Tag Archive: blizzcon cataclysm



Yesterday’s Breakfast Topic asked about the new Alliance race, but today we’re here to ask about the prodigal Hordies, Cataclysms newest Horde race, the goblins. The announcement of the race was a bit of a surprise, but one that made a lot of sense upon further examination. I wasn’t at all excited for goblins at first, but the more I look at ‘em, the more I kinda like ‘em — especially all of the cute hairstyles that the women get.

So, I know that I’ll be rolling at least one goblin. I’m thinking a warlock and … I have no idea. I’m running out of classes I don’t already have an 80 of. But it might be fun to faction change one of my existing 80s to a goblin too. They’d be my first high-level Horde character! I never fell prey to infectious rerollbelfatosis.

So what about you guys? Excited to blaze new trails and be Kalimdor pioneers with your little green man (or woman)? What are you going to roll? Does your goblin have a backstory you’re building? Let us know in the comments and in the poll below!

What’s your goblin going to be?

Joozu asked…

At BlizzCon I remember hearing that Hyjal will be full of action because the world tree there is regrowing. I’m sure Blizzard wouldn’t give the night elves their immortality back, but is there any info on if that part of the lore will be talked about at all (e.g. quests explaining why night elves will remain mortal) ?

Also, second question.

With the level cap only going up by 5, how large of a change will there be with gear level? Example: coming from BC with purples on, I didn’t have any gear to upgrade to until level 76. Will the gear scale accordingly to compensate for only 5 levels of progression, or will I be doing heroics at 85 with my ice crown purples?

Finally, Chilton sorta-kinda re-confirms that there will be a new content patch before the expansion — he says it probably won’t be a numbered patch like 3.4 or 3.5, but he says there may be some more class balances in there, new Battle.net features, and possibly even a new raid boss. But mostly it’ll just be the patch that brings us all of the world events previous to the Cataclysm shakedown that we’ll all go through. Sounds like fun.
Our friends over at WorldofWar.de (who were listening live to the podcast this past weekend) recently got an interview done with Lead Designer Tom Chilton, and you can read it over on their site right now. There’s not a lot of news in there (though Chilton does gush over the Dungeon Finder, just as players have for the past week or so), but aside from the usual player housing deny and the old “we don’t know what the future holds” back and forth, but there is one fun thing he reminds us of in the second half of the interview: Blizzard is adding on to the old Blackwing Lair instance in Cataclysm. It sounds like kind of what they’ve done with VoA: Blackrock Caverns, which we heard about at BlizzCon, will be a new area (supposedly level 85 5-man, though Chilton says “lots of bosses”) inside Blackrock Mountain that’s connected to all of the Black Dragonflight bosses in Blackwing Lair.

Reader comments — ahh, yes, the juicy goodness following a meaty post. [1.Local] ducks past the swinging doors to see what readers have been chatting about in the back room over the past week.

With raiders prancing around blue posts like nervous Nellies and even casual players holding their breath in anticipation of Patch 3.3, comments can take on a particularly volatile tone. It’s times like these when we most appreciate reminders of how WoW‘s players, not the game mechanics, are what actually make the game the compelling community that it is.

Colleen: I’m the infamous Nythyx in one of [Tazeria's] stories. My character was getting constantly flamed on the server; seriously, it was bad. People really didn’t like me, and I was trying to figure out how to remedy the situation. Someone suggested that I send Taz a tell and ask her to incorporate me into one of her stories. All these forum trolls and trade chat trolls would say, “Who’s Nythyx?” whenever they saw me, so Taz figured out a way to make it truly funny instead of hurtful. I’ll always appreciate her doing that for me. =)

More reader comments from the week at WoW.com, after the break.

Loken Shockwaves Gal’darah
As this season’s Two Bosses Enter, One Boss Leaves tournament creeps closer to the finals, spectators have taken to demonstrating their support with impassioned posts. It’s not trolling – not here, where the whole point is to sway other readers into voting for the boss you think would rule the fantasy deathmatch ring. Should a troll have trumped a Titan in this week’s battle?

shadowhowl1900: It’s not [that] Loken is hard to kill. He’s one [of] the Titans. Titans beats trolls — unless they are fighting on forums.

Power Auras tips for hunters
Power Auras for hunters – you either love it, or you hate it. We found a reader who had a particularly colorful opinion.

humperdinck: It looks like an Ed Hardy shirt threw up on WoW.

Battlegrounds for beginners
Have you seen the start of Zach Yonzon‘s new mini-series within The Art of War(craft) on Battlegrounds for beginners?

Kavu: Awesome series! As a leveling player, it’s nice to have someone explain the BGs in English. Thanks, and I can’t wait for the rest.

Wetwork: I don’t understand the “fight on the flag” mantra. If I am killing the opposing faction, it matters not where I kill them. Killing them near a flag is no more beneficial than killing them on a road. If I kill an enemy BEFORE they even GET to the node, isn’t that just as effective as killing them NEAR the node? The result is the same: they die and get a re-spawn timer. In fact, I usually like to hang out at INTERSECTIONS (i.e., right at the bottom of the LM path near the BS/Farm three-way juncture). Why? Because then I have a superior field of view, can call incomings much more effectively and maintain a steady stream of preventive kills.

The “take three and hold” mantra is unbelievably over-simplistic and fail. There are 15 players in AB. If five defend each node, you are applying absolutely zero pressure on the enemy nodes, in which case, the enemy will realize this and attack one of your nodes with superior numbers. What wins games is fast and intelligent maneuvering.

My personal guiding concept is “go where everyone else is not.” If I see a major battle happening at BS and nothing happening at LM, I go to the LM and if necessary, call for another player or two and CAP it, as opposed to wasting time and dying in a giant zerg fight at BS. By going where everyone else isn’t, you will constantly be applying pressure to the enemy wherever they are weakest, and you will usually win.

I’ve had a ton of games where I have 6+ assaults and hold down a node single-handedly by just stealthing after the enemy player caps the flag and leaves, and I re-cap it.

Omegan01: “I don’t understand the ‘fight on the flag’ mantra.” It’s simple. If you are attacking a node, fighting on the flag means it’s easier to snatch a chance to cap it during a lull in the fight. If you’re defending a node, fighting on the flag means it’s easier to interrupt people attempting to cap the flag, since even a single point of damage will stop the cast.

“If I kill an enemy BEFORE they even GET to the node, isn’t that just as effective as killing them NEAR the node? The result is the same: they die, and get a re-spawn timer.” Actually, you’re wrong. If you kill a player on the road instead of at a node, you’ve actually hurt your team by ensuring he’ll go back to the graveyard, rez and re-enter the fight more quickly than if he’d wasted the extra seconds running to his destination.

Hanging out on the roads serves nobody except for individuals who want to farm personal honor. If you’re not actively attacking or defending nodes, you’re not helping your team.

Community members honored with item names
With more and more community members being honored by Blizzard with in-game items in their name, who do you think should be next up on the list?

PickyPants: Matt Rossi needs something to tank with that has no avoidance on it.

Rossi’s Shard of Woe
1.5 speed
189 DPS
+70 Str
+67 Sta
Hit rating increased by 37
Expertise increased by 14
Chance on hit: Protect yourself in a furry chest-hair sweater, increasing armor by 1000 and increasing block value by 20 for 20 seconds. Can stack up to 5 times.

Icecrown raid access progression
To gate content, or not to gate content?

John: If they’re going to do limited attempts and this kind of staggering content over a long period of time, I hope they can at least give it some kind of mechanic. Just saying all this Ashen Verdict stuff isn’t enough, for me. Isle of QD was an awesome way to do this — a server-wide effort. Then they scrapped the Sunwell walls and just popped them when they were ready.

I can understand not wanting a raid to be “done” in a week or two, but couldn’t they accomplish that with game mechanics? I mean, can’t they make the LK so powerful that you NEED the gear in IC to defeat him? But I guess it does allow people to learn the fight which I guess is what they don’t want. Hmmmmmm. I just think there’s something cool about a boss being available in-game that no one has the gear to defeat yet.

joggoms: John is getting at the real issue there. You can’t make these encounters so hard that they slow down the “uber” raiders (but probaby only by a day or two) while effectively locking out the “normal” raiders. It’s a Band-Aid fix for a broken system, but it’s probably the best they can do for now.

Personally, I don’t see why Blizz cares that the top guilds can clear stuff the day it releases, since that is only a tiny percentage of the player base … But they do care, and this is their response to that.

Charlie: I am taking your concern seriously and wish to pose you a question. Is it better to beat all the content and have nothing to do afterwards? Or to be forced to wait and experience content over a longer period of time? I don’t really have an answer to the question, but I think Blizzard believes in the second half. I believe the term is “delayed gratification.”

Erin: I’m all about having elite content for elite guilds and gating progression, but I feel like Blizz is doing it all wrong this time. The staggered release I can understand. They don’t want players to clear the content in one week and then have to wait nine months for Cataclysm.

But this whole “You have X number of attempts before the boss despawns” is complete garbage, in my opinion. I’m in a pretty decent raiding guild. We have TOC-25 on farm and have been dipping our toes into Heroic modes. It can take us 30 attempts before we’re able to down the beasts, simply because we’re still learning the fight in heroic, not to mention that there is a random element to every fight. What if the snowbold hits a healer twice in a row just when they got a fire thrown on them?

By limiting content in this way, I feel like Blizz is hampering the guilds that do progression bosses but aren’t the elitest of the elite. It takes us far more than five attempts to down a boss when we’re learning the encounter, and it’s no fun to set some time aside for raiding only to have the encounter despawn after five measly attempts.

I’m glad that it will increase over time. I get the lore behind it, and I understand that it will give elite guilds a chance to shine. But I’ve been waiting since Blizzcon ’07 to raid ICC, and I don’t like being told, now that it’s nearly out, that I can only attempt certain bosses so many times. Not fun.

The new Tier 10 purchasing model
Badges for one and all – a success story?

Finnicks: The time investment is definitely increased, but not really the “difficulty.” The only difference now is that instead of having to use a Trophy and X number of badges for your T10.5 piece, you have to buy the T10 piece (for roughly double what T9 cost) then exchange it with the class-specific “Trophy.”

A diligent player can expend about 30-45 minutes a day doing a random heroic for 14 badges and then spend about an hour once a week doing the weekly raid, for a net of 24 Frost Badges a week, without so much as setting foot in ICC (unless, of course, the weekly raid happens to be Marrowgar). So four months or so would see a person more or less completely decked out in Tier 10, as well as completely decked out in Triumph gear from all the hundreds of Triumph badges they’ll get in the interim.

Cephas: Minor errata for Finnicks’ post: The weekly raid quest has been nerfed to five Frost and five Triumph. That brings it down to 19 Frost/week. If I’m doing my math correctly, it’ll be almost five months before anyone who only goes into Icecrown to kill Marrowgar gets full T10.

Boz: If you play every single day, it will take you a month to get a single piece of tier armor. That’s a lot of emblems for casuals with limited play time, which seems about right. The more you play, the more you are rewarded. Pretty consistent with the existing game structure.

So as BlizzCon fades further and further from view in the rear window, I’m getting more and more excited and impatient for news of Cataclysm, so much so that I’ve sort of forgotten to get excited about Patch 3.3. I want Worgen, and new conflicts, and new lore, and a redesigned old world that offers a massive leap forward in the story as things change forever and the Horde and Alliance finally shrug off all pretense of peace and rush headlong into a war that has really never truly ended.

But then I start thinking. The combo I really wanted to play, Worgen Paladin, looks like it won’t make it in. It seems like Worgen may not get their own capital city (instead, said city will become a battleground under siege by the Forsaken), which may put a damper on how much their awesome quasi-Victorian scenery and architecture actually features in game. While some zones are getting complete revamps, others are only getting minor tweaks, which makes me fear there may be some zones that still feel out of place and some old lore story lines that still remain unresolved or out of place.

Now, I don’t mean to be a complete downer here. I still love Blizzard and the dev team, but sometimes I don’t agree with them, and sometimes, some stuff just plain turns out to be a disappointment. Sort of like Vehicle combat, which is clunky and jarring and bug-filled and also ubiquitous (seriously, 7 jousts for dailies back before Patch 3.2, plus more jousting just to get through the latest dungeon?), or the Argent Tournament, which has brought the story of Wrath to a grinding halt while simultaneously making Tirion look like an incompetent hypocrite and Arthas look weak and ineffective.

Of course, at the same time, sometimes expectations are just too high. Which, I think, is the case of the Death Knight. Some people assumed that “hero” class would mean “overpowered,” and are now almost angry that the Death Knight has been bought back to earth. Of course, Blizzard never promised overpoweredness, nor that Hero classes would ultimately be more powerful than normal classes.

But hey, just to keep it all balanced, I’ll ask more than one question this morning. Of course the first is obvious: When has some feature or event in WoW not met your expectations? Do you think your expectations were too high, or did the dev team just fall short? But also, when did Blizzard exceed your expectations?

All the World’s a Stage, and all the orcs and humans merely players. They have their stories and their characters; and one player in his time plays many roles.

So the Cataclysm expansion has officially been announced at BlizzCon 2009 and while there are many things we knew before (such as the addition of Goblins and Worgen), there are many things we just learned (such as the beginnings of their proper lore), and many things we still don’t know as well — some things even Blizzard still seems undecided about.

But there are some indications of things to come which will surely affect roleplayers. The most obvious change involves the changes the whole world will be going through. Each of our existing characters’ will have their own reaction to the cataclysm, of course, as well as the opportunity to go through the game from 1 to 60 with a new character, and maybe not be quite as bored as you were the last 6 times you did it. Your new tauren paladin’s leveling experience will be very different from your tauren shaman’s, and each one will have different things to talk about once they reach the level cap.

Another obvious addition is that you can start another character with whichever new race you like most. Many players have been wanting to play goblins and worgen for a long time, and appreciate the new parity that the two races bring to the two factions — the Horde now has a diminutive race that is likely the closest the Horde could ever come to “cute,” and the Alliance finally gets a race that is actually monstrous. This opens the doors for people to try out the opposite faction even more than before. We’ve already talked about these two races in a previous article, but now that the expansion’s new races are confirmed with additional lore and information, there’s quite a bit more to say.

Goblins again

We’ve talked about goblins before, and our guesses weren’t too far off. There’s a new group of goblins (which is to say, not from the Steemwheedle Cartel that we’re used to dealing with), which is joining up with the Horde out of desperation rather than profit. Goblins aren’t used to needing other races’ help — ever since they overthrew their troll overlords back in ancient times, they’ve been masters of their own destinies. Now, they’re second fiddles to the orcs and all the other races who’ve been established in the Horde for a long time now.

So in addition to all the cunning archetypes of tradesman, cheat, mad-scientist and everything else we’ve come to expect from goblins, we have another element of dealing with the betrayal, desperation, and loss that forced them to join the Horde in the first place. These are not new issues for Horde races, even if they are relatively new to the goblins themselves — perhaps this was the one aspect goblins needed to become true members of the Horde, which they never had before — a crushing loss that shakes them to the foundations of their identity.

Worgen again

I was wrong when I guessed that the playable worgen would be from their original home dimension, wherever that is. I even guessed they would be from the Emerald Dream, and to my knowledge, a relationship between the worgen and the Dream hasn’t showed up either. There is most certainly some sort of connection to the night elves and druidism, however, and time will tell what the exact nature of that is.

The worgen we play are closer to what we normally call werewolves — people who suffer from a transformative curse — rather than the “actual” worgen from another dimension that first appeared in Kalimdor, although hopefully the starting quests in Gilneas will bring these two elements together in some plausible way.

Still, maybe it’s ultimately cooler for the playable worgen to be like werewolves — that gives us two forms instead of one, and it gives us more to relate to as well. Ask me to roleplay a wolf-like alien species from another dimension, and I won’t really know what to do until I do a lot of reading. (Incidentally many roleplayers with draenei characters had trouble with this as well, often playing them in ways that didn’t fit the lore until accurate knowledge about their characteristics and origins became more widespread.) But if you ask me to roleplay a man afflicted with a curse that turns him into a monster, that’s much closer to home. I can take inspiration for my character anywhere from The Incredible Hulk to Wolverine, to say nothing of Professor Lupin from the Harry Potter series, or even the main character of An American Werewolf in London. The theme of “the beast within” is a profound one for all sorts of stories with a ton of interesting opportunities for roleplayers to explore in the game.

This is especially true for worgen druids, whose “caster” form is still quite beastly whenever your character is in combat. Your character could be a normal human librarian, street-sweeper or whatnot, until danger arrives and he or she suddenly turns into a wolf-man, then a bear, then a cat, then a tree, then a weird wolf-eared, owl-faced, teletubby-shaped creature of moonfire-spamming death! Well obviously you can’t have all those forms in just one talent spec, but still, that’s a lot of different forms! Combine that with a normal human form you can stay in out of combat and you get a lot of possibilities for fun roleplaying.

A worgen hunter has good potential too, since he can use the actual “Beast Within” ability to become a big red worgen whenever he likes, combined with the human-worgen shifting ability, such a hunter could express emotion very graphically.

If worgen could only be shamans, then they would be able to shift between human, werewolf, and ghost wolf forms and create a whole spectrum of wolfyness. Oh well.