Archive

Posts Tagged ‘occulus’

PAX East Updates; Shadowmourne Quest Progression; 3.3.3 Patch Notes (or, why I still won’t run Occulus).

February 22, 2010 Leave a comment

This just in! According to neowin.net, Nvidia will be unveiling it’s fastest gaming technology yet at PAX East 2010. This event just gets cooler and cooler. Who’s going? I know Averna and I are going, as are about a dozen of our guildies. Straight-up Ascended meetup! Woot! Also, given that I will be hosting a ton of guildies, I will not be registering for the BYOC option, but if you’re interested, I recommend registering ASAP – spots are very limited.

I will be updating more on this as the event gets closer, and of course, I’ll be doing what I can to update what I can about the event itself (though since we’ll be hosting a slew of guildmates, don’t expect minute-by-minute updates).

In other news, I’ve almost completed A Feast of Souls, my current quest in my Shadowmourne questline. After that, next up – a hard-ass kill of Putricide! Seeing as we’ll be banging our heads against Putricide again tonight hoping for our first kill of him on 25-man, I’d say it’s a bit away before we can do it so well we can have me in there messing around with being the Abom to get the debuff for the quest, but I’ll update as we get closer. Wish us luck!

So as I mentioned the other day, Blizzard has released the patch notes for 3.3.3 (though GhostCrawler has stated that they are not 100% complete) and there’s some big changes coming. I’m not even going to touch the massive pvp/battleground changes, ’cause hey, pvp is fun, but it’s not my big thing. I’m on a PvP server because I like the violent nature of it; I like the unsuspecting attacks, I like the “look over your shoulder” feel it gives, but at the end of the day, PvE is where my heart is; I live for the raid, for the group kill, for the exultation of a hard fight well executed. Leave the PvP change reviews to someone who lives and breathes for the PK.

First – some random stuff.

Dungeons & Raids

  • Culling of Stratholme
    • Players may now skip the initial introduction dialog to this dungeon once they have completed it at least once.

Classes: General

  • Several raid buffs have had their ranges increased to 100 yards, up from 45 yards, to prevent select buffs from repeatedly getting applied and removed during highly mobile encounters. Some buffs, such as paladin auras, totems, shouts and Blood Pact are intentionally meant to have shorter ranges and remain unchanged.

Ok, so we’ve got some simple fixes here that make life a little easier. I’m all for ’em. Bring ’em on. Insert more times that I say “’em”. Onward. As I’m sure you’ve noticed, I care a lot about my Unholy DK (and am at this point just amused by the fact that it’s impossible for a patch to come without a serious change to the spec), so I’ll hit on those changes.

Death Knights

  • Talents
    • Unholy
      • Scourge Strike: Now deals 70% weapon damage, plus 12% of physical damage done as shadow damage for each of the death knight’s diseases on the target. The net result should be larger strikes with no diseases present, while maximum damage with all diseases applied to the target should stay the same.

Whoa whoa wait a second there – is that a buff, a nerf, or somewhere in the middle? Well, it sorta depends on what you do. With the physical damage increase, you’re looking at a buff on non-diseased targets. That is to say, if you use Scourge Strike against something right off the bat, it’s going to do more damage post-patch than it does now. This change should not, however, affect much for PvEers, as even though it looks like a nerf at first glance on the shadow damage, don’t forget the shadow damage is directly proportional to the physical damage, so it’s relatively the same thing (an ever-so-slight buff, actually). Both still double dip in the same ratios, and in the end, if there’s a change, you’re probably not going to notice it. If anything, you’ll notice that ArmPen is worth a tiny bit more. Don’t worry about it. In the end, this will most likely be about a 50 dps buff for you. From this post:

Scourge Strike was:

(0.65*D + 676)(1 + 0.75 * 1.43)

where 1.43 is as far as I know the double-dip multiplier for the shadow portion

New Scourge Strike:

(0.91*D + 946) * (1 + 0.36 * 1.43)

Then

1.347*D + 1401 < 1.378*D + 1433

So with these data it’s a clear PVE buff of about 2.3% Scourge Strike damage. However, this doesn’t take partial resists into account. If we do that with the average partial at 4.5% as mentioned earlier we get

Scourge Strike was:

(0.65*D + 676)(1 + 0.75 * 1.43 * 0.955)

New Scourge Strike:

(0.91*D + 946) * (1 + 0.36 * 1.43 * 0.955)

Then

1.316 * D + 1368 < 1.357 * D + 1411

So taking partial resists into account PVE SS damage increases by around 3.1%. If we take SS to be about 23% of our single target damage, it’s a slight boost of a about 0.7%. Rejoice!

There are a ton of Auction House changes, which I’ll go over (read: look at) at some point in the future, but for now let’s just skip ahead to what made me omg wtf nerdrage pissed:

User Interface

  • Dungeon Finder
    • The Deserter debuff given to players who leave a dungeon prematurely when queuing via the Random Dungeon option has been increased to 30 minutes, up from 15 minutes. The cooldown for using the Random Dungeon option remains 15 minutes.

Yup, totally wtf pissed.

Here’s the thing – I’m in the camp of people that hates Occulus. Now, before you get all hatin’, raging at me for not knowing how to play, saying it’s easy, saying I can get all those extra badges and the mount, hear me out. I like vehicles. Which is to say, I like 2d vehicles, land vehicles. I think that the Flame Leviathan fight is super cool and fun, I think that while Wintergrasp is poorly implemented and the server architecture can’t handle it, it’s fun in concept and I like the style. 3D drake vehicle combat, however, is another thing entirely. I hated Malygos Phase 3 with a seething passion, and would have opted out of running it at all if I weren’t, y’know, the guild leader (it would have set a bad precedent, not to mention the hit on morale). The display engine just doesn’t cope well with 3-dimensional space, figuring placement not just 360ยบ around you, but also above and below. It’s poorly designed and plays in a way that I do not find enjoyable in any way, shape, or form.

Is it easy? Totally. Can I do it? Of course. Should I have to? NO. I play this game to have fun, and Occulus is not fun, at all. I’d rather not play WoW than run Occulus. I don’t care about Triumph badges, I don’t care about mounts. I have no reason to run it, at all, and it saddens me that because Blizzard decided to make the random daily include Emblems of Frost, I’m basically forced to run one random a day in order to be a dedicated raider.

Currently, this isn’t much of an issue: if it pops, I leave, wait 15 minutes, and try again. But the above change tells me the following. First, Blizzard recognized that they had an epidemic of people leaving Occulus when it popped, so they added some extra rewards for completing it – a few extra Triumph badges and the chance at a mount. Apparently, that didn’t do enough, so now they’re taking the other route – punishment. Blizz is acting like a bad parent, first offering sweets as a reward for finishing a dry meatloaf dinner, and when that doesn’t work, threaten punishment. If you don’t run Occulus when it pops, you don’t get to run anything for half an hour. Ok, I’ll log out and go play Rock Band for half an hour. No skin off my back. At least that’s FUN.

Could I suck it up and run it? Sure, I could. I mean, it’s quick and easy, right? As I told a guildie last night, so’s your mom, but that doesn’t mean I should jump her bones. Not. The. Point. I play this game to have fun. I play this game because it IS fun. I like the grind, I like the options, I like the playstyle; hell, I’m working on Loremaster for my freakin’ Death Knight, and even though it’s tedious as all hell, I’m enjoying it a lot. Occulus does nothing for me, and I resent being extorted into running that 15-minute facepalm just because Blizzard can’t admit/accept that it’s terrible. They did as much already when they added the extra rewards for it; I’m sorry that wasn’t enough. You know what would be enough? Give us a one-minute pre-combat “grace period” upon entering an instance to leave it. Yes, you’d see people leaving groups because their teammates aren’t in T10 – I consider that an acceptable rarity, or at least an acceptable option vs punishing people who refuse to waste their time because Blizzard can’t accept that they made something that sucks.

I’m not saying it should be abolished; I’m not saying it should be removed. Shit, some people like it. You may enjoy it, and if so, kudos – I’m fine with that. Everyone is different (no two people are not on fire). But now Blizz wants to see if people will log out for half an hour when their RNG gives them that joke of a run?

You bet your ass I will. I’m just going to do so while being even more pissed that in order to be a progressive raider, I have to run content that I beat over a year ago *every day* and subject myself to the chance of that abortion of an instance or a half hour penalty? The damn things never should have given Emblems of Frost in the first place. I don’t see them changing that anytime soon, though, so I die the little death inside.

Now, again I recognize – some people really like it. I also know that a lot of devs put a lot of time and effort into it, and I respect that. The existence of the instance doesn’t bother me; the fact that I’m going to be penalized for half an hour for not wanting to run it does. I could just not do the daily random, but again – then I’m losing 14 Emblems of Frost a week, and for a serious raider (especially an Unholy DK, that needs all five pieces plus the cloak – 455 Emblems total, unless I get lucky in VoA), that’s a lot.

So that’s why I hate this change. Weak, Blizzard, really weak.

So what are your thoughts on the change? Like it? Hate it? If you’re civil, I’m down for a discussion. Whatcha got?