I Love Hardmode Raiding

I was searching through my emails the other day for something from my raid leader. I never delete anything ever, so I spotted a really old one– it was entitled “Still need a prot paladin?” and dated 2/16/2011. Today is 2/16/2012. I was floored to realize that it’s been a year– a whole year! — exactly, since I first found my guild.

I can’t believe it’s been that long. A year is nothing compared to most people’s raid careers, and I have raided in general for a long longer than that, but it’s been a very happy year of raiding for me. It means a lot to me to realize that I have been with my guild for that long … and that I still like it just as much as the day that I joined.

A lot of people write and blog about their frustrations. I certainly do. But sometimes it’s more important to write about what you are actually happy with, and what you enjoy.

Well, I like raiding! I love it, and sometimes I feel like I’m the last of a dying breed. I have wanted to post for a long time about why — and I guess that starts with the story of how I found my guild.

High Expectations

I complain a lot. I sometimes feel like I’m one of those people who goes through life unhappy with everything. My twitter feed is full of complaint, I constantly and happily QQ about everything around me. I am sure I frustrate lots of the people I know with my inability to just plain be happy with whatever I am doing at the time. Raiding was like that for me, two years ago, when I was raiding with my casual raiding guild and just got too frustrated to stick around. I wanted to like it, but I just wasn’t happy. I resigned from the raiding core, and decided to search for something different.

After I had left, I got a little bit depressed about my inability to find satisfaction in this silly game. I figured it was a character flaw of mine– ye olde “It’s not you, it’s me.” A normal person playing World of Warcraft would be very happy to just hang out and joke around in raid. I took the game too seriously, or maybe I was mean and awful to other people around me, or I enjoyed calling people out for their mistakes or something. Maybe I got some kind of elitist pleasure out of telling people they were wrong. Because that is what hardcore raiders do, right? They enjoy yelling at the people around them, and troll anyone who is not gifted with the spare time to raid 5 nights a week for 5 hours a night. Oh, and the only difference was time, too. Hardcore raiders just spend a stupid amount of time on the game, they devote their whole life to it, and all they do is kill things a little bit faster and brag all the time to make lesser mortals feel bad.

Right.

I spent about six weeks not raiding in my old guild, just looking for a new home. I don’t think they missed me all that much, but I am pretty sure that they were very irritated with me leaving and talked about me quite a bit both behind my back & to my face. An officer in the guild told me flat out it was a shame I was leaving the most friendly guild ever to, basically, get screamed at by some nerd in the internet whenever I made the slightest mistake.

I was really afraid, deep down, that he was right. I wouldn’t be up for it. I would like to think of myself as a friendly person, and I’m also a female raider without a very thick skin… I imagined myself in some egotistical guild full of jerks who threw around racial epithets and made fun of each other meanly all the time. Was that what I wanted to do?

The Transition

I wanted to raid more, so I went looking for a 4 night guild that was not too crazy, but was reasonably progressed and focused. There are very few guilds like that, and even fewer that were recruiting a tank at the time. It was not a brief search.

Then I found a guild that looked about right, in a post on Maintankadin looking for a prot paladin. The crazy thing was that they only raided 3 nights a week, and yet they were like 2 bosses ahead of the 4 night guilds I’d been looking at. Obviously this was Something Wicked. I was pretty afraid of whether or not the raid leader would be a jerk (see: previous comments about what I was told to expect). So I asked him if he would get on vent and talk to me, so I could try to figure out what it would be like to raid with the person who was of course going to yell and scream at me a lot every time I messed up. To my surprise, he didn’t sound much like a jerk at all.

He asked me something like, “How are you going to respond to criticism? You’re a tank and that means your mistakes are going to wipe the raid a lot– and I am going to tell you when you make one. So I have to know how you are going to handle it.” What was I supposed to say? I think I told him honestly that I had no idea, but that I really prefer to know about my mistakes and would try my best to fix them. I had a vague idea though, from talking to him, that he this guild didn’t sound like a place where people were jerks. It just sounded like a place where people really, really wanted to kill very hard bosses and to do so efficiently. So I put in an app, was accepted, and went to my first raid.

My first raid was a mess.

It was the most terrifying, stressful, and crazy night I have ever had in World of Warcraft.

It was H Conclave and I joined right in the middle of stressful mid-progression on that fight, and to make matters worse, we (as we later found out) used a very stupid strategy that put the least geared tank (me) in an almost unsurvivable position. I cannot tell you how very, very, very nervous I was and how very scary it was. Probably 90% of those wipes that night were due to my death.

I will try to communicate my massive culture shock by picking out and describing the biggest change.

Wipe recovery. Something Wicked wipe recovers very, very fast. This is something typical of hard mode raids, and it is something we specifically hear even from people who come from other hard mode raids to join us. Coming from a very casual, very social guild, this was more jarring than you could possibly imagine. There was no time, barely any time at all between attempts. I was paniced, I had to focus hard, for 4 straight hours. I have a very clear memory of flying from the graveyard back into the instance, desperately fiddling with recount trying to access my own death log while the question came out over vent (again): “So… what killed you?” and I knew I only had the length of the flight to figure it out. I remember sitting down to the feast and then rewriting power auras in exactly 10 seconds while I ate. And I also remember realizing that– even though I felt the need to make sure I was ready fast– it was better to hold up the pull to ask a question if I really needed to ask, and better to clarify than to wipe us due to my own confusion. Time management, of our limited time in raid, that was the biggest thing to learn upon joining.

So in the midst of all this crazy newness and change, while I died over and over and over to my first real hard mode encounter… How did I feel? I was pretty scared, and I didn’t have time to think of anything except how not to die. There was no time to think, just to focus and to figure out what was going wrong.

But I remember the moment when I realized I was in the right place, that this guild was pretty good, and it happened in that very first raid. One of the warlocks commented on something he noticed out of recount, about someone else’s mistake or death. It was not mean, it was just a piece of information he thought would be helpful. A serious, brief conversation ensued about what mistake was made and how to avoid it next time.

I was floored. Now this… this was new. Somehow this raid was capable of identifying and addressing mistakes without anyone getting super defensive or running off in tears or getting offended.

I mean, it was a pretty frustrating night, and people were definitely frustrated on vent, and I’m not saying we were all cheerful people (I am definitely not cheerful, I whine and complain allllllllllll the time). It was probably one of the more frustrating raids I’d ever had. But at the same time, I got the feeling that we were all frustrated together… and that we were all working hard to fix it. And I loved it. Even though I was dying over and over and over.

So I knew, in that very first crazy raid, where I probably died and wiped the raid 50 times myself, that I had found the perfect place for me.

(Of course, then I had to stress out for a month about whether they would like me and accept me, but somehow I faked them all into thinking I am a good enough player that they did, and here I am, a year later, a veteran and even a mainspec DPS.)

The Skill Gap

The devs often say there is a very wide skill gap between HM raiders and pug raiders, and that HM raiders don’t really “get” the difference. I think that is true, but I think the gap is not skill at all. It’s attitude.

I don’t think that HM raiders have some kind of magic better skill at pushing buttons than most raiders. In fact I am pretty sure we all start off in this game making the same number of mistakes.

I am absolutely sure that HM raiders have a completely different attitude though towards error correction. Most players hate wiping, and failure. We see it as a challenge to overcome, and a challenge that doesn’t wipe us a lot is really no challenge at all. Most players see errors as frustrating blots. We see an error as an opportunity to improve. The important thing is to raid in a guild where you don’t just trust your fellow raiders to get it right… you want to raid with a bunch of people that you still trust when they get something wrong. Because the whole point of wiping to a HM boss is to get things less and less wrong until eventually everyone reaches a level of not-mistake-ness that is good enough to kill the boss dead.

It makes us crazy. I totally admit that it is reasonable for the vast majority of people who play this game to dislike wiping a whole lot on a boss, when wiping frustrates everyone and forces them to look at all the different ways that everyone made mistakes. The point of a game is to have fun, not to die all the time and spend 4 hours figuring out which mistake this time wiped the raid. It is truly crazy to enjoy this. But I am happy to be crazy when the people who I am hanging out with are crazy like me.

And then it feels pretty damn good to kill that boss after all that work. And who knew? I didn’t have to spend 5 nights a week or hang out with people who yell at each other all the time to do it.

I Still Love Raiding – No Really, I Do

So I’m just going to throw this out there.

I still love raiding. I like raiding mostly because I raid in a hardmode guild, and I have for the last year, and I am quite happy to continue to raid for the forseeable future with them.

Sometimes I will be sitting there, after 3 hours of frustration on something stupid — like, not even progression, sometimes we will be sitting there wiping on some farm boss that we’ve killed several times before… so frustrating … and suddenly I will remember what it was like before I found my guild. Back before when I raided with people who were afraid to admit mistakes, or got massively defensive every time they did something wrong. Back when I used to stress out and worry whether mentioning a mistake would piss someone off, or make them really stress out and flip out, and worry about whether I sounded like an awful and mean person… Back when I didn’t trust that we would all get frustrated together, when we are being stupid, and make a concerted effort together to overcome our own mistakes and to kill bosses neatly and cleanly.

So I still love raiding. That is the point of this post.

And I will be honest, I don’t like all raiding. I love hard mode raiding in particular. I think it’s really fun to spend my 12 hours a week doing it, and I think it’s really fun, and I do in fact brag about our cool kills on twitter. (I also note when we are silly noobs too).

I guess I just wanted to write this post because most of the time, people write blog posts about when they are unhappy or frustrated with things, myself included. Well, this isn’t one of those posts. This is a post about how much I LIKE raiding. Raiding is cool and hard mode raiding is really cool, and I like it.

I have liked it for a year, and I see no reason to stop anytime soon.

(Even though Pandaclysm is coming… I still plan to raid!)

Posted in QQ, Raiding | 21 Comments

Leetsauced Podcast – Episode 50

Just a heads-up, the Leetsauced podcast uploaded their 50th episode this weekend.  I had the honor of stopping by for the Hot Seat portion of the show.  If you want to know the outcome of a musical BMK, or what I think Canada needs to fix, you can download episode 50 from their website or through iTunes.

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The Lament of the Engineer

My name is Theck, and I’m an Engineer.

I feel like that admission belongs in a support group for underprivileged tanks.  Because admitting that you’re a tank with Engineering is tantamount to admitting that you’re willfully giving up effectiveness.  By forgoing a more “useful” profession like Blacksmithing or Jewelcrafting, I’m giving up 120 Stamina (or 80 mastery) compared to other tanks.

This is irritating on several levels.  First and foremost, the game has been moving away from the design where one or two professions are “correct” for each role, and the rest are significantly sub-optimal.  Since Wrath, most professions give at least the standard tanking stamina bonus (120 STA in Cataclysm).  Mining, Inscription, and Enchanting provide only the stamina option, while Blacksmithing, Jewelcrafting, and Alchemy all give the player a choice between several stat boosting options (including stamina).  While a leatherworker’s draconic embossment is equivalent to a 120-stamina advantage in itemization points, the lack of a competing Cata-era stamina option gives them a whopping 155-stamina bonus, because other professions are stuck with the 40-stamina or 50 dodge rating.  Herbalism, Skinning, Tailoring, and Engineering are all left out in the cold though.

Worse yet, the balance changes every patch.  Leatherworking vaulted to the forefront of the Stamina race in early Cataclysm, perplexing tanks everywhere.  While it makes some sense for a feral druid tank to be a leatherworker, it’s far less common for a plate tanking class to do so.  With epic gems being released in 4.3, but other professions not getting compensating increases in their stat boosts, Blacksmithing has jumped up to a 150-stamina benefit, making Leatherworking/Blacksmithing the most favorable tanking professions in a tier of content where the majority of dangerous damage is unavoidable.

Frankly, this strikes me as absurd.  This sort of paradigm has no place in a game as mature as WoW, where leveling a new profession becomes more and more expensive with each expansion.  Professions are a long-term choice for most players, and part of their character’s identity.  If min/maxing constraints encourage them to swap professions every other patch, the choice of profession becomes a lot less meaningful.  Instead of choosing a profession based on what feels right for that character, it becomes a simple analytical problem – “which profession gives me the most X?”

I think it’s fair to say that there’s a fundamental disconnect between the way players choose professions and the way professions are currently designed.  Most players, when they roll their first character, do not pick professions based on stat bonuses.  They might choose for thematic reasons, like Mining and Blacksmithing on a plate user, or Skinning and Leatherworking on a leather wearer.  Or they may choose based on a character concept, like a tauren paladin that chooses herbalism because of an affinity for nature.  But the important point here is that the choice is generally a personal, thematic choice, rather than one based on what the profession gives at max level.  It’s only us old-timers who are jaded enough to roll a character and think, “what should this character have to maximize its potential for raids.”

With that in mind, I think that professions should be primarily thematic choices.    There’s really no thematic argument that justifies Engineering (or Herbalists and Skinners, for that matter) being at a stamina disadvantage.  At least with Tailoring, the lack of a bonus makes some thematic sense, as there are no cloth-wearing tanking specs.  But any tank can make use of the herbs and leathers from the gathering professions, and anybody can take advantage of the “fun” perks of engineering.  Thus, the stat bonuses they provide should be more or less equivalent for all roles.  It’s fine for one or two to provide more versatility than the others – for example, the choice between 120 stamina and 80 mastery – but none should be as plainly inferior as Engineering is for tanking.

Perhaps most annoying is that this exact inequity was recognized and corrected for DPS specs.  In the beginning of Cataclysm, the Synapse Springs tinker only granted Intellect, leaving Strength- and Agility-using engineers without a stat bonus.  As you can imagine, this led to a significant amount of complaining by die-hard Engineering fans.  In patch 4.0.6, the tinker was updated to boost the highest of the three primary stats, and the duration reduced to give a time-averaged bonus of 80 stats, on-par with almost every other profession (again, with the exception of Herbalism and Skinning).  For the moment, we’ll ignore the fact that on-demand DPS stats are generally stronger than passive stats, making the Engineering tinker strictly superior in most encounters.

However, the point remains that this inequity was recognized.  Blizzard understands that it’s not reasonable for one profession to trail others so significantly when it’s a matter of DPS.  So why is it fair for tanks?  How difficult would it be to add a 120-stamina tinker (or, for that matter, similar benefits for Herbalists and Skinners)?

Now, at this point you may be asking yourself why I’ve been ignoring the other tinkers Engineering gets.  Certainly they must serve as compensation for the lack of stats, right?  Well, no.  The belt tinkers (Nitro Boosts and Grounded Plasma Shield) both have a chance to fail in spectacular ways, most of which nearly guarantee your demise and a wasted attempt.  That sort of gambling isn’t acceptable in raiding, where every attempt matters.  That goes doubly for tanks, because we strive for stability and regularity above all else.  The tank that wastes an attempt because they became susceptible to critical strikes is the tank that gets benched for a Jewelcrafter or Blacksmith.

And the Quickflip Deflection Plates are, in a word, pathetic.  It’s ~2% extra mitigation while it’s active, but only against melee attacks.  My healers aren’t going to act any differently during that period because they won’t be able to tell that it’s active.  In fact, that 2% really is noise to them, because boss swings fluctuate by at least that much. A measly 2% isn’t likely to save me on a burst all by itself, so it might as well not even be there. It just turns a few extra points of healing into overheal. I don’t think I’ve died very often in cases where that cooldown would have saved me (<1k overkill?).  And worse yet, it shares a 15-second cooldown with Mirror of Broken Images and other survival cooldowns, making it unsafe to use or unusable during many of the dangerous situations where you’d actually want it.
So despite all of the things I’ve said about how to “properly” use Holy Shield and how macroing it to CS is the sign of a bad tank, guess what I do with the engineering tinker?

Macro it to Divine Protection. :P

In fact, I recently noticed that I had forgotten to apply the tinker to my T13 gloves.  So I went through the majority of normal and heroic Dragon Soul progression without even having the tinker.  And nobody noticed, least of all me.  The fact that it has so little impact that it’s utterly forgettable as a profession perk should be enough to convince anyone that it’s completely worthless.

Now, if Blizzard were to buff the tinker to make it competitive, we might have a different story. If it gave ~4k armor on use, which would be comparable to what the other professions get in Stamina once you time-average the armor EH, then it might be worth keeping bound separately. It’d basically be giving engineers a second armor potion.  That’s the dangerous part about short-term cooldown-like effects: too weak and they get ignored, like it does now; too strong and suddenly every tank has to pick up Engineering.  I’d really rather see a static ~1k armor tinker (similar to what we had in Wrath, in fact) to bring Engi more in-line with other professions in terms of EH without making it too powerful.

But in the end, Stamina always ends up being king for tanks.  So why not just give us a 120 Stamina tinker and call it a day?  Or, better yet, keep the tinkers as fun but ultimately failure-prone gimmicks for soloing, but make use of the Cogwheel idea – Cogwheels could be Engineering-specific gems which go in any slot but are limited to 2-3 equipped at any time.  There’s a lot of potential for Engineering to be interesting and relevant past T11, it’s just not being realized by the profession design team.

So as a die-hard engineer, I have to ask: Why must engineers be relegated to being second-class tanks?

Posted in Design, Raiding, Tanking, Theck's Pounding Headaches, Theorycrafting | Tagged , , , , , , , , , | 7 Comments

The LFant in the room

The looking for raid (LFR) feature is arguably the most controversial change the game has seen in years.  No other single feature has had as large an effect on so many players.  And it’s certainly one of the largest changes to the raiding environment, right up there with the downsizing from 40- to 25-man raids, the introduction of “bring the player, not the class,” the concept of hard modes, and the creation of the dual 10/25-man system we have now.  You could even argue that among those game-changing paradigm shifts, LFR stands out as the granddaddy of them all.

It’s safe to say that LFR is here to stay.  It helps justify the allocation of resources (both in terms of money and developer time) on raid content, which has always been the staple of the WoW endgame.  And it’s certainly increased participation in this tier’s raid content, opening up that part of the story to a population of players.  I think it’s a good thing that they can see the content now, while it’s fresh, rather than having to come back a year from now and play catch-up.  And I’m overwhelmingly positive on the existence of LFR in general.

However, it’s not the evolution of LFR that I want to address in this blog post.  Rather than discuss its past, I want to discuss its future.  Saying something is “good” doesn’t preclude it from being made better.  This is the first implementation of LFR – LFR 1.0 if you will – and it isn’t without its problems.  Some of them have already been addressed, like preventing players from winning duplicate items from the same boss.  Others are being addressed in Mists of Pandara (LFR 2.0), like having more specific discrimination between specs for role-based bonuses on item rolls.  The problem I want to discuss here is a more difficult one to fix.  It’s the fact that there’s a strong incentive for players engaged in normal- and heroic-mode Dragon Soul raiding to run LFR for drops, particularly tier pieces.

To be blunt, LFR is sight-seeing mode.  The difficulty level is very low – LFR is the game’s “easy” setting, just as heroic modes are the “hard” setting.  A group can succeed in LFR with minimal understanding of the mechanics, and the tuning is such that a group of 25 players that barely meet the minimum ilvl would still succeed even if they performed at 50% of the output of which that gear level is capable.  Think about that for a second – even if you decided to skip every other GCD, you’d still be putting out more than your required contribution.

That’s not inherently a bad thing; it’s great for players who just want to see the story, or want to progress their character but can’t find the time to raid regularly.  Those players aren’t interested in wiping over and over to beat the encounters, and it would be silly to ask them to – they simply wouldn’t bother.  It’s also good for players who just want to queue up and smash some faces in for an hour or two in their spare time. Even I occasionally fall in that last category, though you’d probably consider me at least moderately hardcore.

But not everyone does, and it makes sense to try and tailor the reward structure in such a way that you’re not forcing players to cross-pollinate the difficulty settings.  LFR should definitely exist, and it should definitely drop rewards that are enticing to the population it’s designed for. But it’s also important that it doesn’t become an annoying grind that the population it isn’t designed for. The way things are currently itemized, there’s a strong incentive in that direction.

To put it another way: LFR is as much fun for a large chunk of the raiding population as Archaeology is. Which means, not fun at all. Like archaeology, LFR should be completely optional for those players.  I love running LFR on my alts. But that’s the key – I want to be there on that character, I’m not there because it helps me in normal/heroic progression.

I think that it’s entirely fair to say that creating content that’s well beneath the skill level of the majority of the raiding population, and thus probably not all that interesting for them, and giving them a heavy incentive to run that content is a design issue. I’ve heard many normal mode raiders complain that they’re already feeling burned out on DS because they’re running it on LFR and again on Normal every week. This isn’t an issue that just affects the top 100 guilds, it’s a legitimate game design concern.

There are lots of suggestions for how to fix this problem.  Since its primarily tier gear causing the problems, and set bonuses in particular, you could take the tier gear out of LFR.  Or you could make the LFR versions of tier not provide set bonuses, or perhaps just not be compatible with normal- or heroic-mode tier set bonuses.  But all of those suggestions take something away from LFR raiders, in essence “nerfing their fun.”

I think you can keep all of the good parts of LFR, including a reasonable gearing incentive, without making it a gear grind for players that don’t want to be there.  And I think you can do it without taking tier gear away from LFR raiders.  And all it takes is a slight re-adjustment of itemization across the different tiers and types of content (for MoP).

As an example, let’s consider MoP and T14-16. I’m going to start at an arbitrary ilvl of 400; pretend there’s a complete gear reset and everything from Cata is irrelevant (DW loot gets nerfed to 300, let’s say).

400: MoP normal 5-mans (release normals)
413: MoP heroic 5-mans (release heroics)
420: T14 LFR
439: T14 Normal
452: T14 Heroic

432: T15 heroic 5-mans (ZG/ZA equivalent)
439: T15 LFR
458: T15 Normal
471: T15 Heroic

451: T16 heroic 5-mans (HoT equivalent)
458: T16 LFR
477: T16 Normal
490: T16 Heroic

The pattern here is pretty obvious; Normal mode is X, heroic is X+13, LFR is X-19, heroic 5-mans are X-26. The next tier’s normal raids start at X+19 compared to the previous tier’s normals, like they do now. The LFR gear always lags the previous tier’s heroic gear by a full tier in this case, rather than half a tier (391-384=7).

Normal mode raiders won’t feel required to grind LFR in this new system (provided set bonuses are reasonably well balanced), because they already have equivalent ilvl gear. At most, they might go and fill in a few “unlucky” slots with LFR. Heroic raiders wouldn’t feel the need to run it either, as the full-tier gap will offset any reasonable set bonus. Players starting late or gearing up a new character still have a very clear progression path, which is to grind heroics/LFR until they’re ready for normal modes.

However, in this system there’s still some value in old raids. Yes, they want a gear reset each tier, and they want people to run the new content. That option still works here. But now, in addition to your weekly LFR, you could run the previous tier normal modes to gear up even faster. So you’d see more pug runs of previous tiers than you do nowadays.

That’s not to say this system doesn’t have its flaws.  Valor gear in particular becomes tricky here, because an LFR tier piece may have to compete with a higher-ilvl valor item.  If valor gear is primarily focused on things like necklaces, trinkets, and non-set slots, that may not be a serious problem.  Even one overlapping slot per tier wouldn’t be a serious problem, as long as the option to replace 3+ LFR tier pieces with higher-ilvl valor items isn’t present.

It also creates a strange situation at the beginning of the expansion, where LFR still serves as a stepping stone between entry-level 5-man gear and normal-mode raiding.  But perhaps that could be overcome by narrowing the ilvl gap between the first tier’s LFR and 5-man heroics.  If LFR gear and 5-man gear were comparable, if only for that tier, then both progression paths would be useful and neither would be required.  If the 5-mans heroics are a little tougher than LFR, then that doesn’t seem unbalanced, especially since 5-mans can be chain-run for loot and LFR cannot.

Of course, there are other ways to address the situation.  You could have scaling set bonuses, such that the LFR versions of tier pieces give a smaller bonus than normal-mode pieces, and likewise normal would be weaker than heroic.  As an example, LFR might give a 5% bonus to Crusader Strike damage, while the normal mode gives 10% and the heroic version gives 15%.  That doesn’t eliminate the incentive to pick up LFR pieces to complete a set bonus, but it might be enough of a difference to make sure that those LFR pieces wouldn’t be a DPS upgrade (or in a tank’s case, a survivability upgrade) compared to previous-tier normal and heroic loot.

And of course, they could just leave things as they are now, since LFR is arguably working and fulfilling its intended purpose.  I don’t think it’s likely they will though.  Content burnout is still going to be a serious concern, and I suspect that LFR has only made that worse within the normal and heroic crowd.  If they can find a way to alleviate that burnout by eliminating the incentive for those raiders to grind LFR while keeping the allure of LFR for the casual raiding crowd, it’s a net win for subscriptions.

Posted in Design, Raiding, Theck's Pounding Headaches | Tagged , , , , , , | 9 Comments

MoPping up Mastery, Part II

Yesterday, we discussed some of the pros and cons of our current mastery implementation, and briefly considered the limitations of a bounded system like the combat table.  Today I’m going to toss around some ideas for new mastery implementations that could be used in MoP to avoid the complications caused by block-capping.

Diminishing Returns

The first, and most obvious answer, is that they could apply diminishing returns (DR) to block.  There are certainly some advantages to that approach.  It would give block a similarity to dodge and parry, and would allow for more complicated interplay between the three because the “best” stat would depend on the amount of each that you currently have.  If the numbers are tuned properly, it would completely eliminate the ability to reach block cap.  All in all, it seems like a fairly easy solution to implement.

However, there are some problems.  For starters, no other classes have DR on their mastery bonuses.  Paladins and Warriors would be the only ones who are punished for stacking more of their “awesome” stat.  Admittedly, the same is true for dodge and parry, so tanks are used to it, but it’s a valid criticism of simply slapping DR on block and calling it a day.  It would mean that mastery procs and buffs would have less value for a shield tank than a DK or bear, which makes itemization trickier.  That may not be a critical problem, but it’s enough to make us consider some of the other cool ways they could change mastery.

Expandable Combat Table

For a slightly more radical idea, we could completely change how the combat table works.  Right now, the roll is made between 0 and 100, and the combat table is adjusted according to current stats.  What if, instead, the combat table expanded to fit the possible options?

For example, you start out with 5 “points” of dodge, parry, miss, and block, and about 30 “points” of taking a regular hit.  We’ll ignore crits for now, since those get removed by spec bonuses.  Instead of rolling from 1-100, the combat roll would be from 0-50 (5+5+5+5+30=50).  So without any gear on, you’d have ~60% chance to take a regular hit, and a 10% chance to dodge, parry, or block.

As you load yourself up with gear, all of your stats increase, but so does the combat table.  So if you end up with 20 dodge, 20 parry, 5 miss, and 50 block, your roll is between 0 and 125 (20+20+5+50+30=125).  Your chance to take a regular hit has decreased to 30/125, or 24%, and your chance to block has increased from 10% to 40%.

This system is very similar to putting the stats on DR, because there’s no way to push “hit” off of the table anymore.  You can increase your stats indefinitely, but there will always be that small chance of taking a full hit.  Except in this model, the stats all scale linearly in “points,” but share the same DR formula when converting from points to percentages.

It’s a neat idea, but ultimately I think it’s worse than just putting DR on block.  For one thing, the system is a little less obvious.  A player may understand what “20% dodge” means, and the character sheet could still provide that number, but it’s unintuitive and confusing that adding more block reduces their chance to dodge.  At least with diminishing returns, you get the independent scaling of each stat, so that adding extra mastery doesn’t cause collateral damage to avoidance.

Neuter Block

As we discussed yesterday, one of the big reasons that mastery is so attractive has to do with the strength of blocking itself.  Shaving 30% off of an attack makes a very significant difference.  But if block was weaker, then mastery would be as well.  They could “nerf” blocking to prevent only 10%-20% of the incoming melee attack, which would reduce the impact of blocking on survivability.  In that system, you’d still be able to block cap, but it would no longer be as super-powerful to do so.

Unfortunately, this idea has more problems than diminishing returns.  It makes mastery our weakest damage prevention stat by a wide margin.  It doesn’t fix the discontinuity you arrive at when reaching block cap.  Even though this is not all that unlike the discontinuity that DPS players have to juggle with hit/exp caps, there are also no proc- or buff-based hit and expertise effects in the game.  But there are mastery procs, and it would be advantageous for those procs to be attractive to all five tanking classes.

Block Chance Fixed (BCF), Mastery Increases Value

In this idea, block chance becomes a fixed amount for warriors and paladins.  Instead of increasing your block chance, it’s set at 30%-40% as soon as you choose a tanking spec.  Mastery then has to play a different role entirely, and the logical choice is to focus on increasing the amount blocked.  Warriors could keep an incarnation of Critical Block, where additional mastery simply increases the chance of doubling the amount blocked.  Paladins could simply get an increase in the amount blocked, at roughly half the rate warriors get Critical Block.  For example, the same amount of mastery rating it would take to give warriors a 50% to critical block would give paladins an extra 15% block value, so both would yield an average of 45% damage blocked.

There’s a lot of merit to this idea.  It’s simple.  There’s no obvious bounding issues, because the scaling can easily be tweaked to make sure that 100% Critical Block chance isn’t achievable.  While paladins get the more reliable block amount, neither class has a particularly “smoother” damage profile because block-capping is out, so full-sized hits still occur at a more-or-less fixed rate.  Interestingly, dodge and parry get more attractive here as well, because they suddenly provide the only source of increased Combat Table Coverage.  That may devalue mastery enough that we don’t pursue it at all costs, which will keep us from lusting after high-mastery DPS plate.

I can’t really think of that many drawbacks, either, aside from mastery falling behind dodge and parry in attractiveness.  Again though, that could be considered a positive, and there are other classes who value mastery less than other secondary stats.  The only fear is that this makes it so weak that we actively avoid it, which is unlikely.  However, there are ways to fix that….

BCF, Mastery Generates a Proc

Using the same “fixed block chance” base as above, in this case mastery also generates a proc-like effect.  This could be its own stand-alone effect, or it could be in addition to an amount of bock value (or crit block) to make sure that mastery remains attractive.

The proc itself could be any number of things.  A proc that gave us a few seconds of a Holy Shield buff, increasing our block value during that time, is one interesting option.  For warriors, it would either be a buff that grants a chance for a Critical Block (with a longer duration or higher crit chance to compensate for the double-RNG), or simply a shorter-duration buff that grants the full 60% block value.  Not only does this idea have enough parameters to tweak to make it attractive compared to dodge and parry, but if the proc trigger is melee attacks it gives us a reason to like hit, expertise, and even a traditionally-eschewed stat like haste, something Mel has written about before.

On the other hand, this system brings block chance back to the table as an option.  A proc that gave us +30% chance to block for a short duration could work; the uptime probabilities involved produce a natural diminishing returns effect, such that you can never guarantee full CTC, and extra mastery rating gets less and less valuable automatically.  Or the proc could be a Shield Block-esque buff, which guarantees that the next melee attack will be blocked but is consumed by that event.  Again, probabilities give you a natural DR mechanism and automatic anti-cap control, and a proc triggering off of damage dealt gives value to DPS stats (hit, exp, haste).

Or the trigger could be defensive instead of offensive.  For example, it would be neat if every successful block had a chance to proc a heal or short-duration absorb bubble.  Mastery would increase the proc chance and the absorb/heal amount.  This is an interesting proposition for two reasons: it procs defensively, much like the reactive damage of the old (BC-era) Holy Shield, and it’s ex-post-facto.  The second part is the important one – it means that the heal will rarely be wasted (unlike offensively-procced heals like Mending and Souldrinker), and that the effect isn’t as powerful as a straight-up increase in block value, because you need to survive the larger-sized hit before the absorb/shield bubble is granted.

A more controllable alternative might be for a successful block to grant a bonus to Shield of the Righteous, Holy Shield, and Word of Glory.  The bonus could increase damage/healing/absorb done and duration, and mastery would increase the potency and proc chance.  This has the advantage of tying the mastery into the Holy Power system and giving the player some choice in how that benefit gets used.

You could imagine any number of other, less block-centric proc-based benefits.  For example, SotR could proc an absorb bubble or mini-heal that gets consumed on the next unblocked attack, as a way of smoothing out damage.  That’s getting closer to what DKs and bears have, though, and veers outside of our self-imposed “must involve blocking” constraint.

BCF, Mastery Converts Blocked Damage to Absorb/Healing

Taking an idea from the previous section, and removing the proc mechanics, mastery could simply convert blocked damage to healing or damage absorption.  Block chance could remain fixed, while mastery gave a small increase to block value and increased the conversion factor.  So when you block, you might reduce the damage by 35% instead of 30%, and get half of the amount blocked as a free heal.  Absorb bubbles would give more damage smoothing than the heal, if that sort of mechanic is desired.

This has the advantage of being RNG-less outside of the inherent combat table rolls.  It’s not particularly easy to math out because it’s boss-dependent, but it’s something you can easily identify and analyze in parses.  The disadvantage is that it’s similar to the druid and DK mastery effects, though it’s triggered and calculated in a different way.  Unfortunately, it’s also a primarily passive effect, in that nothing you do can increase the trigger rate, unlike Savage Defense.  But so is the current incarnation of block chance mastery.

BCF, Mastery Grants Rollover Minutes

Using another idea I touched upon earlier, what if our mastery gave us “rollover minutes?”  Blocking a melee attack could grant credit towards a buff which causes a heal or absorb bubble on the next unblocked attack.  The idea is that it’s a Lifebloom-like effect that triggers off of a guaranteed damage spike.  Mastery could determine the conversion rate, just like above, or could adjust the proc chance if a more unreliable mechanic is desired.  And again, the concept here is that every block continues to contribute to the buff (hence “rollover minutes”), so that multiple blocks in a row will result in a bigger heal when the effect triggers.

This wouldn’t be that hard to implement, and there are more than enough parameters to tweak to make it an interesting mechanic.  It does share some similarities with druids and DKs, but the proc and usage mechanics should be enough to make it feel unique.  But again, it’s a passive effect rather than something the player can control or influence.

Get Rid of Tank Plate

On the more radical end of the spectrum, we could consider getting rid of tank plate entirely.  After all, druids already use the same DPS leather gear that rogues do, and monks will be doing the same in MoP.  At that point, dodge and parry rating go out the window too, and get the same “fixed amount” treatment that block does in some of the earlier suggestions.  By choosing a tank spec, a warrior or paladin automatically gets 20% dodge, 20% parry, and 30%-40% block.  Our mastery would then have to trigger off of damage dealt, making hit, exp, crit, and haste more attractive.

There are several ways one could go with this idea, many very similar to the BCF solutions.

  • Mastery could grant a stacking block amount buff from successful melee attacks (maybe ~5% amount per stack, up to 6 stacks, consumed upon a block event), with mastery rating increasing the amount per stack.
  • Alternatively, you could grant block chance, again with a per-stack amount that’s consumed upon a successful block.
  • Or with either of those methods, the stack properties could be dependent on damage done, tying crit into the mix as a useful stat.
  • Or the stack properties could be fixed, and mastery simply provides the proc chance per successful attack, possibly double for crits.

However, this idea isn’t without it’s host of problems.  If all tank plate gets eliminated, then plate DPS gear becomes far and away the most highly-represented gear selection in raids.  There are already 2 warrior specs, 2 DK specs, and 1 paladin spec fighting over DPS plate; adding 3 more tanking specs to the mix will require it to drop even more often, which isn’t good for drop tables (or, for that matter, for other classes!).  In addition, this would require a re-working or replacing of all tanking gear in the game, from level 1 to 85.  That’s a lot of developer time, and I’m not sure it’s worth it when there are other, arguably better solutions on the table.

Closing Thoughts

In this post, I’ve provided a number of possibilities for the paladin (and warrior) mastery implementations in MoP.  Some of them were a little far-fetched, others were very down-to-earth.  I think that the “BCF,” (block chance fixed) solutions hold the most potential for a reasonable implementation.  They’re all fairly straightforward, and easy for a new player to understand.  They work within the current combat table system, and with current gear, and thus don’t need heavy restructuring of the game’s fundamental mechanics.  Most of them grant hit, expertise, and haste survivability benefits.  And finally, they completely eliminate the problem of block-capping by removing the mechanism that gets us there, while giving us other neat effects to compensate.

And of course, this isn’t a comprehensive list.  Given more time and thought, other solutions could certainly be found.  I’d be willing to bet that our readership has their own innovative ideas.  If you do, please don’t hesitate to share them in the comments.

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MoPping up Mastery, Part I

In the latest “The Light and How to Swing It,” Matt Walsh (a.k.a. Rhidach from Righteous Defense) made some pretty sharp criticisms of our mastery design in Cataclysm.  I think he’s got some valid points, but I don’t agree with all of them.

For example, he derides the stylistic choice of block chance, and calls it a “returned and renamed stat which was stamped as fit for deleting.”  I don’t think that’s entirely fair.  Certainly, the old block chance was unattractive in Wrath, but that was primarily because block itself was weak.  However, that’s not the fault of block chance.  If block had been very strong, block chance would have been very attractive.  This is exactly the situation we have in Cataclysm – a very strong block mechanic and a high valuation on mastery.

In that light, I think it’s erroneous to call it a stat that was “fit for deleting.”  Far from it, in fact.  The real reason block chance was removed was not weakness, but redundancy.  Since block chance was only useful to two of the four tanking specs, it was a natural choice for conversion into a mastery stat.  So block chance wasn’t removed, really.  It’s still with us, just under a different name.  And it’s actually our most prized stat.

I also disagree with him on the issue of style.  As paladin tanks, we’ve traditionally been the “block tank.”  Blocking is in our blood, and it’s thematically appropriate for the class to have a block-centric mastery.  Block chance seems like it was a reasonable choice on stylistic grounds, as paladins traditionally blocked more than warriors.

However, Rhidach’s post does hit upon an important point.  Block chance differs somewhat from most other stats, in that it can be capped and that cap is fairly readily achievable.  Crit and haste can be capped, but not passively or easily.  Armor can be capped, but again, not with obtainable gear.  Primary stats, health, attack and spell power are all unbounded.  And dodge and parry have diminishing returns (nonlinear scaling) that keep them from reaching an upper limit.  Block chance joins hit and expertise as the only three stats that have this unique combination of linear scaling and an upper bound.

And that’s what makes block mastery broken.  Not in the sense that it’s overpowered (though you could argue that it is, in some cases).  But in the sense that it’s incredibly hard to balance effectively.  It’s either so strong that you want to stack it to cap, or it’s weak enough that you ignore it entirely.  It’s difficult to find a middle ground, where you’d be just as happy with 1 mastery rating as you would with 1 dodge or parry rating.  And it’s especially difficult when only a subset of the tanking classes can do it.

Rhidach is also right that this problem has its roots in the combat system itself.  The single-roll system, where the result is between 0 and 100, creates the boundaries, and the linear scaling of mastery happily expands to fill them.  A bounded system can lead to problems simply because when those bounds are reached, funny things happen.  You can hit discontinuities, get accelerated scaling, and create other unintuitive behavior.

A familiar example to some might be avoidance.  In Burning Crusade, avoidance scaled linearly, so that every X rating gave 1% dodge or parry.  This meant that as you stacked more avoidance, every point of additional rating actually got better.  To see that, consider that adding 1% avoidance when you’re at 50% total avoidance (so, going from 50% to 51%) reduces your damage taken by 1/50 (=dx/(1-x), where x=0.5 is avoidance and dx=1% is the increase), or 2%.  Adding 1% avoidance when you’re at 75% (75%->76%) reduces your damage taken by 1/25, or 4%.  Doing the same at 90% avoidance (90%->91%) reduces your damage taken by 1/10, or 10%.  You can see why this could be a problem for balance – the tank that manages to squeeze out an extra bit of avoidance gets a huge benefit.  So even small discrepancies between classes could lead to large performance gaps.

As of patch 3.0, avoidance sidesteps this behavior with diminishing returns.  No matter how much avoidance you stack, you can’t get 100% of either dodge or parry individually.  And the formula is set up such that it would take a ridiculous amount of raiting to get even 50% of either one.  Even now, in nearly best-in-slot gear in the last patch of the expansion, we can only manage 20-25% of each.  The diminishing returns formula acts as an arbitrary limiter so that dodge and parry rating act like they’re an unbounded system, even though they’re doing so within a bounded structure.  It also makes sure that the impact of avoidance rating gets smaller the more you have of it, so that the 1/(1-x) behavior of Burning Crusade doesn’t happen.

The problem doesn’t generally occur with hit and expertise, despite being a bounded system.  In fact, quite a few DPS classes have a hit cap as their first priority, because it’s their strongest DPS gain.  But damage output works a lot differently from damage taken.  The DPS gains you get in reaching hit cap have a finite upper bound.  You’re increasing the success rate on your way to 100%.  With avoidance, you’re decreasing the boss’s success rate, which gives you the scaling I described above.  That’s why getting 1 more hit out of 100 isn’t game-breaking, but taking one fewer hit out of 100 can be.

So, you may be asking yourself, what can Blizzard do to fix the problem presented by block chance mastery? Or, more generally, what can Blizzard do to redesign our mastery for Mists of Pandaria?  In tomorrow’s post, I’ll be exploring a number of possible ways they can implement mastery for shield tanks and discuss the pros and cons of each.  We will, however, adhere to one constraint: all of the ideas have to involve blocking, somehow.  Sure, they could give us our own version of Savage Defense, but that wouldn’t fit the theme of a shield tank.  There’s no reason to homogenize tank mastery, so we’re going to avoid doing so (apart from keeping both warrior and paladin mastery bonuses shield-themed, of course).

So stay tuned for tomorrow’s installment!

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Leetsauced podcast appearance

Mel and I were guests on the Leetsauced podcast last weekend.  If any of you are interested in hearing us drunkenly debate Dragon Soul encounters, LFR, or the state of raiding in Cataclysm, you can download episode 47 from their website or through iTunes.

Posted in Blogging, Humor, Mel's Random Musings, Theck's Pounding Headaches | Tagged , , , , | 2 Comments