did create a sort of skewed timeline with Outland and Northrend.

Each of the new zones and raids fit well with the story. Unlike places like Ulduar (which was still awesome) and Trial of the Crusader, the Cataclysm raids didn't seem to be shoehorned in to fill time until we fought the real bad guy. And even though I'm not a horde player, I enjoyed the Thrall story line. Thrall is a favorite character of mine from the RTS games and the WoW Novels. His journey and the fate of the dragon aspects concludes a long standing storyline for the WoW universe. I'm looking forward to what's in store for Thrall, even as the focus switches to Garrosh, The Horde, and Varian Wrynn.

Final Thoughts
Cataclysm was a blast. We concluded some more long standing story lines withing the universe. Blizzard perfected the tuning of raids, and introduced a whole new way to raid in the process. Leveling wasn't as dynamic as it could have been, but things are looking hopeful for the future. More than anything, I'm ready to put the destruction of the world behind us, and move on to newly discovered lands.

Friday, April 6, 2012

The Mists are Inspiring

Cherry Blossoms
Back when it was announced, I signed up for the WoW Annual Pass. My key purposes for doing so were to get an in-game mount and Diablo III (when it was released), and it was all for the low low price of telling Blizzard I would play their game for another year. Something that was a pretty safe bet. Along with that annual pass came a free invitation to play in the Mists of Pandaria beta when it started, which it did recently. I was not planning on participating much in the beta because I didn't want to spoil myself, or bother with bug reports. That didn't stop me from installing it as soon as I got the invite though.

After installing, I tried to make a pandaran monk, but I logged into about 150,000 other pandaran monks in their starting zone who also got invites this weekend, and the game crashed shortly after that. This being a beta, I was prepared for this. Since the game hadn't fully downloaded, I let it sit for awhile and went to watch TV. Then I get a message from a guildie who happens to write about WoW for a living, asking me if I'd run a dungeon with him because he needs some input for his piece that's due soon. Let's see... midnight? Check. Work night? Yeah, check again... Sure. Why not?

I copy over my main, my hunter Elionene, and log into Pandaria where the other 150,000 people who got their invites at the same time as I did are just starting their adventure in the Jade Forest. I try to adjust my video settings, and the game crashes. I make a note and log back in. I meet up with my guild mate and we form a group and queue up for the first dungeon, Temple of the Jade Serpent. The first thing I notice is that I have no macros or key bindings. I was expecting no addons, but I'd forgotten about the macros and things, so I take a few moments to set up the vital ones. (Later I read a neat trick at WoW Insider for copying over your saved stuff from your real account, along with some other nifty beta advice.)

Apparently the first boss is dead or defeated when we log in. It takes a second to get my bearings and then I realize I'm in a huge library. It's impressive. We find our way to the rest of the group and we fight off a stationary water boss (who I'm told is similar to the Lurker Below mechanics, and I confirm this is true). I think we wiped, but the group seemed understanding, and we ran back in and killed him. From there we go through a series of hallways into a courtyard and fight off some monsters and fight another boss that turns into a dragon. The last boss is one of the Sha. The Sha of Doubt to be exact. I told the party I wasn't sure we could beat him. I didn't know why, but I was very doubtful it would happen. I'm still wondering if they ever got that.

Cloud Sepents
We did end up wiping to him twice. The healer (a pandaran monk healer who kept placing these huge statues everywhere) couldn't heal through some of the damage. Something clicked in the third go round, maybe we overcame the doubt, and we won. So that was fun. I was distracted by my macros and key bindings being off, and I wasn't getting very good frame rates, probably because I was still downloading game information in the background.

After that, I ran from the starting area to the center of the zone where my guildie showed me a pretty awesome bridge. And it was on the way there that I realized how beautiful this place was. It was lush and green with flowers and trees everywhere. Epic stone statues, and the Temple of the Jade Serpent towering above it all. My guild mate showed me the Dawn Bridge. A very long bridge with scenic viewing areas built in. It ended at the top of a hill with a breathtaking view of the temple. I couldn't help gawking at it. I was inspired.

To write again that is. It's been over a year since I've posted anything here about Warcraft. I've thought about it many times, but nothing seemed interesting enough, and I took the time to play other games and do other things. My guild progressed through Cataclysm at a fairly good rate. We've beaten all the normal content, which for a bunch of friends raiding together is really all we wanted to do (with a few exceptions).

Dawn Bridge
But seeing the beta, and what we have to look forward to in Mists of Pandaria, got me excited about WoW again. I never gave it up, but I was logging in mainly to interact with the people in my guild, and lead a few raids to clear content, or level an alt with my wife. I wasn't compelled to write about any of that like I was when I saw cloud serpents being ridden through the azure sky from the top of a skinny mountain that I'd walked to across a serpentine bridge. I kept thinking how the last couple of expansions were pretty bleak. Northrend was cold and foreboding. The Cataclysm destroyed much of the existing world. This is the first time in awhile we've seen some places that are flourishing and vibrant.

It feels good to write again. I plan to continue to do so, whether it's about the beta or lore or anything else. I've also included a few pictures of some of the sites I saw. I hope you enjoy it. Thanks, and have a good morning.

Wednesday, March 2, 2011

WoW Blogger Map Idea

I haven't posted in over a month, but I'm still here, lurking.  Real life takes over sometimes and priorities and blah blah blah, so here's a quick something.

http://www.mmomeltingpot.com/2011/03/call-to-action-bloggers-please-read/

The MMO Melting Pot is possibly putting together a map with bloggers pinned all over it to give us an idea of where we're all at.  I think it's a fun idea, so I'm posting it here, to get the word out to all of you who read this blog.  Hopefully you're still checking it even after a month of inactivity.

It's also posted at Blog Azeroth.

http://www.blogazeroth.com/viewtopic.php?f=17&t=2793

It already says in my sidebar that I'm in Western North Carolina. Asheville area to be more exact. So it will be fun to see if any of the many blogs I read happen to have writers within shouting distance of me.

That's all for now. I'll try to have some WoW related posts up in March as opposed to February where there was nothing.  Thanks for checking in, and have a good morning.

Tuesday, January 25, 2011

Lessons in Lore: The Vortex Pinnacle


The Vortex Pinnacle resides in the Skywall, the elemental plane of air. Fortunately for you, the only trick to getting there is being able to fly above the zone of Uldum. The instance itself is in the skies in the Southeastern portion of the zone. 

In Uldum you will come across the city of Orsis while helping the Ramkahen. Orsis was attacked by wind elementals, servants of Al'akir, who has aligned himself and his armies with Deathwing. Orsis is now left in ruins, but you are able to help out some of the buried citizens in the sand and report back to the Ramkahen on what happened. You also learn that the air elementals took at least one prisoner, and it's up to you to go to the Vortex Pinnacle and save him. 

Essentially, the Vortex Pinnacle is just a staging ground for the armies of Al'akir to attack the citizens of Uldum. Thankfully you and your flying mount can take the fight to the army's doorstep and take out some high ranking officials before you eventually make it to the Throne of Four Winds to take on Al'akir himself. 

The lore is very sparse on the bosses of the dungeon. The first boss, Grand Vizier Ertan is a standard sentry, telling you that you're not welcome in the Skywall.  The last boss, Asaad, Caliph of the Zephyrs seems to be a high ranking member of the elementals calling on Al'akir's aid during the fight.  The title, Caliph, is an old title of Islamic leaders, and translates as successor. This fits with the Arabic theme that Blizzard has gone with for the denizens of the Skywall.  Asaad is classified as a Djinni or Djinn, which are akin to genies. The middle boss of the dungeon is a dragon named Altairus. Altair means the flying one, or bird of prey in Arabic. Altairus drops Reins of the Dragon of the North Wind and starts the fight facing North.  It makes sense that Al'akir would have flying creatures in his armies, as well as the many elementals. 

Vortex Pinnacle introduces us to the Skwall, the armies of Al'akir, and the danger the pose to the land of Uldum and the rest of the world.  When you go in to the instance, take some time to look around. It's actually quite beautiful. 

Friday, January 21, 2011

Lessons in Lore: The Stonecore

Blizzard actually gives us a fair bit of lore information on The Stonecore, which you can read at the official site here.  The information was released as a build up to the Cataclysm expansion to introduce people to the kinds of things they should be getting excited about as the release date got closer. Here's a quick summary before we expand on it a little.

The Stonecore is the heart of Deepholm, the elemental plane of earth.  Before Deathwing was corrupted by the Old Gods, he was the Earthwarder, the Dragon aspect of earth, alongside the likes of Malygos and Alexstrasza. So Deepholm and Deathwing are well connected. Sometime before the start of World of Warcraft, Deathwing suffered a defeat at the hands of the other aspects. They presumed him dead, but in reality he had just retreated to the Stonecore, where he rested, regained his strength, and spread his influence throughout Azeroth via the Twilight's Hammer Cultists.

When he got better, Deathwing took off like a dragon out of Deepholm and broke into the mortal plane of Azeroth where he proceeded to burn everything he could set his eyes on. In the process he destroyed what we know as the World Pillar, a significant piece of planet supporting architecture that you'll spend the majority of your time questing in Deepholm to repair.

With Deathwing now gone, the Twilight's Hammer Cultists regard the place of his recovery as sacred. They will protect it with their lives, and use it to perform dark rituals in service to their lord and the Old Gods.

When you first enter the Stonecore, you'll be tasked with chasing down a Twilight cultist who is transporting some important documents. If you've quested in Deepholm at all, you'll recognize the carrier as Millhouse Manastorm. Millhouse was first seen back in The Burning Crusade as part of the final boss battle in the Arcatraz.  He was a prisoner there that when released, assists you in defeating the final boss. We don't really learn how Millhouse got involved with the Twilight's Hammer cultists, but he's here now, and it's up to you to stop him. After chasing him for awhile, Millhouse decides to put a stop to your shenanigans and begins to cast the spell Impending Doooooooooom! Fortunately, you never find out what exactly the spell does because Millhouse gets eaten by Corborus before he can finish casting the spell.

Corborus is a gyreworm, similar to the many other stone worms you see throughout Deepholm.  After eating Millhouse, it's up to you to stop the worm from eating you and your party as another snack.

Your next encounter is with Slabhide, a stone drake who, under the control of the cult, tries to keep you from getting closer to the inner sanctum of the Stonecore.  Not much else is known about the drake, but you have to vanquish him to move further into the dungeon.

Ozruk is a stone giant, and is a child of Therazane, the Stonemother. She tells you that he did not return from the Stonecore when she called to him. She believes him to be under the power of the dark magics of the cult and requests that you return him to the earth. You do what you have to do and open the way to the World's Heart at the center of the Stonecore.

And in that heart is High Priestess Azil, who along with her hundreds of followers,  is preparing a ritual of some dark origin.  After putting a stop to that, you may want to take a look around the room behind her altar.  This is the very place that Deathwing lay before he burst into the world above.  If you recall the opening cinematic of Cataclysm, it shows the cultists reinforcing Deathwing's armor plating before he takes off.  This is the place where that happened.  And thanks to you, it's now out of the hands of the cultists. For now.

Thursday, January 20, 2011

Lessons in Lore: Throne of the Tides

The Throne of the Tides is located in Vashj'ir. More specifically in the Abyssal Maw within a large, hard to miss, whirlpool. It's important to note that while the instance is available immediately at level 80 you don't have a lore reason to go there until you've completed the entirety of Vashj'ir. So much of this post will be a spoiler for what you experience while questing in that zone. If you have quested in that zone, hopefully this will sum up what you experienced and fill in anything you may have missed. Again, spoilers for Vashj'ir if you have not completed the zone.

If you get the quest from your major city to Vashj'ir, you'll be put on a boat and shipped off over seas to get there.  But it doesn't take long before you're attacked by a giant squid. That's Ozumat. Remember him, you'll be seeing him again.  Lost at sea, you're rescued by the Earthen Ring, specifically by a shaman named Erunak Stonespeaker.  He'll set you and your buddies straight, teach you to breath and walk under water, and put you on the path to go through the rest of the zone. After a few more quests, you'll be attacked by a force of Naga and get the general idea that the Naga are after something here and are building an army and taking prisoners to accomplish that something.

A little later on, Erunak will have you go on a sort of vision quest in which you act out events that happened sometime in the past as a Naga Battlemaiden under the command of Lady Naz'Jar. Lady Naz'Jar and her battlemaidens are fighting against the Vry'kul who have taken up residence in the ruined city of Vashj'ir. It is here that you begin to learn of the Naga's intentions. After taking back the city of Vashj'ir, the Naga intend to mount an attack upon Neptulon, Elemental Lord of the Water. This is where things get interesting.

Neptulon is one of the four elemental lords, along with Ragnaros, Therazane, and Al'akir, all of which make appearances in Cataclysm. We know that Ragnaros and Al'Akir have sided with Deathwing, whereas Therazane becomes friendly with players during the events in Deepholm. It is well known that the Naga were once Night Elves who were drowned after the events of the Sundering 10,000 years ago, including Queen Azshara herself, and it was speculated that Neptulon, under the Old Gods influence had initiated that transformation.  But with the events of Cataclysm and Vashj'ir, it seems more apparent that the Naga were transformed directly by the Old Gods, and now they seek to overthrow Neptulon and take his place as rulers of the water.

So all of this culminates in an epic battle where you, Erunak, and Alliance and Horde forces face off against the Naga as they attempt to destroy Neptulon.  The Naga, with the aid of faceless ones and Ozumat (the squid who shipwrecked you) are able to push Neptulon down to the Throne of Tides through the Abyssal Maw.  Erunak is captured and taken down there as well.  Lady Naz'jar, who spearheaded the Naga attack on Neptulon now has him imprisoned in his own throne room, and it's up to you to free him and make sure the realm of water stays under control of the elements and not the Naga.

So now we finally have an understanding of what all of these people are doing within the Throne of the Tides.

Lady Naz'Jar is the first boss, and was the one who organized the Naga attack upon Vashj'ir and Neptulon.  While she wasn't able to destroy him, she was able to push him back to the Throne of the Tides. Thankfully you'll be able to get rid of her before she's able to cause further damage.

Commander Ulthok, The Festering Prince is a faceless one, which further seems to implicate the Old Gods and the Naga are in cahoots. He appears after you get rid of Lady Naz'Jar, attempting to stop you from getting any further than you already have.

You find Erunak Stonespeaker within, but he's being mind controlled by Mindbender Ghur'sha, who also happens to be attached to Erunak's head. Your goal here is to rescue Erunak and hopefully not have to kill him in order to get rid of Ghur'sha.

With Lady Naz'Jar defeated, Erunak rescued, and all other obstacles removed, your last task is to rescue Neptulon who has been weakened and trapped in the throne room.  It's important that you free him because the Naga's pet squid, Ozumat, is out to finish the job he started at the Abyssal Maw.  With a little help from Neptulon, you should be able to get rid of Ozumat and ensure that Neptulon remembers what you did for him when the time comes to fight Ragnaros in Patch 4.1.

I wish that I had been able to finish Vashj'ir before I did Throne of the Tides for the first time. The design seems a bit wonky in that you can easily finish Vashj'ir and out level the instance before you even know about it, or have the quests for it.  And it's a shame too, since the way the story of Vashj'ir culminates in a huge battle and a dungeon where you assist the Tidehunter in a fight against a giant squid is pretty epic. When I went in for the first time, I had no idea who Naz'JarVasj'ir.

Wednesday, January 19, 2011

Blog Azeroth Shared Topic: Were 5 Levels Enough?

Since I couldn't recently find the time or subject matter to write about anything I thought up myself, this post is brought to you courtesy of Ringo Flinthammer via the Blog Azeroth shared topics forum.

Ringo asks, "For the first time, WoW's latest expansion, Cataclysm, only raised the level cap by 5 levels, in addition to the other content it added. Was Blizzard right to make this call? All other things being equal -- the same number of high level zones and dungeons, for instance -- should they have raised the cap by 10 levels? Should the fourth expansion be a 5-level or 10-level jump?"


When Blizzard announced the next expansion would only be 5 levels instead of 10, I was probably about as shocked as everyone else. Did that mean it was only half an expansion? Would the overall content introduced with Cataclysm be less than what we've gotten used to with previous expansions? A lot of people probably thought Blizzard was taking the easy road by having to develop only five levels of content.  I think after experiencing the Cataclysm first hand, I can see a lot of reasons why they went with only five levels, and it certainly wasn't to screw us out of content.

There are different types of people who play WoW, and Blizzard tries to provide ways for all of those types of people to enjoy the game. I want to look at just two of those types of people. Those who like leveling, and those who don't.  Typically those who like the aspect of leveling aren't as committed to end game content (raiding, heroics, gearing, etc.), though that is certainly not a given. Levelers may like to quest, try out different races and class combinations, play a lot of alts, and other things that are all part of the 1 to 85 leveling process. Those who don't like leveling usually want to level as fast as they can so they can enjoy the end game content more. Again, not always the case. These end-gamers like to spend more time at the top level and therefore may have fewer low level alts, and enjoy running end game heroics and raids to get the best gear.  These are some pretty specific stereotypes, but I'll be using these viewpoints to look at two very different ways of seeing the 5 levels in Cataclysm.

Levelers
At first you might think people who love to level should be disappointed in only 5 new levels in Cataclysm. You move through zones a bit faster than you may have in Wrath or Burning Crusade, and there aren't as many new zones to begin with. While it probably takes a good deal more time to get to 85 from 80 than it did to get to 75 from 70, the process of going from starting level to top level is faster, so those people who really enjoy the leveling process have a shorter time in that process than they had before.

But there is something else to look at.  If you do enjoy leveling, there's a good chance you enjoy alts and leveling early levels as well, and Cataclysm practically revamped the 1-60 leveling experience for every class and race. That means that in addition to 80-85, we got 1-60 as well. So if you really like leveling, then you got quite a bit more than just 10 levels. New content, new quests, new levels, and new places to see.  If you're not that invested in end game content, there's a whole new world for you to explore.  I think we have to take this into account when looking at what was added in Cataclysm.  There might only be five more new levels, but they also upgraded a whole 60 levels of quests and zones.

End-gamers
I think Blizzard really likes its end game crowd.  For people who only level because they have to in order to run end game content, and thus want to get it over with as quickly as possible, well, now they only have 5 levels to contend with instead of 10.  And to top that off, there is about as much end game content in Cataclysm as there was in Wrath and TBC.  There are three raids, all accessible at 85 with a relatively similar gear level, and numerous heroic dungeons to run. There were three raids when Wrath started as well, and that was after you had to slog through 10 levels of content.

End-gamers probably got the better end of the deal in this regard compared to those who like to level. While the latter do have a whole new 1-60 experience to enjoy, they don't get as much content in the higher levels.

Personally, I'm a mix of both of these views as I very much enjoy leveling and seeing new content, but I also have spent the majority of time on Elionene, my main character, to get her ready for raiding. I'm looking forward to raiding and downing bosses, but I'm also looking forward to when I can spend less time getting ready for raids, and more time working on alts and seeing early level zones.  Lal and I both would love to spend some time on the new Dwarves or Night Elves we created between 4.0.1 and the release of the expansion.

Again, these are two very specific points of view. But I think it illustrates well that 5 levels, for the most part, was enough for this expansion. The reasoning being that Blizzard also spent an inordinate amount of time and resources on both the earlier leveling experience and the end game content, to keep the ultimate amount of content in this expansion on par with their other expansions. So for the next expansion, if they are only introducing new content and not changing any of the old content, then I would hope for at least 10 new levels. But I don't think that's what will happen. It think they'll stick with the 5 level expansion from now on, just so they don't get numbers that seem ridiculously big to work with. So it will take 3 more expansions to get to level 100, rather than 2. Here's hoping for a revamped Outland and maybe even Northrend in a couple expansions.

Friday, December 10, 2010

Lessons in Lore: Blackrock Caverns


Cataclysm is officially underway, and with new zones, new quests, new dungeons, and a plethora of other new things, it's not hard to get lost in the shuffle of what is actually happening with the lore.  Case in point, while questing in Hyjal, you'll meet a familiar gnome who has a problem. It's related to Hyjal, but he sends you all the way over to the other side of the world. In a mole machine no less. Blackrock Caverns is one of the new 5-person dungeons for levels 80-81.  Let's take a look inside.

The gnome who you meet in Hyjal is none other than Finkle Einhorn. If you've ever been to Upper Blackrock Spire and fought The Beast, killed him, and skinned him, you'll remember finding Finkle inside. Thanks to his trusty lava suit, he survived the belly of the Beast and now he's assisting the Guardians of Hyjal in investigating Ragnaros' return to Azeroth. Apparently Finkle's an expert on the matter due to his previous exploits.  Of course, we could have told him we saw Ragnaros and Deathwing having a little heart to heart as we flew into the zone for the first time.  Regardless, Finkle informs you that the Twilight's Hammer Cultists are moving elementals between Hyjal and Blackrock Caverns.  Along with Finkle's bodyguard, Raz Skullcrusher, you hop in the mole machine and show up on the doorstep of the instance.

Blackrock Caverns is physically located near the entrance to Blackrock Spire. Upon entering, you'll start the quest chain with Finkle and Raz that involves you chasing a crazed Orc throughout the instance.  Rather than regurgitate the quest line to you, let's take a look at the bosses of the dungeon and see what exactly they're up to, and how it relates to what is going on in Hyjal.

Bonecrusher is the first boss of the instance. He's an Ogre Lord working for the Twilight's Hammer Cult under the leadership of Cho'gall. When you reach him, he's torturing and interrogating Raz, presumably to find out what he's doing in the Blackrock Caverns. Once defeated, Raz is released, but he's not quite the same Raz.

Next you'll come upon Corla draining the energy from a Nether Drake into other cultists.  She is a high ranking member of the Twilight's Hammer Cult, using her abilities to take that drained energy and turn regular cult members into drakonids. She's not afraid to die, for death is what all of the cultists are devoted to. But to save Raz and to prevent the cultists from becoming drakonids, die she must. 

Like all good armies, the cult is in need of armor and weapons.  Karsh Steelbender is the resident evil blacksmith making the necessary equipment. He also happens to be in your way as you chase after Raz. 

Beauty is most likely the mate of The Beast from Blackrock Spire.  She also happens to have a litter of puppies named Lucky, Spot, and Buster after the dogs of 101 Dalmations. No matter how cute you think they are, Finkle doesn't think leaving her or her litter alive is good for anyone, so you'll have to take care of Beauty just like you took care of The Beast.

Lord Obsidius is the last boss of Blackrock Caverns, and introduces us to a new class of enemy, the Elemental Ascendant.  These elementals appear to have originally been Twilight Cultists who through a ritual or draining of power from other elementals, have ascended to a new form.  Obsidius appears to be the one in charge of all of the operations within Blackrock caverns, orchestrating the transport of elementals, armor, equipment, and the transformation of cultists into drakonids.  Obsidius claims he cannot die, so it's possible we will see him later on, perhaps in the Twilight Highlands. or at least he will not be the last Elemental Ascendant we see. 

Taking it all in at once, Blackrock caverns appears to be a staging ground for the Twilight's Hammer Cultists to supply troops, equipment, and magically created monsters to the battle for Hyjal to fight against the druids there.  Thankfully, with Finkle and Raz's help, you're able to cause quite a lot of damage to their operations, and hopefully swing the battle in the Guardians of Hyjal's favor.