Category: Expansions to WoW


Whenever I return to the subject of raiding in WoW, I’m aware there are always echoes of previous posts, concerning earlier raid tiers, if not downright broken record syndrome! Some things Blizzard get absolutely right and improve upon, but some things, even if hidden within greater things, persist as flaws.

One thing has to be said, despite what the rose-tinted goggle-wearing, Vanilla-nostalgia crowd might attest: raiding as a group activity has become progressively more difficult. Blizzard constantly has to provide exciting new fights, with mechanics rarely, if ever, seen before, to keep things interesting. Also, player skill is considerably greater than it was 10 years ago, or even 5 years ago, so fights also have to be tailored for this, again to keep the encounters engaging and satisfying. Nobody except the dimmest LFR jockey wants raiding to be face-rollingly easy, otherwise – what’s the point? Raid bosses are puzzles designed by Blizzard developers that we, the players, set ourselves to solve. It’s as simple as that.

However, as once again our team has fetched up against an absolute wall of a boss, in this case Gorefiend in Hellfire Citadel, it’s struck me that Blizzard always does this – plonks an overtuned boss near the start of a raid. The effect this has on teams can be catastrophic. End bosses you expect to be difficult, they are the Big Bads of the raid, but surely bosses should build in difficulty, allowing teams to gear up as they progress, so they are better prepared to tackle the harder fights? I remember Horridon in Throne of Thunder – dear gods! Second boss into the raid and an absolute nightmare. Our team splintered over that. Many dropped out because of low morale and sheer frustration and boredom. Eventually, thanks to an influx of new members, we overcame Horridon, but at the time I thought he was far too difficult for a second boss, and I still think that. There have been others – Garalon in Heart of Fear being another example. Gorefiend is the same. He is the roadblock that teams have to take down to get to easier bosses deeper into the raid. It’s plain silly. You’ve got five potential farm bosses before him on which to gear up your team, but only one tier piece, since Gorefiend drops the second one. And only five bosses that players still needing the legendary ring can farm for the Tomes of Chaos they need. (Some of our players flatly refuse to partake in LFR, even for their rings.)

I’m not talking about Heroic or Mythic level of raiding – simply Normal. As with most teams who tackle this content, we can’t field a bunch of experts every raid. Even in teams that raid at higher level, you get a mixed bag of players – some excellent and some good to ok. In some teams, (more so at Normal difficulty, I assume), you even get fairly inept players, because they are friends or family, or simply because they’re a bum on a seat that means the raid can go ahead because of numbers. Gorefiend does not tolerate such players. Not only does the fight demand perfect execution against a lot of his abilities, but there is also a high amount of RNG involved – random factors that sometimes players have no control over. You can mitigate the damage from such situations by thinking ahead and using initiative learned over nearly a decade of raiding, but even so, players have to be on their toes at all times. That’s fine if you have a team of veteran raiders who are used to such things, but people newer to the game and wishing to learn suffer for it. Not to mention the teams who accommodate them.

Players do not generally learn how to raid at Heroic level or higher – they learn at Normal level. This is partly why I wonder what happened to what was once Flex mode. When this was brought in during Mists of Pandaria, it was an absolute gift to guilds like ours. One step up from LFR difficulty, and perfect for practice. Not only could we take a varying number of players, but the fights themselves were tuned forgivingly. We blithely assumed that in future we could learn fights – and train up new players – through Flex mode, and progress to what was then Heroic, giving us, in fact, more content to play through. We started doing this in Siege of Orgrimmar at the end of the expansion, and looked forward greatly to the new raids in Warlords of Draenor.

The first WOD raid, Highmaul, was fairly easy, with a middling-challenge of an end boss in Imperator Margok. He always felt ‘doable’ even when we were wiping on him. Then we hit Blackrock Foundry and met Oregorger, and the Blast Furnace… and some of their friends. The step up in difficulty seemed large to me, and it felt like we were back on the pre-Flex level of raiding. Moving into Hellfire Citadel confirmed it. While the first bosses were again fairly easy, which is what you should expect at the start of a raid, so that players can have them on farm to gear up a bit, bosses like Gorefiend are nowhere near what the bosses of Siege of Orgrimmar were like. This seems like Throne of Thunder difficulty – not the Flex which we were told is now the new Normal. It isn’t. I don’t know why Blizzard changed their minds on this. It seemed clear they wanted to encourage LFR players to learn the game properly, and Flex was introduced to help them with that, to progress from the farces that are LFR raids. But it seems to me that we’ve simply gone back to how things were pre-Flex. Difficult, then more difficult, and now, with the introduction of Mythic raiding, insanely difficult. We’ve also noticed that all fights are easier on Normal with around 15 players. If you only have 10 in the team (and this is often the case for us), it’s far tougher. While the bosses’ health pools scale in accordance with the number of players in a team, this doesn’t seem to affect positively the difficulty of the fight for a smaller team.

The officers of our guild have read forums about Gorefiend, discovering that he’s seen as a problem at all difficulties of raiding. One poster advised that no team should expect to take him down in fewer than 50 pulls. Others have gone well into the 100s in their attempts to conquer him. I think we’re at about the mid 40s in our number of attempts. We keep finding new strategies to try, and trust that eventually we’ll have the sublime ‘Eureka!’ moment that tends to happen on difficult bosses, when suddenly we can kill him, enabling us to move on within the raid. I don’t mind the puzzles, and enjoy solving them, but as a raid leader and officer, you can just sense when things are going on for too long and your players are starting to get disheartened and are losing interest. I really hope the two new techniques we’re going to try tonight will help matters. It’s not just kills that raise morale. I find that teams are happy to keep plugging away at a boss for weeks if they can only perceive progress. You can feel you’re inching towards a kill, and that’s fine – it’s what raiding is all about. But, the opposite, no progress, is vile and really bad for teams. People just feel like giving up, because they’re swamped by hopelessness.

That said, our team has made fairly steady progress on Gorefiend, depending on which players we have with us. The fact remains that when HFC began, we got 5 bosses down in about six weeks, but we’ve now been on Gorefiend for another six weeks or so. No new kill since early August. That’s not good. Our best pull on Gorefiend has got him to around 33%. Prior to that we were failing at 60% and above. But on some nights, it feels like we’re back at square one, usually because we’ve had a change in the team makeup, because some of our best players are on shift at work, and new faces come along. This lack of consistency does nothing to aid progress, but it’s a fact of life for guilds of mature players who have jobs and families. Three of our best players work shifts – and that’s a lot in a team of our size. Everyone still loves raiding, but often they don’t have the hours that a young person with fewer commitments can put in. With WoW now being ten years old, we can assume many of its players have far more commitments than they did when they first made their accounts.

To finish, I wish that Blizzard would think carefully about the raids in Legion, and once again have the different difficulties tuned for different types of teams. Perhaps they should be tested by a wider range of players than the hardcore ones who take their teams into Beta. You know, ordinary players, the majority? I don’t want faceroll raids, but neither do I want this horrible feeling of hopelessness. There is a happy medium. We once had it.

While WoW is the game I play the most, I also dabble in Rift – less so since WoD as I’m kept busy in WoW with what game time I have. I’ve kept visiting Telara, the world of Rift, over the past six months; tinkering about because I do love the atmosphere of that world. Nightmare Tide, Rift’s latest xpac, came out a short while before WoD, so I played it pretty relentlessly during the weeks I was waiting for WoW’s new xpac to hit, knowing I wouldn’t be spending as much time in Telara thereafter. I didn’t manage to get a character to level cap in that time, but recently – having levelled nearly all of my 20 Nordrassil WoW characters to 100, and a bit quested out with Draenor – thought I’d grind out the last two levels on my main in Rift with the benefit of some hefty experience potions.

One thing that struck me when I went back to Rift to level was that I didn’t feel as immersed in the game world as I do in WoW. I think this is partly down to the nature of the Nightmare Tide xpac – we were carted off to the dimension of Water to help out with various calamities, but our faction leaders and familiar figures from Telara didn’t come to fight alongside us or appear constantly as such figures do in WoD. Consequently, you feel sort of isolated from the main world. In WoW, we have a lot of well known figures from Azeroth making the journey with us to Draenor – some of them lose their lives for it – but as a Defiant player in Rift, I missed those old faces, such as Asha Catari and The Faceless Man. It didn’t feel like the faction was doing anything *together*. The new races in the Plane of Water don’t appeal to me that much. The mermaids are cool, and so is the strange aquatic beast, Fenric, who isn’t quite what they appear, (that character is probably the best), but there isn’t much characterisation otherwise. Fenric is the only NPC who travels with you throughout the story, changing and growing themselves, much as Yrel does in WoD. But Fenric is a one off. The ruling class in Draumheim, the major city hub, are all bonkers, living in hallucinations and delirium, and their madness started getting on my nerves rather than amusing me. I didn’t warm to any of them. The baddies are just out and out baddies, generic RPG almost, spouting clichéd lines and lacking the nuances of the Draenor warlords, with their distinct characters.

I also missed the levelling experience of WoD. We take so much for granted in WoW. Rift sometimes seems like the retirement home of all the disaffected WoW players who complained WoW was too easy. Levelling in Rift isn’t. Yes, you can pick your way around carefully and not get into too much trouble, but much of it seems geared towards group play – even during questing. You can’t just plough in and take on multiple mobs and expect to emerge unscathed. With questing gear alone it takes a while to kill things and while mobs aren’t as sensitive as they were in earlier days of Rift, they still get annoyed with you at a fair distance. You often have to search for quest objectives that might be in difficult to reach places; constant lengthy fights with irrelevant mobs gets tiresome after a while. Even without flying (and regular readers of this blog will know my feelings on that!), levelling in WoD was – and is – fluid and satisfying. You don’t get stuck in bottlenecks of difficulty where you can’t progress alone. In a game of this type, I think that’s the way levelling should be, an interesting, colourful journey – save the hard stuff for level cap.

So, going back to Rift has made me appreciate WoW more. I realised how much of WoD I like. One thing I’m utterly satisfied with is the garrisons and I’ll be disappointed if we don’t get something similar in the next xpac. But I can’t help thinking that due to the fact a lot of players seem to dislike garrisons, Blizzard might possibly jettison them, rather than tweak them carefully to iron out their weaknesses. Such is Blizzard’s usual response – go to extremes. For me, garrisons have enabled my army of alts to have purpose again. The follower missions are great for getting them gear, so it’s possible to raid with them, with premade groups, not just LFR. My warlock and mage are both around the 660 ilevel mark, with others not far behind. I like the fact that if I haven’t got time to go out farming for mats, (without flying, a vile chore), I can just send the alts round their mines and herb gardens for a while, gathering enough to support those who need mats for their professions. The only farming I tend to put off, even when it’s needed, is trapping beasts for my barns – one each on Horde and Alliance. That’s a chore, because we have to taxi to Nagrand for it, and with some classes those elite wolves must be pretty annoying, as they pack a punch. I have Hunters for both barns, which makes the job easy enough, but even so, lengthy. It’s fine for passing the time when I’m in a queue for group content, but that’s about it.

Prior to WoD, I’ve always had my two mains, a Druid healer and a Hunter, who’ve stepped in to work as our raid team required them. I’ve had a couple of tanks, who are not needed at the moment, so would, but for WoD, be languishing doing nothing. My next two characters – semi main – were the warlock and the mage, but often they didn’t get much to do, if anything. Now, with the boost of follower missions, it’s possible to have multiple characters capable of end game. I can pick and choose which ones I’ll do LFR with each week – there’s no rush after all . These occasional visits help augment their gear. If there’s ever a situation where we need one of these classes present in our raid team, I have a fairly decent character waiting in the wings, who can be brought up to scratch without too much effort. With my mains, at present I’m healing in our guild raid team exclusively, but have kept my Hunter pretty much on par, should I need to swap to him at any point. I adore this flexibility, which we’ve never had to this extent before. Other guild members have also got a couple or more characters at a decent level, which helps with team formation when members fluctuate. Blizzard have got this aspect just right. Small and medium sized guilds need this flexibility, and the ability to gear up a character to an acceptable level pretty quickly in a personnel emergency is great.

Going back to garrisons, another thing I love about them is the followers themselves. If you bother to ask one to help when you’re defending a garrison invasion, some of them have cool animations and spell effects, as well as great-looking armour and weapons. A friend of mine had the gnome warlock Ranni Flagdabble along the other night when I went to help him with a garrison invasion, and this little gnome spontaneously erupted into a huge demon form to fight. I also particularly like the priest Rorin Rivershade, and her gorgeous armour has tempted me to brave pvp so I can farm honor points for a similar set for my own priest. (There are a lot of older pvp armour sets on sale for honor at the pvp vendors on Serpent Spine wall in Pandaria, many of which are stunning.)

In a way, Rift has player housing with the dimensions, but those buildings you create, and the landscapes you can transform, are empty. There are no NPCs, so they’re like ghost towns, as if everyone has just left. Rift players who are into dimensions plead for some life in the form of critters and humanoid NPCs, but Trion don’t seem keen to devote time and resources to granting that wish. In WoW, we have life in abundance in our garrisons. When all your followers are at home, the garrisons are busy and full of residents. Nor are they just static – they appear to be getting on with their lives, talking to one another, wandering about, going for a drink in the inn… Rift dimension addicts would kill for that!

I’ll really miss my followers when we leave Draenor. They’ve become as familiar as my actual characters and I enjoy seeing them mooching about the garrison. I came across two having a row the other day, and one of them burst into tears as I passed by. I wondered what they were arguing about! I like the way Blizzard has made an effort to give these 100s of NPCs their own little character traits. I don’t want to leave mine behind, and would happily take all of them with me into whatever adventures we have next. I wouldn’t mind levelling them up again, in the same way my characters will have to level, perhaps swapping in some new team members now and again, if someone interesting pops up in the inn. But I’m more or less resigned to the fact they’ll remain in Draenor. I can see myself going back to visit them, once they no longer have to work by going out on missions and are always around the garrison.

Another thing I think Blizzard has done really well is the changes to the subsidiary professions. While the crafting professions have become a bit tiresome, Cooking, First Aid and Fishing are now easy to level. It’s possible to get all your alts to top Fishing without too much effort. That has never happened before, mainly because Fishing was such a grind and so time-consuming. Now, it’s a great thing to do (along with barn stocking) when you’re queued for a dungeon or LFR. Passes the time and is very productive (even more so when you have Nat Pagle ensconced in the Fishing Shack). The more proficient fishermen and women can provide the fish for the daily quest for alts, which awards a whopping 15 points, so you can steadily advance everyone’s Fishing level without having to pay too much attention to it. You need *something* to do while you’re queuing, after all. Cooking and First Aid are also mainly levelled by fish, so Fishing helps max them quickly too. I’m still surprised that it’s most likely all of my alts will have top Fishing by the end of the xpac. That’s unheard of! I still think Archaeology needs some work (shudder), and in the next xpac I hope Blizzard makes changes again to the crafting professions, but they shouldn’t touch the subsidiary profs now – they’re perfect as they are.

One thing that most players seem to agree on is that the levelling aspect of WoD is really good. It’s polished – no other word for it – and I really can’t see it can be improved upon. There are shaky areas in the game, which I’ve talked about on this blog, as have many others on their own blogs and on forums, but really when you look at the competition, WoW still deserves its crown. I’m fond of Telara and my characters in Rift, but if you think crafting profs are now grindy in WoW, go there for a bit. It costs a fortune to level them and they’re really fiddly. All of them. There’s no fast track method to gear up alts, even if crafting materials are easily acquired through minion missions. But those minions are just pictures on a mission Window, they’re not there with you inworld.

I’m not sure Blizzard will ever be able to perfect such aspects of the game as raiding, dailies, class changes, and pvp, since players have so many different requirements, and what pleases one lot of players greatly disgruntles many others. But the aspects that are constant Blizzard generally does well. Crafting, hmm, still needs attention – finding that balance between commitment and result without making it too fast or too slow. As for the story, whether you like the way it’s done or not, there *is* a story, a history, and people within it. It’s not just tacked on as an afterthought.

People tend to look back on earlier days of WoW as some kind of Golden Age, but the improvements to the game and quality of life changes have lifted it miles above its formative years. We just tend to forget all the bad stuff and concentrate fondly on what is perceived as good. I think it’s time we reflected on just what’s so good about WoW *now*. I can remember thinking I’d never get to see places like Black Temple and Serpentshrine Cavern, but now every raid is available to all – at different levels of difficulty. I can remember thinking I’d never be able to afford the faster ground mount in Vanilla. It took me months to grind the gold for the slowest mount. Now, gold comes easily and there is an abundance of mounts – account wide. I won’t go further with the comparisons because it’s old news, but it’s also good to remind ourselves of the changes. WoW is never going to be the perfect game we’d all like, because there are millions of visions of that perfect game. But despite its shortcomings, there’s no doubt: it’s a damn *good* game.

Coda: as Blizzard are renowned for their spectacular pendulum swings, are we looking forward to an xpac that’s flying only? 😉

With the next patch looming over the horizon – it has ships so it has to *sail* towards us – I’ve been concentrating on getting my army of alts to level 100. The experience boost potions you can now buy for garrison resources are fantastic – in fact you almost level too quickly. (There’s an npc sells them right outside your Town Hall, both factions). I’ve had to work out a strategy for completing the main quest lines in each zone that award building plans for the garrison and/or followers. This saves time and gold in the long run.

My process is this:

Starter zone – pretty much do it all, be it Shadowmoon or Frostfire, depending on faction. Get characters to next zone, Gorgrond, as quickly as possible. But completing the whole starter zone gets you started with 10 or so followers, who are then working for you and levelling up.

Once in Gorgrond, take up the main quest chain concerning your outpost building – the arena or the logging type one. I generally go for the arena, since this awards a strong temporary Gladiator npc you can call upon in emergencies. Great for the flimsier classes. Also, while questing around the arena area, you get to pick up Peckers, the cool raptor NPC for your garrison, simply by freeing him from a cage. Once free, he heads for your garrison and then acts up like a Siamese cat. If you pet him, he kicks you to the ground. Also does this to visitors. Cool.

Anyway, doing all quests in Gorgrond that lead to the Iron Docks gives you the building plans to be able to get a level two Inn. Now you can start recruiting a free follower every week, to your specifications. I’ve stopped picking up every single follower you come across while levelling, simply because there are so many cool ones to get from the inn. On Alliance, there is Clever Ashyo, Mia Linn, Rorin Rivershade, Ken Ken, Soulare of Andoral… to name but a few. Some have neat effects on their amour so are glamorous additions to your garrison, when they’re just hanging out and not on missions. On Horde, although I don’t know the names as well, I picked up a delicious female Blood Elf warlock, a half naked male Blood Elf mage (yum.. sorry), a Blacksmith called Charles (Chuck) Norris who’s Undead, and also a voodoo Troll in a top hat. It’s preferable to have different followers on all the alts so the scenery varies. I’ve been recruiting followers with the Treasure Hunting trait for the past few weeks, because this ups your gold income dramatically. Good for people with limited time to play.

Anyway, once you have Gorgrond plans, forget any other quests (assuming this is an alt you’re levelling) and head to Talador. Here, either of the outpost buildings give a good offensive buff, so choose which you prefer. Do the starter quests to get your outpost going and then follow the quest line to the Gordonni fortress. After this is completed, you get more plans, major ones, and you can build a level 2 Barracks. Now you can have a follower bodyguard, which speeds things up a lot for the flimsier characters. At the very least, you can take more risks. For clothies, I tend to use Illona on Alliance and Tormokk on Horde. (Look these up on Wowhead if you don’t know how to get them – don’t want to go into too much detail here.) The more armour and weapons you give your bodyguard when they’re level 100, the tougher and more resilient they get.

After the Gordonni part of the zone has been completed, you can choose to finish the main Shattrath story if you wish, but you’ve already got the garrison plans, and hopefully have picked up the bodyguard follower near to Auchindoun from a quest in the landscape, (available for both factions), so for alts there’s not an awful lot of point to hang around. Head to Spires of Arak.

Once in Spires, do the starter quests, and as soon as you can, take up the quest chain for your outpost there. There are two main chains to follow for plans and they are the same for Horde and Alliance. The Pinchwhistle chain grants the Salvage Yard plans – essential – and also awards the goblin girl Kimzee Pinchwhistle as a follower, who has often turned herself out in purple once I recruit her. Hello, epic chum! The other main outpost chain will also grant a small/medium building plan. While in Spires, I always pick up the cat guy Leorajh as a follower, since he’s a bodyguard. He’s a shaman, and will heal if the mood takes him, which frankly isn’t regular enough for my liking. He cares too much about his dps. Questing with him is like being in LFR! However, he’s good for Hunters or melee characters. Again, look him up on WoWhead if you don’t know where he hides.

In Spires, I tend to do the whole Arrokoa story chain as well starting in Veil Terokk, simply because doing so grants Ishaal the Arrokoa as a bodyguard follower at the end of it. He’s a shadow priest, so good for Hunters or melee classes to have as a bodyguard.

Once Spires tasks are complete, my alts are now almost at 100. I head to Nagrand and do the outpost quests to get another set of garrison plans. At 100, most players will elect to have the Dwarven Bunker (or Horde equivalent), the Salvage Yard and the Trading Post. Some alts might have to miss out on one of these in order to accommodate something like a Barn, for Savage Blood gains. But if you want to gear up your followers and get access to missions that award phat raid lewts, then you need the Salvage Yard and the Dwarven Bunker (or equivalent).

With this plan, I streamline my levelling, accruing important plans along the way and heading for 100 as quickly as possible. There is plenty to do thereafter. In order to do heroics, characters of course have to have 610 level gear. This can easily be attained if you’ve upgraded your Inn early and have been collecting the best followers on offer, covering all the available skills, and have also built the Salvage Yard and the Dwarven Bunker (or Horde equivalent). Gear upgrades come in thick and fast for followers and pretty soon they’re running home with fabulous gear for your character. Even as you’re levelling in Talador and beyond, you’ll get missions that award gear for your character better than quest rewards. Just get that Inn into production so you can choose an effective array of followers. The higher you gear up your followers, so the better missions are offered to them. At top level, they can raid Black Foundry for you and bring home 670 level gear. I recommend the addon Master Plan for garrison missions, which not only speeds things up but keeps you advised about which of your followers you should be gearing up as a priority.

If you keep on top of follower missions and get a level 2 Inn as soon as you can (i.e. Gorgrond), then you’ll have a mass of level 100 gear waiting for your character as soon as it dings. Chances are you can get almost, if not entirely, to the heroic 610 ilevel just by raiding your bank of all those 615 mission pieces that have been waiting there. If you’re below 610, a few quests in Nagrand will sort that, especially since the Dwarven Bunker increases the chance that quest rewards/drops will be upgraded to a blue or epic level.
So that’s my own strategy for levelling alts, making best use of the garrison. Hope it’s of use or inspiration to others.

I’ve not had much to say on my gaming blog for a while, not least because I’d run out of content to do in WoW. I’ve been playing Rift again over the summer, and really enjoying that, not least because of the player housing, which I’ve really got into. Well, player housing is rather a misnomer, as what you get in Rift is not exactly that. You get areas of land called dimensions, which are segments of the actual game world, some large, some fairly small, that you can build upon and transform – in some cases people have done so radically. These dimensions are instanced, but you can set them so that the public can view them, or just friends. Some amazing artwork goes down in these dimensions. I’m only a noob at it; some of the pros, who’ve been doing it for years, are amazing. Yes, you can have a house in your dimensions, which you can build and furnish yourself, but the best ones are when players do things with the landscape, or dream up incredible scenarios, illustrations from books or films, or just their own dreams. So, while WoW has been quiet, that’s been my interest – both building dimensions and spending a lot of time viewing other people’s.

Last week saw the prepatch to Warlords of Draenor arrive, so I’ve been drawn back to WoW, but at the same time (or rather this week), Rift released its new xpac, Nightmare Tide. So plenty to do now in both games. I feel I made rather a mistake abandoning Rift while I threw myself into WoW’s Mists of Pandaria, not least because I used up all the content in Mists and was left with months of nothing to do. When I went back to Rift, there was some catching up to do and I’d cancelled my sub at founder member rate, so would never again be able to have the risibly cheap 5 quid a month sub. Even though Rift is now free to play, I did resubscribe, because the privileges for ‘patrons’ (or subbers) are just too great to do without. If you can afford it, go for it. I believe it’s still a bit cheaper than a WoW sub. I cancelled one of my WoW accounts, just keeping one going so I could visit the guild now and again and meet up with friends. I think now if I’d kept both games going and had divided my time, both Mists and Rift’s xpac Storm Legion would have lasted me perfectly until the games had new content to offer. It’s my plan now to do that. I don’t play as much as I used to, so keeping steadily at both games when I have the time seems best. I enjoy both of them equally, but for different reasons.

Anyway, my thoughts on the WoD prepatch and also Nightmare Tide in Rift.

I’m happy with the changes to my classes in WoW, which in some cases are quite radical. The only one I had any trouble with when doing the new Iron Horde quest chain in Blasted Lands was my priest – but I think that’s down to the fact I don’t play him much anyway so I’m not familiar enough with the playstyle. However, that said, my shaman, who I hardly ever play, did well and seemed far hardier and more powerful than before.

There’s divided opinion over the character model revamp for WoD, which of course came in with the prepatch. I play mainly Night Elf males and Draenei females, and out of the crop these seem to have drawn the short straws with the new faces. Bodies and animations are fine but… I suppose I’ll get used to them. I’m not disgusted enough to turn off the new models and go back to the clunky versions, even though I did prefer the faces.

It’s great we can now go into raids like Firelands and Dragon Soul and zip through them quickly and easily with just a couple of players in a team. Some classes can even solo them. As the mount runs for those raids are on my list, this is a welcome innovation. I’ve done the Iron Horde quests on my main account so now just waiting for WoD to drop. Debating whether to revive the second account, but it seems a bit lavish when I’m playing Rift too.

So on to Rift’s Nightmare Tide. The xpac was delayed a couple of weeks, partly because players on the PTS (public test shards) reported on tons of bugs. I went on there myself and fell foul of a few, literally falling through the world on one occasion! But the bugs seem to have been ironed out. Playing in the first zone hasn’t yet thrown up any horrors to me. Rift’s main theme has always been interaction with the elemental planes, and NT’s theme is the Plane of Water. Those who disliked the zone Vash’jir in WoW’s Cataclysm probably won’t feel entirely comfortable in it. Not all of the zones are underwater, but there are underwater parts to them. And for those who hate the camera giddiness of 3D water combat, never mind edging yourself close to NPC’s and objectives would no doubt hate it. I don’t mind it. The first zone is beautiful, a realm of exposed coral reefs and deep dark pools and grottoes. There are several new water-themed races to encounter, one of which is mer-people, somewhat prettier than the Naga of WoW. Their realm is under attack and we’re there to help them, not least to prevent it drying out completely. (Think WoW’s BC Zangarmarsh type of scenario.) If you bother to read the quest text, the new races have some witty banter about us hairy dry skins! The game play is evenly paced, not too challenging but interesting. Rift was once a PITA for questing, sort of old fashioned in that it was often too difficult with far too much you couldn’t solo. That has changed now, and I’m glad, even if hardcore players whinge about dumbing down. When I’m questing and levelling, I just want to work alone, although it’s fun to group up with others for rifts and other world events. The only gripe I have is that a few quest objectives, such as interacting with certain objects or collecting them, aren’t plentiful enough. This has happened often in WoW too, and is especially annoying at the start of an expansion when hordes of players are about in the starting zone. However, in Rift you can ‘shard hop’, which means crossing from server to server instantly, so on the most problematical quests, I found myself an object I needed to collect/interact with and simply parked at it and shard hopped till I fulfilled the objective. Cheating a bit, but beats riding round and around and around, searching for coral polyps and such like when every other player is doing the same. I’ve really enjoyed the questing so far and annoying quests have been few. The first city you come across, an underwater one, is pretty awesome.

Another new thing in Rift is minions, which is similar to the Garrison followers that will be coming to WoW in WoD. Minions go out on missions for you, such as gathering artifacts (similar to archaeology in WoW), gathering crafting materials, earning notoriety for you (reputation) with game factions and collecting items for your dimensions. I’m only at the start of it, with low level minions who don’t have the most exotic abilities, so not sure if gear rewards come later on. Missions come in various lengths – just a minute to get minion xp, 5-15 mins for slightly better missions, then 8 hour and 10 hour ones, with the longer missions obviously giving better loot. So far it’s been great fun to claim all the rewards. Looking forward to this in WoW also. The game gives you one minion to start off with, but you can buy others in the game store – not expensive either. There’s also an NPC in the game who sells one of each elemental type for 1 platinum each, so again not expensive. Others can be picked up from quests and random drops in the game world. The idea is to match minions to all the quests that pop up in the Minion Window, which are random. You might get a quest such as gathering artifacts from a graveyard, which is a Death mission, so would be best to send an undead minion on that to get the best rewards. If you haven’t got a Death minion you can still do the mission, but a Death minion would be more likely to bring better rewards back to you. The quests and minion matches get more complex as time goes on, so that a mission might do best with – for example – a minion who gets dimension items for you, who is also fire. Some minions have the diplomacy skill so are better for sending off on missions to gain notoriety with the various factions. If the notoriety faction offered for the quest is water-based (very likely at the moment), your best option is to send a minion with both diplomacy and water affinity to complete it. I imagine the trick is to build up your minion collection to match all quest objectives to ensure you reap the fullest benefits from the quests. You start with the ability to send two minions on missions at a time, but can buy extra active minion slots from the game store. You can have as many minions as you like but if you’ve only got 2 slots for missions, only two can be out doing things for you at once. However, if you’re not impatient, two is enough to cycle through the random quests and get nice loot.

Anyway, in summary very happy with both the WoD prepatch in WoW and Rift’s new Nightmare Tide expansion. Can recommend both.

A lot of us are struggling to find things to do in WoW at the moment. I’m not at the point where I feel I have to cancel my sub, because we’ve started an alt raid, treating SoO as new with a different bunch of characters, some of us in completely new roles. And while this has injected a bit more excitement into raid nights, it’s only for a couple of evenings a week. Those of us who habitually log on most nights, if only for an hour or so, have found there’s no reason to do so. All our alts are 90 – and the few that aren’t we don’t have the enthusiasm to finish off – reputations are done, gear attended to. Transmog sets are completed, and rare mounts and pets have dropped obligingly. I have no desire to run LFR, starved now as it tends to be of competent players, in order to gear up alts I’ll never raid with properly. The ones I’ve already geared a bit will suffice for our guild alt runs, and the rest just have the odd piece here and there, plus Timeless Isle stuff, to take them into WoD leveling without too many tears. Yes, I’m ready to move on.

We’ve recently merged with another guild on our server – a bunch of great people who are much like us, being older players with busy real lives who just want a comfortable home in Azeroth and laid-back raiding. We were really lucky to join with these people, since if you hunted on your server to augment your roster by other means, I imagine it’d be nigh on impossible to find nearly a dozen or so individual players you get on with so well. But even with this influx we’re fed up with the dearth of new content in WoW. A lot of us dribbled over to Diablo to play Reaper of Souls together, but most of us have now got bored with the constant grinding to improve gear, which comes desperately slowly at top level in that game.

So, what to do? After Blizzcon last year I was convinced we’d see a Beta for WoD by January 2014 at the latest. All that buzz, that build up… the excitement. Yay! But now it’s May and not even a whiff of the Beta, and many of us are beginning to think it’s going to be the end of the year before we’ll see any new content. As a guild leader, that worries me. We’ve run out of things to do… almost. Is it feasible to run a third SoO alt team once we get to the end of it on our second? I think realistically we’ll be looking at a gradually diminishing roster until pre-patch 6.0 at the earliest. I think something went wrong with WoD, or changed drastically, and this unknown thing has caused the delay. Given the atmosphere at Blizzcon, (which I attended ‘virtually’), I’m quite sure Blizzard themselves intended for WoD to be nearer to release now than it’s turned out to be. But I doubt we’ll ever get to hear what caused this hold up. Once 6.0 hits, I expect people will be back in droves, but if that’s not till after the summer – well I’m sure many guilds and their officers are a bit concerned about the health of their guilds.

Like me, a lot of my WoW friends are reluctant to try other sub-based MMOs. Because we *are* still raiding a bit, and therefore don’t want to unsub from WoW, for many it’s not feasible to pay monthly for more than one game, and in any case, from experience I know it’s not easy to fully immerse yourself in more than one MMO – the games aren’t really designed for ultra ultra casual: you have to invest a fair bit of time to get the best out of them. But maybe… for a few months… it’s worth dabbling in another one, while we wait for WoW to be lifted out of the doldrums. Diablo was great while it lasted, but as that’s now petering out, I’m looking at other things to keep our group of friends entertained and playing together.

I’ve played a fair few of the ‘free to play’ MMOs, and most of them haven’t held my attention for very long. Some were just far too reliant on the misnomered ‘micro transactions’, which usually means you end up paying more than you would than if you paid a sub. Measly inventory and bank space, slow leveling… etc etc. In many F2P games, you have to pay real money to free yourself from such inconveniences. The best of the crop were Aion and Rift, and I know some people loved SW:ToR (although just about everyone I know who started playing it no longer do so. I never tried it myself, not being a fan of the franchise.) Aion – for me – lost its appeal when my characters reached around level 30 and I realised that PvP is forced upon you, with players of the rival faction literally dropping out of the sky to slaughter your lower level chars. No fun. End of Aion for me. Which was a pity, because I liked the way the game played and the way it looked.

I’ve dipped in and out of Rift since it was launched a few years ago. I lost interest when I reached top level in the original game because I couldn’t raid in there – not having the time to get my characters raid-worthy, or being in there enough to warrant joining an active guild. Sadly, the best of the MMOs seem to model themselves on WoW – end game is forced teaming if you want anything to do. When Rift went free to play, and their new expansion came out, I started playing again, and after a juddery start got back into it. Then there was a new content patch for WoW, and there was plenty to do again in there, so I stopped playing Rift. I’d always subbed to it, since I had a founder member’s really cheap deal, but I even cancelled that. Now, because on some nights I really feel like I want to potter around in a virtual world, I’ve gone back to Rift and taken up where I left off. It’s quiet in there. I’ve only seen a handful of other players, but then I am in the starter areas of the expansion and the majority of players will have long moved on. The original cities are full of tumbleweed, but the new one, the Dalaran of Rift, is buzzing. As all the crafting dailies are now based there too, it’s obvious why the old cities are empty. Tempest Bay is the new central hub, for players of both factions.

As it *is* now free to play, and after I’ve given it a few days to see whether my interest keeps up, I intend to tell the guild about it on our forum, and see if any of the bored people want to come and dip their toes into Telarian waters too. Yes, there is a game shop, with many enticing things in it, but it’s still possible to play the game without touching it. If you ever subbed to Rift in the past and come back, you’re given a generous amount of free tokens to spend in the shop, which could net you a mount or two, or a couple of armour sets (the transmog of Rift). The clothes department is massive, and the armour sets fairly priced. I worked out that a single piece of armour in the Rift shop works out at about 38 pence, as opposed to the £15 Blizzard tried to charge for those hats some time ago (do you *ever* see people’s characters wearing those?) There is also a very big mount store, including a great deal of the ones available in the game (not extremely rare ones, of course). However, in game they cost a fairly big chunk of platinum, yet some are sold for mere pence in the shop. As player housing is quite a big feature in Rift now, there are also lots of items to buy for your ‘dimension’, as the housing is called.

But anyway, cosmetic temptations aside, Rift is genuinely free to play. The two new continents are each around the size of Pandaria, so there is a ton of content to take you through to whenever Blizzard get their act together. While there are ‘story’ quests to reveal the ongoing plot line, just about every creature on the map has a kill quest associated with it. This means there are oodles of quests all over the place. You only need to kill one creature for a quest to pop up to kill some more of that type. So while you’re doing the regular quests, and killing mobs to get at your objectives, you’re also doing these secondary kill quests. Lots of experience, and loot to sell, or to salvage or equip. The one downside I’ve come across is that is that some of the dynamic quests, such as defending outposts from invasions, aren’t easy to do on your own, if not impossible. As few players are around in the areas I’m questing in, this means I have to ignore those quests and leave the outposts to their fates. Again, this might be down to the gear I have. I don’t do dungeons and I don’t raid in Rift, so my gear is only adequate at best, picked up from quest rewards and from crafting. Admittedly, crafting is really good and actually useful in Rift, but still not as good as gear you would get from multi-player activities.

This brings me on to something I’ve thought about concerning *all* MMOs. I’ve mentioned it before, but I think it’s more relevant now than ever. MMOs, by their very nature, are games designed for group content. But the problem is, group content is only viable while a particular zone or patch is current. Once the players have moved on, the content needs to be soloable, otherwise it’s redundant. To a large extent, this has been addressed in WoW, concerning earlier areas of the game, but more solo content would prevent much of what we’re seeing in the game now. Just because players are offered this kind of play doesn’t mean the social side of the game will be detrimentally affected. You’re still playing in a virtual world full of people, but are free to do things on your own if you want or need to. In Diablo, for example, players still talk a lot to each other in the general chat channel, even though the majority are playing alone. In an MMO, solo content would prolong the life of a patch or an expansion, and people would still interact, either in their guilds or, as now, in General chat. If you’re restricted by needing more players to do anything interesting, and those players aren’t available, or simply don’t want to do what you want to do, then that means you’ve got nothing to do at all, so just log off. Not everyone wants to risk teaming with strangers, offered by the various tools for herding random people together. You could end up with incompetents who can’t play properly, social inadequates whose only relief in life is to insult others, or elitists who call you on your actions every moment of the way, unless you conform to their unrealistically high standards. Or – most likely of all – you could just a get a silent group who blast through the activity without any communication, so you might as well be on your own. Faced with that, I’d rather go play another game, and I know I’m not alone in feeling that way.

I don’t know why MMO developers are so hung up on forcing people together, even when it’s unreasonable or impossible. Solo dungeons, (as seen in a couple of other MMOs I’ve tried, though not in plentiful enough supply), or dungeons for two or three would be great. Yes, scenarios are for three, but there’s no loot from mobs, and once your character is geared up and you no longer need valor points, there’s no incentive to visit them again. They are, in fact, rather boring. The ultimate MMO would have group content that’s accessible to *any* size of group, whether that’s a person alone or a group of 25. Of course, the mechanics of working out that scaling in terms of loot might not be easy – I’m no game designer so can’t say – but the minute some game cracks this perennial problem of content running out, simply *because* you need other people who aren’t there, will be the game that everyone will want to try. I wonder what the result would be if, on WoW’s log in screen, every player had to answer the question of whether they would like more optional solo content or not? I’m betting the vast majority would opt for ‘yes please’.

The goddess Arenjee clearly approves of my offerings, since she’s lavished me with love the past few weeks. On my regular ‘disappointment runs’, otherwise known as mount runs, I received divine bounty in the form of Ashes of Alar, Onyxian Drake, Vitreous Drake and Drake of the North Wind. This was all within a couple of weeks with Onyxia and Slabhide coughing up within minutes of each other last week. Some of these mounts I’ve farmed for years, so I’m surprised but grateful to the goddess for deciding she likes me – at least for now, but we know how fickle she is.

However, the shine is taken off my dizzy fervor slightly with the uncertainty still hanging over the fate of flying mounts in Warlords of Draenor. I’m still seeing a lot of debate on forums about it, and it seems to me the people stating ‘I’m all for flying going away’ are the ones who follow it up with ‘anything that annoys other players is good’, or sentiments along those lines. That says it all to me really. I also assume the majority of these posters are into PvP, since unfortunately that mindset seems to go with it snugly in certain players. I do see a few genuine posters talking about their preferred way to play is as a ground-bound pioneer, which is fair enough, but as has been said many times, it’s a player’s choice (at the moment) whether to fly or not. It’s disappointing that people are regarded as ‘whiners’ when they talk about anything they’re unhappy with concerning the proposed game developments. An opinion isn’t necessarily a whine. But of course that’s just the way a lot of the berating forum posters operate – do unto others as you would never do unto yourself, and then have a fit if anyone does unto you in the same way.

My gut feeling is that Blizzard are going to wait and see how things go with WoD concerning when, if ever, to introduce flying into the expansion. Will the players quieten down and just accept they won’t be able to get about quickly and easily, or will they continue to complain about it? Difficult to predict. I do wonder what the real reason is behind Blizzard’s decision over it. Part of me can’t help feeling the ‘flying destroys immersion in the game’ excuse is not the entire truth. It simply doesn’t rest easy with the lucrative store mounts, including very recent ones, being flyers, and all the other reasons I stated in my last post about it. What *is* the real reason and why aren’t we told? Still, really no point speculating any more – we’ll have to wait and see.

I think it’s peculiar we’ve not had any news about a Beta for WoD, never mind a definite release date, other than the vague ‘Fall’ that’s mentioned when you preorder the expansion. You just can’t help feeling something’s amiss, since most people expected a Beta to appear a couple of months at most after Blizzcon last year, with a late spring/early summer release to follow it. Silence is the worst thing, and the only times it’s been broken recently is to let out snippets of news that has unnerved the players. I really wish Blizzard had backed up these snippets with something like ‘We know some of these changes might sound startling, but don’t worry about them, because we’re aware of your concerns, know what we’re doing, and it’s far from our intention to cause upset.’ Even that would have been better than the lack of any reassurance at all.

It’s interesting, and worthy of an entire post on its own, how people take so seriously changes to the world of Warcraft. I’ve thought about it a lot, because I too sometimes have what can only be described as emotional reactions to changes in what is only a game… or is it? After pondering it, I came to the conclusion that for many players, perhaps even the majority, WoW is as valid an environment as that of the real world, because they spend a lot of their leisure time in there. Decisions made in that world affect their enjoyment of and participation in the game. If Azeroth is regarded as a valid yet virtual world, then the Blizzard team is her government, and decisions made by politicians, whether in virtuality or reality, affect their subjects. The Blizzard team comprises a feudal government, since we didn’t elect them. Their chancellors demand tithes – the monthly sub – and in return we are allowed to live on land we do not own. It belongs to the government. This body controls the world and although the subjects might have a say concerning potential changes, they know their voices can be ignored if the government chooses to do so. Mostly the governors are benevolent, because happy subjects are more likely to continue living in that world and paying the tithes, rather than packing their bags and seeking a different world. But ultimately the government has the final say on everything, and like in reality it might impose changes the population just has to accept and live with. You could explore this idea in far more depth and length – I find it really intriguing to think about.

Still, on to cheerier things. I’m really enjoying Reaper of Souls, the new Diablo expansion. It’s come at a good time to keep members of our guild occupied while we wait for news or materialization of WoD. The other night there were more players on our Clan roster in Diablo than there were on our guild one in WoW. At least we’re still all playing together, rather than people splintering off to do other things because they’ve got little to do in WoW. The new Act in the game is beautifully designed, despite the ‘yuck’ moments of having to wade through streets full of corpses at some points. Well, this is Diablo; it’s always had a high ‘yuck’ factor here and there. Killing a huge burrowing worm with such force that all that’s left is a bloody spine on the floor has both sickening and comedy value, I suppose, as do the heads flying off and bouncing across the ground now and again. I really like all the improvements and additions made to the game, and applaud the decision to remove the Auction Houses. Now you can just go to get your own gear, and not be hampered by the greed of players putting good items on the AH at daftly inflated prices. Gear drops have improved to accommodate this, although you do come to a point where you find nothing useful is dropping any more and you’ll have to punch above your weight a bit and go for a much harder level of play in order to get things moving again – which of course is the whole idea of the game. Legendaries appear far more frequently, as do really good plans for excellent pieces of gear to craft.

The new Crusader character is fun to play, although I’ve spent most time when I’ve been in there working on my Witch Doctor. She was a bit so-so before but seems a far more rounded character now and much more enjoyable. I’m accruing Paragon levels on her swiftly. All the new activities added for end game are great too – random scenarios you can solo or do with friends – to collect loot and also special shards that enable you to open a Nephalem rift for even greater rewards. Some of the ‘bounty’ scenarios are very short so are ideal for people with limited time to play.

The transmogging and enchanting systems are also good additions – I wish WoW emulated them. Being able to ‘learn’ the appearances of bits of gear you pick up, and add them to your private store, so that you can transmog into them on all your characters is a cool idea. No need to store bits of gear in your Stash or on your character any more – and in every game of this type storage is always an issue, so anything to help with that is most welcome. The enchanting is far more specific than the reforging in WoW, allowing greater customization into more useful stats. All in all, I haven’t found anything I don’t like. If there is a downside, it’s that the world of Diablo is far smaller than what you find in an MMO, so there’s a danger of becoming bored of the same scenery over and over, but the new random scenarios have done a lot to counter that.

I know there’s always the argument that MMOs are supposed to be games where you group with people, and I wouldn’t disagree with that in terms of large group ventures like raids, but I do like the choice you have in Diablo, of being able to solo everything or play with friends if you want to. It doesn’t make our guild any less social, but just adds a refreshing amount of freedom.

(A shorter version of this post appeared in the comments section of WoWinsider’s article ‘Warlords of Draenor: Gameplanet Interviews Alex Afrasiabi’ on 9th March 2014.)

In a recent interview with gaming news web site Gameplanet, Blizzard Creative Director Alex Afrasiabi slipped in a little morsel about the contentious issue of flying in WoW. For some time I’ve been reading the arguments for and against flying in the game and Blizzard themselves have apparently spoken of regret about its inclusion in the first place. The main arguments against flying mounts concern the world being made ‘smaller’ or players not being so immersed in the detailed landscapes Blizzard have created. Some anti-flying players even go so far as to say flying mounts trivialize the game, making it too easy to avoid hazards on the ground, such as mobs you might have to fight through to get to a destination. The pro-flying brigade has its own arguments, of course. I’m among the latter and will give some of my reasons below. Speaking of flight restrictions in the game, (areas such as Isle of Thunder and Timeless Isle), Afrasiabi’s words were “I feel like we can learn from this, in that is there a world where we have no flying, but people love it? You know? Is it a possibility? I think it is.” I’m not sure if what he said came out exactly as he intended – he did *appear* to imply Blizzard are thinking of a world entirely without flying, or perhaps he just meant Draenor – but there are lots of reasons many players would be unhappy with such a decision.

First, (but not necessarily the most important), people have paid real money to buy flying mounts from the Blizzard store. If flying was removed from the game entirely, which I sincerely hope was not the implication in Afrasiabi’s words, would those mounts disappear from players’ mount collections or just still be there as ground mounts – in some cases immense, awkward and totally inappropriate for ground travel? Anyone who’s tried to ride Heart of the Aspects or the Iron Skyreaver on the floor must surely agree they are not the most… er… elegant of ground mounts. No one in their right mind would use them for anything other than flying. That’s what they’re designed for, as are many other mounts in the game. I think it’s highly unlikely Blizzard would refund disgruntled players who’d bought flying mounts from the store if they were suddenly grounded or – worse – removed from or made inactive in the mount journal.

It can’t be denied or ignored that a lot of people really love their mount collections. I assume the alleged 50% who are eager to see flying go don’t care about collecting mounts, so their removal or greater restriction wouldn’t affect them one bit. And as is often the case with some, usually vocal, WoW players, if they’re not into something, they have no consideration whatsoever for those who are. If a player doesn’t like flying, they’re not forced to do it. They can still potter along on the ground if that’s their wish – so they shouldn’t try to impose their preferences on others. I know I’d be far from alone in being gutted if I lost all the beautiful flying mounts I’ve spent so long farming for, or had them reduced to wing-clipped, lumbering-about-on-the-ground travesties. If flying went, it would please those players who want to go back in time to when travel was tiresomely lengthy, but it would infuriate all those who think flying is one of the best additions the game ever had.

I find it hard to believe that players are split right down the middle on this issue. Just among my friends in WoW alone I know it’s more like two thirds enjoy collecting mounts – especially flying ones – and a third aren’t that bothered about them. And of that last third, I can’t think of one who’s said they want flying totally removed. Players still flock to kill Huolon on the Timeless Isle, more so than the other rare mobs over there, and that’s not just for the skinning potential, is it? No, it’s for the Thundering Onyx Cloud Serpent he might drop.

Once players have been given something they like, it hurts to have it taken away. Mass summoning springs to mind; our guild misses that a lot and we still grumble about it as we’re trying to congregate somewhere quickly. But that pales in comparison to the issue of flying mounts. As many players have said, if we’d never had flying, or the awesome mounts that came with it, we wouldn’t miss it. But we *have* had the convenience, and the sheer buzz of taking to the air. We *have* had the awesome mounts. We’ve had the showy phoenix of ‘Ashes of Alar’, we’ve had a host of different types of beautiful dragons, we’ve had gryphons, and hippogryphs and sinuous cloud serpents. Taking all those away would be a huge and controversial step by Blizzard. I imagine it would cause uproar and subs would take a damaging hit.

Another thing to consider is that not everyone wants it to take five times as long or more to get to a destination. Flight path taxis can take you all over the place on the ‘scenic route’, or they might not drop you really close to where you want to be. I’m sure a lot of people log on sometimes just to do a short stint of archaeology or to farm mats for their professions. Flying certainly helps to get the best of your time with that. And whether the purist players agree with me or not, I don’t want to go back to having to hack my way through lots of annoying little mobs to get to a mining node or an archaeology site.

Flying is fun for a huge part of the player base. Pretty much everyone will agree that it’s fine to restrict flying while leveling so you’re more immersed in the landscape that first time through it. I had no objection to that in any of the expansions that included such a restriction. But I do want to fly when I hit top level. I want to admire the mounts I’ve collected and enjoy riding them. And again, as many have and will say, the leveling content gets pretty exhausted in the fun department when you’re doing it on your fourth alt and beyond. It’s not unusual nowadays for people to have more than one account with a bunch of alts at top level. I can’t help thinking that Blizzard are just being stubborn forcing players to go through a whole expansion again and again without the convenience of flying. Once, yes, twice or maybe even three times… but after that, it’s just tedious.

Ultimately, I’m rather gob-smacked about what Afrasiabi said. If Blizzard are so against flying, why are flying mounts almost exclusively the prestigious rewards for completing difficult game content? Why do so many tricky raid bosses have flying mounts in their loot table? Why are flying mounts even on sale in the store if Blizzard are hoping to discourage their use?

Never mind the players, I have a feeling this argument might have been going on for some time between the developers, and maybe *they* are split right down the middle about it. But even so, ‘Mists of Pandaria’ was chock full of new flying mounts – fabulous ones at that – and we had quite a few new ones in the Blizzard store during this expansion, not to mention the fact that the Collector’s Edition of ’Warlords of Draenor’ will include a flying mount. This doesn’t make any sense to me. If Blizzard are so against flying, why do they keep feeding our addiction? If that’s simply to take it away, I’d really have to think seriously about whether I’d continue to play. Mount collecting is one of my favourite things in the game, and I’d feel devalued as a customer, if not betrayed, if that enjoyment was axed simply to please those who dislike flying or to force me to have a worm’s eye view of the world every minute I’m playing. We should all have the choice to play how we want to play. We pay for that privilege, don’t we? Blizzard do so much to improve the game and provide more and more content, which has resulted in a rich and complex world, and with many more players having access to a greater amount of content. I simply can’t see why they’d want to take this backward step and rile up a lot of their customers in the process.

I’m trying to convince myself that Afrasiabi just worded it a bit wrong in that interview. I hope he simply meant flying will be restricted until top level in the new expansion, and all of our alts will have to wait until then too. At worst, perhaps he was telling us in a roundabout way that Blizzard are still considering whether flying will ever be allowed on Draenor, even though previously we’ve been advised it will be reintroduced with patch 6.1. The idea of it being removed altogether is pretty much unthinkable when you consider all the points I’ve explored above. Whatever the outcome, while I’d prefer something similar to how it was in Wrath for alts’ to obtain flying, I’d rather wait to get it on every single one of my alts than see it go altogether.

One of the recent revelations concerning Warlords of Draenor is the controversial proposed change to casters being able to cast while on the move. Primarily – but not wholly – because of PvP concerns, (*again*), it’s been decided that casters should NOT be able to move so much while doing their thing. This of course significantly affects DPS, and in PvP will mean an enormous change to the mechanics of fighting. Melee players have complained that they can’t close the gap to the ranged players, so just get wizard-fired to death before they can reach their target. On the other hand, in previous iterations of PvP combat, ranged were often condemned to lengthy times of stun-lock while Rogues ripped off their faces. I remember those times because I used to PvP a little then. So, as is so often the case, fruitless attempts by Blizzard to balance PvP, (in my opinion an impossible task), will have repercussions in PvE play.

The way things stand, a percentage of raid encounters are nightmares for melee players, simply because of the inordinate amount of damaging ground effects from the bosses, which mean they spend a considerable amount of time in a fight running away from the action rather than being immersed in it. On the other hand, they view with envy those ranged players who can stand at a distance from said effects and deal their damage from there with no interruption. And when the nastiness might reach out across the floor to them, the ranged can skip away while still casting/shooting and doing damage. In response to melee players, ranged would say, ‘well, you can do white damage all the time on a target even when not using skills – I have to use skills to do damage. In that respect you have an advantage.’ But not, the melee players might say, if they have to move away from the target constantly. So it seems Blizzard’s answer to this problem is to wield the nerf guillotine, (forget the bat, it was retired years ago), and stop ranged classes casting as much as they do now while moving. As can be imagined this has caused a frenzied outcry on WoW forums.

I do see the arguments for and against, and the truth is this problem has arisen partly because the raid encounters have become increasingly complex over time, with a loud-voiced percentage of forum-visiting players continually demanding ever more innovative fights, rather like spoilt children hollering from their push-chairs for more toys. If Blizzard fails to produce these difficult encounters, they are hollered at for dumbing down the game. Then when the encounters are revealed as rather too difficult for the average team, with limited play time, there are more tantrums. Blizzard could legitimately enquire, in a confused tone, ‘but isn’t this what you asked for?’ The problem is that when Blizzard gives the vocal minority what they ask for it rarely ends in smiles, but rather the opposite. Also, the percentage of players actually yelping on forums *is* only a fraction of the entire community. The silent majority never have their say and in most cases probably don’t even know how they could do so.

Having to multi-task while on the move has become a staple of many raid fights, and I believe this makes it harder for newer players to break into proper raiding, (I won’t count LFR), because they can’t learn one thing at a time and become more skilled at it – the whole caboodle is thrown at them from the moment they step inside a raid. Rather than have classes line up for the guillotine, I think it would be better for Blizzard to think more about what happens on the floor of encounters and tailor them to be of equal difficulty for both ranged and melee. I quite like the design of a fight such as Malkorok’s in Siege of Orgrimmar. Sometimes you have to move, sometimes you don’t – and that applies to everyone. Some things you move into, some you move away from. And with careful raid-leading over player positioning you can control where the muck drops. It’s not chaos, such as you find on the Dark Shamans fight or Blackfuse. You feel that doing the encounter correctly makes it run smoothly, rather like a dance. The same goes for the General Nazgrim fight. You can’t really say that for Shamans or Blackfuse. It’s more like the players being prodded by tasers into agonized fits than a dance.

Hunters are slightly apart from other ranged classes, and I believe a drastic nerf could be more damaging to them. They have historically been a kiting class, and part of their MO is to do damage on the move, shooting as they run. Hunters are often given jobs to do in raids *because* of their class design and their mobility. Since mana was swapped for focus, which is in short supply in comparison to the resource of casters, Hunters rely on their focus-building shots. Currently, this can be done on the move. If this was removed it would have a big detrimental effect on Hunter DPS. They would quickly run out of focus using their high-cost instant shots, and then would then have to stand still to build it up again using their relatively low damage focus-builder. Hunters used to have Aspect of the Fox to help with this, but it was taken away when the ability to focus-build while moving was introduced. To avoid the very unhappy situation we had in early to mid Wrath, when Hunters were virtually unviable for raiding, something similar to Fox would have to be reintroduced, otherwise the class would be gutted. I dislike focus and its limitations as it is, but this incoming nerf, unless balanced in another way, could be a death knell to Hunters’ high DPS and functionality in raids. I can only assume Blizzard know what they’re doing and Hunters will be redesigned sensibly.

Of course the negative reactions from players we’re seeing at the moment are those of panic. Players see the proposed changes and then start running around with their arms in the air, crying, ‘The sky is falling!’ I think Blizzard should do a little to reassure them, supposing they’ll balance the movement nerf by applying something else. It’s been implied that moving while casting might be on a CD or else a talent choice. That, I think, should be fine, so no need to panic just yet!

However, one thing I’ve seen consistently in the more measured responses to the proposed head-choppings is players saying that the changes will lessen the *fun* of encounters. It *is* fun to cast and run about, rather than stand there dpsing for the scant moments you might get to do so, then haring around avoiding ground effects for 10 seconds at a time or more, doing nothing. But then melee players could legitimately say that’s their lot at the moment anyway. Also, I’ve read of some concern about the drop in DPS having a negative effect on beating boss enrage timers. Again, I think it’s down to changes in encounters rather than changes in classes that will ameliorate the problem. But that, of course, only applies to PvE. And if PvP is at the bottom of it all, which it usually is when nerfs are concerned, then all the shouting in the world by PvE players won’t change Blizzard’s mind about this.

If I had the ear of the Blizzard developers I would make some suggestions, from my own humble opinions. The first is that PvP and PvE should be entirely separate, as was found in the original Guild Wars. Players could have a separate PvP character(s) that unlock special skills in a different way to PvE – say through completing objectives in battlegrounds. If PvP characters were top level when they were created, players wouldn’t have to worry about leveling if they weren’t into PvE play. They could get into PvP immediately and start unlocking the best skills. If a model along these lines was introduced to WoW, PvP would have no effect whatsoever on PvE play, as there would be no need for this constant yo-yoing of abilities and talents, causing outcry from players on both sides of the fence. But then I’m not a game designer, so I don’t know how feasible this idea is. The way WoW’s designed, it might be impossible. But I think few would argue it would end the ruckus once and for all.

Another suggestion, to do with raiding, is that when encounters require melee to flee from ground effects, they’re given something else to do, such as dealing with adds, or perhaps running to click on an item that might channel a debuff on the boss, or something similar. I’m sure a creative encounter designer could think of lots of interesting and fun jobs for melee to do. One of the things I see melee most complain about is feeling they’re doing nothing. Ranged will feel the same if they spend a lot of time just running around avoiding damage rather than dealing it. Fights would be boring if there were no movement requirements at all, but like I explained about the Malkorok fight, if it’s more about careful execution rather than outright chaos, such as when things randomly burst from the floor or descend from above all over the place, players might complain less. Also, more ability for teams to control where the possible chaos might be placed would be a boon. That also would call for skill and level-headed raid-leading rather than running away madly and hoping for the best.

The final suggestion I would make to Blizzard is about who actually tests raids in Beta. At the moment, I think we can confidently assume it is players who have a lot of time to devote to WoW. Many no doubt beta test to give them an edge when the raids go live. The average raider, at the more casual end of the spectrum, is typically someone with a job and a family, with very limited time to play. Their guild perhaps raids only twice a week for 2-4 hours. Increasingly complex encounters require a lot of learning; limited raid time leads to frustration, team dissolution and guild fracturing. I know Blizzard are addressing this with the new levels of difficulty for raiding in WoD, but I think if casual yet committed raiders were given the opportunity to test the raids in Beta, Blizzard would get more realistic feedback in terms of the diversity of its player base. How about invitations to whole raid teams of middling yet competent skill? A few guilds per server of this type could test the raids and give honest feedback about them. I can’t see the point of the encounters being tested solely by the hardcore – they of course have higher expectations in terms of difficulty than the average player.

I’m fairly confident Blizzard has firm control of where the game is heading and is not just making arbitrary decisions for the sake of it, and I stand by the statement that most players are panicking needlessly at the moment, but unfortunately Blizzard does have a history of swinging to extremes when making changes. All I would ask is for the voice of moderation to have a say.

Blizzcon was a week ago and players have had time to digest all the news about Warlords of Draenor and for forums to become stuffed with posts about it, either for or against.
I was happy to see 6 of my wishes for the expansion granted – a couple of the others I didn’t really expect to see anyway; they were just wishes.

1. the Mighty Wall of Levelling. It’s great this has been addressed and that people purchasing Warlords will be given a free level 90 character or the ability to upgrade an existing character to 90. I know that the grind from 1 to 90 (and soon to be 100) is a huge turnoff for many players, even if they do it all the way through by pugging dungeons. It’s also been implied, if not outright stated, that high level characters might be bought from the Blizzard store. This has been rumoured for a while and I can appreciate it’s inevitable, although I still wish the option had been given to roll a higher level character in game, even if not as high as 90. The 90s could be reserved for the store ‘micro’ transactions. (We know they won’t be micro.)

2. Guild and Player Housing. Blizzard gave more than I was expecting here. Well, I was expecting nothing, in all honesty. It’s a shame guilds haven’t been given the option to build some mighty edifice to be their home, but the individual player-centred Garrisons are a good compromise, since they can be visited by a raid team of up to 40. Guilds will easily be able to meet in them, unless they’re a guild of prodigious size. I like the idea that Garrisons augment game play and are not just cosmetic; the buildings will actually be useful. I won’t list their functions here, as I expect anyone reading this has already found about those. Another unexpected benefit is the introduction of followers – minions who will work for us and can be sent on quests and raids. I was glad to see that pet battling hasn’t been forgotten entirely, as one of the buildings will be dedicated to pets and have a tamer in them we can battle, probably a daily like other trainers, for the usual rewards.

3. Character Model Overhaul. This is coming sooner than I expected with at least several updated characters being ready for the release of Warlords. It’s good Blizzard has striven – from the preview we’ve seen – to maintain the look and innate character of the toons, simply by refining their existing appearances and improving animations. I’ve seen some players complain that we were only shown one face for each example (gnome, orc and dwarf) and that it will be bad if each race only has one face available on the character creation screen. I can’t see that happening. We were just shown previews, there will be a lot more to come. I can’t see every race being ready for the expansion release somehow, as even doing this much appears to have taken years, but even if half are ready, that will be great. The rest won’t be that far away and perhaps released with the regular patches to the game.

4. Vanilla Pet Overhaul. This wish wasn’t granted or at least not mentioned at Blizzcon. With all the work to be done to get the expansion ready for an early release, including the character model updates, I can live without the pet grooming! Will be cool if it comes at a later date though.

5 & 6. New Races and Classes. No new races were announced, or new classes. Neither was it suggested that existing characters would be given extra specs. Perhaps we’ll have to wait for the next expansion to see any changes in these areas.

7. Inventory Space. Glad to see that a lot of items will be going into the spellbook like the mounts and pets – tabards, toys etc. Quest items will also not be stored in our bags, another welcome change. No doubt they will be similar to how they are in Rift – perhaps a sort of ‘quest inventory’ line on our character window. Was also good to hear that many crafting items will be stored in larger stacks. Great news for tailors, I expect!

8. Gear Sets. This has been addressed and in a way I wasn’t expecting. Gear stats will change according to what spec you’re in, dispelling the need to collect more than one set of gear. I imagine items like trinkets and jewellery might still be specific to certain roles, such as tanking, but at least players won’t have to lug a whole gear set round with them, and it will make it far easier to gear up a warrior, DK, druid, etc, to have a tank offspec. There is a dearth of tanks in the game, and in our guild the perennial excuse when we’re short is ‘I don’t have a gear set for it’. That excuse will soon be well… inexcusable! The game sorely needs more tanks and speaking purely for myself the problem of gearing up a character when they’re not your main raiding toon is a big one. I refuse to take a tank into LFR – really, really just can’t stomach it – and melee DPS has never been my forte, so my performance as a non tank in LFR with such characters would probably get me kicked for low DPS. I don’t want to stomach that either. And the guild just doesn’t do heroic dungeons to the degree we used to. Consequently, I don’t have a fully-geared tank this expansion, capable of filling in for the newest raid content – the first time this has happened since Burning Crusade. So I’m eager to find out how beneficially this gear change will affect the tank problem – hopefully a lot.

9. I realised when I got this far into my article that I actually had 12 points not 10 in my original post and had accidentally numbered two of them wrong! Anyway… the next point was gear enhancements. Again my wishes were granted. I was absolutely delighted to see the death of reforging – which really is never much more than a costly juggling act with stats such as hit and expertise. These stats are going, along with dodge and parry for tanks, and will be baked into the class instead. So in Warlords it won’t be necessary to reforge every time you change one bit of gear. Gemming and Enchanting are also having massive overhauls, with fewer items being enchantable and fewer gem slots.

I have heard a lot of complaining about these changes, with people saying it’s yet another case of Blizzard ‘dumbing down’ the game and making things too easy. I strongly disagree with this. As it stands, modifying gear is a fiddly, overcomplicated procedure. It either requires big outlay on the Auction House to buy expensive gems and enchants, or else swapping what seems interminably between characters to enchant (scribe and enchanter for that) and gem (jewelcrafter and often alchemist to make new gems etc). Then you might need to swap again (or make further expensive purchases) to get leg enchants through Leatherworkers or Tailors. And after that you hit the reforger to make sure your hit/exp or dodge/parry are at cap, with a cost that might be hundreds of gold. All these gear requirements have built up over the years in WoW, and it seems odd to me that the majority of people bemoaning their loss are the same ones who grieve nostalgically for Vanilla WoW, when we didn’t have any of that anyway. Bizarre.

Enchants, while applicable to fewer pieces of gear, will offer far more choice for players, so that they will have to decide carefully what is best for their class and spec. In essence, enchanting gear will be more meaningful than just slapping on the single one that’s pertinent to you at the moment.

We can’t say for certain how these major changes will impact our play until we try it, but to me this seems like a quality of life change. I prefer convenience over complication, but I also hear players talking about how they like things difficult and fiddly. Personal choice, of course, and whatever they do Blizzard won’t be able to please everyone.

10. Cross Faction communication. No changes here. This is something I read a lot about, so maybe it could happen in the future, but it’s clearly not high on Blizzard’s agenda.

11. Mob and Resource Tagging. Again no change, which is a pity.

12. PvP on PvE realms. No changes. We’re still stuck with things as they are. Of all my wishes, I see this as the least likely to be granted, whether now or 3 expansions down the line.

Points I didn’t cover in my original list include the item squish. Players who sampled the new game at Blizzcon reported they didn’t even notice the item squish at first because game play felt the same as ever, healing produced the results they expected, DPS was as powerful as it feels to them currently in game. In Warlords our stats will be slashed dramatically, resulting in far smaller health and mana pools and damage output. This squish will also apply to weapons and armour generally. But our foes will be similarly squished so everything will feel the same as it does now. The reason this must be done is that stats have become ridiculously high – a tank at the moment can have 1 million health. It’s been stated the game will run smoother if all those zeroes are shaved off the stats to a more sensible level. I’ve seen some reservations expressed about the continuing ability to solo old content, which Blizzard insists will not be affected, but we’ll have to wait and see how all this is implemented. One post I read said that given the new health pool of a level 90, a level 1 character could only start at 0.5 health. That seems a bit daft, so I’m sure this new feature will have aspects players haven’t yet considered or been shown.

Raiding, of course, has also been given attention. The current Flex model they’re experimenting with will be absorbed into Normal mode. The current Normal will become Heroic. Both of these will incorporate the Flex feature, allowing for different sized groups. A new Mythic mode will be for a fixed group of 20 players and will replace the current Heroic mode. This is for players who like their game to be the ultimate challenge. LFR will also include a kind of Flex mode in that encounters will scale if, for example, a group is left waiting for ages for a tank or healers. Groups will be able to continue the raid without having to wait for those extra players.

Flex mode has been a lifesaver for our guild, simply because of its flexibility. I think it’s a sensible way forward for all modes of raiding to include this feature, but for the hardest mode for the most hardcore players aiming for realm/world first achievements. As Flex allows for cross realm teaming, it’s obvious that Mythic mode can’t be flexible in that way, with teams including members from several realms, otherwise it will muck up the realm/world firsts.

Raiding has changed so much since Vanilla WoW it’s virtually an entirely different feature to its original form. The encounters are far more difficult and require careful strategy, movement and positioning. In the days of the 40 man raids, which many claim to pine for, you might have had 10-15 good players with the rest of the group made up of anything with a pulse. Nowadays, players can’t be carried unless a group far outgears an encounter. Everyone counts. While this in itself has caused problems for guilds because of the varying ability and skill of their members, it has made raiding more challenging. So I really can’t buy the ‘dumbing down’ complaint. If anything, what we have is the opposite. What people refer to as ‘dumbing down’ is simply more convenience and quality of life enhancements being added to the game. If LFR gets nerfed, that’s because its reason for being is for everyone, regardless of skill or ability, being able to see end game content. I’m still astonished when I take an alt into LFR to see players, who claim to be doing heroic modes, expecting the same level of raiding in LFR and then being surprised by what they find in there. It was never meant for them, and has no impact on their game however easy it’s made for those for whom it’s intended. Blizzard tends to nerf all versions of the raids towards the end of an expansion, merely to give teams a catch up mechanism, so they can finish the current content before anything new appears. Again, this has no effect on the players who completed the content before it was nerfed, who can feel gratified they were able to do so.

I’ve not seen anything (yet) about Warlords with which I feel uncomfortable or disagree. While there might not be ‘showy’ new features such as new races and classes, it feels to me that a lot of work has and is being done on actual content and improving the player experience. I don’t see anything to complain about there.

Like everyone madly awaiting news of the new WoW expansion, I’ve got my own wish list of things I’d like to see to appear in the game or things that could be refined or changed. Here is my top ten!

1. The Mighty Wall of Leveling

Creating a new character now from level 1 is daunting to say the least. Maybe not so for a new player, who has so many exciting things to discover and explore, but for the veteran wanting to try a new alt it’s not a happy prospect. You might have leveled an account full of characters already, or even two accounts, or have another set of characters on a different realm. Do we really need to grind though all those quests and zones we might have done over a dozen times before? I think Blizzard should do something to remove that wall of leveling for alts. I’m not sure what, because there are different ways it could be implemented. I’ve read the suggestion that a ‘micro transaction’ of real money could be involved via the game store, but by experience we know that Blizzard’s concept of micro is rather larger than anyone else’s. I wouldn’t like to see another £15 cost added to the services. What would be better would be the ability to create a character of higher level, perhaps just before the level of the current expansion, or at least higher than Death Knights begin at now. If new races and classes are introduced, whether in the next xpac or one after, people will want to try them. But for many the wall of leveling will be a huge turn off. I wonder how many Pandaren are languishing unplayed just beyond their starter zones? I know for a fact in our guild it’s quite a lot.

2. Guild and Player Housing

As I’ve played several MMOs that already provide these features, it’s something I’d love to see in WoW. While it won’t be for everyone, many players enjoy creating imaginative homes. Buying items for such things can create another gold sink in the game – which we’re always told is needed. Again, as with some other games, items could be sold via micro transactions in the Blizzard store, as long as they’re not too expensive. I liked the way player homes were introduced in Rift, where you got a quest line to acquire your first one. During this, you were rewarded with a decent amount of ‘furnishings’ to start you off. Some players excel at landscaping and interior design and can create some pretty eye-popping domains. The best of player housing includes grounds to the main building that can be landscaped. In Rift, your ‘dimension’ (as your home is known) can be open to the public if you want it to be, so other players can admire your creativity. You might even pick up some commissions!

As for guild housing, I think it’d be fun to have a guild quest chain to acquire and start building your castle, palace, mansion, or whatever. Players could gather resources or donate gold to help with the construction. Features could be added as they’re earned, such as rooms like a Trophy Hall, where the heads of boss kills could be displayed, vendors, crafting areas and so on. In Runes of Magic, high level guild castles have grounds where players can farm resources, much like the farms we have at Halfhill in Pandaria now. Guild Housing in other games is instanced, so everyone enters through the same portal. It would be cool if the Guild Halls could be themed to particular areas, so (like in the original Guild Wars) you could choose the appearance and ambience of your Hall to suit your tastes. The Arathi model could be an old time castle, the Durotar one an Orc fortress, a Duskwood one like a haunted mansion, Stranglethorn like a jungle tree village, and so on. The potential is vast.

Blizzard has always maintained that guild and player housing would empty the cities, but if the portals for them were situated in cities, and things like the AH and the Bank (which let’s face it is the only reason players visit cities now) are still in the main square, I can’t see it making much difference. Especially if guilds could have ‘open nights’ (or days, weeks, whatever), so others could enter certain areas of their domains. This could aid in recruitment. Apart from Orgrimmar, Stormwind and the current City of the Year in whatever expansion we’re in, the cities are pretty much dead anyway. In Rift, on the housing interface, there is a list of dimensions you can enter. It couldn’t be that difficult for Blizzard to do something similar. It would be cool for guildies to have somewhere to hang out together that they have created themselves.

3. Character Model Overhaul

Well, we’re all waiting for this. It might happen in the next expansion, or partly, or it might not. I think we can conclude it will come eventually. What would be a welcome feature is the ability to customize your character much more, including the option to have different skins, i.e. Taunka or Yaungol for Tauren, and so on. The majority of MMOs now allow you to adjust all aspects of your characters, allowing for a more realistic array of different appearances in-world. While you might not be able to change the height of your gnome or goblin, (as a giant of either of those would be plain silly), you could perhaps adjust their weight or body shape. We could do with far more face and hair options, or the ability to tweak those ourselves.

4. Vanilla Pet Model Overhaul

Some of the original companion pets in the game are a pretty horrible lump of polygons – rabbits, prairie dogs, frogs, etc. Most of us use at least some of these pets for battling, if we’re into it. The humble rabbit can be a dreaded foe, hard as it might be to believe. It would be great if the old pets were tarted up a bit to look like the rest of the pets, i.e. realistic.

5. New Races

While I love new races being introduced, especially if they’re exotic, the point I raised first – leveling – is the only downside, unless you’re prepared to pay for a race change. I’m torn between the desire to have a cool new character, such as an Ethereal, Saurok, Naga, Vrykul, etc, and the heart-sinking prospect of leveling another character from scratch. So, for me, new races should only be introduced if an option is given to start at a higher level.

6. New Classes

While I read of players’ desire to have Demon Hunters, Tinkers, Battle Mages, Bards and so on, I wonder if any new class could be different enough to warrant its introduction. To me, those desired roles could be better fulfilled by offering them as new and exciting specs for existing classes.

7. Inventory Space

There can’t be a player in game who doesn’t want something done about our lack of storage options. If tabards, toys and other paraphernalia we tend to collect and carry about with us can be made like the pets and mounts and placed in our spell book, that would free up a lot of space.

6. Gear Sets
An extension of the above point, I think it’s clunky that we have to have different sets of gear for different specs, and these items have to be carried about with us in our inventory. Either make it that one set of gear functions for all specs or let us have a wardrobe feature like in Rift, where such gear sets are stored on the character, and easily changed, and not in the bags.

7. Gear Customization

We’ve got used to gemming, enchanting and reforging, as it’s been introduced a step at a time over the years, but it must be a daunting prospect for new players. I don’t like the way that changing only one piece of gear can mean a whole reforge is needed, which often doesn’t come cheap. Reforging is fiddly if you don’t use an addon like ReforgeLite to do the work for you. Otherwise, you have to use third party web sites to get the relevant information, unless you’re adept at working out all the stats yourself. Personally, I don’t want to spend a lot of time doing that. I think it’s time Blizzard overhauled the matter of stats on gear and made it more stream-lined and comprehensible. Do we really need 3 types of gear adjustment? Just seems like too much to me. Stats should be designed more cleanly so that reforging isn’t needed and gear enhancements are a boost rather than, as with reforging, a necessity to reach certain caps.

8. Cross Faction Contact

Perhaps the most controversial of wishes, and one shared by many, is the ability to team across factions, and in fact simply have communication between them. We have all these sophisticated races, yet they still behave like primitive bullies and, despite nods towards diplomacy, trade, co-operation and peace, WoW is still very much a school-yard us versus them scenario. I don’t think the rivalry should be done away with completely, and political relations could always be potentially volatile, but as so many NPCs of the opposite faction are willing to talk with, trade with and befriend members of the other side, why can’t players do the same? I know the argument against is that the second W in WoW is Warcraft, but after 10 years of virtual existence can’t the inhabitants of Azeroth start growing up a bit? PvP enthusiasts could still have their battlegrounds where characters fight for honour, perhaps in a more gladiatorial sense than we see now, (and on PvP realms still have their all out dog eat dog situation). Not everyone would have to see eye to eye, or join hands and skip among the daisies surrounded by chuckling kids, but there could be more realism by allowing players to make choices themselves about who they wish to hate, or not hate.

I prefer the Rift model of the factions, where the leaders of each regards the other with contempt for their views, politics and way of life, but out in the landscape, away from the politics, players are able not only to talk to those of the rival faction but play alongside them. You can’t actually team, but you can run around together closing rifts, taking part in world events, and such like. I would very much like to see this in WoW, but I’m aware the game population is probably divided right down the middle about this subject.

9. Resource and Mob Tagging.

Get rid of it. It works perfectly well in Guild Wars 2 that any player hitting a mob gets partial credit for the kill and therefore loot, whether teamed with other players or not. Resource nodes can be farmed by more than one player; they only disappear for you once you’ve mined them and another player can then come along and take their turn. We know that Blizzard can make mobs free for all in respect of tagging, as we see on the Timless Isle. There would be far less hatred and anger among players competing for limited resources and mobs if tagging wasn’t an issue. First nights of new expansions would be a far more joyous occasion if this was brought in – except for those whose pleasure is to turn on PvP flagging and make the whole experience more miserable for everyone. But we could do with fewer of those types couldn’t we?

10. Let PvE Realms be PvE

If people want to attack other players, what are they doing on PvE realms? Ah, of course, your average PvE player is easy meat for them. In my opinion, PvP should only be available in battlegrounds and arenas on PvE realms. Why make those of us who rolled characters on realms specifically to avoid that shenanigans have to put up with PvP players trying to trick us into hitting them and initiating combat and just generally making a nuisance of themselves, i.e. the notorious early days of new expansions and zones.

These are my ten wishes, and I know some of them are highly unlikely to happen, and there is massively divided opinion about others, but there’s no law against wishing, is there? I can also say that my wishes are not mine alone; I’ve seen them repeated across forums by many other players, as well as discussed with friends. Ah well, we’ll just have to wait until Friday when Blizzcon gives us the first of the revelations about WoW’s next chapter.