Wednesday, September 1, 2010

Why I'm excited for the difficulty spike in Cataclysm

One of the biggest consistencies thus far in Cataclysm's development is that parts of the game that are currently simplistic are going to become more complex and difficult. We won't be able to AoE our way through heroics, where crowd control will be necessary again, and it looks like solo questing is going to become more difficult, as well. Raid healing is going to become more about using the right spell at the right time, rather than using our strongest heals on everyone because we have the mana to do so. Things are going to require more thought and strategy when Cataclysm comes out, rather than being the way they are now, where the game design allows us to brute-force our way through content. Rather than using strategy and kill orders on trash in heroics, we AoE it down because the tank won't take unhealable damage if the group does so, and the healers have the mana to heal through that damage. Rather than healers using many different heals for each situation, they use their strongest spells because they have the mana to do so. Come Cataclysm, this will be different, and as you could probably tell from the title of this post, I am looking forward to that fact, and here's why.

As it is now, in the age of Wrath of the Lich King, the game starts out easy. 5-mans may have been more difficult back in the beginning of Wrath than they are now, but let's be honest, they were still pretty easy back then compared to Burning Crusade's heroics. Anyone who did heroics back in the days of Burning Crusade remembers that we used normal dungeons and faction rewards to gear up for heroics. You Wrath of the Lich King babies (I don't use that term derisively, mind you; I, for example, and a Burning Crusade baby) might need to read that again. We didn't just jump right into heroics to gear up for raids; we first geared up for heroics, then we used the gear we got there to gear up for raids. I'm not saying this as any sort of "back in my day... you kids have it too easy" speech; I bring that up only to prove how difficult heroics were back then. And, of course, we used crowd control. Extensively. A group without any viable crowd control probably couldn't complete a heroic, and victory was far from guaranteed, like it is now. (Has anyone been unable to complete a heroic since patch 3.3? And, before patch 3.3, did you ever go longer than a few days in a row without being able to complete the daily heroic? Didn't think so.)

And as for soloing? Judging by the fact that my level 69 shaman, decked out in nothing but green-quality quest rewards, was able to take down, on his own, a level 72 elite, soloing is pretty easy now, too. In fact, I've always been disappointed by just how easily my priest and shaman have been able to decimate anything in their path as they go through Outland and Northrend. Now, truth be told, I don't remember what it was like to level through Outland back when it was the final continent, and I'm not going to pretend I remember, so let's just say that leveling now is a very easy activity in which you must engage two mobs at once to make it at all interesting or challenging.

But the ways we play through solo content, dungeon trash, and raid healing now all have one thing in common; they are the kind of play-styles that, in expansions past, were only possible by over-gearing the content in question. When yo look at it, there's a certain natural flow to the way things are going to work in Cataclysm. Soloing will start out difficult, but as we get heirlooms to put on our alts, and as we get better gear at the level cap, it will become easier, and we'll be able to take on more than one mob at once. Heroics will require kill orders and crowd control at first, but once we out-gear them, we'll be able to use AoE instead. Raid healing will require strategy at first, but once we out-gear the read, we'll be able to just use our strongest spells. In other words, what is now the default behavior will become a reward for out-gearing the content you are doing. Rather than brute-force being the main way we play, it will only be the way we play through content we have long surpassed.

In addition to the natural flow it creates, I like the fact that brute-force will become the privilege of those with better gear because the progression of complex/difficult to simple/easy allows the simplistic ways of tackling content to act as a sort of consolation prize for players who want to run content they outgear. If someone decked out in raid gear needs to do some dailies for gold for the repair bills, the fact that the enemies are now easier to kill makes the experience different from how it was as he was leveling up. The enemies are dying faster, and he can take on a few at once, so it becomes more fun. If a cutting-edge progression raider wants to run a heroic for extra valor points, the fact that he out-gears the dungeon will allow him to AoE his way through it, providing a nice contrast and a nice break from the progression content he is used to, where he has to use crowd control and kill order. Healers will see a similar benefit; if they decided to run content they outgear, either for the valor points or to help out a less geared guildmate or friend, they'll be able to just spam their most efficient heal since they'll have enough mana regeneration and healing output to do so.

This will be especially nice in contrast to the current way the game progresses as we get better gear. As it is now, all three of the areas of gameplay that I mentioned start out simple yet intense (except with leveling, which is just simple), and then get simple and boring when we outgear the content. Heroics started out as an AoE spam fest, and became a faster AoE spam fest when everyone got better gear. Raid healing started with us using our strongest spells to maximize our healing output, then devolves to us continuing to use those spells--but using the less often--when we get better gear. In other words, the way we play when we out-gear content and the way we play when we don't are very similar, but the former is less interesting, so your reward for getting better gear is that old content becomes more boring. With Cataclysm, this will not be a problem, for the playstyle difference between content we out-gear and content we don't will make doing content we out-gear a change of pace, and thus make it enjoyable.

1 comment:

  1. while I wish so much this were true, I still very much doubt that cata will be harder in these respects - different maybe, but harder? i'm not sure. they've been telling us things like 'mana will become more important, watch your spells!' etc. ever since mid-TBC; every major patch they either nerfed spirit or regen overall for priests and then again at the start of wotlk. i can't say i felt it for long, maybe in your first few 5mans when you only got blues on you and ppl are clueless, but later never.

    it sounds good though and i am all for going backwards in this case - a lot of their intentions for cata sound just like what we had in vanilla. but i believe that when i see it. :/

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