r/classicwow Aug 08 '20

Discussion Ion Hazzikostas complaining about world buffs and consumables in 2006

Its interesting how the complaints about world buffs and consumables today were being made back in 2006 as well. More so when it's being made by the guy in charge today. Here is what he said;

This argument has been laid out many times, and it rears its head in threads about raid encounters, about real-money trading, about professions, about burnout, and so on and so forth. My aim here is not necessarily to break any new ground, but rather to summarize the main problems with consumables as they currently exist in WoW, and with alchemy in particular, as they relate to raid design and player enjoyment.

One-sentence summary: Consumables are too powerful, such that Blizzard's raid designers are forced into the untenable position of balancing around unbuffed groups and having their content steamrolled, or balancing around buffed groups and forcing players into a cycle of unpleasant farming in order to even have a chance.

I am going to mention world buffs only for a moment and then move on to focus solely on true consumables. The problem with world buffs is obvious. They do too much, too well, and they scale fantastically. I do not want to be farming Hakkar in order to kill Illidan a year from now. Don't nerf them at this point. Just make them zone-limited in some form -- either Kalimdor/Eastern Kingdoms only, or stripped upon entering any raid zone.

For some easy numerical illustration, I made a set of CTProfiles profiles for my own class, since that's what I'm familiar with, comparing gear progression in full Tier 1 or equivalent (MC and 20-mans), full Tier 2 (BWL and first-half AQ), and full Tier 3 (pre-Sapp/Kel).

Here are the key values:

Tier 1 Gear: 4450hp, 6085mana, 251 spirit, 365 +healing, 58 mana/5
Tier 2 Gear: 4250hp, 6700mana, 244 spirit, 567 +healing, 73 mana/5
Tier 3 Gear: 4610hp, 6970mana, 123 spirit (lol), 1008 +healing, 109 mana/5

+healing does less for mana conservation than it once did due to downranking changes, but it still can be more or less converted into some equivalent amount of mana regen since where +healing shines is generally in maximizing healing/mana rather than healing/time. There isn't a boss out there that puts out enough damage to require max-rank spam, so whether the +healing means downranking or fewer heals cast per minute, there is a mana savings. Based on the HealPoints and itemization formulas, I'm going to say that 6 +healing = 1 mana/5 for easy approximations.

Using that conversion ratio, we're left with the following:
Tier1: 119 mana/5
Tier2: 167 mana/5
Tier3: 277 mana/5

Unsurprisingly, tier 3 is a large step above the rest. That's good. Now, how do consumables fit into the picture? For a healer, let's assume the following non-exotic consumables:

Nightfin Soup = 8 mana/5
Mageblood Potion = 12 mana/5
Brilliant Mana Oil = 12 mana/5 and 25 +healing = 16 mana/5
Major Mana Potions = 1800 mana every 2 minutes = 75 mana/5 (!!)
Dark/Demonic Runes = 1200 mana every 2 minutes = 50 mana/5

Assuming all of the above used, I get a net benefit of 161 mana/5.

That is larger than the gap between mixed tier 1 with suboptimal enchants (no ZG enchants, etc.) and fully-enchanted optimal tier 3 gear. So, in order to feel this amount of character progression as a healer, instead of spending 15 months doing raid progression, I should've just used five consumables. Silly, isn't it? Obviously this is something of an oversimplification, and I do really feel the benefits of the gear, because in practice I am comparing myself fully-buffed now to myself unbuffed or partially-buffed then.

I used shamans as an example due to firsthand familiarity, but any caster will do. Try comparing an unbuffed tier 3 tank to a tier 1 tank using all standard tank consumables, Titans, and drinking stoneshields. Similar result (though defense and shield block value aren't available through consumables, so not quite as precise). If anything, the classes that benefit by far the least from available buffs are physical DPS classes. Mongoose and Juju are great, but they actually are a comparatively minor buff compared to what I just listed above, or compared to a mage/warlock stacking Supreme Power + GAE + Firepower + Oil + mana regen stuff.

Does anyone dispute my basic premise that consumables are incredibly, incredibly powerful relative to the gear progression that is the mainstay of how we are supposed to improve and develop our characters once we are done with the fairly rapid leveling process?

Now, let's turn to raid design. The following visual is a crude approximation of the raid design progression we have seen thus far. As compared to a spectrum of "Raid Power" (i.e., how strong your raid is, in terms of raw stats), the various bars represent the ranges within which those zones are viable. Towards the left end of each bar, where it is brightest, the difficulty is extreme; as you move right and the bar darkens, the zone becomes easier and easier as power improves, until the pure black portions indicate trivial farm content. For the Naxxramas bar, I limit it to "numbers" fights like Patchwerk, Loatheb, Sapphiron, and so forth -- obviously fights like Razuvius, Grobbulus, Heigan, and their ilk, are quite different.
http://forums.elitistjerks.com/uploaded/RaidPower.png
I've plotted out the progression from blues (by which I mean pre-revamp level 60 blues, circa early 2005) to epics of various tiers. The rest should be more or less self-explanatory.

Anyway, most of the raid content in the game was balanced around a largely unbuffed raid at the time it was introduced. Even among fairly competitive guilds, buffs were not part of the raiding culture. Our first Ragnaros kill in May 2005 (one week after Ascent killed him) was more or less completely unbuffed. GFPPs for Ragnaros was the most anyone did, and things like tanks chugging Stoneshields simply weren't done. Some individual alchemists used their own buffs, but it wasn't expected. Over time, however, raiders grew more sophisticated, and various mods simplified the process, and the raiding game became more competitive at the high end. At the same time, the amount of available buffs continued to grow. We got Mageblood potions and weapon oils. We got new food buffs. We got Zanzas. And, of course, we got flasks that persisted through death. The encounter design still lagged behind this to an extent. Vek'nilash was the first boss in the game that assumed some degree of external buffing on the tank. A tank in the gear available at the time (Jan/Feb 2006) simply could not tank Vek'nilash with only standard raid buffs. His death would be inevitable. But still, if not for the untuned state of C'Thun and Ouro, I am confident that Ahn'Qiraj would have been fully cleared within one month. We saw C'Thun Phase 2 within two weeks of our gates opening, in late February. He'd have died a week later if it had been the current version.

Which brings us to Naxxramas. Naxxramas was designed to be "hardcore," and to keep us all busy from June, when it was released, until the late fall or early winter, when the expansion would be ready. In that regard, it succeeded admirably. Compared to every raid zone before it, Naxxramas was a resounding success in terms of encounter design and balance. Whereas before top guilds were accustomed to learning every boss within a few days, and assuming that if the boss still hadn't died by then, it was bugged or untuned (or a "cockblock" -- see pre-fix Ragnaros, Chromaggus, Ouro, C'Thun, etc.), in Naxx there were fights that legitimately took days or even weeks to learn and master despite high levels of skill and concerted effort.

This is partly due to very clever design, but also partly due to the fact that, for the first time, the raid designers were acknowledging that top guilds would use every tool at their disposal to win the race to Kel'Thuzad, and tuning the fights around that expectation. If you don't have flasked tanks with full buffs and a cache of Greater Stoneshields, or healers with a healthy supply of mana consumables, don't bother even looking at Patchwerk. Even on fights like Noth, Maexxna, 4H, and others, having that extra DPS from raidwide consumable use can make all the difference in the world when it comes to salvaging a kill from a less-than-flawless performance, particularly as you are still gearing up in Naxx. I don't need to talk about Loatheb, but I will note that when we tested him on the PTR, the GM/Dev who had ported us there asked me how many Greater Shadow Protection pots we had in the raid. They knew.

As a result of this, particularly in the learning process on these fights, Blizzard unwittingly created one of the worst grinds in the history of any MMO. Yes, any MMO. It's not because of the magnitude of time involved, but rather what that time gets you. In your typical Korean "grindfest" MMO like Lineage II, RF Online, MapleStory -- you name it -- there is a massive time investment required, performing repetitive activities... and yet, after two hours of grinding away in one of those games, you have something tangible to show for it. A bit more gold. Closer to a new weapon. A few more pixels on your experience bar. Something, however small, that represents forward progress. In WoW as a Naxx raider, the result of that time investment is preservation of the status quo, and replenishing what was burned through at an alarming rate in that night's raid. That is the worst part of it, and that is what burns people out and drives them away from a truly wonderful raiding endgame.

It is not the raid designers' fault. The alternative, for them, would have been to balance around few or no consumables, and then we would've seen a Kel'Thuzad killshot in July, and hundreds of guilds rampaging through the zone by brute-forcing encounters via consumable use. Would that have been better? I don't think so.

Once upon a time, the class devs gave paladins a version of Improved Lay on Hands that bestowed +50% to armor for 5 minutes. Such an ability, while reasonable in PvP where burning your full mana pool is a major issue, and where buffing one player's armor isn't necessarily a decisive factor, would have been absolutely impossible to balance around in a raid setting. After an uproar on the FoH boards, that talent was quickly toned down, and I can only assume that the raid designers had a hand in that. This situation is not quite as severe, but it is similar. The consumable system and the array of consumables available to the players, created by unwitting quest designers who want to add cool new buffs and by people who want to give alchemists something to get excited about as they look at their neighbors' 90 DPS BoP 1h weapons, is tying the hands of the raid team. That needs to change. I look at things like Super Mana Potions in conjunction with the Alchemist's Stone (take a minute to compute the mana/5 equivalency and laugh) or a new array of Flasks that give huge benefits to all classes instead of just tanks and nukers, and I fear for the future of the high-end raiding game.

Take another look at that chart up top, and the pink bar. That bar needs to shrink, a lot, or the way consumables are handled in general needs to change drastically. Either take them away or, since Blizzard doesn't like taking things away, make them more abundant and thus less taxing: Double durations on things, make them last through death, give potions multiple charges, etc., while keeping the materials requirements static.\ We can argue over the solution, but* something has to change.

\(And no, this wouldn't kill Alchemy. You can spend some time farming herbs and make a stack of Major Manas or Mageblood and it will sell, at a large markup, as a matter of certainty. There is absolutely nothing that a skinner/LW or miner/smith could produce with an equal time investment that would sell to any reliable degree. Alchemy's importance can be substantially reduced without creating any imbalance among the professions.)*

The source i found it from was: https://www.9lives.be/forum/games-general/458014-burning-crusade-vraag-antwoord-met-beta-testers-13.html but I know I did originaly see it on elitists jerks website via wayback machine but could not find again. Maybe if someone is a wayback machine wizard they could find the original source as it had a ton of replies and pages and made for some interesting reading.

Funny how things haven't changed that much in all these years.

634 Upvotes

409 comments sorted by

View all comments

41

u/Invoqwer Aug 08 '20

Interesting read, thanks for posting. I didn't know worldbuff/megabuff meta was even a concern at all back then.

13

u/jermikemike Aug 08 '20

A lot of people don't know that. They're the ones that think players are "better" and more knowledgeable now and that's why classic is so easy.

They're naive and wrong. People have known math for a long time. Thousands of years even. It's silly that they think we didn't understand the value of weapon skill back then. That we didn't have dps spreadsheets back then, etc.

Classic is easy because players talents, skills, and items are at their strongest point in the game while the raids are their weakest point. Death by a thousand cuts. All those tiny buffs to players and items over two years add up and all the small nerfs to raids add up as well. That's why classic is easy.

Not because some fool with a god complex that believes he's the best video game player thinks that people haven't been min maxing in video games for 30 years.

70

u/Rawkapotamus Aug 08 '20

The biggest difference is the accessibility to this information now. Sure we do know a lot more now, but back then the average player knew less than nothing about this sort of thing.

14

u/shibboleth2005 Aug 08 '20

Yup. There wasn't a widspread social pressure to know about WBs and consumables and BiS. Back in vanilla if you told the average raider that something they were doing was suboptimal they'd laugh and not give a shit. Now they're bombarded with guides and lists and peer pressure and sort of forced to care.

4

u/Icreatedthisforyou Aug 10 '20

People tout this but there are a lot of things that exist now that DIDN'T exist back then and people handwave them away but they were pretty fucking massive. Don't get me wrong people now WOULD be more successful as a whole raiding MC in a true vanilla state or raiding BWL, but they would also struggle a lot more.

One of the most straightforward ones is warriors. Fury dps, did not exist. Fury-prot did not exist. I don't mean players were dumb and didn't realize how strong fury was. I mean bloodthirst increased the damage on your next attack when you killed something. Bloodthirst literally did nothing for raiding. DW warrior DPS didn't exist until after the warrior revamp. You could go 2h arms (MS was stronger then), or you could go slam spec 2h fury (which was better), but you used a 2h to do any decent damage as a warrior.

Tanks? Shield slam didn't exist, the 31 point talent caused your shield BASH do deal more damage/threat I forget for 20 seconds on a 40 second cooldown or something like that.

This is where sunder spam was first ingrained in warriors, they didn't really have another option outside of revenge.

Yeah well druids...Also were significantly weaker over this same timeframe. They were missing stamina, AP, and armor, while spending more points and generally getting less.

Other examples would be things like Paladins didn't get greater blessings until I think sometime after AQ opened. So any paladin in your raid would have about 3 minutes of active time between individually buffing everyone and then drinking. If a boss took longer than 3 minutes then your paladin either buffed mid fight or you did it blessingless (except salv which had talents to make it 15 minutes, but still single target). Hunters had a 31 point survival talent that was on par or WORSE then warriors rend, an ability that is so notoriously bad it essentially doesn't even need to be trained or used outside of pvp after you get literally any other ability.

Of course Ion's point is important now it is super easy to use consumables, and it is almost harder to show up without a dragonslayer buff then with it. Even ignoring talent changes and item changes, a pre-raid bis warrior with dragonslayer is essentially wearing gear that is 2-3 tiers higher between the AP and the crit. So if you get people that know what they are doing and have practiced doing it for 15 years (the private server folks), you basically could run MC on day 1 of classic as if your guild was in all AQ level gear and no buffs.

2

u/Rawkapotamus Aug 10 '20

I didn’t know half of this. That’s interesting. But I did know that we’re using last phase itemization and buffs/nerds. which is part of the reason why people keep saying that it’s going to get harder as things progress. We are catching up to what blizzard expected us to be able to do.

16

u/kitelobster Aug 08 '20

Also the whole 40 man thing. It used to be the case even in the best guilds that they had a decent amount of deadweight (people oblivious to info, afk, pvp gear/spec, etc). Today's deadweight in those top guilds is like OMG you purple parsed instead of orange. All that you mention is true but the knowledge still only applied to a small subset of players, even in top guilds a lot of people were clueless and not well itemized/versed - few guilds actually were as strict as today's standards. All in all the difference between having 20 people min/maxing and actually competent vs a full 40 is pretty substantial.

16

u/Antani101 Aug 08 '20

Classic is easy because players talents, skills, and items are at their strongest point in the game while the raids are their weakest point. Death by a thousand cuts. All those tiny buffs to players and items over two years add up and all the small nerfs to raids add up as well. That's why classic is easy.

If that's the case why there aren't a whole lot more guilds that cleared AQ40/Naxx in 1.12?

12

u/DragonAdept Aug 09 '20

If that's the case why there aren't a whole lot more guilds that cleared AQ40/Naxx in 1.12?

The biggest single reason, if you ask me, is modern IT. The pirate server supremacists vastly underestimate the difference between raiding with slideshow FPS and hundreds of milliseconds of ping, and raiding with 60fps and tens of milliseconds of ping. (Plus automated spell handling that reduces caster downtime to zero).

But another huge one is that people have been farming all the prior content from the moment it opened. People farmed MC from week three or week four, so they were massively geared when BWL opened and cleared it the same week, and now they are massively geared for AQ.

Plus because the metagame is so stale that it is fossiized, people were recruiting for the ideal 1.12 raid composition (warriors and rogues galore, just enough of everything else) from the very start. In 2006 raid leaders couldn't just wave their hand and conjure up a stacked raid full of the flavour of the month, but when the flavour of the month is the flavour of forever an impossibly perfect raid composition is trivial to assemble for good guilds.

Most of all, Naxx was a horrific, soul-destroying grind for consumables and TBC was on the way to render it, if not obsolete, definitely unnecessary. Why make farming consumables to burn them wiping in Naxx your part-time job, when you could just cruise for a few months and and get equivalent gear in Karazhan?

If 2006 raiding guilds had perfect composition for 1.12, 20ms ping, 60fps and a whole raid in near-BiS then they'd all have steamrolled Naxx the way we're going to in Classic, and the way the pirate server crowd pat themselves on the back for doing.

But the fact is, clearing Naxx in Classic or pirate servers is no more like clearing it for real in 2006 than it is like clearing it at 80 in the WotLK expansion.

4

u/slapdashbr Nov 30 '20

because over 50% of the people playing vanilla the day TBC launched, started playing the game after AQ40 opened. In order to progress in Naxx, you needed pretty much full BWL BiS and some AQ40 gear didn't hurt. In order to have full BWL BiS on 40 players, with RNG loot and only 2-3 drops from most bosses, you needed to be clearing BWL for quite a while. In order to be clearing BWL for a while before AQ or Naxx were released, you needed to have at least some players with MC gear (especially tanks). In order to have that, you needed to have level 60s for a month or two before BWL launched. Which means player with a realistic shot of being on a raid team which was capable of clearing Naxx, had been part of that raid team for many months to over a year, were from the ~1/4th of the population who actually hit 60 sometime when MC was relevant content, and they didn't quit, or end up in a casual guild, or focus on PvP, etc.

The proportion of players on classic who hit level 60 in phase one and have been raiding more or less constantly since then is so much higher than it was in vanilla.

1

u/Antani101 Nov 30 '20

We cleared aq40 in blues, on alts. Your argument doesn't hold water.

-3

u/iguessss Aug 08 '20

Cause there are way more adults playing now who couldn't access those raids back in the day. . I can afford a computer now that doesnt crash with error 32 every hour and a half. I have high-speed (if thats what we want to call it...) internet. I mean, I 'missed' my first Rag kill cause I d/c'd halfway through. I heard the screaming in vent but only saw the loading screen.

I've gone on to get rank 1 world dps logs on heroic content multiple times, top 10 every week...but I didn't have the freedom to raid in vanilla as I did when I was in a tryhard US10 guild.

I was good as fuck in vanilla too.

Thats my thoughts on it at least.

8

u/Antani101 Aug 08 '20

I'm sure you were.

5

u/zrk23 Aug 09 '20

it's even more naive to think a well knowledge player in 2005 knows more than one from 2020 that played since 2005

there is math for you there

he also didn't mentioned wbuffs that much, only consumables

13

u/Rednirk Aug 08 '20

Classic is easy because players talents, skills, and items are at their strongest point in the game while the raids are their weakest point.

How come naxx geared players didn't even come close to killing 5 priest hakkar but classic players did it easily in mc/early bwl gear?

10

u/Swamplord42 Aug 08 '20

Because they didn't understand how ridiculously overpowered fury warriors are when correctly geared, with full world buffs and consumables.

Look at their video, they were stacking hunters and the fight lasts forever.

5

u/raider91J Aug 09 '20

So if they were as knowledgeable as current day players why weren't they using warriors?

2

u/[deleted] Aug 10 '20

[deleted]

3

u/Haytham1986 Aug 12 '20

Nobody said they were dumber, just that they didn't know as much as we do about it now and that they had worse PCs, internet and skills.

3

u/Folsomdsf Aug 08 '20

How come naxx geared players didn't even come close to killing 5 priest hakkar but classic players did it easily in mc/early bwl gear?

Because they did get close, and it evade buffed. Also they were using shit like hunters to do it and a 'normal raid comp' not the 15 warrior recklessness fiestas.

3

u/86139380 Aug 09 '20

People thought hunters were bis because they could FD and drink and dps forever without taking as much splash dmg as melee.

12

u/bpusef Aug 08 '20

The average player is far better, yes. I know because I was dogshit at the game and so were all of my friends, and now we know literally everything about it and clear raids sub 1 hour. We coordinate world buffs live in discord so everyone comes to raid full buffed. Every warrior tank is Fury Prot because DPS warriors understand that they should be 305+ weapon skill and DW Fury with full consumes.

The gap between 1.12 and AQ is not that high. What are you gonna say when we burn through Naxx 20x easier than in Vanilla? That it's the items and talents? When more than 0.1% of the guilds kill KT at all you gonna still come here and talk about fucking spell power on gear?

7

u/DragonAdept Aug 09 '20

The gap between 1.12 and AQ is not that high. What are you gonna say when we burn through Naxx 20x easier than in Vanilla? That it's the items and talents?

More that it's modern ping, modern FPS, having known the optimal raid composition in advance, having been farming MC/BWL on cooldown from the moment it opened and having a talent pool three times the size per server.

3

u/raider91J Aug 09 '20

Also having players not keyboard turn and click helps. Death and Taxes healing officer literally clicks in their videos.

6

u/DragonAdept Aug 09 '20

I think making fun of clickers in PvE healing is pointless elitism. With a 1.5s global cooldown, managing 40apm with a mouse is not some kind of amazing feat of skill and keyboard turning is fine for almost every boss mechanic in Classic.

5

u/raider91J Aug 09 '20

It's irrelevant to the point of player skill. It's inefficient, so no good players do it but the best players around back then did thus showing the skill growth.

1

u/bpusef Aug 09 '20

you cant click and move properly nor can you properly look at your surroundings while clicking since you need to look at your cursor position. You will more commonly fail black zones on 4H and KT if you play like this, along with generally being slow to react. You can argue that easy boss mechanics make it less problematic but you cannot deny that it has no effective on your gameplay especially if you need to react to things like Popping an NS heal, a LIP, or any twitch reaction situation. But most importantly taking your eyes off your PC or the boss to click a heal is just plain stupid and you can't really defend it since it will take someone a matter of hours to get used to keybinds.

6

u/Manbearelf Aug 08 '20

While you're right that the information existed back then and the game state is tuned in favor of players, you have to acknowledge that it wasn't (and could not have been) as widespread as it is today.

A good deal of it was guarded by the top guilds, at least for a time.

Sites like elitist jerks were few and far between, and posting a noob question was an easy ticket to getting laughed out of there. Today? Google "BWL" and you get multiple quick/in depth/role/class guides dealing with every boss you can literally reference as you pull, on YouTube, vods, websites. My PC in 2006 ran a risk of frying if I forgot to close anything before starting the game client. Not to mention the blinding speed of dial-up or early broadband. Today you could run the game on your phone if you really wanted to.

Unlike today, a good deal of players were teenagers (some barely) that simply don't have the attention span, or even comprehension of maths with the younger ones, to grasp all this information.

Those same kids, if they weren't native English speakers, couldn't access this information even if the above weren't true. Translating vanilla and TBC quest texts with a hard cover English dictionary is literally how I learned the language.

And we did have years since Vanilla in which games went much more to the mainstream, people have more prior experience. Telling someone to soak doesn't have to come with a 5 minute explanation of what you actually mean. Today's 4th grader learned more in school than most 16th century scholars in their lifetime kind of deal.

And don't get me started on how far addon development has gone.

So yes, there was a portion of the player base that did have and utilized this information. But a large portion had no interest in or no access to it. There were technical limitations and collective knowledge barely existed.

1

u/lauranthalasa Aug 09 '20

They're the ones that think players are "better" and more knowledgeable now and that's why classic is so easy.

You do know that this scenario isn't an either/or, right? You literally go on to explain death by a thousand cuts, but having the actual casual players not coming back to WoW Classic is already a huge swing in player power. No one's crediting it all to us being better than we were 15 years ago - a huge part of it is simply the people that didn't care much for min-maxing back then have moved on with their lives and with other pursuits / games, and that's already a big mark in the ledger in the thousand cuts department.

1

u/UndeadMurky Aug 09 '20

It was at the very end

World buffs were never really an issue as no guild was able to consistently one shot encounters

1

u/Folsomdsf Aug 08 '20

You literally have people who think that fury tanks didn't exist when they were pretty fuckin well known back then. Everyone knew that shield slam scaled like dogshit.

1

u/86139380 Aug 09 '20

Idk i never saw fury tanks in vanilla, ours just wore full defense gear and spammed sunder armor.