Hello fellow MMO-Champion members.
As I and some other people discussed a month earlier, some people do not like the current state of the game and it's mechanics.
In this post I want to ask you weather or not I am alone with this opinion and weather or not the idea I have to solve this ... let me call it problem ... is an idea people would accept. It realy took time to write this so please give me your opinion, even if you think you would just troll ... or even if you want to troll ... give me feedback! - I will try to answer to every feedback I get so be sure to check in later!
A small story ... question?
Now that WoW is getting a huge overhaul in terms of stats, talents and game mechanics, it might also be the right time to adress this issue.
The thing I mean is the actual gameplay and the fun you gain out of it.
In current WoW, you fight a bossencounter with maybe 3 - 6 abilities in a battle with 2 - 3 phases that either swich by time or by a percentage of the boss's health. The majority of the battle takes place in your lower part of the screen. You press buttons, not even much buttons, but these buttons very, very often. Mostly not only often but also for a very long time. Battles can take up to 10 minutes, where you move not much, but just slam your keyboard to keep up your rotation or have your priority list-ed cooldowns occupied. Your actual contribution towards the battle is at a bare minimum, the difference between a success and a "wipe" is mostly just a step to the wrong or right direction. When you die, sometimes you do not even know if it was you who just caused this, or was it the healer who oversaw your depleting health meter. Was it your tank who turned the boss in the wrong direction or was it the guy with the big mark of a boss mod walking into the group, freezing them all to death (yeah I am looking at Sindragosa right now)? It doesnt matter anymore, you die, minutes of your life wasted because of a single mistake.
A problem of the game, not the players.
The problem here is not that people make mistakes.
The problem is not that every person sometimes seems to make the mistake at least once before he gets the point of how to prevent it.
The problem is that whenever someone makes a mistake, everyone suffers at full force:
The healer dies instantaniously due to a mistake he never did before, the tank gets crushed because he gets no heal in the bare 1,25 seconds he has, the boss rages through the group ... wipe.
The damage dealer dies due to a mistake, his damage is misssing in the encounter, the boss enters enrage mode ... wipe.
The tank makes a mistake, taking a little bit too much damage at once that the healers can not outheal ... wipe.
The game punishes a group for the mistake of single persons. Not even the developers like it, but they stick with it because they seem to not know better. Due to the massive overhaul of cataclysm, things can change!
The direction they give us
Blizzards latest patches revealed a few new things for everyone:
Nearly every class gains "self healing abilities". Warriors heal themselves with Victory Rush and multiple talents. Rogues can spend combo points for healing. Warlocks always had life drains. Death Knight - especialy Death Knight TANKS - can heal themselves. Mages can at least shield themselves. And the rest is a healing hybrid class anyway ... maybe not Hunters but thats not the point here.
Blizzard gives us these abilities with the possibility to "support healers" by healing ourselves.
Healers should not have infinite mana and spamheal everything to death they say.
Healers should watch what and how they heal they say.
Healers should FIGHT with the group and not stand around waiting for something to take damage they say.
Healers should regenerate mana by doing the point above they say.
But there are still some small steps to take before these ideas can wear fruit!
You can see at the paladin changes that there are even further steps to actually get to this point: The 0 Mana Cost heal. The AoE Heal, the Cone Heal, everything needs consideration, active participation and actually TEAMWORK (YES baby YES *euphory*).
Currently in the BETA (its a Beta, everything can and should change), people are mostly saying "I can still spamheal." "I still have to spamheal." is another expression you can get out of people who liked the idea above.
I also do not see wheather or not the game changes by this. I say ... no. The tank takes damage ... much damage. The healer heals the damage ... non stop ... and the DDs have the incredible (boring) job to kill the monsters ... in under 20 minutes ... (yes~ *scepticism*)
The way to solve this
Now to the most important part!
1. Get rid of passive mana regeneration.
It gives us nothing. WotLK battles are long, so long that a single mana pool is not enough. So Blizzard implemented a way to increase the mana pool ... with regenerating mana. This stat is so often found and used nowadays that most healing classes ignore their mana anyway. The abilities to regenerate mana in a pinch like "Innervate" or the Shamans Totem (forgot the name) are either mandatory in EXTREMLY long fights or useless in other ones. I do not think that in any RPG these "abilities" were supposed to be used this way.
Due to the fact that healers should now play actively in a fight to regenerate mana makes this stat useless as a "fun increasing stat". The healers should regenerate mana only through fighting. If they have to heal too much, they go OOM. If they spam heal too much, they go OOM. If their group prevents lethal damage and heals themselves with their own abilities, the tank uses his abilities right and the healer watches closly at what is happening, his mana will be enough to lead the group to victory.
2. Lower the damage the tank and raid takes.
Nowadays, a tank does not survive a high end encounter longer than 4 seconds without being healed. Most of the time the healers have to spamheal the tank because they never know when the next shot will be lethal. Some encounters are even designed to act like a "2-shot"-fest.
This does not contribute to a diversive gameplay.
Also in current encounters, especialy in "hard modes", characters that are "not Tank" are oneshotted by an ability you should avoid.
Yes you should avoid a giant blast, but to be killed instantaniously the first time it hits you is not fun. The player is punished by making a mistake and due to his punishment, everyone suffers.
Lower the damage the tanks take to something like 20% per hit. Even if a non tank is attacked directly by an enemy they should not "fall over" instantaniously. Also healers would have a reason to consider WHEN to heal the tank to keep their overheal low.
Do not implement "INSTA KILL" abilities in bossencounters. When you make a mistake, you are punished by an HP loss. Either the healers now look at you with an angry stare, or you heal yourself up. Either way, you fight on, having learned something and hopefully watch out better next time. You learned something and make some kind of "personal progress". When you die instantaniously you most often do not even care what happens next or even what just happened... because ... it is over ...
3. Increase the speed of the battles
Though this all seems to "make everything easy mode". This is a valid point and thus we need to counter this.
By increasing I do not mean "make things die faster". I mean, force the player to focus. Today abilities of bosses strike a player very rarely. They have to dodge, act, move, (insert action here) , 1/5 ; 1/10 ; 1/25 of the time every 30 seconds. The rest of the fight is ... standing around and hammering on buttons.
Design encoutners where abilities strike the player every 5 seconds. Like the beam in the Halion encounter, make it explode every 10 seconds and last for 5 seconds instead of 30s / 10s . Make Icehowl of TotC stomp and storm the raid only. If they dodge he is attackable, if he hits something it might get killed the next round, being ahead only 5 seconds away.
Abilities with cooldown would be of greater importance. If you have long time, use many weak abilities in succession with small cooldowns. If you have a short time to deal damage to the enemy, use an ability with a high cooldown, dealing high burst damage, because you have to move and do other stuff the very next second after.
I hope you get the idea where I think things are "fun" and "frustrating". And a game should make "fun" rather than "frustrate" you - this should be clear.
I do not want you to take these ideas word for word, but I hope you get the point where I think "Blizzard you are having a good idea but you are not thinking far enough!"
TLDR (too long did not read)
Blizzard gives players new possibilities to make a better game with better gameplay:
- Selfheal
- Active Mana Regen
Blizzard fails at doing the next right step:
- Removing Passive Mana Regen
- Reducing Damage to let Selfheal and Active Mana Regen have any effect
- Increasing FUN by faster gameplay with lesser instant punishment due failiures but higher rate of possible failiures.
-> Noobs stay Noobs but Noobs do not ruin Pros day and game.
Thank you for your feedback.
Xenon