Jan 02 2013

Symbiosis

Note: This spell was removed from the game in patch 6.0.2 for being too complex/convoluted.  Considering that I was able to make an entire blog post just out of explaining what one single spell did, I think this is a reasonable claim.

 

Symbiosis is a new ability granted to the Druid class in Mists of Pandaria.  When cast on another player by a Druid, both players are given access to one of each other’s spells for an hour, depending on both the druid’s spec and the recipient’s role.  The spells exchanged are not exactly like their original forms, but are similar (read the tooltips for details).  Both players still retain their granted abilities, as well (eg, you don’t lose spell reflect just because the druid gained it).

Because I often see people who aren’t sure what class or spec grants what (both the giver and recipient’s specs influence what abilities are exchanged) — including many druids — I thought I would offer a summary for people to use as a reference.  I have sorted by class for convenience:


Rogues

Gives to Druid
Redirect to cat
Feint to bear
Evasion to tree
Cloak of Shadows to moonkin

Receives from Druid
Growl


Death Knight

Gives to Druid
Death Coil to cat
Bone Shield to bear
Icebound Fortitude to tree
Anti-Magic Shell to moonkin

Receives from Druid
Wild Mushroom: Plague as Frost & Unholy
Might of Ursoc as Blood


Warrior

Gives to Druid
Shattering Blow to cat
Spell Reflect to bear
Intimidating Roar to tree
Intervene to moonkin

Receives from Druid
Stampeding Shout as Arms & Fury
Savage Defense as Protection


Paladin

Gives to Druid
Divine Shield to cat
Consecration to bear
Cleanse to tree
Hammer of Justice to moonkin

Receives From Druid
Wrath as Retribution
Barkskin as Protection
Rebirth as Holy


Monk

Gives To Druid
Clash to cat
Elusive Brew to bear
Fortifying Brew to tree
Grapple Weapon to moonkin

Receives From Druid
Bear Hug as Windwalker
Entangling Roots as Mistweaver
Survival Instincts as Brewmaster


Shaman

Gives to Druid
Feral Spirit to cat
Lightning Shield to bears
Spiritwalker’s Grace to tree
Purge to moonkin

Receives From Druid
Solar Beam as Elemental & Enhancement
Prowl as Restoration


Ma
ge

Gives to Druid
Frost Nova to cat
Frost Armor to bear
Iceblock to tree
Mirror Image to moonkin

Receives from Druid
Healing Touch


Warlock

Gives to Druid
Soul Swap to cat
Life Tap to bear
Demonic Circle: Teleport to tree
Unending Resolve to moonkin

Receives From Druid
Rejuvenation


Priest

Gives To Druid
Dispersion to cat
Fear Ward to bear
Leap of Faith to tree
Mass Dispel to moonkin

Receives From Druid
Tranquility as Shadow
Cyclone as Holy & Discipline


Hunter

Gives to Druid
Play Dead to cat
Ice Trap to bear
Deterrence to tree
Misdirection to moonkin

Receives from Druid
Dash

 

As a tip:  The new abilities will appear in their owner’s spellbooks under the name of the ability itself, not under “Symbiosis.”  If you put the gained ability on your action bar, it will stay there even when you do not have the buff for future (when you do not have the buff, it will say Symbiosis instead of the ability name on your bars), which can be helpful if you receive it regularly in your raid or because your spec grants a particularly appealing ability to druids in return.
Oct 23 2011

Monk Class: Blizzcon Preview

Blizzcon just finished and I’m sure we’ve all heard the new announcements by now.   New race: Pandaren.   New class: Monk.   Demo computers were available to see both the Pandaren starting zone and give the new class a whirl.

WoW fan sites have posted the details of all the new World of Warcraft announcements, ability lists, gameplay trailers, etc, but I thought I’d do something different and talk a little bit about how actually playing the new monk class felt and give my own impressions.

Remember, all of these details can change between now and when the expansion goes live, and probably will.

Basic Information

Monks are a new hybrid class; they have specs that will allow them to heal, tank, or melee DPS.  They are heavily martial arts themed, aiming for the archetypal monk class.  They are not a hero class, and will begin at level 1.

They wear leather and will share their gear with rogues and druids, depending on their role.  They start in leather gear from level 1.  They can currently use fist weapons, polearms, staves, and 1-handed swords or axes. As healers, they will use offhands rather than shields.  The current plan is for tanking to lead towards 2h while DPS and heals will use the 1h weaponry.

They will use stances, presumably similar to a warrior and based on their role.

They are available for every race except Worgen and Goblin.

Resource System

Monks use a unique resource system different from the current ones in game. They have an energy bar, called Chi, which functions similar to that of rogue and cat druids by refilling quickly to a hard cap.  This is paired with a combo points-like system, but this is where it departs from the familiar.  Monks get two sets of combo points — Light and Dark Force — and these are tied to the player and not the thing you’re fighting.  They do not appear to decay (although they probably clear at log out) so you can carry them from fight to fight.

Your basic attacks cost Chi but build combo points of either the Light or Dark Force or both.   You then spend those force points on special stronger attacks.  Unlike the finishers that rogues and cats spend their combo points on, these abilities don’t scale based on number of points – they cost a flat amount.  Because of this, you will not be capping your points and then spending them, but rather using a rolling priority system of using both as needed.  The playstyle ends up being very different than the usual “point-point-point-finish” feel of other energy classes.

Blizzard has said that when Monks are spec’d for healing, their Chi bar will be replaced with a Mana bar.   It was not explicitly stated but seems obvious based on their design goals that the class will still keep its Light and Dark Force bar for healing, allowing it to maintain its unique feel in all three talent specialisations.

Abilities

Here are some of the spells & abilities that were available in the demo:

Level 1 Abilities

Jab
40 Chi – Melee Range, Instant
Requires Stance of the Drunken Ox, Stance of the Fierce Tiger.
You jab the target, dealing 5 damage and generating 1 light force and 1 dark force.

Jab is your basic attack. This is the button you are hitting the most to spend your Chi and generate your Force points. I imagine you get different ones later as you level and based on spec.

Tiger Palm
1 Light Force – Melee range, instant
Requires Stance of the Drunken Ox, Stance of the Fierce Tiger.
Deals 10 Physical damage, deals 5 additional damage if the target is above 50% health.

Level 2 Abilities

Roll
50 Chi – Instant
Roll a short distance.

Roll is a mobility tool to keep you moving around the battlefield (and, when out of combat, to appease your pining for that mount that is eighteen levels away).  It costs only energy, so you can zoom around as often as your bar refills.  It’s very fun for getting quickly from enemy to enemy or just getting around faster.  You can roll in any direction, including backwards and sideways.

Level 3 Abilities

Blackout Kick
2 Dark Force – Melee range, Instant
Kick with a blast of energy, causing 28 physical damage to an enemy target. If the target is killed by blackout kick, you are returned 1 Dark Force.

Level 5 Abilities

Flying Serpent Kick
8-40 Yards range, 25 Seconds Cooldown, Instant.
Soar through the air towards a targeted enemy, knocking them down and stunning them for 2 seconds.

Spinning Crane Kick
Instant, 2 Lights and Dark Forces
Requires Stance of the Drunken Ox, Stance of the Fierce Tiger.
You spin while kicking in the air, dealing 23 damage every 1 second to all nearby enemies within 8 yards. Movement speed is reduced by 30%, last 6 seconds.

Some other abilities were loosely discussed at the various panels, but were not in game to try.

Auto-Attack

Monks do not have an auto-attack like every other class.  Blizzard developers said they wanted the monk to have a “street fighter feel” where each button press from the player is an attack from your monk.  This is very unique to the game, and it is controversial enough that this may end up not going live (in fact, I would predict it will be in and out of the beta several times before a decision is made).  There are some concerns about that, and I’d like to address them the best I can for a player who has only played the first six levels of the monk class.

The first worry I have heard expressed (totally justifiably) is that this will make playing the Monk very spammy.  I’m sure those of us with Warriors heard the announcement and were thinking old school Heroic “I eroded a hole in my keybind” Strike.  The good news is that it does not feel like this at all.  Your Jab costs enough that you are not hitting it a million times a minute, but fast enough that you don’t feel like you’re standing around waiting for energy regen (usually… more on that below).  You are also limited by your GCD, which is current the same 1.5 seconds of most players [note:  I am pretty sure Jab is limited by the GCD]. The playstyle is fast paced but far from overwhelmingly or spammy.

However, the lack of auto-attack does have some weaknesses that need to be addressed eventually.  It is annoying when you find yourself in a situation with neither Chi nor Force points and you’re up in some mob’s grill unable to do literally anything but stand there.  That might not happen often, but it can happen in numerous circumstances:

When moving quickly from fight to fight, the small delay before your opening attack could prove frustrating in those situations where you’re racing to tap a rare mob and have to stand there waiting for the precious energy to claim it as yours.

As a raider who currently plays a rogue, I can think of a lot of current situations in group play where I am swapping to an add and auto-attacking it until I have enough energy to use Mutilate.  This would be very frustrating to find myself in that position as a Monk, chasing an add but doing literally no damage.  I can think of a lot of situations where the add dies before I get enough energy for that special, making my only contribution my white damage (or perhaps I am pooling for when I return to the primary target).  For a monk, there would have been nothing.

I can also see it being problematic from a tanking perspective, where one at least builds minimal threat in the seconds before or between breaking out a special, especially if you’re juggling multiple mobs at once.  Those white attacks can often be the difference between you or the healer tanking in those first microseconds of a pull.

There are also the circumstances of when a mob has a sliver of health left, and one would finish it off with auto-attack. A Monk would be forced to use its resources which perhaps it wanted to save for the next fight. At the very least, it would be a bit overkill.

The other thought that occurred to me is doing old content.  When I was working on Loremaster, I often had to bare-knuckle auto-attack mobs that I needed to get low but not kill for some quests.  If a Monk can only use specials, how would he do such quests?  A level capped Monk would surely one shot these low level mobs in a single Jab.

That may sound like a lot of problems, but they are very situational.  I actually like the feel of the gameplay and being in total control without the auto-attack, so I hope these issues can be resolved in a positive way that allows Monks to keep this unique flavour.  Perhaps a no-cost but super weak attack with a cooldown to use in those situations?  Still, I wouldn’t be at all shocked if Monks went live with auto-attack like everyone else.

Healing

My disclaimer here is that this is all based on Blizzard’s conjecture and will [very probably] not end up like this on live.

They want the heal system to be unique and involve damage reflected into AoE healing for friendlies, rather than the traditional three-cast-time-heal bread and butter for current classes.  For example, Blizzard envisions moves like this to be the means through which a Monk heals its party:

Statue of the Jade Serpent
5 Sec Cast
Summon a statue at the target location. Anytime you deal damage, a nearby friendly target within 20 yards of the statue will be healed. You can have up to 3 Jade Dragon Statues active at a time.

I have serious doubts that the class with go live with things like this as their primary means of healing.  It’s too different, too hard to balance and seems like the kind of thing that would end up overly powerful in some circumstances and too weak in others.   Statues radiating heals seems like it would be very awesome as a raid healing, but what about five mans, or high movement fights?   What about when the healer needs to keep up a tank taking a lot of damage?  What about when the monk is forced to move out of melee for whatever reason?  It’s a very big move away from the “we want all the healers to be able to do successfully do all roles” design goal that Blizzard just implemented, and against the homogenisation that all other healers faced in the last expansion.

The current design goal for healing is to heal through DPS, making the Monk the true melee healer.  This is something they’ve toyed with trying to achieve with Holy Paladins with limited success.  The difference is that Blizzard wants even healing Monks to do “massive” damage and for that to be the vehicle for their heals.

I’m not sure what the implications of that will be for gameplay if we have one healer who is able to contribute significantly to DPS while the others are not. The worry is always that the other healers will be less desired if a raid could instead choose one that helped with those tight enrage timers — a variation of this was voiced frequently when Death Knight tanks were doing a lot of damage and while it didn’t end up proving true, DKs did ultimately receive a series of nerfs in this area to bring them in line with other tanks.  I can see this also having negative PvP connotations if your arena player can both DPS and heal effectively at the same time.  And what of the shadow priest, whose passive raid healing was nerfed because it was too powerful in conjunction with strong DPS?

I suspect that when Monks are being beta tested and tweaked, we will find them being homogenised into the same foundation as the other healers, with the [fast expensive heal], [long, big heal], and [slow efficient heal] and the moves like the statues and vampiric-embrace-like abilities will be dropped to supplemental, expensive AoE heals like Prayer of Healing or Tranquility.  I think they will use melee attacks to add the flavour of their class and to earn the Force Points to do unique and different things with their heals in order to keep their very unique class feel.  I suspect they will not end up doing significant damage as healers, and may perhaps be more in line with a tank or smite-spamming Disc priest.

Tanking

We don’t know much about Monk tanking, except that it will probably involve using staves and polearms and the gearing will be about the same as current Bear druids.

Overall Impressions

Despite being somewhat similar to rogues (my primary reason for being uninterested in feral cat), I found the Monk to be fresh and engaging and am definitely interested in leveling one up in Mists of Pandaria.  Monk is definitely appealing to me a lot more than Death Knights did initially (the DK class and starting zone was amazing but I found the resource system cumbersome and the pace at which you get abilities as a hero class overwhelming).  I thought the resource system here was unique and fun but still very intuitive and user-friendly. The abilities are fun, simple, and well paced.  Roll is super cool.  That handful of levels I got to play in the Blizzcon demo was very enjoyable.

I love hybrid classes and I’m interested in trying both tanking and healing as this new class.  I’m already thinking about which races I will choose for each faction.

Apr 14 2011

The Problem With [not] Healing PuGs

As Blizzard scrambles to bribe healers and tanks back into the LFG Randoms using pets and mounts, I would like to talk a little bit about one reason why we’re struggling to find people to fill these needed roles. More specifically, I’d like to talk about what it is like as a healer using the LFG tool this expansion.

The shortage of healers is due to many factors. It is true that some players just prefer DPSing. It is equally true that many people don’t like the additional responsibility that comes with playing a tank or a healer. It may also be the case that some healers were dissuaded from healing this expansion due to the increased difficulty. However, it is also because many healers have started queuing for heroics as DPS (or forgoing randoms entirely) because they are tired of being the punching bag for other players who can’t handle the increased difficulty. Of these points, only the latter one is a legitimate problem, and it is the one I am going to address.

Choosing Pew Pew Over Heals

I consider myself a decent healer on my restoration shaman. I have healed extensively since classic WoW, both in PvP and PvE, in hard modes and regular content, and doing so has been some of the most fun I have in the game. I like the increased challenge in heroic dungeons in theory, but I hate the indirect consequence that has turned every bad PuG into a nightmare of finger pointing and name calling. Healing for LFG PuGs has gone from something that was mildly frustrating on occasion to being completely unbearable anytime there is a bad player or two in the group. As a result, I just will not heal heroic PuGs anymore. If I need to random, I will take a queue that is 45 minutes instead of 5 minutes to do something I enjoy far less, just because I don’t want to deal with being the scapegoat for every other poor player in the game.

This is not an issue unique to me; I have multiple friends in the same circumstances: great healers who just don’t want to put themselves through the torture and abuse of healing PuGs anymore. I have spoken with many more who feel the same, both in-game and on the forums. Players like this may not be the majority but there are obviously enough of us to merit discussion. And while this is our choice, it does impact your LFG queue times by aggravating the existing healer shortage, which is an issue Blizzard is trying to fix as I write this very post.

LFG Heroic Dungeon Climate

In Cataclysm, heroics are designed to be more challenging than Wrath on several levels. Crowd control is more desirable and often mandatory if the team is not overgeared. Avoidable damage is far less forgiving than before, often one-shotting or severely injuring players who don’t pay attention. Healers are no longer responsible, as some like to put it, for “healing stupid.” Although design has shifted, player mentality about how heroics are “supposed” to go has not. Players still expect to be kept alive and at full health regardless of how they play. I would have thought this would have improved as the months passed and more and more players experienced the new content, but it hasn’t.

Of course, it is no surprise to anyone that there are a lot of bad players in heroic randoms because we’ve all encountered them. There are players who take the same nonchalant attitude towards heroics on their grossly-undergeared, fresh 85 tank as they might on their raid-geared main. There are tanks who refuse to use CC because their “threat is fine” even though they take massive amounts of unnecessary damage, or who are incapable of doing a pull without breaking what CC was used. There are tanks who don’t know how to kite, who are trying to tank in DPS or PvP gear, who don’t use their defensive cooldowns, or who chain pull without watching mana or waiting for the rest of the group. There are players of all varieties who stand in void zones, get cleaved by the boss, are terrible at interrupting, or who ignore the adds that need to be killed. There are lots of players that don’t run away from insta-gib mechanics, pull aggro by attacking the wrong mob or laying in too early, players who often suck at positioning, break CC or have no idea how to apply it in the first place. And of course, there are the garden-variety-bad DPSers who put out about half the amount of damage they should be, making the fights far too long.

Dual Spec:  Healer/Scapegoat

Healers have always had increased responsibility by nature of their job. They are also used to fingers being pointed at them when things go wrong (both with and without merit). Unfortunately the difficulty level of this expansion has made things far, far worse. In the past, healers could cover for people’s mistakes. And while PuGs have always full of jerks, before they were appeased by how smoothly runs went no matter how badly people played. All those stupid mistakes before really didn’t matter. Now they do. Now the people who play poorly will die. If they don’t die immediately, they run the healer out of mana later. And when that happens, the player who gets berated or booted isn’t a DPS or tank. The player who is punished the most for mistakes isn’t the person that made them: it is the healer.

It is no consolation to a healer to know that they were not at fault when booted from a group after already investing 45 minutes in a dungeon; knowing it was someone else’s mistake does not give back time lost. The fact that it is the DPS who fails at a mechanic does not make the healer feel better when they have to spend an entire dungeon being berated every time that lousy player dies. The knowledge that healing is designed so healers can’t always keep everyone topped constantly does not filter out the players demanding heals, cursing or name calling when they don’t get them immediately. It doesn’t console the healer to know that after they leave the party (either by choice or by force), the party is going to have the same problem with the replacement since the issue is the group itself. The healer is not comforted through the scapegoating just because they know that the reason they ran out of mana wasn’t because they were using improper spells but because the DPS was so bad that the fight lasted twice as long as it was supposed to. It doesn’t matter who is really to blame when a dungeoning experience has ceased to be fun and started to be legitimately stressful and draining any time a healer gets a group that is less than stellar.

Now What?

To clarify for people who tend to skim articles: this is not a complaint about Cataclysm heroics being more challenging. While I understand that some healers don’t like the new design, I’m not concerned with those players; you can’t please everyone. Overall, most healers — myself included — seem to enjoy actually having things to do in heroics, unlike Wrath heroics where we were barely needed. And the reality is, healing is not really that much harder once you learn how to manage the new playstyle assuming people aren’t taking excessive damage.  However, it seems like a design failure when an indirect result of the difficulty level is that players who like healing and prefer to heal refuse to do so because being brutalised by other players — who regularly do take excessive damage — has made a job they previously loved into a miserable experience.

Blizzard obviously can’t control the actions of their players, but their design does influence the environment and attitude, and one could argue it is precisely that design that is encouraging players to act poorly. As long as the punishment for failing at a mechanic is damage to a player, healers will be blamed regardless of whose fault it actually is. Between this and the fact that you need addons for tracking fails or discerning death reports (the default combat log is too incomprehensible for the average players), it far too easy to shift the blame towards the healer because the punishment for every mistake is damage, the very thing healers are tasked with solving.

I don’t know of an elegant solution to these circumstances without reverting heroics to super easy and giving healers godmode again, which I don’t think anyone wants. However, I think the issue is worth discussion. There has to be some other way to keep the challenge level while keeping individual player responsibility from drifting to other players. Perhaps possible alternative solutions should be explored, whether it is changing the consequences for failing at mechanics to something that gimps DPS or threat (like Putricide’s slime debuff) rather than damage or deaths, or making it easy to see why someone died or why things went wrong within the default UI.

What do you think?  Have you had similar experiences?  Have you been kicked from a PuG you were healing for someone else’s mistake, or seen it happen to another?  Do you still heal in LFG PuGs?

Nov 09 2010

The Worst Sins In Raiding

Survey any raider on the worst offenses one of their fellow raiders can commit, and you will generally find they fall under one of the following four categories. While no raider is perfect, a good player will always be aware of how their behaviour affects their teammates and will make good effort to make sure these sins do not occur.

Making People Wait On You

Time rules a raider’s schedule. Whether it’s getting that one last attempt in before calling it for the night or plowing through trash to get to the boss, everything is balanced around the amount of time a raid gets together each lockout period. Time is the most precious commodity a raider can have and nothing makes people angrier than those who waste it for everyone.

Sins:
• Showing up late
• Taking excessive AFKs
• Waiting until immediately before start time to buy flasks or gems, set up addons, or get enchants.
• Failure to travel to instance in advance and expecting a summons

Being Unrealiable

Raiding, like many sports, is all about teamwork. Raiders rely and count on each other, and the mark of a good raid is making your strengths work together and balancing out each other’s weaknesses. Unreliable people erode the framework of cooperation at the foundation. If a player can’t count on his teammate, the raid’s performance stunted and resentment festers between members.

Sins:
• Having a poor internet connection
• Failure to respond to the calendar invites
• Habit of not showing up when promised
• Being distracted during raid time

Showing An Obvious Lack of Effort For Your Role

Although being a good raider means being able to work well with your raiding peers, every player has an individual responsibility to prepare him to contribute to the group as best they can. This means doing research on the class you play, the instance you’ll be visiting and your roles and duties within. A good player will be proactive about reading guides and strategies, monitoring patch notes for changes and keeping up with relevant theorycrafting and always showing up for a raid prepared.

Sins:
• Failure to keep gear gemmed and enchanted
• Ignorance about class playstyle
• Lack of research on boss strategies or guides
• Showing up in the wrong spec or gear
• Didn’t bring proper consumables or reagents

Bad Attitude

By sheer virtue of being an activity that involves working closely with other people for many hours of the week, raiding is a highly social activity. While knowledge and skill may rule a raid’s success, the attitude of a raid controls how happy the players are with that group. People who harm the social dynamics of a raid are like a poison, causing disharmony, hurt feelings, a tense atmosphere and making raiding feel more like work than a hobby.

Sins:
• Blaming other people constantly
• Excessively offering unsolicited advice and critiques
• Being mean, rude, or belittling teammates
• Whoring loot at the expense of others
• Dominating voice chat constantly
• Inability communicate issues in a constructive fashion.

Jul 13 2010

Nostalgia Gives People Rose-Tinted Glasses

I see a lot of requests on the official Suggestion forums asking for Blizzard to make special servers with the time rolled back to Classic or Burning Crusade. These requests often come with sharp critiques of the current expansion(s), going as far as to accuse them of “ruining WoW.” I see this even more with Cataclysm looming, where some of the quests and zones responsible for our fondest WoW memories will be going away.  And while I will miss those reminders of early WoW, largely I think nostalgia gives people rose-tinted glasses.

I remember classic WoW.

I remember because there was not much to do at 60, Blizzard drew out the leveling process by filling it full of tedious “busy work” that was designed to be time consuming but without the advantage of being more fun or interesting or even having better rewards.  They did this by doing things like sending you running (literally) all the way across the world to talk to someone, only to have them send you back again.  To further this goal, travel was intentionally made slower than hell.  You didn’t get your first mount until level 40 and even then it was the slow one.  People think it’s “too easy” that we get our mounts earlier and cheaper now?  Well, I’ll counter that my gaming experience was not enhanced, nor did I become a better player, from the “challenge” of running the full length of Azeroth on foot.

I remember having to sit at the computer through long taxi trips because you had to reboard the bat at every flight stop, which was aggravated by long, inefficient travel paths that often circled back on themselves or took long detours.

I remember if you talked a friend into joining the game to play with you, well, you better make a new toon to play with him because it’s going to be months and months before he catches up with your main… if he doesn’t get burnt out trying to do so and quit before then.  And boy, you better hope you like that class you’re leveling as much as you did when you made it, because if you have any semblance of a life, it’s unlikely you’ll have the time or energy to reroll after you’ve hit the level cap.

I remember doing long quest chains or completing arduous journeys only to be rewarded with a [white] item or something absurd like a +spirit 2h axe.  Some slots, like trinkets and necklaces, were just very hard to find in general.  I began raiding, as a rogue, with the +dodge Alterac Valley pvp trinket and the damage absorption one from Araj the Summoner because little out there was better.

I remember the amount of crap you had to carry back then.  Everyone’s bag space was filled up by reagents, specialty tools and class-unique items, not to mention materials needed for professions.  Of course, many common items only stacked in tiny quantities, if at all.  Many of your bag slots were also permanent inhabited by other crucial items like keys. Forget even carrying fun items like pets or more than one mount, which originally occupied bag slots unlike today.  And professions?  I remember items that gave you bonus to +skinning but were not skinning knives so you had to carry both, and mining picks that you could not mine with.  I remember when you had to keep every level of enchanting rod.  Of course, you probably never used those low-level enchants anyway because the profession UI didn’t used to have a search feature to find them even if you wanted to.

I remember missing entire dungeons leveling up, or else having to wait until everything was grey or green so three of us could underman the place, because it was next to impossible to find groups with the laughable LFG chat. Additionally, if you weren’t part of the first pack of people to hit 60, it was really hard to even find people to do “end game” dungeons as well; after so many 45 minute Baron runs, attunement chains, fire resist farming, or just from running them a million times because there wasn’t much else to do, everyone would rather eat glass than visit those places again to help you.

And I remember when running a single dungeon a full evening’s commitment, and even then you often didn’t finish.  I remember that it took a significant portion of time to traverse the map to get to their locations because summoning stones didn’t exist, and once there you could expect to spend four or five hours inside, much of that time spent being lost or mindlessly killing (or rekilling after they respawned) packs of trash.  Worse yet, we had to run some of them (like BRD) many, many times to get the gear and attunements and keys we needed before we could even think about doing cooler things.

I remember the ungodly long run back to Blackrock Mountain after a wipe.  Ask yourself, is it challenging to waste a quarter of your raid time because the run back after a wipe takes ten minutes, or is maybe just frustrating for no good reason?  Blackrock wasn’t the only offender; I remember dozens of other places where the nearest graveyard, flightpath, inn or mailbox was obnoxiously far away for no apparent reason.  You spent more time being inconvenienced by little things than actually playing the parts of the game that were fun.

I remember raiding was the only way to better yourself at 60, and unless you found a (large!) guild to do that with, it was farming twilight’s hammer in Silithus or grinding undead in Eastern Plaguelands to do, and that was pretty much it.  Practically every epic in the game was only available through devoted raiding.  There were no crafted or reputation based ones that a dedicated person could work towards on their own with effort.  If you didn’t have time to raid or know enough people, you might as well just cancel your subscription once you hit 60.  There were few solo activities, no dailies, no achievements, no titles, no cool rewards to unlock.

And for every person I hear pine for classic raiding, I remember a dozen people who swore if they ever saw lava again it would be too soon.  People frequently described Molten Core with the same adjectives they might use to talk about a kick to the groin.  I remember raids being a logistical nightmare to wrangle 40 people, although this was partly made easier by the fact that half of them only had to be “warm bodies” and there wasn’t really any need to contribute more than that.  Difficulty was often related to abhorrent resistance gear checks, aggro problems from white damage, or the aforementioned logistic struggles, rather than impressive and challenging strategies requiring teamwork and skilled execution.

I remember armor pieces, including class sets, being itemised as if they let a monkey pull random stats out of a hat.  Holy paladin wearing agility or a warrior with spirit?  Of course.  You wore armor with stats that were useless to you, because that’s all there was.  Dungeon sets had +armor bonuses, whether you were a tank or a healer or a mage, and nothing was oriented towards a particular spec or playstyle or role.

I remember most classes only had one spec they could play on for PvE and many of those being just one trick ponies.  If you were a shaman, you were resto and it was just because your raid needed you to drop mana tide for the real healers.  Rogues were combat, warriors were tanks, and druids could do a wide variety of things poorly.  Shadow priest?  Ret paladin?  In PvE?  You’re joking, right?  Of course, the revelation that the class you picked may be laughably bad would often only be discovered after you’ve already invested months of work into getting it to the level cap.  Surprise!

I remember when talent trees were littered with stupid talents like rogue’s (original) throwing specialization or parry for hunters, or were totally schizophrenic like shaman’s enhancement tree where you would take absurd talents to improve your shield block because it was, ironically, a prerequisite to the tier that taught you to use two handed weapons.  Even if a particular talent tree had avoided containing useless talents, there was no guarantee it would be a balanced and playable spec choice.

I remember when there were no mage tables, soulwells, or summoning portals, and we brought those classes so they could spend the first thirty minutes of our raid just making water and cookies or summoning people one by one.  Mages were glorified venting machines, warlocks summonbots.

I remember when HoTs didn’t stack and only one healer in the raid could use them.  I remember when they increased the boss debuff limit from 8 to 16, but people had to be careful what they put on the boss lest it push off something more important.  I remember being a rogue who used sharpening stones instead of poisons for that reason.  I remember five minute paladin blessings.  I remember when hunters couldn’t trap in combat and feign death killed them if they did it for too long.  I remember when group buffs and max rank spells could only be learned from raid-drop books.

I remember before Guild banks and linked auction houses.  I remember nicknames like “Lagrimmar” and being nearly incapable of playing in those cities on even the newest machine due to the horrible crowding and resulting server latency.

I remember being so poor at 60 because there were no dailies to balance out my gold loss from raiding repair bills.  I had no epic horse because the only way to get one was to spend my precious little time in-game grinding mob after mob after mob for coins or playing ebay on the auction house just to get enough money to buy it.  My epic PvP mount sat in my bank until Burning Crusade, when I could finally afford to learn it.

I remember waiting hours and hours to get a single battleground match – if I was lucky enough to get one at all; I also remember sometimes logging off after hours of playing and never seeing the match pop.

I remember each faction arguing – justifiably — that the other had an edge in PvE and/or PvP because they didn’t even have access to the same classes, buffs and abilities, including staple buffs like Kings, Might and Wisdom.

I remember when you had to install addons to get many things that are base functionality now, like more than one action bar, auto-loot, scrolling combat text, and all the other great addon features that WoW took and made standard, including snazzier things like boss warnings, voice chat, threat management, instance maps, and gear-set management.  I remember the original chat window and auction house interface. I remember before you could shift-click links of quests and items into chat and before you could track quests on the side of your screen.  I remember the time before target-of-target.  I remember when they added the “dressing room” and the ability to buyback things you’d accidentally sold.

That’s not to say classic WoW wasn’t fun.  It very much was and we wouldn’t have stuck around if it wasn’t.  By pointing out the negatives, I’m not denying all the positives, too: The communities were smaller and more tight-knit. End game wasn’t so much of a gear-grind.  Getting a level felt like an achievement, and not just one minus on the “needed until 80” race, and hitting the cap was something to be really proud of.  Epics really were epic.

But the point is that as time passes, we remember these nice things we may have lost, but often overlooked how much really, really positive stuff we have gained, and all the great refinement on gameplay and the many additional features that have really enhanced our gaming experience.  I’m not saying I hate classic WoW, I’m saying – Wow!  Look at how far we’ve come!

Overall, the main problem with vanilla WoW was that it was stagnant.  It took a lot of time to reach the end, but once you did, there were only so many things you could do until you finished all there was to do, which wasn’t hard to do before long.  After that point, it was boring and it caused a lot of disinterest from people who had up until that point invested a lot into the game.  The only solution to this was to add more stuff, which Blizzard did and continues to do every time the content gets tired.  Do we miss the old content and some of the great things that were a part of it?   Sure.  But, at the end of the day, it seems fairly obvious to me that we’re where we are because of necessity to keep this game alive and compelling.  Demands for classic servers and critiques of the concept of expansions are shortsighted because they ignore this very critical fact.  Even if you’re one of those people who pines for the original game, you have to acknowledge all the positive changes and additions that Blizzard has made over the years.