Tag: Gaming (page 13 of 41)

The Hunter in Cataclysm: Nerf Woes

Courtesy Nerf
Taking aim on your favorite class

Every so often, Blizzard patches World of Warcraft. With dozens of dungeons, ten distinct classes and millions of players, a balancing act is inevitable. When new expansions happen, talent and gear combinations can lead to unforseen consequences, and Blizzard makes it a point not to see one class outstrip all of the others in chosen areas of performance.

Case in point: patch 4.0.6 and hunters.

Taking the damage output of an ability or talent for the sake of game balance is colloquially called a “nerf”. Amongst the 19 nerfs being applied in this upcoming patch are several to hunters, specifically those using the survival specialization. For a while, it looked as if survival hunters were going to enjoy total dominance of the all-important DPS meters in raids. Not anymore, if Blizzard devs have anything to say about it.

According to some sources, survival hunters were doing around 20,000 points of damage per second (dps) in endgame raids. Some number-crunching from the community theorizes that this round of nerfs will reduce that number by 10-15%, putting hunter dps output at around 17,500, which is on par with assassination rogues, unholy death knights and destruction warlocks.

To a rather vocal portion of the community, this is completely unacceptable.

“How can you do this to us?” they cry. “Does Blizzard not know how hunters work? How am I going to get into raids if my damage sucks this much? I’m rolling a new character/quitting the game because of this!”

Let me take these in order.

How can you do this to us?

They’re Blizzard. They’re developing the game. It’s an ongoing process and some of this might get rescinded in a hotfix or another patch. Calm down, it’s nothing personal. They have an overview of how the entire game is now and where they want it to go. You have some virtual bits of armor and a spreadsheet.

Does Blizzard not know how hunters work?

I’d say they do. A hunter is not that different from a warlock, a mage, or any other class that produces damage instead of maintaining control of the enemy (tank) or keeping the party alive (healer). The job of the hunter is to reduce the enemy’s health, control any crowds that appear or would interfere with the tank or healer, and stay alive long enough to make a difference in the encounter. That’s how all the dps classes work. Hunters are no different. To pretend they are, that they’re supposed to be some paragon of precise point production, is ludicrous. It’s a sentiment that reeks of entitlement.

How am I going to get into raids if my damage sucks this much?

Simple. Be good at your class.

Let me reiterate. Your job, as a hunter, is to produce consistent ranged dps, without needing to pause for mana or worrying about running out of your resource. Focus regenerates itself, and only does so faster if you use the right skills in the proper rotation. You also need to trap enemies intending to rape your healer in the nostrils, give the tank your threat so he maintains control of his target, and stay alive by following the old platforming rules of “move correctly” and “do not die.”

In other words, if you focus entirely on the numbers of your damage meter by hitting shot buttons, you are going to fail. The party will get wiped out and nobody will advance. I’ve seen this happen, and I’ve seen hunters in the aftermath blame other players for their mistakes. At least now those players can be kicked, but it doesn’t stop them for making hunters out to be one of the worst-behaved classes in World of Warcraft.

Please stop. I like being a hunter. I like bringing skills and abilities to the party no other class can. I like my pets, my bows and my engineering trinkets. Stop trying to ruin it.

I’m rolling a new character!

Fine. One less person rolling on gear I want.

I’m quitting the game because of this!

Um. Bye, I guess. Sorry to see you go.

Seriously. People need to calm the hell down.

Platformers and Publication

Courtesy GamePlasma.com
Yeah. It’s like this.

Here’s a somewhat strained metaphor for you, inspired by Chuck’s latest list of reasons why that novel you wrote will never get published.

Platform games can be hard. REALLY hard. I mean brain-taxing finger-cramping swear-inducing endeavors. Getting a book published can be similar. It might not seem like an obvious parallel at first, but bear with me. Like a video playthrough or GameFAQs guide, I’ll walk (or jump, or flip) you through it.

Writing the query – VVVVVV

This seems simple enough. Rescue your crew and gather special trinkets. You have one button, which flips your personal gravity. You walk from one side of the screen to the other, flipping to avoid the occasional enemy and lots (and I do mean LOTS) of spikes. Now swap, “flip your gravity to avoid spikes” with “write a query to get your book published.” It seems simple, right?

Any author with dreams of getting ink will tell you it’s not as simple as it sounds. Condensing tens or hundreds of thousands of words into a couple dozen to grab the attention of an agent is no small feat. And all around you are signs that you won’t be able to do it. Take the Veni, Vidi, Vici sequence:

Obtaining one of the trinkets requires you to go through about 6 consecutive screens filled with nothing but spikes, which on it’s own is extremely difficult. Then the game requires you to turn around immediately (or get impaled) and complete the same six screens in reverse order. More than one player has missed the (rather easy) landing at the end, after successfully navigating Hell itself…
Lampshaded in that there is a message at the beginning stating “Ha! Nobody will ever get this one.”

Submitting queries – Super Meat Boy

Once you get the query done, you start sending it out to agents. Let’s be honest, though. You might as well be sending tangible bits of your soul through a meat grinder. Over and over again.

Hence, Super Meat Boy.

I’ve discussed the trials and tribulations of this game at length before, and the querying process is a lot like this. You send your letters, you wait, you get rejections. At least in Super Meat Boy, you get the results right away, in all their bloody gory glory.

Speaking of which…

Submitting more queries – I Wanna Be The Guy

Straight out of Platform Hell, this tough-as-iron-coffin-nails indy platformer casts you as The Kid. The Kid wants to be the Guy. He’s got a cape that makes him double jump, a gun and infinite lives. Which is a good thing, because everything and its mother is trying to kill you. And they will succeed.

The more queries you send, the more rejections you’ll get. It’s really a matter of how many times you can send more queries, like hitting the R button to try again in I Wanna Be The Guy. Once you get past the sting of one agency’s rejection, like successfully navigating one screen of this game, another is waiting – gleefully, it might seem – to make you feel that pain all over again. In other words, trying to get your book published successfully is like trying to play a ROM hack of BattleToads.

And if you understand that metaphor, you have both my praise and my sympathy.

Truly Forgotten Realms, Part 2

Courtesy Wizards of the Coast

Continuing an examination of the many campaign worlds of Dungeons & Dragons.

Dragonlance

The world of Krynn feels eerily similar to Faerûn, though in the case of Krynn the novels came before the setting. It was dreamed up by Laura & Tracy Hickman and Margaret Weis, and features a well-storied history and geography along with a very successful trilogy of novels (Chronicles) at its core. I never felt quite right playing in Dragonlance, though. I always felt like no matter what I did, I’d be playing second fiddle to the likes of Tanis and Raistlin.

Ravenloft

With Dungeons & Dragons as a foundation, Ravenloft is where Castlevania meets the World of Darkness. No character is above corruption, but even a fallen hero is someone to whom the innocent can appeal for help with vampiric overlords. It makes for an interesting change of pace from the more traditional “high” fantasy settings of D&D, but I’ve never really invested in a full campaign here. I think it’d quickly become a dark, dismal affair. Not to say that dark, dismal campaigns aren’t fun… I was once in a Forgotten Realms campaign set during the War of the Spider Queen with all of the characters (including myself) being drow or drow-related. Dark? Yes. Fun? Hells yes.

Dark Sun

Here’s a campaign world I’d like to spend more time in, especially given the new life it’s received in the latest edition. D&D took a stab at a world with a bit of the old Arabian Nights flavor called Al-Qadim once, but it didn’t have quite the hook that Dark Sun does. The world is dying, magic is feared, sorcerer-kings plot and scheme to maintain their power and what heroes remain are in for a struggle even if they choose to move from one settlement to another. I hear nothing but good things, and while I’ve never yet entered this dying world, it holds a lot of appeal for me.

Planescape

I miss this campaign world. While Sigil and many of the other aspects of this setting have been folded into the Manual of the Planes, setting an entire campaign in and around the City of Doors takes a lot more legwork than it used to. Still, if you want to cast the players as nomads either doing good throughout the planes or seeking plunder from disparate worlds for some purpose, this is the way to do it. Just don’t ever, ever cross the Lady of Pain.

EVER.

Truly Forgotten Realms, Part 1

Courtesy geneticanomaly.com
Courtesy geneticanomaly.com

Yesterday I touched on a subject that will hopefully grow more interesting and in-depth as the year gets underway. In keeping with the initial source and given that I’m creating a new character for an on-line D&D campaign, I find myself thinking about fully-formed campaign worlds that exist outside of the default setting, at one time called ‘Mystara’ or ‘Greyhawk.’ Some have fared well over the years, while others have become somewhat faded. Today I’ll tackle three, and tomorrow four.

Forgotten Realms

It’s difficult to call these realms truly ‘forgotten’ when their books, tales and characters persist through not one but two complete revisions of the D&D engine. Toril has long provided players and DMs alike with a rich, nuanced and vast world in which to tell stories, and the continent of Faerûn has seen more than its share of wars, intrigues, betrayals and upheavals, rivaling Azeroth and the world of A Song of Ice and Fire. With a history that is deep and storied and a world expansive enough to encompass all sorts from all walks of life, it’s no wonder players keep returning to these not-so-forgotten realms.

Eberron

Steampunk fantasy. Almost sells itself, doesn’t it? Just ask Privateer Press. While Eberron might not have the mighty hulking warjacks and pseudo-Soviet warriors of Warmachine, it does have fully autonomous machine characters, railways powered by lightning and cities reaching high into the sky. It’s not a bad setting, and there’s a lot of fun to be had there, but magic becoming technology isn’t quite as interesting as magic railing against technology, as it does in the aforementioned Iron Kingdoms. But that’s a subject for another post, I suppose.

Spelljammer

I’ve only played Spelljammer once. It was… interesting. Blending fantasy with science fiction has been done numerous times – Star Wars, Krull, etc – but in Spelljammer it felt a bit forced. It was still fun for me, back in my teen years, to give this a shot, but it never felt quite right. I had access to the Star Wars roleplaying game – wrote quite a bit in terms of campaign background for it, in fact – as well as 2nd edition D&D, and I found myself thinking “I could be playing this or that” instead of playing Spelljammer. Still, it’s a setting with potential, and a little refinement may make it worth revisiting, provided the door that leads from Sigil to the realm of the Spelljammers doesn’t just open on empty space.

More tomorrow on the realms of D&D.

Multiple Multiverses

Courtesy Wizards of the Coast

They’re everywhere. They persist in existing when logic and reason insist they shouldn’t. They entice us with wonders and haunt us with dangers. They are worlds beyond our own, worlds beyond even the basic strictures of the fantasies we create. Other worlds, other planes, other universes – and we’re at the crossroads.

Take for example the different campaigns of Dungeons & Dragons. The lovely lady above is a witch from Dark Sun, a desolate world that subscribes to many of the same strictures and conventions as the ‘default’ D&D worlds such as Greyhawk and Mystara, but sets itself apart with its intelligent bug-people and malevolent sorcerer-kings. Ravenloft got a bit of the World of Darkness treatment around the time of version 3.5 but remains a dark, corrupted reflection of more heroic (if somewhat forgotten) realms. All of them are tied together by Sigil, the City of Doors, an environment so rich and deep it got its own campaign setting for a while. The prevelance of these different worlds grew to such a degree, however, that Sigil became folded into the ‘default’ setting. While shaving down the distinction between a ‘default’ D&D campaign and a Planescape campaign causes Sigil to lose some of its lustre, it also opens many doors for DMs to take their campaigns beyound the setting they’ve chosen and into brave new worlds. Except for Ravenloft, of course. You do NOT want to go to Ravenloft if you weren’t born there. Paladins especially. I get chills just thinking about it.

Courtesy Wizards of the Coast
Mirrodin’s razorgrass

Magic: the Gathering is a similar setting. Each player is a planeswalker, a wizard or other arcanist gifted with a ‘spark’ that allows them to channel their powers into travelling between different planes of existence. There is the ‘default’ plane of Dominaria, which has been expanded upon, invaded and nearly destroyed more than once. Some are lush places where planeswalkers are practically on vacation, such as Lorwyn, while others like Zendikar might as well hang a big ‘Keep Out’ sign on the front which planeswalkers are sure to ignore because, hey, there’s loot there. I personally happen to be a fan of Mirrodin, the plane of metal, because that’s where all the best equipment comes from, and those myr are just too damn cute.

Courtesy DC Comics These are both fantastical and somewhat clean examples of this sort of multilateral storytelling. For a messer but more popular example, look no further than DC Comics. I won’t go into laborious detail over DC’s multiverse – MovieBob’s already done that – but it’s taken almost two decades for things to shake themselves out since the Crisis on Infinite Earths. And they’re not done yet.

If you have a favorite multi-faceted universe, what would it be?

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