Note: All of this is written from the perspectie of a druid who has, as of late, been tanking heroic 5 mans for his friends geared mostly from pvp.
I’ve never fully enjoyed an MMO game, at least, not as far as the designers intended most folks to. The reason for this is that I am not really a fan of raiding. Sure, I love seeing new enemies, and cool scripted events, and I definitely enjoy loot. But when it comes to actual raiding, I’ve simply never been a fan.
The deal is, there is conventionally a single “goal” in any given MMO: “Get gear to make yourself awesome” (let’s stick with what’s standard here). Usually, there are multiple ways to work toward this goal, with one way being obviously best: gear up by doing single group dungeons, gear up by doing 10 man raids, gear up by doing 25 man raids (winner!).
Now, that is how it’s been for ages, and is pretty accepted. The reason this isn’t what I prefer is, as mentioned, I am not a fan of raiding. I am just not a fan of sitting around for 40 minutes so that you can get 25 people together so that you can sit around for another 40 minutes while a fight is explained so you can fight for 10 minutes (which is fun, mostly) so you can sit around for another 40 minutes and repeat the process. Yes, those numbers are exaggerated.
What is my style? Dungeon runs with my friends. I feel like I can make a difference when I’m only with 4 other people. It’s just the way I am.
So what am I writing about? I’m writing because I’m “ensaddened” by the semi-recent change in World of Warcraft which made “Badges of Justice” drop from some raid dungeons.
Why would this upset me? Because it means that what I had hoped the “badge system” represented was in fact not correct. I had hoped that the badge system was a method to add a new goal to the end game, with a unique path specific to that goal.
Explanation:
Classic MMO convention:
- Goal: Sweet gear
- Paths: Dungeon Runs, Raids
WoW’s convention:
- Goal 1: Sweet PvE gear
- Paths: Dungeon Runs, Raids
- Goal 2: Sweet PvP gear
- Paths: Battlegrounds, Arenas
What I hoped WoW’s new convention to be:
- Goal 1: Sweet Raid gear
- Path: Raids (with initial gear coming from easier raids, and easier dungeons)
- Goal 2: Sweet PvP gear
- Path: Battlegrounds, Arenas
- Goal 3: Sweet Dungeon gear
- Path: Dungeon runs (and the badge system)
This was, to me, a reasonable expectation. Precedence is set for such differentiation. The most obvious example is in comparing two stats: Defense and Resilience.
Resilience is a PvP stat. It decreases the amount of periodic damage you take (DoTs), decreases the chance you are critically hit by spells and melee attacks, and decreases the amount of damage you take from critical strikes.
Defense rating is a PvE stat. It increases your chance to dodge, block, and parry an incoming attack while simultaneously decreasing the chance you will be hit or critically hit with melee attacks.
Defense rating is partially useless to any class that does not have the “block” or “parry” skills. It also does nothing to prevent spell damage. In PvP this means that it is trumped by resilience, which benefits all classes.
Resilience rating is useless in PvE to any class that has already reached the “immune to crit” cap. Defense, on the other hand, continues to add dodge, block, parry, and “decreases chance to be hit” even after you have reached the “immune to crit” cap.
It is for these reasons that the resilience stat is a clear winner for PvP, and the defense stat is a clear winner for PvE. And, thus, you can see the “goals” for end game in WoW diverge: gear up for PvP is one, gear up for PvE is another. And the paths to these two goals is separate as well (with some overlap, which is a good thing).
Given that itemization difference, I was hoping that the badge system would slowly expand in order to create gear tailored toward players who wanted to do 5 man dungeons. I had hoped this idea would be supported with 5 man heroic dungeons of increasing difficulty. Instead, the badge system merely awards “raid jr.” loot, and, in line with that, badges are now given in raids.
What would have made gear “5 man” oriented?
- varied resists
- “mutating” resists (take more arcane damage, and your arcane resist goes up at the cost of some [or all] other resist[s])
- stamina
- for tank classes, a “reduces damage from each separate source by X,” to better deal with tanking multiple targets
- for tank classes, something that improves their AE threat generation
- for dps/heal classes, something that reduces their AE threat generation
- for crowd control classes, something that improves their ability to do that
- more “after a successful kill” type bonuses for all classes
And so on…
Ah well, I can continue dreaming.