Ludological

Look at this stuff, isn't it neat?

  • No Fancy words needed, the video speaks for itself

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  • There is one thing I really hope is going to come in to play during Cataclysm, Survival being important.

    At the moment DPS and Healing is very one dimensional. You spec and gear to do the most damage or healing possible, any talents or gear you pick otherwise are a waste. As such the game becomes very cookie cutter.

    Generally I would like to see a bit more importance to Utility brought back, by that I mean anything that isn’t directly related to doing damage, healing or tanking. As Blizzard has said before talents like Body and Soul are what they are aiming for, useful stuff that adds a lot of flavour and utility but doesn’t directly add to your DPS or Healing etc.

    Some of my favourite fights are ones that involve the class style really shining through rather than just being about blowing stuff up. Gluth is a good example if this, actually being able to use abilities and skill you don’t often get to use is extremely satisfying.

    Bring the player not the class is the problem here, although I agree in theory that it is a good idea it does mean a lot of classes have had their utility stripped out, or at least the need to use it. Bring it back, like shake and vac.

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  • While doing the random daily today i thought it might be a good idea to make a video or two to show what is happening at my end. So here we go

    The two icons that pop up near the middle of the screen are done by power auras and show me when surge of light (instant flash heal) and serendipity (quick greater heal) are available

    The videos have a very low sound level due to a quirk with my sound output but are available in glorious HD 

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  • Yet more announcements about Cataclysm, they do like to keep the hype up. Today’s titbits were about the replacement for the current badge rewards system.

    PvE

    • Hero Points — Low-tier, easier-to-get PVE points. Maximum cap to how many you can own, but no cap to how quickly you can earn them. Earned from most dungeons. (most like the current Emblem of Triumph)
    • Valor Points — High-tier, harder-to-get PvE points. Maximum cap to how many you can own, as well as a cap to how many you can earn per week. Earned from Dungeon Finder daily Heroic and from raids. (most like the current Emblem of Frost)


    PvP

    • Honor Points — Low-tier, easier-to-get PVP points. There will be a maximum cap to how many you can own, but no cap to how quickly you can earn them. Earned from most PvP activities.
    • Conquest Points — High-tier, harder-to-get PvP points. There will be a maximum cap to how many you can own, and a cap to how many you can earn per week. Earned from winning Rated Battlegrounds or Arenas. (currently called Arena Points)

    So what can mean for us the players? The main difference is the simplifaction when buying items from different raid tiers, anything but the newest tier will always be bought with Hero Points so no more emblem juggling is required. What are the down sides? well i can’t really see any, its just removing the current needless complexity.

    As there is also a cap on the number of Valor Points and Conquest points it also goes with the current Gated not Grindy mantra

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  • People often ask me why I’m so awesome. The truth is that I’m not technically human, I’m more of a demigod.
    However for you mere  mortal i can dispense the suggestion of the following add-ons which I use

    Preparation

    Check Mods

    • Firstly the borders at the top and the bottom of the screen are done with SunnArt . This creates a nice frame for you to dump your instruments of destruction or preservation on. You may also want to get the art packs which give you more textures to choose from. Best of all this add-on is extremely easy to use.
    • Xperl unit frames Marked as 1 strike a nice balance between ease of use and features, for example in this picture. I can see only see buffs I can cast and those which are key to the fight, it also shows me who is out of healing range, as demonstrated by Genesis.
    • My action bar mod of choice marked as 2 is Dominos which is nice and easy to set up and is also highly customisable as long as you want things in straight lines or blocks.
    • The block marked as 3 is Buffwatch , this shows all the which buffs I have on the raid members. If a Mage dies due to no fault of my own the buffs they are missing will show up in red, i can then click on the red buff to recast it.

    Execution

    • When I’m stopping everyone from dying a few other things come in to play, I will assume everyone knows DBM.
    • I use the cast bar from Dominos (1), I have used others in the past that also tag on your latency however I’ve never seen the benefit from it.
    • Long time friend decursive (2) is probably a must have for any healer, the boxes light up whenever there is something that can be removed. You then just play left or right hand mouse button wack a mole.
    • My multi meter of choice is Skada (3) . During fights you can set it to work as a threat meter then after the fight you can recall any other type of Damage or Healing data you need. It is a perfect cross between Omen and Recount.
    • Although not really needed I’m also quite fond of Tipsy (4) . This lets you move around and standardise the location of tool tips. In this case it always comes up out-of-the-way in the gap between Skada and Buffwatch. You can also configure it to aways show next to the mouse pointer however I often find this gets in the way.

    Now that have some basic tips from myself you should be on your way to becoming as infallible as me.

    Profit

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  • Just seen an blue update on the future of raiding:


    We’re continuing to refine the raid progression paths in Cataclysm, and we’d like to share some of those changes with you today. Please enjoy!
     

    The first of the refinements being made is that we’re combining all raid sizes and difficulties into a single lockout. Unlike today, 10- and 25-player modes of a single raid will share the same lockout. You can defeat each raid boss once per week per character. In other words, if you wanted to do both a 10- and 25-person raid in a single week, you’d need to do so on two different characters. Normal versus Heroic mode will be chosen on a per-boss basis in Cataclysm raids, the same way it works in Icecrown Citadel. Obviously the raid lockout change doesn’t apply in pure Icecrown terms though, as this change goes hand-in-hand with a few other changes to raid progression in Cataclysm. 

    We’re designing and balancing raids so that the difficulty between 10- and 25-player versions of each difficulty will be as close as possible to each other as we can achieve. That closeness in difficulty also means that we’ll have bosses dropping the same items in 10- and 25-player raids of each difficulty. They’ll have the same name and same stats; they are in fact the exact same items. Choosing Heroic mode will drop a scaled-up version of those items. Our hope is that players will be able to associate bosses with their loot tables and even associate specific artwork with specific item names to a far greater extent than today. 

    Dungeon Difficulty and Rewards 
    10- and 25-player (normal difficulty) — Very similar to one another in difficulty; drop the exact same items as each other. 
    10- and 25-player (Heroic difficulty) — Very similar to one another in difficulty; drop more powerful versions of the normal-difficulty items. 

    We of course recognize the logistical realities of organizing larger groups of people, so while the loot quality will not change, 25-player versions will drop a higher quantity of loot per player (items, but also badges, and even gold), making it a more efficient route if you’re able to gather the people. The raid designers are designing encounters with these changes in mind, and the class designers are making class changes to help make 10-person groups easier to build. Running 25-player raids will be a bit more lucrative, as should be expected, but if for a week or two you need to do 10s because half the guild is away on vacation, you can do that and not suffer a dramatic loss to your ability to get the items you want. 

    We recognize that very long raids can be a barrier for some players, but we also want to provide enough encounters for the experience to feel epic. For the first few raid tiers, our plan is to provide multiple smaller raids. Instead of one raid with eleven bosses, you might have a five-boss raid as well as a six-boss raid. All of these bosses would drop the same item level gear, but the dungeons themselves being different environments will provide some variety in location and visual style, as well as separate raid lockouts. Think of how you could raid Serpentshrine Cavern and Tempest Keep separately, but you might still want to hit both every week. 

    We do like how gating bosses over time allows the community to focus on individual encounters instead of just racing to the end boss, so we’re likely to keep that design moving forward. We don’t plan to impose attempt limitations again though, except maybe in cases of rare optional bosses (like Algalon). Heroic mode may not be open from day one, but will become available after defeating normal mode perhaps as little as once or twice. 

    In terms of tuning, we want groups to be able to jump into the first raids pretty quickly, but we also don’t want them to overshadow the Heroic 5-player dungeons and more powerful quest rewards. We’ll be designing the first few raid zones assuming that players have accumulated some blue gear from dungeons, crafted equipment, or quest rewards. In general, we want you and your guild members to participate in and enjoy the level up experience. 

    We design our raids to be accessible to a broad spectrum of players, so we want groups to be able to make the decision about whether to attempt the normal or Heroic versions of raids pretty quickly. The goal with all of these changes is to make it as much of a choice or effect of circumstance whether you raid as a group of 10 or as a group of 25 as possible. Whether you’re a big guild or a small guild the choice won’t be dependent on what items drop, but instead on what you enjoy the most. 

    We realize that with any changes to progression pathways there are going to be questions. We’re eagerly awaiting any that we may have left unanswered. To the comments! 

    This solves so many design problems in one go:
    – Ever since WOTLK came out people have been abusing the seperate 10 and 25 man raid lock outs to effectively double their loot chances
    – As both raid sizes share the same loot it won’t be possible to trivialise 10 man raid content by outgearing it with 25 man gear
    – Gear level inflation will be controlled as there are effectively only half the amount of gear steps needed
    – Still benfits 25 man raids by giving them a higher chance of getting loot, if there are 2 drops per boss in 10 man there could be 6 drops in 25 man giving them an advantage.

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  • First!
    Oh no, think of something witty…something clever

    So two Nuns walk in to a bath..

    Ah crud

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