My first post here came not long before Mists of Pandaria went live. That ride wasn’t without its bumps, but from the eyes of a Heroic raider, Mists of Pandaria was a ton of fun with a lot of excellent raid content. Warlords looks to improve on that, and I’m looking forward to it.
The old Unleash Flame visual was a fiery glow that happened twice while the buff was up. The new one is a flaming glow on each weapon that continues for its entire duration. Screenshots don’t do it justice, it really is pretty cool looking.
With Ascendance’s damage being changed from Nature to Wind (which is armor-ignoring Physical damage) Stormblast was renamed Windstrike and had its visual changed to be windy looking. The new visual is pretty cool looking like Stormblast was and will likely be less obtrusive visually.
Shamanistic Rage’s old effects continue to happen, but you gain a new effect over your head for its entire duration. I suspect this spell’s visuals are still being worked on.
Feral Spirit had the same visual update that Ghost Wolf did. Fully animated, the new wolves look great.
The Echo talent has changed in WoD. It now triggers off any action, giving you an aura that causes your next Stormstrike or Lava Lash for Enhancement, Lava Burst for Elemental, or Healing Rain, Purify Spirit or Riptide for Restoration to not trigger its cooldown. While the buff is active, you have this spell effect around your character.
One of the most controversial subjects surrounding Warlords of Draenor has been the tentative decision by the developers to disable the ability to fly for the entirety of 6.0 and possibly beyond. This would mean you cannot buy the ability to fly once you hit level 100 like you did at level 90 in Mists of Pandaria and 77 in Wrath of the Lich King. Needless to say, that change probably wouldn’t feel very good if it were implemented in Pandaria right now with no other changes, and here’s why:
- The fastest way to travel would become flight paths, which often take a very indirect route. Not only are they sightseeing tours, but they also often have you going to towns or other flight points that are far out-of-the-way before heading to your destination.
- Gathering professions become more time-consuming. It takes longer to get from one node to the next due to traveling at half your usual speed, and also having to avoid parts of the terrain, creatures and other landmarks and obstacles that are between you and your target.
- Questing at max level becomes slower because you can’t skip stuff you don’t need by flying over it. You’ll have to fight your way through mobs to reach your objective much more often.
This is basically what players think about when they are told that you won’t be able to fly in Warlords of Draenor, and that’s fair. What you don’t know about are all the adjustments to reduce these problems while accomplishing their stated goals.
It’s safe to say that Blizzard’s intention is not to increase time spent traveling to your destination. There really isn’t much reason to want to do that. MMORPG game design is about providing adequate rewards for your time, so reducing the reward or increasing the time spent acquiring it doesn’t make a whole lot of sense without adjusting the other part of the equation.
As an example, if you want to fly to Shrine to Timeless Isle, this is the kind of flight path you’re looking at.
Not exactly straightforward. Where your taxi actually flies is even worse. Way worse. It’s obviously faster to the teleport trinket, but it’s also faster to fly out there yourself. But the same kind of flight path will be better in Warlords.
If flying were to be removed from Mists of Pandaria, the time needed to gather and cost of materials would likely be much higher than it is. Blizzard can adjust this kind of thing going into a new expansion, however.
If this is how many herb nodes normally exist in a zone, you can offset the time required to farm a certain number of herbs by simply filling in some of the blank areas with more herbs, and increasing their density or spawn rate where they already exist, allowing players to pick the same amount of herbs per time spent. Material costs of crafting can also be decreased, if necessary.
Needless to say, wherever flight is available, it’s easy to land on quest objectives, gather or kill them, and then fly off without much else in the way of conflict or gameplay. This will certainly be changing. Questing will feel more like it did on Isle of Thunder or on Timeless Isle, and the intent is for landmarks, packs of creatures and so on to have a presence in the world that you notice and feel instead of just being able to ignore them all.
On Timeless Isle, reaching Ordos can be dangerous for characters new to the area. As you travel up the mountain, you first start encountering some packs of weak Yaungol, and steadily meet more and more dangerous enemies as you travel further into the heart of Ordon territory. This makes the road up the mountain and where each creature is placed actually have some meaning in how you approach the area. The physicality of Azeroth or Draenor matters a lot more. You’re seeing and experiencing what its denizens see and experience, and the idea is that it makes it a lot more memorable than simply being “another mob you fly to, kill, and fly away from”.
A concern is that this will cause basic tasks to be more time-consuming, but that isn’t necessarily the case. Many quests have historically had you travel to a site for a quest or two, go back to the main hub to turn them in, then get sent to a new quest area for another pair of quests, then back to the quest hub and so on. It’s not inconceivable to imagine the quest design team designing more quests to complete on the spot and sending you to the new quest area without that trip back to the hub a lot more often. It’s also fair to say that quests that, on average, take more time, are also likely to offer a proportional increase in their rewards.
There isn’t really all that much to worry about when it comes to the removal of flight. Getting where you want to go won’t really be any harder than it is today. Gathering materials won’t be any slower than it is today. Questing may occasionally be slower, but the rewards will reflect it. There are a couple of fair complaints, though. One would be that you can’t use your favorite mount. There are plenty of awesome ground mounts that haven’t seen much attention, though. Another might be that you find moving through the third dimension enjoyable, but considering how unpopular the Vashj’ir quest zone was, I’d find it hard to believe if many people are highly attached to it.
One legitimate complaint is that having your flying mount buttons greyed out doesn’t feel very consistent. “Because we say so” is not a very immersive reason for flight to be disabled, and “Because Lightning” and “Weird Time Stuff” weren’t really any better. A suggestion I’ve heard a few times is to make flying dangerous in areas where it’s is less than ideal for the quest experience, but that never seems to work well. Being attacked while flying tends to be a very binary experience since you can’t fight back. Most of the time, you just get knocked to the ground and die, and adding mechanics like these will simply annoy, frustrate, and disorient players who unwittingly fly into a no-fly zone. Some might remember clipping the edge of Wintergrasp during Wrath of the Lich King. So in this case, the method they are choosing is the lesser of two evils they were faced with on the path to reaching their goals.
So, honestly, there isn’t all that much to complain about. The pace of your gameplay won’t change all that much, gathering won’t be any more difficult, and the ability to quickly get to areas you need to get to will be provided to you. I’m looking forward to seeing an entire expansion from my feet in the way that I saw Isle of Thunder and Timeless Isle.
That’s what most are worried about. The convenience of flight is going away. But really, it isn’t.
Thanks to some tweets from Vixsin, we have an idea of what the level 100 Shaman talents are going to look like. Keep in mind this is very early and these may be changed, moved, removed, reworked, and everything else before it goes live.
Flexible will be called Normal and have the current Flexible mechanics.
Normal will be called Heroic and have the current Flexible mechanics.
Heroic will be called Mythic, and be a strict 20-player setting.
HUGE announcement. This is going to have a lot of mixed opinions and feelings, but I’m personally happy to be rid of this silly, sour-tasting 10 vs. 25 thing that’s plagued WoW since Cataclysm.