Operation: Mechagon

Yesterday we went ahead and cleared Operation: Mechagon on the live realms with hardmode and it was quite the contrast compared to the PTR experience, feeling somewhat easy even though we had the hardmode active which we didn’t for the most part on the PTR.

The biggest change I noticed was by King Gobbamak where the damage from the quake he does had been heavily reduced, not really even needing healing to keep anyone from dying as long as nobody got hit—still a good idea to top up the group but not nearly as intensive as on the PTR. The trash before King Mechagon had a similar nerf, where it still does significant damage but is much more surivable without instant reaction from the healer or using the absorb shields from the other adds.

Another interesting thing was the hardmode on K.U.-J.0., where you get a stacking slow debuff which ends you at 80% reduced movement speed. Since the fight is rather dependant on being able to spread apart as well as line of sight the boss, this proved somewhat tricky to work around though there was a nice corner to the left of the boss’ spawn—when you are looking at him standing in the room—where it was rather easy to do. With weaker gear or less damage I would think this might still prove somewhat tricky though, we didn’t need to play the movement mechanics overly much since we were able to kill the boss fairly quickly.

Finally, the big challenge came by King Mechagon himself, where the hardmode actually caused us a fair amount of wipes since the timing for it is somewhat brutal. The hardmode activates a instakill mechanic on the boss that charges up (down?) with time, the energy bar of the extra boss serving as a timer and the mechanic firing when the bar gets depleted. This happens fairly quickly, however it can be stalled with the interruption sequence. This flashes on the skulls on the side of the room when the cannon is at 35 energy and the buttons become clickable at 10-15 energy or so giving your group approximately 5 seconds to enter the correct sequence to prevent a wipe.

We solved this by giving each of the buttons a world mark and assiging one of the damage dealers and the healer to one of the buttons, then having them call out their world mark color after they had pressed the button to inform the next one that it was their turn. We also had a dedicated player watch the sequence and call it, so the rest could keep focused on mechanics—in phase one this was the tank since they had a good view of the buttons and didn’t need to focus on the other mechanics as much, in phase two one of the melees was responsible for calling this since they needed to move away from the boss anyway in order to arrive at the button in time. This worked well though it required some practise since the timing was really tight. I’m curious if an addon ends up being developed for this, since communicating it through voice almost felt too slow with very little room for error which I feel might be a bit too punishing on more casual groups which I feel should be able to complete this boss at some point.

Overall, the dungeon was fun and I look forward to seeing it on mythic+ at some point as well as maybe trying for the no-death achievement there apparently is rewarding rank four of the Mechagon essence, which is good since in the meantime I will probably need to run the dungeon a few times in order to unlock the previous ranks of the essenece since I think it could end up being rather good for some fights or mythic+.

Flying

On Friday I finally managed to get Pathfinder Part Two unlocking flying which was a relief especially since I seemed to be a bit behind the curve on that with several guildies unlocking it already on Wednesday and Thursday with one outlier unlocking it already on Tuesday.

Battle for Azeroth Pathfinder Part 2
Finally!

To be fair, I took the lazy way out of only doing the “normal” daily things in the form of daily quests and world quests and completely skipping out on the hidden sources of reputation gain in the new zones in the form of fishing and rare hunting among other things—what other things I don’t know since I didn’t really want to put in the extra effort for small reputation gains. One small extra thing I did do was the pet battle world quests though those in and of themselves don’t give that much extra reputation, defeating each of them the first time provided a quest item for a decent chunk of extra reputation—especially in Nazjatar where I think you get 250 reputation per turn-in—which was a boon as otherwise I would probably have had the required reputation a day or two later.

Flapping again

The first thing I ended up doing with my re-found freedom was inviting a friend for a round of azerite world quests since I had been completely neglecting those in a small protest against Blizzard’s insistence to keep flying annoying to acquire. This small protest is probably in vain and more likely to hurt me than anyone else but still it felt good to do. Still, being able to fly again is just nice and I’m very happy that ordeal is now behind me so that I can enjoy the game more and be less annoyed by the trivial things in it. Luckily I won’t need to worry about not flying until the next expansion—hopefully, unless they again introduce a no-fly zone which I doubt—and that makes me look forward to new content even more since I won’t have to explore it on the ground.

Raid difficulty

I recently rediscovered Blizzard Watch which I used to read with some regularity a couple of years ago maybe but after that I stopped actively reading most World of Warcraft news sources except for MMO-Champion for patch news. Reading through some of the WoW articles over there I stumbled upon an interesting one titled “This raiding tier is not fun for a number of reasons. Is casual raiding dying?” which got me thinking a bit especially with the unrest in my guild over re-killing Uu’nat which was partially motivated by the difficulty of the boss and thus not wanting to play it again.

Now, I tend to enjoy difficult content and dislike trivial content as a general rule, though there are times when I just want to sit down and do some mindless content to pass the time. I also find it somewhat difficult to see normal and heroic as difficult, especially considering I boost both Crucible of Storms and Battle of Dazar’alor on heroic with something like half or one third of the raid being essentially dead weight. Still, we also have gear that probably significantly exceeds that available to the average normal or heroic raider which does make a big difference.

All of this made it really interesting for me to see the perspective that normal and heroic raids might be overtuned for the playerbase they are designed for at the moment, since for me and most in my guild they feel kind of trivial at this point even when they are released—again, we tend to go in overgeared into these raids so maybe that is to be expected. I can also very well understand that a player who has been playing for a very long time might be getting overwhelmed by the simple amount of mechanics they need to pay attention to per boss, since those have been increasing pretty drastically with time. Compare pretty much any Classic or Burning Crusade, probably even Wrath of the Lich King boss with current earlier tier bosses that tend to be easier and the amount of mechanics the bosses have have gone way up. The article makes the same point, stating that the time they need to spend mechanics has gone way up with Battle for Azeroth.

Now from a egoistical personal perspective, this is a good change since it means I have more access to difficult content which I enjoy, but at the same time I’m already raiding mythic which is the place people looking for difficult content are supposed to go and I also still find the earlier difficulties somewhat trivial outside of the PTR so having those earlier difficulties be too difficult for casuals also isn’t really benefitting me or anyone in any real way. There is one argument I can see for making normal and heroic more difficult than before and that is keeping it more in line with mythic so that the jump when going from heroic to mythic doesn’t become too big for players wanting to step into the next level of content, however this introduction has generally been done by having the earlier bosses be easier and them getting more difficult the further you get into the raid giving something of a smooth learning curve for people stepping into a new difficulty therefore I don’t really see this as a strong argument.

Even for me, there is also the flipside of difficult content, namely farm. World of Warcraft is an MMORPG after all, and that means that gear is a significant part of the experience as well as part of preparing for the next raid which means that the previous raid needs to be farmed in order to give the group the best possible chances when going into the new one. This also means that if every single boss has a high difficulty or high chance of wiping the raid due to individual fails it means that farm becomes more sluggish which also isn’t really fun since once you have killed a boss a couple of times it kind of moves into the trivial content category where you know what to do and expect and don’t really want to spend overly much time on that singular boss. I think that’s what is at the heart of the reluctance in my guild to rekill Uu’nat as well: somewhat significant time investment for something that doesn’t really provide us a tangible advantage and is more just a gesture of solidarity. Now I find that gesture really important personally but for others it’s just about getting the first kill as a group and what happens after that with mounts or achivements isn’t that important so I can kind of see that perspective even though I still find it rather rude towards our fellow guildies.

This all also makes me wonder how Azshara will be, since our short experience on the PTR seems to indicate the fight will be rather intricate even on heroic as there were already a somewhat significant amount of mechanics that you need to pay attention to just in phase one-first intermission-early phase two which would mean that the fight will possibly again prove somewhat difficult for your average casual guild which might prove very problematic for the game in the long run since casual guilds tend to be the lifeblood of the game where new players enter the game and then potentially at a later point move into more hardcore guilds or if they find themselves content there stay—I, too, have spent a significant time in casual guilds throughout my time in World of Warcraft and there have been very fun moments in there and without those times I wouldn’t be playing where I am today and would probabl have stopped playing before getting to where I am.

So in the end, this article provided me with an interesting perspective that I hadn’t really thought about since it isn’t really relevant to me or something I run into while playing, which is why I tend to really like reading blogs and the like from players who are playing the game in a different way than I am since it provides a new perspective and gives me something to think about, while also allowing me to question the assumptions I have about the game and its players. Hopefully the concerns in the article get appropriately adressed by Blizzard in the next expansion—I think it won’t be possible to change the way the raids are designed this expansion since it would be somewhat jarring for the new raid to feel significantly easier than the previous one since there has so far been a general progression towards harder raids as an expansion goes on with something of a reset with the first raid of a new expansion—and that the game overall starts getting more interesting again.

8.2 changes

So it seems the weekly reset brought with it some changes to Nazjatar, namely fewer elite naga required for the bounty quest—believe it was 15 before, was only 5 now—as well as the requisition quests showing the areas of the map where you can find the items which is rather nice since it means I didn’t have to look that up somewhere else. Small changes but were still nice to see and makes it a bit less annoying to do the daily stuff in Nazjatar.

8.2

So patch 8.2 Rise of Azshara has been out for a week now being released last Wednesday and it feels so far we have seen the worst parts of the patch. Now, it was to be expected with a new patch that it would include lots of new world content and a renewed requirement to farm Azerite—neck level 55 being the goal for my guild—but the implementation of these new world quests as well as daily quests—wasn’t expecting to see those again—leaves something to be desired. Many of these require finding or killing something somewhat rare, like hunting six chests in Mechagon or killing 3 rare mobs in Nazjatar which means with bad luck you can end up running around the zone for half an hour without getting any progress on these quests which makes for a somewhat frustrating experience, and these type of quests seem to be a daily occurrence in the new zones.

Some of these quests are made significantly worse because they require you to interact with normal items in the world, like collecting the Sea Stars in Nazjatar or the construction projects in Mechagon and since these are under normal circumstances expected to be something of a rare thing or something thought to be a benefit for many players—the construction projects—only one player can interact and gain quest progress at a time meaning not only are you randomly running around looking for something that isn’t overly common and the quest doesn’t bother specifying where to find it but you are also actively competing against your fellow players since them getting progress means you don’t get any. This effect seems to be at its worst when you need to collect the Sea Stars in Nazjatar since you generally need ten of them and they don’t exactly spawn often, so even if you do know where to look it takes a while running around the area to get them all.

Another somewhat mean example of daily quests was in Mechagon on Monday, where you needed to contribute 1000 spare parts, which wouldn’t have been too bad if I hadn’t converted most of my spare parts into boxes of spare parts in order to save on inventory space—spare parts stack up to 250 and a box requires 250 parts to craft and also stacks, how far I don’t know, but I’m assuming 20 or so which saves a lot of space—and in addition to that you needed another 260 or so spare parts in contributions to a construction project worst part of which was that finding one construction project wasn’t enough and only got me 76% of the progress towards completing the quest.

In addition to this, something that slightly annoys me with the new zones is the amount of content that you need to stumble upon or look up in a guide. For example, you can unlock two extra world quests in Nazjatar per day by going to the pylon in the cave in the murloc village to the east of Nazjatar and doing a short quest chain—only two or three quests. These world quests give you an extra 150 or so reputation per day which while trying to get to exalted as quickly as possible in order to unlock flying is something of a big deal yet there is no indication that all of this content is there meaning those that don’t find it on the first day are permantently behind.

Now, I understand that these zones are meant to include a lot of exploration and to a degree being forced to run around these zones more does contribute to that goal but it feels rather frustrating to have something so central as flying gated behind this type of content that is quite frankly annoying to do along with the unclarity of how to go about doing it, and I know missing out on a couple of world quests for a couple of days isn’t the worst thing especially since there are many other hidden or luck based sources of reputation similar to that available in these zones. Despite that, these zones for me feel more frustrating than fun since the content they encourage me to do feels more frustrating than fun which makes me dislike them and demotivates me from playing the game a bit and that is not a good feeling to have from new content. Luckily this all will pass once I’ve farmed the reputation and can start ignoring these zones but I don’t think that Blizzard’s goal was having people looking forward to not having to do these zones anymore right from the start.

All of this is put into an interesting perspective when contrasted with Classic, since there it was the norm not to get too exact instructions on where to go in order to complete a quest, just a general direction where you can find the things you need and off you go. Of course, this generally lead to people looking up where to find things on the internet instead of discovering it themselves and the quests did provide some indication in what direction you were supposed to be looking instead of none like the quests in the new zones—one example of this being the bounty quests which just ask you to kill X amount of mobs yet give no indication where they are to be found, neither in the quest text nor a map indicator. It kind of feels that the developers were trying to replicate some of that Classic feeling through these quests but forgot the crucial part of at least giving some indication where to go.

Anyway, it shouldn’t be too big of a problem getting all of this done before the raid releases on mythic which is the important part, so maybe it isn’t that bad in the end though it still doesn’t feel nice having content that feels frustrating even if it is just in the short term.