Cataclysm: Peacebloom v Ghouls

singingsunflower

Anyone who was paying attention to the latest list of Cataclysm achievements will have noticed a couple for surviving waves of “Peacebloom v Ghouls.” And if, like me, you love Popcap games you were probably dancing around at that point, because it could only mean one thing: Plants v Zombies comes to Warcraft.

And as an example of why Blizzard is always so feted for their polish, not only have they implemented a version as a minigame, but one of the rewards is a singing sunflower pet. And it will be voiced by Laura Shighara, who is the composer for the original PvZ score and song.

Here is a video of the WoW minigame in action, with some voiceover explaining what is going on.

Does anyone else wonder how this fits into the new ‘no advertising on MMOs’ scheme at Activision? Sure, it’ll be great fun but I’d be astounded if it doesn’t also sell a lot of PvZ (which is an awesome game, incidentally).

Minigames in MMOs

Lots of MMOs feature mini games of some sort. You could even argue that combat is a type of minigame, as is playing with the economy. But it’s the instanced style of minigame that has the possibility to be so anti-immersive. Not only does it take you out of the main virtual world, but into another one with completely different rules.

And the sad thing is that the parts of MMOs which probably should be minigames (crafting!) usually aren’t.

Anyhow, if you love the sound of Peacebloom v Ghouls and are curious about other games which offer a lot of slickly executed minigames to try while wandering around the world, hie thee to Free Realms. It’s a very neat game and has lots and lots of cool minigames (including tower defence, bejewelled-style match-3 games, and cart racing) to try out as you explore.

SOEs latest Clone Wars Adventures is also chock full of minigames, although without the virtual world to wander as well. (This game is more like a minigame arcade.)

You might also want to check out Wizard 101, in which combat works far more like a card based minigame than a typical MMO and which also has an arcade of rather addictive minigames to help you regen mana.

Feel free to recommend any games in comments and I’ll add them to the list.

Alas, poor deathknight, I knew ye well

dualwielddwarf

Readers, I have a confession to make.

I have not one, not two, but THREE level 80 Death Knights in my stable of alts vs only one of any other class. For me, the class has been one of the great successes of the expansion. I haven’t done much raiding on any of them other than the odd VoA, they’re my fun alts.

And every single one of them has a talent spec which will disappear in the next patch. I can’t help that I like blood dps and frost tanking!

Things I love about my Death Knights:

  • Hair colour. People ask where my dwarf got the awesome hairdye. I say that’s not dye, it’s BLOOD! Or else I lie and say there is a special barber in Silithus, just to make them run across two continents because I am a death knight and I am eeeeeeevil.
  • Free weapon enchants. Why did Blizzard think it was a good idea to give Death Knights a free rune enchant that is the best weapon enchant in the game when everyone else has to pay through the nose for Berserking? I have no idea. There is no conceivable balance reason for this.
  • Levelling is such a breeze. For sure it doesn’t hurt to start with a nice set of blue quality gear, but access to fast running and lots of self heals in combat makes for a happy melee class. Expect this to change in Cataclysm unless you want to level as a tank.
  • Everyone hates them. The bar for a DK is very low, so if you are even moderately competent as a tank, people tend to be impressed.
  • Not one but two interrupts. Suck it, paladins. (OK, my warrior also has plenty of interrupts, massive numbers of stuns, and charge but the DK is almost as good.)
  • Pet army of ghouls. It doesn’t get better than this, and the fact they always piss everyone off is a bonus.

I’m sure at least one of them will struggle through to 85. I still like my warrior best, but death knights do run them a close second for me.

edited to add: I will write a proper comparison between warrior and death knight, but was inspired by Larisa’s post on how she loves WoW to write about something I really enjoyed in this expansion. Suffice it to say I enjoy both classes very much. And warriors will be amazing to level in Cataclysm too — getting Victory Rush so early minimises downtime.

[It came from the PUG]: No one knows the way back from the graveyard!

So the instance in question last week was Blood Furnace – I’ve been finally levelling my bank alt. (Hurrah!) Things were going well, the tank was getting more and more confident with every pull. We killed a boss and kept going. Then the tank got a bit over-confident, pulled too many groups at a time … and we wiped. The tank said, “Haha, oops sorry” … and then left.

But why? It was a decent group, we could have gone back in, pulled that room more smartly and cleared the instance. There was no rage quit.

My guess is that it is because the run back to Blood Furnace from the nearest graveyard is not only a long one, but most people don’t even know the way anyway. And once everyone realises that most people don’t know the way, they can mentally add up the extra delay in their heads and do the maths themselves. Even with more mellow groups in the past, I have had to offer to show people the way back from the graveyard. So if you wipe in one of those instances, you potentially have a long and tedious wait, especially if one of the other guys fails to mention that they don’t know the way.

I don’t have major issues myself with running back. At least you get to see a bit of the world and know where the instance is supposed to actually be compared to everywhere else. But the game very clearly failed in this case at making sure that players will know the graveyard run before they enter an instance for the first time (ie. when you might expect to wipe.) Other instances are even worse – the run back to Blackrock Depths is notoriously long, even if you do know the way.

I do blame the group for being wimps and not even discussing the problem. It might be that everyone actually did know the way back. But I miss the LOTRO solution which is that when you release from an instance, you reappear just by the entrance.

Wow, I’m nearly 80!

I have been the most casual of WoW players since my return near the beginning of the year. I re-joined to try the Refer-a-Friend thing with Spinks and we zoomed through levels 1-40, the bit I was dreading from over-playing them previously.

But then I took a break, the R-A-F thing ran out, and we started getting busy in our lives. So I’ve been shambling along, doing dungeons, questing, ranting about why I couldn’t fly when I first got to Lich King content, ranting about how obtuse parts of the game seemed.. and here I am, about a thumb’s worth of xp away from level 80.

I cheated for two levels and let my husband play my char while I was at Comic Con. He always loved Shaman and has an addiction problem when it comes to MMOs, so this is about the only way he can play – for a limited period of time. But he did me proud, he levelled my first aid (which I left languishing at silk levels) and he kept my jewelcrafting appropriate to my level. He also got me (as I said initially) a couple of levels, from 75-77 – and I could fly again! Hurrah!

How’s it been? Definitely an eye-opener, coming straight from LotRO back to the fully finished Lich King. I felt rushed, not by friends and family, but by the game seemingly focusing on getting those next few levels till you got to Dalaran, the next levels to fly again, etc etc. And I felt fairly inadequate for much of it. Yes, if I’d read quests better I’d have done better, but a lot of them didn’t grab me. Until I got to Grizzly Hills, where I read them all and fell in love with the zone. Let that be a lesson to me. But I got a clue early on with each zone about whether I’d like it or not, and having such a rich choice of places to level was a little intimidating.

Of course, to Spinks, I was a bit of a burden. I’d launch into fortnightly rants about how rubbish WoW is, how hard they make it for no reason when you start Lich King, and that telling me it’d all get better doesn’t help. I didn’t really have the same negative reaction to the Burning Crusade content, probably because the dungeon finder got me through any rough points – I do remember a very negative response to my first bombing runs though, so maybe I had the odd rant then. I’d also prove how noobish I was in the middle on dungeon runs she was trying to explain for me. But she survived, I think and now has been guiding me through more obtuse bits like what the hell the tabard rep system is, why I should/might care, and what tabard I might want (to save me looking it up for myself).

And that’s probably been one of my enduring take-aways from my levelling. Having a very knowledgeable friend/sibling/guild member really made me a bit lazy, but I also didn’t ever feel the need to go read up on the minutiae of the game – but everyone I was playing with had assumed I probably would. I looked up some speccing advice and that was it. To me, it’s been a casual game, getting some cash and a feel for the world again before Cataclysm launches. It’s not really been about being the best, more about being ‘good enough’. Because of that a lot of my focus is heirlooms for alts, crafting that might be useful, getting a vague feeling about zones I like – rather than reading up on how all the systems work. In fact, if you questioned me now, I’d be pretty vague on heirlooms, PvP honor marks, tabards and rep and what the hell a heroic is (except people will inspect my gear, tell me I’m shit at everything and then I get better reward for suffering through it, if we succeed!).

Still, overall, I’ve had fun, and during my ranty times I’ve been online less, but I’ve not given up as I did with previous attempts to return to the game. I’ve plugged away at it and on sunday, I’ll have my first ever level 80 in World of Warcraft.

How to acquire Wrath (level 80) heirloom items in WoW

heirloom sword

Heirloom PvP sword - note the bound on account and gold coloured text

Heirloom Items have been one of the great innovations of the current Warcraft expansion. There are three reasons for this:

  1. They are account bound. You can pass them freely between any character on your server which is on the same account, even between horde and alliance.
  2. These items are designed for alts. Whereas a normal WoW item has fixed stats, an heirloom grows in power in proportion to the character wielding it. It will always be roughly equivalent to a good blue item of similar level, and will scale smoothly from level 1-80. Plate heirlooms even scale down to chain if the wearer is below level 40 (so that low level warriors and paladins can use them), similarly chain items scale down to leather at low level.
  3. As well as scaling with level, some of the heirloom items also give the wearer a permanent xp boost. Other games may let you buy a temporary +10% xp potion, but some heirlooms offer that bonus permanently.

Currently available heirlooms include a wide choice of weapons, chest pieces, shoulders, trinkets, and a ring. And characters can equip any heirloom of an appropriate armour type or lower (so for example, your resto shaman could use cloth heirloom shoulders).

If you can equip a new alt with heirlooms, you are not only giving it a boost but also making the levelling process much easier on yourself. No need to keep looking for a new weapon every few levels, just use an heirloom and don’t worry about it.

OK, so you are playing WoW at the moment and would like to earn some heirlooms for your alts and to help prepare for Cataclysm, how can you do that? There are three different methods for buying heirlooms – all of them will require a high level character as the buyer (at least level 70 although it will be difficult to get enough emblems, seals, shards etc before the buyer is level 80.)

A fourth method is that an heirloom ring (+5% xp) can be acquired if you win the weekly Ka’luak fishing derby. The ring cannot be gotten in any other way.

Buying Heirlooms with Emblems of Triumph (Group PvE Route)

Emblems of Triumph are the rewards given for running Wrath instances, heroics, and lower tier raids (Naxxramas, Malygos, Ulduar, and Trial of the Crusader).

  • In general, you will receive 2 emblems of triumph for completing a random (normal) instance via the dungeon finder (first instance of the day only, any random instances after that give cash and xp instead.)
  • Heroic instances give more emblems. There will be one for each boss in addition to the two awarded at instance completion (the first instance of the day will give two emblems of frost instead.)
  • Lower tier raids award one emblem per boss.
  • The weekly raid quest awards 5 emblems of triumph and 5 emblems of frost.

You can run normal Wrath instances in levelling gear. If you wish to run heroics, it would be a good idea to gear up a bit and get some practice first. This means that there is a trade-off between spending your emblems on gear that will make it easier for you to run heroics (and hence get emblems more quickly), or saving up for the heirlooms first.

To put this into perspective, you would have to run  random normal instances for 20 days to acquire enough emblems to buy an heirloom chest. You could acquire the same number of emblems from 6-8 heroics which you could run back to back in a single day, if you really wanted to (warning: I don’t actually recommend doing this).

Heirloom costs with emblems of triumph

  • Chest (+10% xp) – 40 emblems
  • Shoulders (+10% xp) – 40 emblems
  • 1 handed weapon – 40 emblems
  • 2 handed weapon – 65 emblems
  • Trinket – 50 emblems

How to buy your heirlooms with emblems of triumph

allyvendor

The heirloom vendors are located with the other emblem vendors inside the Horde or Alliance specific areas in Dalaran.  Enchanter Isian is the Alliance vendor, and Enchanter Erodin does the honours for the Horde.

allyemblem You will notice that the vendors want to be paid in emblems of heroism. But you only have emblems of triumph!

Fear not, it is possible to convert your emblems into lower tier ones (which is what emblems of heroism are), although it is mildly annoying to have to do so.

conversion

1. First go to the emblem of triumph vendor. On the very last page of items which they sell, you will see Emblem of Conquest. You can exchange emblems of triumph for emblems of conquest on a 1:1 basis. So if you want to buy an heirloom chest, first buy 40 emblems of conquest.

2. Then go to the emblem of conquest vendor. Just as above, on the very last page of items, you will see Emblem of Valor for sale which you can buy for emblems of conquest. Buy 40 (or however many) emblems of valor with your emblems of conquest.

3. Then go to the emblem of valor vendor. Again, on the last page of items that they sell emblems of heroism and each one will cost one emblem of valor. Swap your emblems of valor for emblems of heroism.

4. Now finally you can go and buy your heirlooms!!

If you also have spare emblems of frost which you’d like to use for this, you can convert them into emblems of triumph at the frost vendor in the same way. So do that first and then go to step 1, above.

Buying PvP Heirlooms with Stone Keeper’s Shards

Another way to buy heirloom items is using Stone Keeper’s Shards. These are awarded every time you kill an instance boss while your faction holds Lake Wintergrasp. They are also awarded for completing daily PvP quests in Wintergrasp.

You’ll tend to acquire these in large amounts if your faction does regularly hold Wintergrasp and you run instances, and the cost of the heirlooms reflects this. If you don’t want heirlooms, you can also buy gems and enchants with the shards.

The PvP heirloom vendor is inside the keep in Lake Wintergrasp so you can also only buy the items when your faction holds the zone.

Costs are as follows:

  • Shoulders (+10% xp) – 200 shards
  • 1 handed weapon – 200 shards
  • 2 handed weapon – 325 shards
  • trinket – 250 shards

Note: Heirloom chests are not available as PvP rewards.

Buying PvE Heirlooms with Champion’s Seals (solo PvE)

The last way of buying heirlooms involves the Argent Tournament. Before you can even access the vendor, you must have completed the Crusader achievement and also be exalted with the Silver Covenant/ Sunreaver faction. (Note: This may be very grindy and does involve lots of jousting and daily quests.)crusaderemb

Champion’s Seals are awarded by the Argent Tournament for any quests that you complete for them. This includes all the Argent Tournament dailies that you access once you are a champion for at least one faction. You can also earn Champion’s Seals by completing the Trial of the Champion instance on heroic mode. (1 seal per boss.)

The heirloom vendor is located inside the big Argent Crusade tent at the tournament, the heirlooms are identical to the PvE ones which you can buy with emblems of triumph, and costs are as follows:

  • Chest (+10% xp) – 60 seals
  • Shoulders (+10% xp) – 60 seals
  • 1 handed weapon (melee) – 60 seals
  • 1 handed weapon (caster) – 75 seals
  • 2 handed weapon – 90 seals
  • trinket –- 75 seals

The easiest way to buy heirlooms is by instancing, and then using emblems of triumph for PvE heirlooms and shards to buy PvP heirlooms (either of which will be fine if your main goal is to ease levelling).

It is very difficult to buy heirlooms before the buyer is level 80 (this has been a big criticism of the heirloom system). The only way to do so would be via daily random normal instances (2 emblems of triumph per run) — although you can also access the Argent Tournament at level 77, by the time you have done enough quests to get the Crusader title, chances are that you’ll have hit level 80 anyway.

ps. I would not be surprised to see these turning up for sale in the cash shop at some point, but Blizzard have not yet mentioned any plans to do so.

Guild Achievements in Cataclysm — Time to Start Over?

This week, Blizzard passed out more information about the plans for guilds in Cataclysm. That’s more about guild ranks, guild levelling, guild achievements, guild reputation, guild rewards, and by the way if you’ve completed any of the activities required for guild achievements previously then those won’t count and you’ll have to do them again.

They helpfully gave an example:

Let’s just say, that for example, you need to complete the new guild achievement “We are Legendary” in order to unlock the Dark Phoenix. That achievement requires the guild to gain access to all 6 legendary weapons currently available in the game. (note that all guild achievements start on Cataclysm launch, so anything you have now will not matter, it must be done with your guild after launch)

This is just an example, so may not be the actual achievement required to unlock the pretty dark phoenix mount. But what a way to make people feel that their Wrath legendaries are not only worthless (liable to be replaced by Cataclysm greens in a few months) but also that their guild might have to go farm them all over again.  The question is, would people feel less resistance to repeating some achievement if they did so with a different or new guild?

For example, when character achievements came into the game, players had to start from scratch, even if they had completed some of the achievement raids or instances previously. I couldn’t really be bothered to go repeat the older instances on Spinks just for an achievement. But on a new alt, I might be more inclined to go out of my way to do it. Crazy, huh? But in the back of my mind I was thinking, “I’ve already beaten TBC heroics on Spinks several zillion times. Like hell I need to do that again!! It’s not my fault that the game is stupid.” I think this comes from mentally ticking off achievement boxes in your head. Once you know you have completed a goal, it feel sour to be told that you need to redo it because the first time didn’t count.

If this is true for other people, then there has never been a more appealing time in which to start a new guild. A new guild can tackle all of the new achievements together without ever having to think, “This sucks, we did that last expansion so why do we need to do it again?” I could easily imagine 10 man guilds holding regular runs through old raid instances with the aim of eventually collecting legendary items (assuming that achievement makes it live.) But I’m not sure I can imagine raids doing that who already have done it before.

Maybe one measure of how hardcore a guild is will be how easy they find it to get people to do these runs again. And again. And again. At least it answers one question about what raid guilds might do on their off-nights.  Wonder if we’ll be able to solo Molten Core at 85…

Are you planning to start or join a new guild when Cataclysm hits? I know I’m looking forwards  to tackling the achievements in our newish little Alliance guild.

[WoW] How has class popularity changed since Jan 2010?

Zardoz recently refreshed his datamining reports, and I thought this was a good opportunity to look at how class distribution is changing in WoW.

In January 2010, I wrote a post using his data to look at class popularity. But how have things changed since then?

Class Rank
Aug 2010
Class as % of level 80 chars
Aug 2010
Class Rank Jan 2010 Class as % of level 80 chars
Jan 2010
% change in pop since Jan
Paladin (1) 15.1 1 15.4 -0.3
Death Knight (2) 12.8 2 13.8 -1.0
Druid (3) 11.6 3 11.4 0.2
Priest (4) 10.1 4 9.9 0.2
Mage (5) 9.1 6 8.8 0.3
Warrior (6) 9.0 5 9.8 -0.8
Shaman (7) 8.9 7 8.4 0.5
Hunter (8) 8.3 8 8.2 0.1
Warlock (9) 7.6 10 7.4 0.2
Rogue (10) 7.5 9 7.4 0.1

You can see clearly here that balancing has nudged towards the desired effect. The two most popular classes as of January have both dropped in relative popularity, and the two least popular classes have both gained in popularity over the last 8 months.

The biggest changes are the drop in numbers of Death Knights and Warriors relative to the rest. People just aren’t rolling new Death Knights and Warriors any more, or at least not as much as other classes. Maybe the DK restriction of only one per server has started to kick in, as people roll multiples of their favourite toons?

It’s possible, but my gut feeling is that these numbers represent people’s initial reaction to announced Cataclysm class changes. They are rushing to level prepare alts who can be ready when the expansion hits. Death Knights face one of the biggest changes because instead of having three different and viable play styles for both tanking and dps, they will have one tank spec and two dps spec lines. Suddenly the golden child class doesn’t seem so very different from the rest. I’m at a loss to explain the warrior numbers too, the class has been in pretty good shape recently from my perspective.

Maybe it’s a tanking issue. Anyone who wants a tank already has one, new players are put off by the aggression of the player base. (Wishing I’d recorded the spec popularity back in January also to compare.)

Classes which saw the biggest bump in popularity as alts were shamans and mages. (Note that hunters are very close to mages in popularity on PvE servers, I mention that in more detail below.) Maybe people also really like the changes they’re getting in Cataclysm (most notably, a version of heroism/ bloodlust). I’m sure this is also a factor with shamans, who look to be getting some nice boosts in the new expansion.

The other reason that people level alts towards the end of an expansion is to fill existing holes in their raid group. It gets harder to recruit because of players burning out, so rushing an alt up as a replacement makes more sense. That could explain why the tank classes saw a relative drop in numbers (hard to gauge with druids because of the numerous specs), they’re less likely to be the spots that needed to be filled.

Zardoz also splits out the percentage distribution on PvP realms as well as PvE realms. The numbers in the table above are combined, looking at the separate numbers does give some more insight.

Hunters are massively more popular on PvE realms (8.9%) than on PvP ones (7.5%) which has skewed the combined  numbers here, bringing them much closer to mages on PvE servers.

Conversely, rogues are more popular on PvP realms (8.4%) than PvE (6.7%).

Warlocks however are identical on both. They’re just less popular in general :)

It came from the PUG: The Infinite Healer

One of the things I have noticed lately in high level PUGs is the effect of having a big variation in gearing between group members. It is very common these days to have three or more characters in a 5 man group with well over 5k gear score (that means they’re using a fair amount of raid gear).

Not a bad thing, you’d think. Better geared groups get through the instance faster.

But if I’m playing a lesser geared alt and I am thrown in with really well geared dps, there’s a chance that mobs will die before I’ve had to chance to use my full rotation. On my new Death Knight, if the overgeared chap is a ranged class and is especially keen, the mob might be pulled over to the other side of the room and almost dead before I even get a touch on it. So I am in two minds, I guess faster instances is good, but actually I want to play my new alt and get some practice. And having seriously overgeared dps in the group means that the mobs just die too fast for me to do that. I would probably have more fun in a group which had a much closer gear score variance.

Or the other side is when you have a really high geared healer thrown into the mix with lesser geared/ experienced tanks or dps. “Pull faster,” says the healer with infinite spellpower and mana regen on their gear, “You can pull as fast as you like with me here.” Well, no. Actually the main limiting factor on fast one can complete an instance is not usually the healing.

Sure, it’s possible that the infinite healer could keep a tank alive as she pulled the entire instance in a single land-speed record breaking rush … but someone still has to actually kill the mobs. Plus some pulls can’t be rushed anyway.

In fact, I have come to the conclusion that having an overgeared healer in your PUG is a waste of otherwise useful gear score. They get bored, and it doesn’t actually help anyone else make shorter work of the instance (if that was your goal). Even my resto druid, sporting a few emblem items and generally teetering just below ICC entry levels, can snooze through a 5 man with just a few sleepy HoTs and nourish spells to keep things going. I can’t imagine how bored a player would be with 1k more gear score than that. I guess that’s a bonus if you want an easy life as a reward for all the hard work in raids.

This is really a design issue with the holy trinity (tank/ heal/ dps) and that if there is limited damage being taken then the healer part of the trinity doesn’t have much to do. I personally think that if Cataclysm does encourage healers to throw some dps into the mix it will be a step forwards, although I know a lot of healers won’t share my opinions.

So my proposal this week is this: how about the notion of an average group gearscore? When you zone into a PUG, the game could tweak everyone’s gear appropriately to make sure that any differences were evened out. Maybe things would be more fun if the average gear level was even a function of the instance and not of the individuals. That way the challenge level would be more stable.

I know this will never happen. People like their individual rewards too much. But gear scaling in Wrath has made the 5 man game very strange indeed.