Cataclysm

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  • Do we need a World of Warcraft II?

    by 
    Matthew Rossi
    Matthew Rossi
    09.10.2012

    I read the forums. I do so because it's part of my job, because I like seeing what people are saying, and because sometimes a thread actually makes me think. This thread, asking people what they'd like to see in a sequel to World of Warcraft, did that and then some for me. First, the response from Vaneras that got me the most interested in talking about it. Vaneras - WoWII? I really hope they will do it some day, but if they do it, they won't do it sooner than 5 years, at least. The idea is basically the same game, but with way better graphics, new features, new NPCs/Items etc etc. It would be cool, because the skeleton would be the same, but the rest would be new. But that doesn't sound like something that would require an entirely new game though, but of course that is just my personal opinion. As I see it, these things could just as well be upgrades to the current game through patches and expansions, much like what we have seen already in the game's evolution from its release until today. I think something more would be required in order to rationalise the end of WoW in favour of WoW II :-) source When EverQuest II came out in 2004, its predecessor was the largest MMO in the world. One of the charges leveled at EQII was that it looked and felt so different from EverQuest itself that it split the player base and, since this happened just around the time that World of Warcraft was launching, left the door open for the upstart game to get a serious footing. It's possible that if it weren't for EQII, we'd have ended up with a smaller MMO scene where a game with a million subscribers was considered a rousing success. Now, I'm not arguing that it's always a bad thing to have a sequel to an MMO. There are MMO's out right now which run concurrently with a sequel and seem to be doing fine. The question becomes, does World of Warcraft need one?

  • Cataclysm: Your reviews in haiku

    by 
    Olivia Grace
    Olivia Grace
    08.27.2012

    I was doing my usual trick of idly passing time on the EU forums recently when I came across this fantastic thread. The poster was asking the forum to review Cataclysm in the form of a haiku, which I felt was an excellent way to mark the transition from the staid, western feel of Cataclysm into the Zen, peaceful feel of Mists of Pandaria. It seems that Blizzard Blue Vaneras felt the same, offering this haiku in response: Vaneras Thank you for posting your feedback is important be it good or bad source So let's hear your haikus! While the traditional Japanese form was probably far more free, the English version of haiku stipulates that they should be 17 syllables, five on the first line, seven on the second and five on the third. I've picked out some of the ones I liked from the original post after the break, and you should get to writing your own!

  • Know Your Lore: The dynamic new face of Mists of Pandaria

    by 
    Anne Stickney
    Anne Stickney
    08.26.2012

    The World of Warcraft is an expansive universe. You're playing the game, you're fighting the bosses, you know the how -- but do you know the why? Each week, Matthew Rossi and Anne Stickney make sure you Know Your Lore by covering the history of the story behind World of Warcraft. Cataclysm was a good expansion for lore development. There were several new tools brought in to help the merger of gameplay and lore. There were just as many old tools that were reworked and reimagined in a way that made the story behind the game a fluid and interactive experience. And I'm not just talking about game mechanics like phasing and new quest technology; I'm also referring to the larger presence of novels and short stories that tie directly in with the game universe. This isn't to say that Cataclysm's story was perfect. In fact, despite these innovations, there were problems abound with Cataclysm's storytelling methods. Zones played as seamless stories, but to many players, they felt as if they were on rails. Worse still was the lack of cohesion. The main storyline of Cataclysm felt to many just as scattered as the new zones we had to explore and level through. While Cataclysm was full of innovation, it seemed as though that very innovation led to an experience that ultimately wasn't as satisfactory from a story standpoint. Mists of Pandaria is a stark contrast to Cataclysm. To be perfectly honest, it's a stark contrast to any WoW expansion we've seen to date. Throw your preconceptions of a world on rails out the window, because we're about to make the leap into dynamic storytelling.

  • Breakfast Topic: I'll miss you most of all, Deathwing

    by 
    Matthew Rossi
    Matthew Rossi
    08.26.2012

    Love him or hate him, Deathwing had presence. Deathwing's gaping metal maw really personified Cataclysm as an expansion. His flying over zones and burning everything in his path to ash made him part of the world in a way that Illidan, Arthas, Kil'jaeden never managed. He combined the arrogance and sneering sense of superiority of a more human antagonist with the unfathomable menace and raw power of a destructive force of nature. He's the only raid boss to actually require two fights to finally defeat him. I've always had a soft spot for ye olde Deathwing. I feel like we didn't get to see enough of his diabolical planning side, the schemer who manipulated the kings and princes of the Eastern Kingdoms into almost letting him take over Alterac and marry Calia Menethil. This was a plan with long-term aspirations and goals. We got to see a little more of his personality in the story Charge of the Aspects, but I would have liked to have seen more. Still, he's dead, the day has been saved, and we're moving on to those misty shores of Pandaria. But his legacy will live on. Goodbye, Neltharion. Hopefully you rest quiet. You really were the Cataclysm. World of Warcraft: Cataclysm has destroyed Azeroth as we know it; nothing is the same! In WoW Insider's Guide to Cataclysm, you can find out everything you need to know about WoW's third expansion, from leveling up a new goblin or worgen to breaking news and strategies on endgame play.

  • Gamescom Raid Q&A with the Devs: Nerfs, the raid finder and more

    by 
    Olivia Grace
    Olivia Grace
    08.22.2012

    You may have spotted Monday's post on how to design a raid, which was the first half of the Gamescom 2012 Raids and Dungeons round table with Ion Hazzikostas and John Lagrave. The second half of the Round Table was a Q&A session in which many interesting questions were asked, shedding light on some hot issues as well as simply providing a little more insight into the Blizzard Encounter Design Team's creative processes. Again, these aren't verbatim quotations from Ion and John, as I simply can't write that fast, but the overall statements are accurate representations of their responses. Are there any encounters Blizzard have had to alter or leave out due to technical constraints? There was a boss leading up to the Lich King who you had to heal (Valithria Dreamwalker), and that was a huge challenge for their existing technology. If you think about it, Ion explained, up to that point, every healing spell in the game was designed to be cast on a friendly target, that is to say, a player. So the devs were faced with the task of reworking every healing spell in the game. They didn't want players to only be able to use certain spells on her, as that would have been bad, so they redid every healing spell. The technical team changed the game's design so that the boss basically became a raid team member. Ion and John explained that it's all about working out creative ways to implement the designers' ideas.

  • World of Warcraft 75% off this week only

    by 
    Anne Stickney
    Anne Stickney
    08.21.2012

    Do you have a friend interested in World of Warcraft? Would you like a second account to fill with gleeful pandaren come Mists? Now's the time to get your hands on the game. Blizzard just announced that all WoW expansions are on sale this week only. The Battle Chest is $5, Wrath of the Lich King is $5, and to top it off, Cataclysm is only $10. That's $20 for the complete set, making this an excellent time to bring your friends in for the start of Mists of Pandaria -- or for you to stash a set of games for a secondary account. Keep in mind that recruiting yourself via Recruit-A-Friend will still net you that sweet Obsidian Nightwing mount! Prepare for Pandaria with epic savings! This week only, you can get the World of Warcraft Battle Chest for $5, Wrath of the Lich King for $5, and Cataclysm for $10 when you buy directly from Blizzard. That's 75% off the regular prices, making this a great time to set yourself up for the imminent launch of Mists of Pandaria... or to invite a friend to join you in Azeroth. Hurry, this offer ends August 27, 2012 at 11:59 p.m. PDT. source

  • A brief history of reputation in WoW

    by 
    Anne Stickney
    Anne Stickney
    08.10.2012

    In the early days of vanilla WoW, I had a friend who spent hours upon hours killing ghosts near and around Karazhan. This was odd, to say the least, considering there was absolutely nothing to do in that area at that point and time in the game. I asked him what exactly he was doing, and he said he was collecting Scourgestones. Apparently, the ghosts in the area inexplicably gave reputation for the Argent Dawn. Bewildered, I asked him why he was doing so. The Argent Dawn didn't offer any real rewards at that point. "Because it's there," he replied. "I like seeing the bars go green. I want to make them all green." For him, I suppose, it was enough. I understand his fascination more these days, as I make it a point to max out every reputation I have at exalted because I can't stand to see a bar that isn't fully green. Call it vaguely OCD if you will, but if I'm going to go exalted, I'll make sure it's 999/999. These days, WoW offers a heck of a lot more options for filling up that little green bar -- but where did it all begin?

  • Flameseeker Chronicles: A brief history of Guild Wars 2's Tyria

    by 
    Elisabeth
    Elisabeth
    08.07.2012

    I see a lot of questions about whether or not people who want to play Guild Wars 2 should jump into the original in the (increasingly diminishing) time left before launch. I don't think there's really a one-size-fits-all answer to that question. For those of you who are worried about missing a bunch of lore and history, however, I can do a little to help with an introduction to Tyria, its history, and the events leading up to Guild Wars 2. This won't be exhaustive (see the word brief in the title?), but it might help you understand what the dragon nonsense is about and what's going on with the world you're stepping into. Except where events had exceptional impact, this focuses mostly on what happened in the continent (not the entire world) of Tyria. I hope it goes without saying that there are lore spoilers ahead, as well as Guild Wars campaign spoilers.

  • Nab WoW and all expansions for $20 at GameStop and Best Buy

    by 
    Anne Stickney
    Anne Stickney
    08.06.2012

    It's nowhere near Christmas, but GameStop and Best Buy are doing their best to make it feel that way. Both are running a huge sale on World of Warcraft this week. The World of Warcraft Battlechest, which includes both the original game and The Burning Crusade expansion, is only $4.99. If you want to add Wrath of the Lich King, that's $4.99 as well. And if you want to pick up Cataclysm, it's only $9.99 more -- which brings the grand total for all expansions to a cheap $20. Not only is this great for anyone looking to give the gift of WoW, it also comes in handy for those looking to get the Obsidian Nightwing through the Recruit-A-Friend program. You can either recruit your friends and get them the games, or you can grab the games and open up a second account for yourself. Either way, $20 is a steal. Check out either GameStop or Best Buy for online ordering, or check with your local store to see if they're carrying the games in stock.

  • The Daily Grind: Is it lazy to retool classic dungeons for endgame?

    by 
    Bree Royce
    Bree Royce
    08.06.2012

    Over the last few expansions, Blizzard has been attempting to transform antique World of Warcraft dungeons into modern, heroic experiences, from Cataclysm's reimagined Deadmines to Mists of Pandaria's level-cap Scholomance. But most of WoW's dungeons -- and most dungeons in ever-changing MMOs period -- languish in the past with outdated mechanics and loot surpassed by overland quest drops. You might go there as a tourist occasionally, but no one takes those places seriously. I like a chance to go back to reworked older zones to get my nostalgia fix on boosted, endgame content. But I can see why players might object to the practice. After all, a fresh coat of paint doesn't really make it a new room. It can feel as if the devs cheaped out and just pasted some new textures and mechanics into an already-built zone instead of implementing something truly new. What do you think -- is it lazy to retool classic dungeons for a new endgame? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • The danger of assuming personal experiences to be universal

    by 
    Matthew Rossi
    Matthew Rossi
    07.28.2012

    Whether or not you can believe it, there are players right now who have not finished regular Dragon Soul. Some of them raid less often, some of them started later, some of them lost players, and some of them just raid more slowly than you. And yes, you may be a better raider or have a better raid group than they do, a more skilled collection of people. You also might have a better class comp or have gotten lucky on a few occasions when they didn't. Some groups lost key players at the worst possible time, had real-life issues to contend with, or simply started later than everyone else. Why do I bring this up? This forum thread on the EU forums, where Draztal ( who is rapidly becoming one of my favorite CMs) is constantly forced to deal with a mindset that does not seem to understand that each raiding group's experience is personal to that group and cannot always be extended to the game or all its players as a whole. Now, not every poster in that thread has that issue; there are some good ones in there, and you should read it. But it's a mindset I see over and over again. The game is large, and no two raid groups have the same experience playing it. Some raid groups loved tier 11; others were bored or hated the fights. Some raids had fun in Firelands; others found it repetitive or disliked the zone's tendency to be all one color. (I still say Bastion of Twilight had exactly the same problem, but that was alleviated by its being one of three raids at launch.) Some folks have enjoyed Dragon Soul; others dislike the mechanics or the use of Wyrmrest art assets. Having these differences of opinion is a fine thing and can be good for the game and its community -- when you acknowledge that they exist, and when you realize that your own strongly held opinion about the raid finder, heroic modes in raiding, or the superiority of this fight or that fight is rooted in personal experience to some extent and that experience will never be shared with everyone. That goes for things you love and things you hate equally.

  • Time to adjust to the pre-expansion home stretch

    by 
    Matthew Rossi
    Matthew Rossi
    07.26.2012

    Whatever you have left to do in Cataclysm, get it done now -- you have two months. Are you working on heroic Dragon Soul? Figure out whatever your hurdle is and get it done, my friend. Mount farming? Working on arenas or rated BGs? You can expect the season to end within that two-month framework -- significantly before it, I would wager. Heck, you probably have less than two months, really. Once the pre-release patch hits, we're going to be looking at whole new game systems to adjust to. New hit and expertise, hunters' needing expertise, no more spell penetration, new PvP power and resilience stats, new talents ... Women and men of Azeroth, the tide has turned. The Cataclysm is no more. For people who've more or less done everything they wanted or needed to do and who were cooling their heels waiting for the new expansion, this is pretty much the unalloyed anticipation time. But for people who have things left -- bosses to kill, mounts to farm, that one piece of gear that just won't drop -- you now have an end point set out for you. After Sept. 25, you'll be leveling through Pandaria and the new dungeons, possibly PvPing in the new BGs, getting to 90 so you can run scenarios and get your own farm. You'll have things to do. Cataclysm will go the way of Wrath, The Burning Crusade and vanilla WoW -- stuff you may visit but that you're not likely to come back to very often.

  • Does World of Warcraft need to be more difficult?

    by 
    Anne Stickney
    Anne Stickney
    07.11.2012

    The above video is a bit lengthy, but it's well worth the watch simply because it does raise a few valid points along the line. And lest you think this is yet another player whining about the endless hardcore vs. casual debate, it's not -- this is simply a player who is incredibly passionate about the game we all play. In that passion, he's decided to talk about the direction that raiding in WoW has taken and how it has gone downhill, in his opinion. On the one hand, he has a point. There is a stark difference between the feel of raiding back in the days of vanilla, The Burning Crusade, and now. There's a stark difference in numbers, which any graph can illustrate. More and more people can complete raids now from one degree or another, which leaves people barreling through content at light speed and doesn't really give that same feeling that raiding had in years past. On the other, is changing the difficulty in WoW really the way to accomplish that goal? I don't think so.

  • GuildOx data shows 50% decline in raiding guild activity

    by 
    Michael Sacco
    Michael Sacco
    07.02.2012

    This news probably shouldn't come as a huge shock to anyone who understands the ebb and flow of WoW expansions, but GuildOx, a site that collects all kinds of data from the WoW Armory, has discovered that raiding guild activity has fallen 50% since the beginning of 2012. GuildOx site runner Polar tells us that a raiding guild is defined as "a guild that has gained a boss kill or raid achievement within the past month or those guilds that have completed heroic Madness of Deathwing." Activity in this case is defined, obviously, as killing a boss that week. Again, not a huge shock; we're officially in Cataclysm's twilight (heh) years, and drop-off like this before an expansion is to be expected. It's worth noting in this case that the numbers for active raiders might be a little better than what's reflected here -- after all, plenty of guildless people have been able to raid thanks to Raid Finder, and that sort of activity wouldn't be tracked by this metric. One thing's definitely for sure, though -- the game needs a jump start in the form of Mists of Pandaria if Blizzard wants people to stick around. Thankfully, it's right around the corner, but one wonders just how long this cycle can perpetuate. The end of Wrath and the lifetime of Cataclysm showed us that diminishing returns are already in effect, Annual Pass or no, but MoP's endgame is decidedly different than what we've seen in the past. Perhaps things will be different this time.

  • The 5 worst raid encounters in Cataclysm

    by 
    Chase Hasbrouck
    Chase Hasbrouck
    06.22.2012

    Last week, we covered the five best raid encounters in Cataclysm. Today, we're flipping the coin to take a look at the worst. Be it bad mechanics, fight bugs, horrible randomness, or just plain boring bosses, these are the fights with elements you never want to see again. Of course, it is uncouth to criticize without suggesting improvements, so I'm also putting on my amateur game designer hat and throwing out some other options that could've made things more entertaining. 5. Maloriak, Blackwing Descent Maloriak wasn't terrible, but the encounter had two major flaws. First, interrupts. Tier 11 was Interrupt City in general, as several classes got new interrupt abilities and Blizzard apparently wanted to make sure we were using them. However, this particular fight was notable for having two interruptable abilities, one that had to be interrupted, and one that had to not be interrupted -- but only a certain number of times. ("Three shall be the number thou shalt count, and the number of the counting shall be three.") While this led to some interesting voice chat during raids ("Which ability did you just interrupt?" "I don't know!"), the overall mechanic was confusing. Why not have an actual button that he runs to and presses, and your tank can choose to let in happen or not via Taunt? Second, the fight just doesn't scale well. For well-geared groups in normal difficulty, there was an eternity when you had to stop DPS before 25% and wait for him to finish releasing all his adds and start a second green phase. Meanwhile, groups in heroic difficulty got to deal with a dark phase, which featured nothing but AoE for 90 seconds. Not the most fun, since most classes have a one-button AoE rotation, and not very balanced, as classes with consistent AoE damage (aka mana users) absolutely smoked others. If they'd just have the cut the phase to 30 or 45 seconds or so, it'd have been a lot less frustrating and a good bit more balanced.

  • The bounty of Cataclysm

    by 
    Matthew Rossi
    Matthew Rossi
    06.19.2012

    I wasn't fond of Cataclysm when it launched. Not because of its zones or its story, both of which I probably like more than almost anyone. My major problem on Cataclysm's launch was that I was generally solo, having to use Dungeon Finder for my dungeon runs. The rest of the folks I was guilded with weren't on at the same time I was, and that meant I had to try and tank the new dungeons (with their emphasis on CC that no one wanted to remember how to do) and then the new dungeons on heroic, with all sorts of instant-kill mechanics that were completely avoidable and which no one wanted to avoid. Pugging these dungeons as a tank in groups full of people conditioned by Wrath heroics was like placing my genitalia in a garbage disposal, except you can generally only do that once. I ran these dungeons repeatedly. It was not pleasant. By the time I was geared enough to tank the new raids, I was so bitter and hated Cataclysm as an expansion so much that my friends and colleagues (many of whom were lucky enough to have dedicated groups running these dungeons, not being forced to pug as I was) thought I'd gone frothing, barking-mad insane. I tanked in tier 11, but I had no desire to do so; I merely did it out of obligation. What this meant was that I missed out on getting to enjoy those dungeons. The difficulty of getting groups to avoid Corborus' burrowing, the inevitable fallout of blaming and group disintegration cost me several months when I could have been admiring how well laid-out these dungeons were, looking over their art and enjoying the mechanics on a technical level. There were a lot of cool fights I spent my time gritting my teeth through, a lot of dungeons I endured due to their tuning. It's one of the reasons I like going back and tanking them now.

  • I am not going to miss Tol Barad at all

    by 
    Anne Stickney
    Anne Stickney
    06.19.2012

    I've been making a pretty concerted effort over the past month or so to knock out all those things that I hadn't quite gotten around to finishing for one reason or another in Cataclysm. Last week saw the end of the grueling grind to get enough tokens to purchase the mount shown above, which is easily the most hideous mount I now possess. I'm not sure who thought aqua went with olive green and pink, but whoever they were, I wholeheartedly hope they aren't doing the color scheme on any further mounts. While I was pleased to get the mount despite its questionable color scheme, there was something I was far, far happier about. I got all the tokens I needed, I got the mount, and at last, at long, long last, I never had to look at Tol Barad ever again. The only things I enjoyed from Tol Barad were getting a pet and two mounts, and the backstory that never really developed further than "Here is a mysterious island with some really strange stuff and ghosts on it." The story disappointed me, the mounts and pet were happily added to the collection, and as for the rest of it ... Well, let's just say I'm not holding any candlelight vigils for the zone. In Mists of Pandaria, we don't have a Tol Barad. We don't have a Wintergrasp. And I am perfectly happy with both of those things.

  • World of MapCraft: explore Azeroth using a Google Maps-style interface

    by 
    David Hinkle
    David Hinkle
    06.18.2012

    World of MapCraft is an interactive map detailing all of the areas that make up World of Warcraft's Azeroth – think of it as Google Maps for World of Warcraft and its expansions thus far. It's all online right now, the work of Tiny Speck founder Cal Henderson, who extracted textures from the MMO's source files to piece together the interactive map you see above. You may recall Tiny Speck's own MMO, Glitch.Just don't click on the map above and expect to be able to zoom in on the Isle of Conquest. You have to click the source link below for that. And if you're looking for more background on World of MapCraft's creation, Henderson has a pretty thorough blog post explaining it all.

  • Saying goodbye to Cataclysm

    by 
    Anne Stickney
    Anne Stickney
    06.18.2012

    I remember the first time I saw the trailer for Cataclysm. I will cheerfully admit I totally flipped out over it, largely because I was so excited to see Deathwing make a return. I've always been fond of the Dragon Aspects, and I was looking forward to an expansion that featured them in a way they'd never been featured before. We'd seen Alexstrasza and Ysera, of course, but with Malygos dead and Nozdormu missing, I knew something interesting had to happen on both of those fronts. The expansion itself was different than I'd expected, to be perfectly honest. Cataclysm wasn't exactly a bad expansion, really, and the old world quest revamp as well as flight being added were both welcome additions. But Cataclysm lacked the spark previous expansions had, and I can't quite put my finger on why, exactly. Despite the fact that it didn't knock The Burning Crusade out of first place on my list of favorite expansions, there's still something I'm going to miss about Cataclysm once we're wandering Pandaria.

  • Ghostcrawler discusses class design in Mists

    by 
    Matthew Rossi
    Matthew Rossi
    06.14.2012

    You're going to want to read this post from the forums discussing the rogue class and the design process for classes in general. It is, in my opinion, one of the more interesting posts Ghostcrawler has made on the forums. There's a lot to discuss, so let's break down some bullet points before reproducing the whole thing. "Rogues are in a good place in Cataclysm in both PvE and PvP. We don't see a lot of huge, glaring problems that need to be fixed." The dev team understands that sometimes people want change simply to freshen up their playstyle, but the danger there is alienating players. Both the Cataclysm redesign of paladins and the Mists redesign of warlocks are offered as changes the dev team felt were necessary but that absolutely alienated some players. Rogues haven't seen a lot of change in part because the rogue has it pretty good and is potentially the best-designed class with the best resource system, strong class abilities and an easy-to-understand role in PvE and PvP. Even fixing broken mechanics risks turning off players because they have to relearn the class. We'll take a look at the whole post and then discuss it.