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Archive for October, 2011

New and Old Divine Aegis Compared

Posted by Malevica on October - 18 - 2011

As a follow-up to yesterday’s post about the new DA bubble I went back and looked at some old DA footage I had lying around to see if I could spot the differences, because I have a terrible visual memory and really couldn’t remember enough detail.
Unfortunately I don’t have any video on hand from pre-4.2 Cataclysm, only late ICC, so if there were changes made between those times then this post won’t reflect them. I don’t recall any, but I’m sure someone will correct me if the Cata DA bubble was different to the Wrath one.

What I observed is that the bubble effect is basically the same, but the effect when it procs is very different. This makes me more confident that this is the fixed-up 4.3 DA animation and not an accident, but don’t hold me to it!

Videos for Comparison

On the left is a segment from an ICC raid showing the “old DA” applying and then persisting, and my “new DA” video from yesterday is on the right. Unfortunately the old DA procced from a Glyph of PW:S crit, so there’s the PW:S graphic in there to confuse things, but the effect is clear enough. That’s the best shot I have available, but I’m sure there’s plenty more examples on Youtube.

The Proc Animation

On the left is a still of the old version, on the right is a still from the new version:

That new still is so damn tasty I shall find every opportunity to use it as my new avatar. It looks so sweet!

The old Divine Aegis used to wrap beams of light around the player as the bubble appeared, while the new one sort of expands a rainbow-coloured soap-bubble effect instead. I can see how the old effect could end up looking very flashy and noisy on screen, whereas the new one, while still really cool and colourful, has less point movement and is less bright overall.

Quoting from the original blue post:

To use the particular example of Divine Aegis, the visual wasn’t too bad when it was only created by infrequent crits, but once we allowed Prayer of Healing to always cause Divine Aegis, the flashes on the screen became distracting and obscured the view of what was actually happening in the fight.
[…] we used the temporary solution of using the Power Word: Shield impact, which is much less prominent.

As you can see from the video, the newer version is less intrusive when it procs. But while it’s more subtle, the image and video show that it’s still a very funky effect.

The Bubble

The bubble effect is pretty much unchanged. As Kaivax said above, the problem was the proc and the resulting flashes, not the bubble itself, so I’m not surprised to see this essentially unchanged. Stills are below for comparison, old on the left and new on the right (remember to ignore the PW:S):

There’s really nothing in it that I can see, there’s the same old smooth and slightly cloudy bubble with the orbiting gold flecks. Anything else that’s different can be chalked up to resolution/graphic settings differences since one’s a screenshot at high resolution and ultra details and the other is a compressed videocap with unknown video settings.

My Feeling

As I said at the top, seeing that it’s clearly different suggests that this is, if not the final product, then an iteration that they’re trying out to see how it plays out in testing (this is the Public Test Realm, after all).

I have to say I don’t mind the new version at all: it’s still distinctive and the proc and bubble are interesting without being overpowering like Val’anyr’s bubble effect was. Deep down I still think I’d like a cooler bubble too, but then we always want newer and cooler stuff and there’s really nothing to complain about with this DA bubble at all. Plus anything’s a step up from PW:S, right?

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Categories: Uncategorised

4.3 New Divine Aegis Bubble?

Posted by Malevica on October - 17 - 2011

Edit: I’ve now done more detailed comparison of the new and old DA bubbles.

The PTR now has different graphic for Divine Aegis:

Divine Aegis bubble, looking just like it used to before it was changed

Look familiar?


(The video’s probably overkill, I’m just messing with screen capture and Youtube).

It looks remarkably similar to the old DA animation (I can’t be 100% sure it’s the same, but it looks like it), so this might be another placeholder or even an unintended reversion, so the usual PTR this-is-not-final warnings apply. I should note, for those paying attention, that this DA looks exactly the same whether it’s from “normal” DA procs from crits and those from PoH casts.

If this is final, then I’ll be honest and say I had hoped for something cooler to justify the removal of the graphic for an entire patch cycle. Then again, the reason given for removing the graphic was that it was too visually intensive, especially with PoH proccing bubbles left, right and centre, so maybe they’ve simplified something about it that’s not obvious at first glance to make it more acceptable again. Time to scour the interwebs looking for old videos to compare it to…

Or, as I say, this might just be an accidental reversion because someone over at Blizzard copied the old Doodad_Divine_Aegis_Soap_Bubble file into the Priest Effects folder (I’m not a game developer, but I’m sure that’s basically how things work…), in which case we may yet see another version in the coming weeks.

I still have hope that they might surprise us and change it again to be something entirely new, but at the very least it’s nice to have something other than the PW:S graphic.

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Categories: Opinion

Heroic Firelands

Posted by Malevica on October - 8 - 2011

Assuming you’ve not been living under a rock, you’ll be aware that just under three weeks ago the Firelands was hit with some pretty chunky nerfs, with 15% and 25% decreases in damage and health combined with reductions in the danger of some of the trickier mechanics (Alysrazor’s Tornadoes, for example).

My Context

How you feel about the nerfs is going to depend very strongly on your situation, so before I go and give my opinion I’ll explain where I’m coming from.

My guild had been pushing pretty hard, since forming up at the beginning of September, to work our way through the content and we were starting on Ragnaros when the announcement was made that we’d have a final week to down him “properly” before the nerfs arrived. We duly took him down on the Sunday night, and I have to tell you it was a big relief to all of us. You could feel the pressure on the raid to get it done and get it done quickly, before it wouldn’t feel like something to be proud of any more.

In the 8 raid nights we’ve had since the nerfs we’ve gone from 0/7 to 6/7 heroic bosses killed. Majordomo took a meagre 5 attempts, Baleroc took two. The rest took around a dozen pulls each to get down. Whew!

Now, and this is important, let me not take anything away from the team here. I’m not saying this isn’t an achievement to be proud of, because these fights aren’t (generally) a walkover and there have been some strong performances, some extremely quick learning, and good teamwork on show. And there are plenty of teams that haven’t progressed this much even post-nerf, we’ve leap-frogged several on our server. So I’ll say a huge congratulations to everyone involved.

However…

My Sense of Achievement

When I’ve thought in the past about what makes a kill worthwhile for me, and therefore what makes me really value my achievements while raiding, I always put it down to the feeling of progressively learning to overcome a challenge, where that learning might be personal or collective.
For example, maybe I learned how to squeeze out a bit more healing to get the raid through a healing-intense period, or the healing team nailed our cooldown usage, or the raid’s positioning was spot on and no one got hit by the bad, or perhaps we finally beat that pesky enrage timer. Whatever the trick might have been, we started off not able to beat the boss, and ended up in triumph.

That could obviously account for being underwhelmed by heroic Baleroc who was more or less a push-over, but we spent a dozen or more attempts downing Shannox, Beth’tilac and Alysrazor and there was undoubtedly some progression involved there. So there must be something else that contributes to my sense of achievement that’s not been stimulated by the more recent boss kills.

Well, I’ve done some thinking, and I’ve come up with two prime candidates:

My Elitism

I’ll say it, I’m an elitist. I’ll also explain what I mean by that: I’m okay with the idea of content that’s graded and graded such that most people won’t see everything (myself included). People find their level and raid the content that works for them.

Myself, I want to be able to look at my raid achievements pane, or my titles, or WoWProgress and compare myself (or my guild) to others. I’ll be honest and say that I enjoy seeing which progression percentile I’m in, and how many people haven’t managed to see and do what I’ve seen and done. It makes me feel good, and I doubt I’m alone in that.

That “elitism” is a strong driver for me to put the time and effort into raiding, both inside and outside the game, even when it’s hard work. But when I look at WoWProgress and see an extremely flat field, with 10 guilds currently at 6/7 heroic and probably more to join us shortly, that ability to rank myself is diminished and with it some of my sense of accomplishment. By contrast, before the nerfs the half-dozen or so guilds raiding heroic content were pretty well spread out between 1/7 and 6/7.

We have been jumping up the rankings this last fortnight as we took down bosses so I have enjoyed a little of that feeling, but very quickly we’ve found ourselves just one of the pack again.

Which leads me on to the other factor:

My Pacing

This is the big one, I think: time.

I’m talking about the time it takes to down a new boss. It’s so quick that there’s just no real need for the poring over of logs or the researching of strategies or the discussion on guild forums. And I enjoy all that stuff!

I’m also talking about the time it takes us to acquire new gear and progress our characters. Like it or not WoW is a loot- and gear-centred game, but the speed at which we’ve taken down new bosses means we’ve had no sense of that progression. Whatever gear we started heroics with would probably have been enough, it’s just about getting the hang of the execution.
What I realise is that I actually enjoy seeing bosses get noticeably easier as we gear up, but I find that that once a boss is sufficiently easy to defeat the gear ceases to make much of a difference to the challenge, and so that point of reference is lost to me.

And I’m talking about the time we get to actually enjoy a new kill. It’s nice to get a new boss down and then enjoy basking in that feeling for a few days. Getting another new boss down an hour later has robbed me of the pleasure of savouring the first kill for more than that hour.

And finally I’m talking about the simple fact that time translates to effort, and that the more effort we put into something, the better we feel when it’s successfully completed. Simple, but true nonetheless.

My Conclusion

As I said right at the start, this is all a matter of perspective. I’m an individual, with a particular set of values and motivations. I’m also in a particular guild with a particular average skill level and particular progression.

For me in the position I’m in now, the nerfs sucked. Having worked our way through the not-especially-challenging normal-mode bosses, we were just about to deal with Ragnaros so we could start really testing our mettle against the heroic modes. What actually happened was that those promised heroic modes provided little challenge, so instead of a series of challenges we’re effectively left with just one, heroic Ragnaros. Maybe this is how Paragon feel every patch?

On the other hand, there is now a good spread of guilds between 5/7 heroic and 7/7 normal, so for those guilds the nerfs might well have been pretty sweet. And amongst the teams who were struggling with some of the normal modes, there might well be some happy faces there too as they can move beyond the two or three bosses and see some new content. I don’t know though, I’m not them.

Perhaps the Raid Finder will solve this problem. Move the “everyone should get to see the end boss, at least in some form” into the LFR mode, and you effectively have a third difficulty level to play with: Heroics for the Royalty and Aristocracy to complete or work through respectively, normals for the Gentry and Bourgeoisie to complete or work through respectively, and LFR for those without the time, skills or structure (and I’m not saying those are linked in any way) to handle the medium difficulty level. And alts. Lots of alts.

Or, and this is far more likely, it’ll just mean the problematic cases are moved to somewhere else on the spectrum, and they can moan about the state of the raiding game instead!

Also, I’ve been watching way too much Scrubs 😉

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Categories: Opinion