Monday, January 24, 2011

FPS WOW?

Is WOW becoming a FPS?  Since its inception, it's been advertised as a RPG.  Choose a warrior, and you become a meatbag to be wailed on.  Choose a mage, you get to drop huge nukes on creeps.  What is so FPS about this?  Well, the newest trend ever since the end of ICC, is that the gear (not the class) has begun to define who and what you can do.  Sure, you picked mage... you can cast spells.. but it's not mage worthy without your i3000 epic robe.  Similarly, your "tank" hp is just a laugh until you get an epic +2000 stam  chest and can withstand a 100k hit from Arthas himself.  This is where we join the ranks of FPS, just running around and shooting things and the gun/sword/armor defines what a person is.  The line between it got even grayer in Cataclysm when the designers homogenized the classes to all have nearly the same health and starting stats. Aside, do the starting stats even matter anymore... sure you start with 30 int but those end game epics are giving +300 int minimum. This is all just part of the balancing they have been struggling with lately.  Ultimately, they reached a point where they removed all the different threat generating talents, and gave each class one buff (pretty much like devotion aura = defensive stance = bear form = blood presence) which generates a blanket 10% threat. It's only a hairline away from having no classes, just a option at startup for dps, heal or tank, or just have to select gear that gives the bonuses.

Personally, I don't know which way to lean on it.  On one hand, I truly do like the differentiation but on the other hand, its nice to know that my paladin is basically equal to a druid so that's one less class to roll.

Which sort of brings me to my final thoughts, what my wish list for this expansion would have been:
1. Instead of doing 1-60, 81 unlocks new phased areas of Durotar, Crossroads, Azshara (basically the entire world) and the quests go from 81-100.
2. At level 100, players pick new "mastery" of PVE (+100% bonus xp for alts), PVP (+resilience or something), or raids (+hit).
3. Isolate the playstyle masteries, ie buffs in PVP for each class to balance those out, so deathcoil might be 5 secs in PVE but 3 secs in PVP.
4. Attunement for raids (either keys or rep to revered)
5. Some sort of scaling raids, or dynamic raids.  Scaling raids could be either buffs, or weaker creeps for casuals.  Dynamic raids could substitute harder bosses/hp (and better loot) for hardcore raiders.
6. Easier/shorter raids for casuals (please note the epics should be lower than hardcore raids)
7. Guild rep needs to be easier to obtain, and this capped stuff is stupid.  If you can get all the achievements in three days, then it should just be available.
8. Ease the crafting professions. 1-375 should be orange all the way on common patterns (like rough grinding stone/coarse grinding stone/etc).  common+uncommon patterns should give +1 skill as usual. rare patterns give +2 skills. very rare pattern give +3 skill.  The last two should be hard to find/learn obviously. I think this breaks down to 50% of the skill is easy to obtain, 25% of the skill is moderate to obtain, 15% of the skill is difficult to maintain, 10% of the skill is very difficult to maintain (requires orbs for example).

That's all I can think of for now.

No comments:

Post a Comment