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Pillars of Eternally writing Sheet Music

I’m really enjoying Pillars of Eternity so far. The storyline appears very interesting, pretty Planescape-ish in tone, and the classes seem good and varied.

As per the video, the class I chose for my first game was a female Moon Godlike Priest, and whilst she’s not a straight up healer archetype, she can throw out the occasional heal here and there, as well as dish out the damage 

The game by all accounts racks up at about 40+ hours of gameplay, so a real epic along the lines of the Baldur’s Gate series, which should keep me occupied for a good while

I’m going to try and tie down a specific day of the week for new videos, be they WoW-related, gameplay of other games or whatever, but I want to try and get regular content up on YouTube. First up though I want to try and get a new intro together.

Believe it or not this involves the use of sheet music and me writing the music for the intro!

This also involves me re-learning musical notation (I used to play multiple instruments as a child/teenager) and composing 8 bars of music.

All this just for the 6 seconds of an intro length. Yeah, I might be a little bit nuts, but #YOLO! *cough*

The First 30 Minutes: Pillars of Eternity Retail


Making good on my old promise to start bringing you more than just WoW, I bring you the first 30 minutes’ gameplay of Obsidian’s new magnum opus, the superb Pillars of Eternity!

A love letter to the Infinity Engine games of old, such as Baldur’s Gate 1 & 2 and the Icewind Dale & Planescape games, Pillars of Eternity is the best traditional CRPG since Divinity Original Sin, and bests it!

Garnering scores over 90% in many reviews so far it’s destined to be a classic.

For this run through I decided on a female Moon Godlike Priest. And let me tell you, spellcasters in this game are nothing like the wimpy clothies you’re used to in WoW, this one? Carries a big bloody sword & shield and wears mail armour!

There’s no commentary for this video, as I wanted you to enjoy my first 30 minutes in the game without distraction. This is a straight run with no edits, so warts and all!

I’ll be following it up with another video at the weekend with commentary on how I’m finding the game so far.

And of course if you’d like to see more games like this then let me know!

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As usual, rate, comment and subscribe, and as always, thanks for watching!

Warlords: Where did it all go wrong?

It all looked so good, so full of promise, wonder and nostalgia. However, Warlords has sadly proven the old Heraclitus quote that you can “never step into the same river twice“.

The Big Whimper of a L-L-L-L-Launch

The expansion started off with a whimper. Servers didn’t work properly for days, rubber banding and being booted from instance servers (including trying to enter or exit your garrison meaning you were effectively stuck), and abilities taking 30 seconds or more to actually go off were commonplace occurrences for the majority of players. Blizzard’s explanation for this was the mass return of players swelling the subs numbers from 6 million to 10 million.

What I find fairly suspicious is that ALL of these extra returning subscribers just so happened to ALL return on exactly the same night?

Not even partially gradually, either before or after launch?

Anyway, it took around 4 days for the majority of problems to at least subside, still longer to be rectified, and although some lingered for weeks after, players were actually able to start the levelling process from 90 to 100. After 14 months of Siege of Orgrimmar players were ravenous for new content. Like the walkers in Walking Dead we were hungry as hell for something new, anything fresh, juicy new content. And we revelled in it.

For about 3 weeks.

The experience of levelling that first time in Warlords was admittedly the best levelling experience the game has ever offered. It appeared varied, dynamic and full of surprises. However with each alt levelled through the same content, the same zones, the more the curtain was pulled back on what was actually there and after the initial couple of runs through the content we started to see exactly what Blizzard had done.

If you’ve ever played Guild Wars 2, and I have a small amount after buying the game recently, then you’ll see exactly what Blizzard tried to do. They’ve essentially tried to mash the Guild Wars 2 levelling structure into and over the top of the already existing WoW levelling methodology. With “events” where you wander into an area and fill up a progress bar by performing different activities (usually either collection of items or killing of mobs), these then give a healthy chunk of XP & gold, but are not repeatable. Once an event is done it’s done.

You will also come across items in the world which contain pieces of gear (think of the Treasures littered about Pandaria, same thing), which give XP upon discovery as well as the piece of gear. However most of this gear is by and largely useless. Either because it’s too low level to be of any real use, or because it’s not even usable by your class.

Garrison outposts in each zone initially give the levelling experience the appearance of being more repeatable, as each outpost is vaunted to give different quests and storyline through the zone. However in practice I haven’t found this to be the case. You’ll do the first handful of quests to establish the outpost, which are the same regardless because you’ve not made your choice yet, and even after you have chosen, the quests handed out don’t really rely on your specific choice. You do get a small perk dependant on the choice you’ve made, such as a Frostwolf mount you can mount up on while moving and collect items & kill mobs whilst mounted (Nagrand/Horde), but that’s about as good as it gets. Plus the perk is limited to the zone it’s based in. So no riding that frostwolf mount in Frostfire Ridge!

Life At 100

Life at 100 in Warlords is exceedingly dull. In fact I’d go so far to say that life at max level is the worst experience I’ve been through in WoW in the 6-7 years I’ve been playing it now. Outside of raids (more on those later) day to day life on Draenor is bland. And it’s bland for quite a few reasons.

First up, there’s really no reason to login every day. With Blizzard doing their usual knee-jerk to the community’s reaction to their stupidity regarding dailies at the start of Mists (too much all at once leading to burn out), and going a full 180 down the route of minimal to zero dailies for the most part, it means there’s no reason to login. Certainly the scrapping of Valour and Justice points was a big factor in this. An extra handful of Garrison resources for running your daily dungeon is not what most would consider ample reward. Especially after you’ve already maxed out all your Garrison building plots to level 3 and potentially have a small mountain of Garrison resources building up or even possibly maxed out.

Apexis Crystals were also implemented poorly. The gear that they can be used to purchase and upgrade was quickly out-levelled. They require a ridiculous amount of AC’s, and much like crafted gear, by the time you got the resources to buy pieces, you were already likely to have gotten equivalent gear elsewhere, especially if you’re a raider. The other major problem with the Apexis gear was the itemisation on the pieces. It was horrifically bad, terribly so. In fact the only use I have for AC’s at the moment is getting another bonus roll token.

Garrisons themselves started off as great fun, establishing them, upgrading and then further upgrading of plots and buildings as the weeks went by. However as buildings began to get maxed out, and the amount of work they required dwindled, they eventually became largely unused. Certainly my profession specific buildings have gone largely unused (Jewelcrafting & Enchanting huts), bar the daily gold quest from my JC hut and the ability to xmog enchants via the Enchanter’s hut. The reason that they’ve not seen much use is strongly linked to another reason why Warlords has suffered.

Professions in Warlords underwent huge changes in terms of their appeal and viability to players. Most people picked a specific profession for several reasons in previous expansions:

  • Combat/Profession perks (higher stat jewels for Jewelcrafters, fur lining for Leather-workers, extra sockets for Blacksmiths etc).
  • Potential to craft goods and items for sale on the Auction House.
  • Thematic reasons.
  • Ability to craft items for guildies using freely available/purchasable materials.

However Blizzard decided to make several changes to most professions that killed them for a lot of players:

Combat/Profession perks were removed. This left most professions without any sort of flavour, making them feel bland, flat, non-engaging and uninteresting.

Production of Crafted items (gear/weapons) was rooted in mats that could only be generated at a limited rate, and to compound matters even further, these generated materials were BoP, meaning that you were severely limited by your own production of these mats to be able to craft the initial gear. Beyond that, if you wanted to upgrade them, each stage of crafted gear required its own specific item to bump up its item level, which again demanded ridiculous amounts of these same BoP mats. Much like the Apexis gear from earlier, by the time you had enough resources to actually get or even upgrade these pieces, you were likely to have picked up something else either equivalent or better from LFR at the very least. Too little, too late, even more so now for alts where LFR BRF gear is iLevel 655.

The above meant that your first pieces of crafted gear were likely to go on the AH, in order to try and make SOME gold from your effort. But that only lasted a few weeks before prices plummeted and never recovered.

Reforging’s removal was also a huge mistake, leaving many players with deliberately badly itemised gear. Lack of decently itemised gear led to characters with a lot of secondaries all around the same level of bland equivalence and as a result nothing really felt special to get. You couldn’t chase down a specific stat, or customise for it, so you had to take what you were given, which was bland and poorly itemised pieces, especially in Highmaul.

The changes round raiding this expansion haven’t worked out in its favour IMO. Yes the race to World First (won by Method fairly quickly) was interesting as usual, but didn’t for me settle any lingering questions from the 10 vs 25 days. Difficulty in general saw a bump upwards, and the gearing levels throughout tier 17 have meant that you need to be virtually fully geared at one level before attempting the next.

Plus that and the staggering of instances, especially considering the recent iLevel bump for BRF gear, has meant that the initial raid instance, Highmaul, is all but obsolete already. Blackrock Foundry LFR gives gear equivalent in item level to, and far better itemised than normal mode Highmaul. Normal mode BRF gives gear now equal to Heroic Highmaul. So beyond literally 1 or maybe 2 pieces, Highmaul is now for all intents old content that is less likely to be run by anyone outside of gearing alts.

Making BRF virtually its own tier, separate and distinct from Highmaul was a dumb move frankly, and means players have to gear up through 2 distinct raids in order to get ready for 6.2.

The changes to Mythic being 20 man only as well has only benefited a small handful of guilds, those chasing World Firsts. There’s not even any server first raid achievements now, having been excised in Warlords.

Flying Walking Onwards

This whole no flying thing has been dragging on for far too long – players are getting pissed off and bored manually traversing the same terrain on foot over and over again. Numerous flight-points haven’t helped. All they’ve accomplished is to remove player agency and reduce the desire for exploration. It’s all well and good designing content to be consumed on foot, but what’s the continued reason when that content is past its expiration date? Stubbornness?

We all know that flying won’t and was never going to be introduced until Tanaan Jungle becomes active in 6.2. Otherwise you’d be able to fly over a completely unfinished area of the map, but if Blizzard would just admit that it would go a long way towards soothing player’s ire over the issue. But they don’t, they just continue putting out blasé posts stating it’s how they intended the content to be consumed. Puhlease.

Gold inflation has been a big feature of this expansion as well. Gold incomes have rocketed, even for those players like myself who don’t go anywhere near the AH. A half decently geared character can go in and run through the 25 man heroic Cataclysm raids, and each boss will drop 125g as well as 4/5 pieces of gear. In total, for about 8+ bosses you’re seeing incomes of about 2k per run per character. Clearing all 3 tiers in Cataclysm at that rate would net you about 8k or thereabouts per character per reset. Garrison missions as well are capable of generating decent amounts of gold per character per day. I rocketed from 80k to 200k over the first couple of months of the expansion doing nothing really special, and not really going out of my way to earn that gold. It did enable me to put the maximum gold amount on my druid before I server/faction transferred her, still leaving my main with a pretty healthy bank balance.

But all this gold will have repercussions further on down the line, especially in later expansion packs. I imagine that the Cata bosses will receive gold nerfs akin to those of earlier bosses pretty soon, and other gold making opportunities will be pruned back, lest inflation get out of hand. But perhaps this is all in preparation for the WoW Gametime tokens they’ll be introducing in 6.1.2. You can purchase these things for real cash money, then punt them on the AH for an arbitrary amount of gold. My estimate will be about 25k gold, especially after prices settle following the initial splurge. You can of course then buy them ingame for gold, use them and it’ll add 30 days to your current subscription. So WoW will effectively be free to play for those players making enough bank to cover the cost of these tokens per month!

Another big reason why people are so bored and feckless at the moment is the lack of structure in content outside of raids. Again this harkens back to the lack of dailies, but the fact is that once you’ve hit max level, there’s very little reason, achievement points aside, to go back and pick up the treasures you missed whilst levelling. The content that it took them so extraordinarily long to work on (hello 14 months of SoO!) seemed to be mainly consumed within the first few weeks of levelling & limited exploring. And that’s the problem with one-shot content that can’t be repeated per character. Once it’s consumed/done then it’s gone forever, only to ever be seen again on an alt. All that work they put in for a one time deal per character. Shockingly short-sighted on Blizzard’s part, because surely they should’ve known that once that content was gobbled up, especially considering how ravenous players were for it after 14 months of a content diet, players would have ripped through it at high speed. And they did, leaving very little left to be going on with.

The big problem here of course was WoW trying to be something it’s not. Guild Wars 2. WoW has its strengths, GW2 has its strengths, but they’re not the same thing.

Another big issue with the expansion is the feeling of emptiness the world displays as a whole. With people playing hermit in their garrisons 80% of the time, especially given that they’ll likely have consumed the majority of the one-shot content aimed at them, the world feels devoid of life, of players. Looking at my guild roster, at least 60-80% of those online are idling in their garrisons. Blizzard would’ve been far better off making a centralised, neutral hub, same as TBC & Wrath, to foster a sense of the world being alive with players in it. Instead, nearly everyone is stuck inside a private instanced mini-zone with no chance of running across other players.

This of course has been yet another cause of people feeling bored with WoD, because it feels empty, there’s no content left to consume and it all feels very meh. People then log in less as a result, and those that do stay inside their garrison the majority of the time!

Because of this, guilds are collapsing left and right. Recruitment threads and adverts are at an all time high, even on the mega-populated servers like my Druid currently sits on. It has a population double that of the joint population of the three connected servers my pally sits on. That includes Horde & Alliance! But still adverts for desperate guilds aching to recruit extra bodies are prevalent. Twitter and the forums are full of people showing their boredom and ennui with the expansion, and numbers seem to be anecdotally dropping through the floor.

What did Warlords actually do right?

For all that, the expansion has got a few things right, and it’s not all been bad news. For a start, the major thing for a LOT of players that Warlords got completely spot on were the new player models. 6.1 finally rounded out the intended suite of newly updated models, and each race, including the Blood Elves, now look really really nice. I was really worried that my Belf’s new face would look silly or too twee, but they absolutely nailed it on release. Similarly with all the other races, they’ve all seen massive improvements, particularly the vanilla races on the alliance side, such as human males and female dwarves. The improvements seen by both (and others) have seen race changes ahoy for a lot of players!

Secondly, the Heirloom tab has been a joy. For someone semi-restarting on a new server, creating alts and being able to instantly fit them out with a full suite of heirlooms without having to mail items back and forth like crazy has been an absolute god-send. It’s brilliant just being able to click a UI element and have the heirloom item just drop into your bags, and means you don’t have to pre-plan a character, and collect heirlooms from multiple different character banks & bags, you can just create and get on with levelling! The other big thing of course around this that they’ve got absolutely nailed was the Chauffeured Chopper for level 1’s. A rewards for collecting 35 heirloom pieces, it’s the same speed as basic ground mounts, and whether this does away with the need for purchasing the first level of mount riding I’m not sure, but even if not, it’s not as if it was a huge cost anyway. But it just makes levelling a lowbie so much quicker and fun now. No more hoofing it by foot at 60% speed 😀

The Selfie Camera, whilst not my particular cup of tea (same as IRL), seems to be mega popular. I’m not a big fan of ego-centric media (erm, let’s ignore the fact I said that on a blog eh?) like selfies, but players absolutely love this addition to the game. Especially if my Twitter feed is anything to go by. That said, it’ll probably remain popular for a while though before the novelty wears off.

Another massive boon in this expansion has been the switching of primary stats on most gear. Whilst this hasn’t benefited me in any way, as both my paladin and hunter still use the same primary stats regardless of the spec they’re currently running (Prot/Ret & BM/Surv), it has made it possible to recover acres of bag space.

Speaking of which, the final thing they got right was the way that the default, addon-free bags are handled in the UI. Being able to specify what a specific bag should be used for was a big step up. Still somewhat short of what add-ons can offer, but a big step in the right direction.

How can the situation be turned around?

So with such a long list of complaints and things that are killing interest in the game right now, how can Blizzard go about fixing the situation?

First up and foremost, get player flight in ASAP. Make it easier and more convenient for players to get to the content that’s still there, give players their agency back and give them control back.

Bring back VP & JP and improve the itemisation and iLevel of gear purchased by it. VP/JP gave players a reason to run 5 man content, weeks and even months after outgearing it. 5 mans were a quick and easy way at max level when fully raid geared to get these points, and it made gearing alts a lot quicker as you were likely to end up with a pretty decently geared group that had no interest in the gear. Queue times have shot right up again in this expansion, and this is the primary reason why. Trying to bribe players with “rewards” that are meaningless and un-needed means that players don’t run this content after out-gearing it, at all. I certainly haven’t stepped foot inside a 5 man dungeon since hitting 630, and I’m 676 right now, so it’s been a right while.

Make professions interesting again & bring back combat perks/profession bonuses. Bring them back up to the level of utility that they’ve experienced in previous years, because right now it feels completely pointless having any profession beyond being able to quickly knock yourself something up. Many players used their professions to play the AH and make some decent gold, but that’s all but been destroyed at the moment.

Bring back socket bonuses and gem slot colours. This was a big one. yes, having only prismatic/neutral sockets means you can gem whatever you want, but it takes a lot of strategy out of the game when it comes to player customisation. Ditto…

Bring back reforging! Without hit & expertise reforging can serve its original purpose which was to improve player customisation options. Secondary stats at the moment, particularly versatility & multistrike, are bland. They don’t really feel actively engaging and it’s hard to feel the difference any of them make. Especially tertiary stats like Leech & Avoidance. Getting these doesn’t feel special, it doesn’t make a piece more worthwhile taking over a better itemised piece, so it’s therefore pointless.

As mentioned earlier, gold inflow will need nerfed to maintain stable server economies especially after Warlords. Unless Blizzard have got to the point in the game’s lifecycle where they don’t actively care about player gold levels, in which case either watch out for absolutely massive gold sinks (potentially more mounts and of course the WoW GameTime token), or none at all. Erm, dur?

Make garrison buildings give meaningful perma-buffs whilst they’re active. This would make having a particular building actually worthwhile. Perhaps bring back profession/combat perks by having certain buildings at level 3, rather than having the profession itself maxed?

What’s likely to happen?

In a few months we are likely to be below 6 million subs again. People are leaving/quitting/stopping playing in droves at the moment, and as mentioned earlier, guilds are collapsing as a result and the game feels barren of content and players. Blizzard’s lack of commentary on this is also telling, because you know when they’re not talking about something that’s of concern to a lot of the players still left, then that’s concerning.

I’ve said it once and I’ll say it again: By the time 6.2 launches it’ll be nearly 2 full years (Sep 2013 with SoO, through WoD launch through to 6.2) with only a single launch of fresh content with Warlord’s release. Content that was largely one-shot stuff consumed in pretty short order, lacking in any real longer-term repeatable content worthwhile doing.

6.1 is utterly lacklustre and in no way suffices in terms of content. Yes it brought the heirloom tab, the alt-bike and new Belf Models, but that’s not “content” per se. Just “stuff”.

In Conclusion

There are a lot of things wrong with the game right now, meaning life in WoW is not as good as it was say a year ago. Even during the long Siege of Orgrimmar period, I was never once as bored with the game as I am right now. Quite frankly if I didn’t have guild obligations I would probably stop playing for a while altogether and get caught up properly on my frankly massive back-catalogue on Steam. Certainly I intend to make more videos around other games over the coming months, not solely WoW videos, as frankly at the moment there is next to nothing to actually talk about in the current game. Progress in BRF continues, but aside from that there’s actually very little encouraging me to log in right now.

Blizzard needs to fix the game, and they need to pull the finger out about doing it. However given how fast they’ve been at producing content these past 2 years, I seriously doubt that that’s on the cards any time soon…


thunderSo the past 3 weeks has been pretty bloody stressful, with guild drama upon guild drama meaning I quit Thunder.

The 2 weekends before last (one of which was even after I’d quit) were very difficult, and saw us bleed members for a short while.

A lot of drama caused by someone (an officer no less) who liked to bully and manipulate guild members but took offence at being punished for doing so!

On his way out he tried (and failed) to smear the remaining officer structure and sow mistrust in those left, in order to try and destroy the guild. So he was removed, but not before causing a huge amount of drama and taking a lot of his clique with him. But the whole drama also sadly caused some long term members of the guild to leave for other pastures as well. I’m still hopeful we can get some of these members to reconsider and return soon.

After I quit I received a tonne of forum PM’s, whispers, emails, Facebook messages & posts etc all asking me to reconsider my stepping away from the guild. Given how much the people still left there showed how much they care, I decided that I would come back. However this time things will be different.

For a start, we’ve re-instated the Guild Council, of which I am now a part. We have 5 people now back in charge of the guild, rather than it all resting on one person’s shoulders. Being sole GM of a guild like Thunder was too much stress, and it burnt out the 2 people to hold the role, so the council structure works best for us. We’ll be running with a smaller officer core as well, covering those roles not already covered by members of the GC. Our raid leaders, previously officers, will no longer be part of the officer structure, as skills required for one job (RL) didn’t necessarily automatically mean that the person was going to be a good officer. It worked for a while, but then people started thinking that they were untouchable and could treat others however they liked, no matter how badly.

So asses were handed, doors were shown, and we lost a fair few bodies.

However, Thunder survives. It has done for 9 years and will continue to do so. We resume raiding this week now that the dust has settled and we can begin again, as we do with every guild split that we’ve undergone during those 9 years. I’ve been in Thunder now for 6 of those 9 years, and I’ve been through this same situation about 7 or 8 times now, and each time we carry on, resolute. The same can’t be said of the majority of guilds birthed from Thunder, and no doubt, somewhere down the line, we’ll get some of those that left looking to come back. In fact we’ve already had a few return already

The people who stayed (and there are still plenty) are the core of what I consider makes Thunder the great guild it’s always been: Mature, relaxed, fun to be around, and not prone to drama!

So that’s why I’ve been quiet for the past few weeks. Dealing with drama llamas and the shit that they attempted to fling.

And in order to help me deal with the stress, I’ve moved my druid to Alliance on a PvP server, and joined a small guild there with some Thunder guildies and some new people. It’s a nice change, and the server seems pretty cool as well, fairly mature and not full of kids spewing bile like quite a lot of other PvP servers whose populations I’ve had dealings with. I’ll probably move my Alliance Hunter over there as well. Not that there’s a lot of world PvP happens (which is good for me, being the PvE Care Bear that I am), because the server population is split something ridiculously skewed like 1,000:1!

So I expect I’ll be splitting my time between Horde & Alliance now, especially more so as I level my druid (and probably the hunter too) up to 100 and begin gearing. Not that I’ll be raiding there, but it always helps when soloing old content and making gold


Anyhoo, drama over, stress relieved and time to return to the regularly scheduled programming!

6.1: Nearly 2 years with 1 content patch?

So 6.1 launches today if you’re in the US and tomorrow in the EU, and it’s bringing a few changes worthy of note.


First up, one of our previous mainstay glyphs, Glyph of the Alabaster Shield, which had been previously nerfed by 70%, has now been nerfed 100%, as in it’s gone! Blizzard have removed it completely from the game, mainly for the purposes of choice. When something becomes mandatory across all fights, Blizzard tend to dislike it and either nerf it, or, as the case is here, remove it completely.

The other glyph change is Glyph of Harsh Words is now no longer usable by Prot. This means no more trading up pure survivability for DPS.


Seal of Truth? Gone! Prot no longer has any access to use SoT in 6.1. Similar to the situation with Alabaster Shield, first it got nerfed, and now it’s been removed completely for us. Ret still have access to it, so it’s still in the game, but it’s specifically not accessible for Prot now.


As a result of the SoT removal, Empowered Seals is obviously impacted with only 2 seals to twist now. On top of that simplification, the remaining 2 seal buffs have, well, been buffed. Judging using Seal of Insight has seen an increase from regenerating 1% of your max health every 2 seconds for 20 seconds (0.5% per second) to 2% every 3 seconds for 21 seconds (0.66% per second).

Well woop. Colour me excited.

A little more exciting is the buff from Seal of Righteousness: The haste buff it provides has been boosted from +15% haste for 20 seconds to +20% haste for 20 seconds.

With the removal of SoT we no longer get the attack power buff at all.


Of course the other big news with 6.1 (for me and most Horde Paladins) is the new Belf models get released as well. Now, I’m pretty happy overall with the update, as the female Belf models look great. And the males look great now as well, although most of the males suffer inexplicably from duck face.

However, the face I used on most of my Female Belfs (#3 fact fans) has been replaced by some horrific smiling face that resembles my old character’s face in no way whatsoever.

So it’s either pick a new face (bleurgh) or go male Belf, which is a possibility, at least for a while. I don’t really like playing Taurens, as they’re too big and slow and clunky for me :/


The only other changes in this patch are minor things: Heirloom tab and Twitter integration.

The Heirloom tab is handy, as it will clean up bags a bit further still, and make them truly account wide, but it does mean having to re-enchant each new copy you make.

The twitter integration? On a par with the Selfie camera they’re introducing with a new garrison mission.

Aaaaaand, that’s it really.

6.1, AKA the I’m on a diet patch: Guaranteed 95% content free.

That means, remarkably we’ve had 1 (count em – the expac launch itself) content patch since September 2013.

Let me repeat that:



Reasoning: 6.2 is likely another 5 months away, so that means, unbelievably, that we will have gone nearly 2 years (22 months) with 1 patch that actually carried content: from just after the release of Siege of Orgrimmar through the launch of Warlords itself right up to 6.2 in July-ish.

That’s…..not good enough. In fact it’s downright awful.

Blizzard really seem to have gotten into this groove of producing one great expansion followed up by a terrible one. And right now, at this very moment, Cataclysm has a very strong contender for worst expansion pack ever. Especially if 6.2’s raid instance is the final tier of the expansion, then that would cement it.

Will the community abide such a horrific content drought? Especially after so many left during Siege, only to come back hopeful that WoD would re-invigorate the game?

I guess we’ll find out…

“Get Better Items”: Arguing for the return of reforging

[blizzardquote author=”Bashiok” source=”″]

Itemization and Stats

Their original reason for removing Reforging was the fact that everyone was using it solely to maintain Hit and Expertise cap. with those two stats gone, I legitimately see no reason why Reforging cannot be brought back and used in the way it was originally designed for.

That was one part, but the bigger part was that it doesn’t actually improve the game experience. There are still soft caps for some stats, but ultimately Reforging just didn’t provide any engaging gameplay to get an item and then reforge it to whatever your best stat is based on a sim or recommendation from a website. That’s not creating engaging gameplay. If the desire for Reforging is based on “I’d like to make my items better by picking the stats I want more.” the simpler answer there, and the one that does create engaging gameplay and interaction with the game world and other players, is “Get better items.”[/blizzardquote]

The above post, quoted from the official forums, is indicative of Blizzard’s attitude when it comes to loot drops at the moment. To me it shows that they’re burying their heads in the sand when it comes to valid complaints about the current gear system in place in Warlords: LALALA I CAN’T HEAR YOU!

However, since the removal of reforging was announced with Warlords at Blizzcon 2013, I have always agreed with the original poster’s comment that with Hit & Expertise gone, Reforging was at that point freed up to serve its primary function – allow players to customise their current stats more to their own personal liking. As others in that thread later pointed out, players can go weeks, tiers, maybe even entire expansions not seeing a specific item or indeed items drop for them. Either via personal loot or the old boss drop method.

Case in point: Vial of Living Corruption, the tank cooldown trinket from Malkorok back in SoO? I raided SoO for over a full YEAR, and didn’t see this drop once, not until the final week of the expansion, prior to Warlord’s launch, did it actually drop for me.

Similarly this expansion, I’m still raiding and this coming reset heading into Heroic Blackrock Foundry, with a 645 weapon from a follower mission (no raid drops yet), but more heinously an iLevel 630 blue quality shield from heroic 5 mans, because again, no raid drops there.

Granted, reforging wouldn’t help with any of the above mentioned situations. Fair point.

But what it does do, is to re-inforce the point that sometimes it’s next to bloody impossible to “Get Better Items“. I find Bashiok’s response to the poster’s very valid question somewhat redundant and not a little bit disingenuous.

Is raiding with gimped stats because of sub-par itemisation and items what Blizzard really classifies as “engaging gameplay”? Is bashing your head against RNG, sometimes for over a year in the same bloody raid tier what Blizzard classifies as “engaging gameplay”?

I for one certainly don’t think it’s engaging in any way, shape or form. In fact it’s more likely to make me want to stop raiding if I’m constantly having to run with sub-par items because I can’t seem to get anything better. Doing so makes me feel like I’m running with gear that’s not up to the job, and that I’m potentially holding back my raid team because I’m not as optimised as I could be if Reforging were still in the game.

Not only to allow me to optimise my gear, but to actually help create the much vaunted “engaging gameplay” by optimising my gearset for the stats I find to be more fun and useful, like Haste & Crit. Certainly Mastery for Prot paladins is fine, but Multistrike and Versatility are no-one’s friends. And recently Blizzard have admitted that Versatility, one of the new stats they introduced in Warlords, is no-one’s best stat.

I wouldn’t expect it to survive the expansion’s end. Flowers to Mrs Versatility, a small family service is to be held later.

Hopefully, Blizzard will re-consider. Perhaps not within the lifetime of WoD, but will it see a return in the next expansion…?

We can but hope!

Mythic: Was it worth it?


Before I get talking about Mythic, I want to talk about our own progression in BRF. With Thunder doing our normal business of starting off nice and slow, and building up to a finish, we’ve begun in Blackrock Foundry in Normal Mode,  and so far we’ve got up to 9/10 down inside of the first 4 nights, and we’re going to be starting work on Blackhand next night out.

We intend to get cracking in Heroic next reset, so we’ve a full night on Blackhand to get him down in Normal mode before we move onto heroic. I’m hoping it’s not going to be a situation like Highmaul where we only kill the final boss a handful of times, but the main difference here is we’ve got BRF until the next full raid tier comes out in 6.2.

6.1 hasn’t even dropped yet, so it looks like we’ve got ourselves BRF for at least another 5/6 months.

Personally I think separating the instances like this was a mistake, as realistically no-one’s going to go back now to Highmaul, especially given the difference in gear levels; Normal mode BRF drops gear only 5 iLevels below Heroic Highmaul! Hardly something worth worrying about in all honesty, although no doubt the min-maxers amongst you would argue otherwise!

So effectively there’s content that’s already invalidated, 3 months into the expansion! 

Mythic: Was it worth it?

Anyhow, a world away from Thunder in the race for world first, Midwinter this very morning have leaped to the top of the rankings with their Mythic kill of Iron Maidens, bringing them up to 8/10, very shortly followed by Paragon.

3 days after the content opened on Mythic.

And here was me thinking that Mythic would’ve been harder than old pre-WoD Heroic mode.

Well it doesn’t look like it. In fact it looks as though it was just an excuse to get rid of the arguments about 10 vs 25 and who was really better. And instead, we’ve now got the majority of guilds locked out of doing the hardest level of content because they (and their server population) can’t support Mythic raiding for anything more than a handful of guilds.

Was it really worth ending those arguments, just to lock out the majority of guilds from even stepping foot inside the content? I don’t think it was to be honest, and Blizzard may look back on this change, a change working against the vast majority of the player base, and come to regret it eventually.

And with that said, did it settle any arguments? No, it didn’t. Because none of the teams that were previously World #1 chasers in either 10 or 25 are that far off the pace as it stands:

  1. Midwinter (8/10)
  2. Paragon (8/10)
  3. Method (7/10)
  4. Blood Legion (7/10)
  5. Ascension (7/10)

That’s the ranking of the top 5 guilds at the time of writing, and all of them were top guilds in the 10/25 races back in the pre-mythic days. So no, it hasn’t settled any arguments. Top guilds are top guilds, regardless of raid size, and will always challenge for the top spots.

Good luck to everyone for the final 2 bosses!

@Blizzardwatch – The New WoW Insider

A few weeks or so back, AOL made the decision to shutter Joystiq, which was a large website that had several popular websites under its umbrella, such as Massively the general MMO news website, and of course WoW Insider.

WI was a website I visited several times a day, usually first thing in the morning and last thing at night. The writers there were a great bunch, and even articles on classes I had no interest in playing (sorry rogues) were worth reading. However last year the writing was on the wall when WI were forced to shutter their Class Columns, which were one of the main draws for me to the site. AOL cut the budget available to WI and they had to effectively fire all the authors responsible for these columns, leaving a core group of writers such as Matthew Rossi, Anne Stickney, Olivia Grace, Alex Ziebart and so on.

Despite the closure of what was a large part of the site, readers kept visiting, and the community that had built up around the site remained strong, with each and any article usually attracting hundreds of comments, particularly their daily Q&A column, The Queue.

So AOL, classy as ever, revealed that they were closing Joystiq, and by extension firing all the WI & Massively staff in a TechCrunch article before actually telling their employees directly. Yeah, really classy there AOL. Rumours were flying around for days beforehand however, so when the news finally did drop, the writers at WI made plans to move on after the closure of WI, only a few days afterwards.

Alex Ziebart made the decision to go down the Patreon based crowd-funding route, as WI had thousands of readers, most of whom were passionate about the site and its continued existence. And thus Blizzard Watch was born from the ashes of WoW Insider.

And I of course contributed (and will still do, as it’s a monthly sub more or less) as Patreon #24, before the Patreon campaign had even been officially launched 🙂

If you were a regular reader of WI, and you’re now a regular reader of BW (which, as its name would suggest, is aiming to cover all the Blizzard games, not just WoW), I’d urge you to help out. Even $1 a month will help out in some way, as the writers there deserve our continued support and patreonage 😉