It’s Not You, It’s Me

I has been roughly three months since my last post.  With Ariad starting up his posts I figure it is high time that I get over my writers block and begin anew as well.  Thing is for me, it hasn’t truly been writers block.  There is a post I feel like I need to make, but I have been looking for every opportunity not to.  I guess, in part since I have become friendly with several of the Trion staffers, the post I feel like I need to make almost feels like a betrayal.

Maybe It Is A Bit You

Bel and Mouse Vogue It feels weird to go from completely bonkers gung ho about a game, to just having no desire to play it.  But that pretty much describes my transition from playing and actively writing about Rift, to just not logging in and eventually cancelling my account.  The problem is, for the longest time I didn’t quite understand why I no longer wanted to play.  It felt like there was something missing, that I couldn’t quite put my finger on.

In my guild we had this cycle happening, that I none of us really understood.  We started the game with between thirty and forty players, so the future indeed seemed bright.  But as each new player managed to top the hill and hit 50, they all seemed to slowly begin tapering off their playtime.  So much so that eventually they just started disappearing all together.  As the months went on, it became harder and harder to maintain an active grouping force due to folks just dropping off into the ether.

At that point I was still doing pretty good, I had t1 geared my first 50 and was well on my way to my second 50.  It was on my way to the third, that finally it started to hit me.  Having done these zones 5 or more times, considering the time spent in beta… I just could not force myself to push through it a third time.  All the while, I am not really understanding what is going on, only that my desire to play at all is waning.  There were many a night that I logged in, and ran around Meridian for an hour or so before finally logging out for the evening, not actually doing anything.

The Missing Fluff

I know they can do housing...  need this for players tho The game is an amazingly fun rollercoaster ride the first time or two, but as I sat at level 50 with nothing that I wanted to do, something Ariad said hit me like a ton of bricks.  He was one of the first to taper off and eventually leave the game, and I will do my best to paraphrase what we talked about.  Essentially he said that one of his biggest problems with the world is that everything exists for a reason.  At first this comment didn’t make much sense, but as I sat at 50 bored… it finally did.

In most games, there are elements of the game that exist there, just to be there.  There are empty buildings in towns, there are art elements you can hover over that say interesting things, books in dungeons, etc that exist just to add flavor to the world.  In Rift, as the player you get a feel that nothing was added to the world that is not directly tied to some quest.  Essentially the game is this great lean core of mechanics, but it is missing the fluffy padding that adds atmosphere and gives players a reason to fall in love with something other than the game play.

The storyline of the game is very well written, and I’ve become friends with some of the lore writers in this process.  They do a phenomenal job providing the connective tissue that holds the world together.  The problem is, the world just doesn’t feel alive.  Sure there is dynamic content in the form of Rifts, but none of the cities FEEL like cities.  Neither Meridian or Sanctum feel like they could actually support life.  They both feel like Military outposts more than actual living, breathing cities.  The scale of the world I guess, just feels off in some way.

Maybe It Really Is Me

... dancing on the ceiling.... well at least a statue One of the other things at work here is that I personally have changed as a player, from the beginnings of Rift beta.  When I started playing Rift, I was the leader of a 600 character guild and an active raider.  Rift literally was everything I ever said I wanted in a game.  Had it been released two years ago, before I had become horribly bitter and jaded towards raiding, then I think I would be gobbling it up left and right.

The problem is this, that me leaving WoW was a much bigger change in my life than I ever expected.  Imagine being the core support for a large guild, and them needing something from you each and every night you chose to play, which in my case was literally every night.  Imagine holding up a bridge, being friend, councilor, advisor, and mentor for 6 1/2 long years of constant interaction.  Imagine logging in each and every night to 10-20 tells, each of them wanting something different.  Then all the sudden, imagine it all going away and leaving nothing but blissful peace.

As much as I gradually morphed from a casual player, to a serious raider, I have changed back almost completely.  In Rift, much of the pay off at the end of the day is the massive amount of raid content.  Problem is, if you don’t care about raiding, all of this carefully tiered content quickly looks like yet another grind you have to suffer through.  This was multiplied by the fact that two separate times that I can remember, the cost of all of the tiered gear was increased by a large percentage. 

So flat out, for someone who was slow gearing, it is much harder to get ready for raiding than it was those first few months.  As we began dipping our toes in raiding, it became evident quickly that simply put we did not have the gear levels necessary.  Biggest issue was that with everyone tapering off their playtime and only being around for raids, there was no time to run the instances needed to improve the overall gear level.

Same As It Ever Was

Bel on his pretty pony.... standing bored in Meridian I was in the camp of players who warned against the inclusion of a dungeon tool.  If you have read any of my blog posts in the past, I tie the death of WoW back to the creation of the dungeon finder.  It was the single act that destroyed server communities.  I went into Trion’s decision to create a dungeon finder with an open mind, thinking that the Rift community thus far had been better than WoW and surely "we" could use it responsibly.  The problem is, we were all wrong.

In those first weeks after release, as folks topped out the level 50 channel became an active hot bed of conversation and grouping.  Within a few minutes you were able to assemble a t1 or t2 expert with players actively looking.  I am sure the experience for folks unwilling to go through the legwork of actually doing the forming is different, but quickly our guild built a steady group of regulars from other similar guilds.  Folks knew each other and had a long list of folks to substitute in if someone needed to go and the community as a whole flourished.

When the dungeon tool went in, for the first few weeks everything was pretty good.  At this point I was gearing up my rogue, and had both a bard and marksman spec actively playing whichever role the group needed of me.  In tier 1s, everything was great, and folks were willing to work together.  However when I made the transition to Tier 2 instances, the world around me changed.  I started seeing some of my old enemies from WoW, "the elitist" and "the rage quit" on a nightly basis.  I went from being able to run instances in an hour and a half to spending 4 hours in a tier 2 and never actually finishing it.

From what I have heard from guild members still active in the game, with the inclusion of cross server queues to the dungeon finder it has gotten worse.  All of the things that made running dungeons in WoW a frustrating experience are apparently now in Rift.  The power pulling egotistical tanks, the dps that cannot keep up and the dps that calls everyone that doesn’t meet their standards a failure.  I was on mumble the night the tool went in and heard tales of the very first group a guild member tried complaining at him to "pull big" just like they always did in Warcraft.  My ultimate fear is, that once again the dungeon tool has wrecked what was an amazing community.

I Still Have Faith

Granite Falls - Best Town In Game I am sure this probably seems like a flash back to the way I talked about WoW when I left, but honestly I feel like I am parting on good terms with the game.  The prime difference is, by the time I left WoW I had lost any measure of faith that Blizzard had a clue what they were doing, a trend that has continue on since then.  With Trion however, I have all the faith in the world as the company, part of the reason why I delayed this post is I did not want to contribute to any bad press about the game for the longest time.  Problem is, I have been deadlocked and unable to write much of anything until I got this one off my chest.

Trion has done so much right with Rift, and have an amazing group of people behind it.  I’ve come to know a good number of them, and each and every one really cares about the end product and is actively fighting to make it better for all of the players.  Erick "Zann" Adams for example is one of the absolute hardest working Community Managers I have ever seen.   LM Lockhart and Nicholas McDowell have done an amazing job reaching out to the community, and keeping the lore pot stirred to whip up interest.  Never before have I seen the level of interaction with the bloggers and social media that I have from Trion.

All of this said, I have all the faith in the world that they will figure out what exactly is missing from the game eventually, and add that final spark.  It makes it all the more bittersweet for me when I realize that I just don’t want to play it anymore.  I gave the game six months, and my subscription will be running out soon.  I wish them all the luck in the world on the game.  It was an amazing ride to 50, but there just wasn’t enough there to hold me after I reached the top of the hill.  With all the plans for player housing on the radar, and the new zones, I feel like it might push them over this hump and bring the much needed fluff to the game.

Moving On

CrushboneGroup I figure at some point in the future, I will fire the game back up and give it a spin.  It still has more right going for it than it has wrong, and those games I tend to remember fondly are the ones I end up going back to time and again.  This is evidenced by the fact that I am back playing Everquest II, a game I beta tested, and have played 4 different times since release.  Since I realized it was the fluff that I was craving, I went to the fluffiest game on the market as a counter reaction.

I am honestly having a blast.  I tested the game from early in beta, and when it came time for release the majority of my friends were going to WoW, so that is where I went as well.  However being an Everquest player for three years, made me a huge fan of the world of Norrath.  It has always felt more alive and vibrant that just about any other game setting.  In the past however when I played it, it was a side game while I was also playing WoW.  I would enjoy myself, but sooner or later the rigor of leading a guild would catch up to me.  Time and time again I would begin feeling like I was shirking my duties to my friends and guild mates.

This is the first time for me to play the game with nothing else siphoning away my time.  As a result I am probably having more fun with it than I have in the past.  My main is now level 71 and I am really enjoying Mistmoore Catacombs at the moment.  Expect to see a good number more posts about that game going forward.  I will probably also be reskinning the site to be something a bit more game neutral.  I am still playing a good bit of Minecraft, so I toyed around with the idea of trying to create the "Tales of the Aggronaut" logo in Minecraft for flair. 

Now that I have all this off my chest, I hope I can go back to regular writing.

On Gamescom, PAX, and Playing Everything (videos!)

Been a long while since Bel or I have posted. Call it the mid-late summer doldrums. I’ve also been extremely busy for a variety of reasons that I won’t go into here, which has left me kind of sapped. My apologies.

Lately, though, it’s been summer convention season, with a lot of exciting things being shown off. If you haven’t seen the trailer for Wild Star, you should watch it. Here:

 

Wild Star HD Trailer

It’s every cliché trope wrapped up in awesome foil and made to look GREAT. There’s nothing new here, we’ve seen these characters before, we’ve seen things done this way, but it doesn’t matter because the trailer looks great, the world looks compelling, and there’s something here for everyone. I want to keep watching this, and see what happens next.

Sci-fi not your thing? Here, have some fantasy, Guild Wars 2 style:

 

The Sylvari– Guild Wars 2’s plant-elves.

Like It Always Was, But Different

I love the way these games are shaping up. I don’t have a good trailer handy, but Star Wars: The Old Republic has a similar level of polish and fun on display. These aren’t sandbox MMOs, no, not even Guild Wars. You play them and you know – you can feel – the WoW influence, the EQ influence, the this-is-an-MMO sense that permeates, well, every game in this genre.

I look at those games and I get excited to play them. They’re not what blew me away, though. What blew me away were these:

Battlefield 3

First person shooter? But Ariad, all of those are the same, it looks just like Medal Call of Honor Duty! And Guild Wars 2 looks just like WoW. There’re subtle differences, and it makes for a surprisingly deep game. This will be incredibly fun with friends, and notably it’ll be a pop-in-and-out experience, something I can play for fun without a huge time commitment. For a different spin on the same concept, here’s Tribes:

Tribes Ascend–15 minutes long

Another shooter, only future instead of military. Easy to dismiss as “another FPS, yawn”, except that the feel of this one is so different from other games that it’s worthy of mention. I’m not a huge shooter player, but I played the old Tribes, and reports from PAX Prime are that the new one plays a LOT like the old ones. For anyone who remembers the old, this is a very, very good thing. Looking for a bit more story? Have a dose of Nathan Drake:

Uncharted 3: Drake’s Deception

The Uncharted series are some of the best games released in the past few years. I would happily put Uncharted 2 and Portal head to head for fun factor. It’s basically Indiana Jones, the video game, done RIGHT. The fact that they’re PS3 exclusives makes it hard to casually get into them if you don’t own the console, but they’re brilliant examples of what’s available on console that you just can’t get on PC (I’m trolling Bel here).

The main thing that excites me is the variety. I haven’t even talked about Skyrim (and I’m out of video slots here, so I can’t post a video), but in terms of available games to play, we’re looking at some really, really awesome opportunities (and great things that have already come out—I’m looking at you, Bastion and Deus Ex).

Everything Under the Sun

I used to avoid entire genres of games. I skipped over Halo (and all console shooters) entirely, because I fervently believed that “it was better on PC”. It wasn’t until I’d been working on a console shooter for about a year before I really broke that bias, and shortly thereafter I discovered some really fun experience (and was prepared for the awesomeness that was Bioshock).

I refused to play platformers that didn’t have Mario in the title for ages, figuring that none of them would be any good. I nearly missed out on Prince of Persia, and I completely missed out on Jak and Daxter and Ratchet and Clank, both awesome games that I wasn’t in the right place at the right time to fully enjoy.

I’ve been amazed at how much fun there is to be had even in games I expect to hate. It’s also made me a lot better at seeing what games are, rather than what I want them to be. It’s a hard thing to apply to MMOs—I really want to see an MMO with real, true open-world and deep character customization, complete with well-implemented player housing and a sense of ownership… but SWTOR is not that game. Guild Wars 2 is not that game.

They’re gonna be fun, though. LOTS of fun, if I can enjoy them for what they are, rather than obsessing over what they’re not.

Content and Accessibility

Today I read Tobold (http://tobolds.blogspot.com/2011/06/syncaine-on-accessibility.html) and Syncaine (http://syncaine.com/2011/06/16/accessibility-killed-rift/) talking about accessibility in MMOs. It’s a neat series of reads on both sides of the issue, and I feel like they’re both touching on a big issue in MMO development that’s been going on basically since WoW brought in a massive influx of new players (thanks to being highly accessible, even in Vanilla) – not enough content.

It has nothing to do with how ‘casual’ or ‘hardcore’ or ‘accessible’ the content is, and everything to do with whether or not the existing content in the game satisfies the demands of the various players. WoW only has one content path. You level, you do dungeons, you do heroic dungeons, you do raids, you do heroic raids. These five experiences are different in a lot of ways; the number of players you have being the most obvious one, but the approach to playing and the kind of players each pursuit attracts is quite different. However, it’s a linear path. Syncaine hits the nail on the head in his post when it mentions that players are satisfied and at their best when they have content to play that challenges them and can look forward to more content ahead of them. It’s an idea spread out across quite a bit of the argument, but to me it’s the underlying thread that separates him from the usual “games should be harder” hardcore crowd.

Something for Everyone

In most of the major MMO releases, including both the successful and the unsuccessful, there’s a single, brutally defined and linear path of content. You level until you can do small-group content, you do small group content and level until you reach max level, you do max-level dungeons, and then you raid. When you have exhausted one of the pre-raid forms of content, you’re done with it; you will rarely if ever see more of that content that’s meaningful to you.

I have a theory about MMO content: If you, as a development studio, had an infinite amount of time and resources to create an endless stream of content for every type of player, you would see a few paths that were highly favored. You’d see solo content, small group (4-6 players), small raid (10-15 players), and massive raid (50-100+ players) standing far and away ahead of the rest as favored types of content. WoW proved that 25-man content was more popular than 40-man content, and furthermore that 10 was at least as popular if not more popular than 25-man. The inevitable argument is that it’s easier to put together the smaller groups, so they’re naturally more popular, which I absolutely agree with. People are more inclined to play when playing is less onerous, and more inclined to do content when the barrier to entry is low. Accessibility is one thing—but accessibility need not mean “easy”, which is the mistake both Tobold and Syncaine point out in their articles.

Imagine if an MMO devotedly created endgame content for the solo player, the small group player, and the raider simultaneously, where you could realistically progress your character via any of those means without being forced to do the others. “Yeah, that’d be great, Ariad, but it’s totally unreasonable—WoW can barely keep up with player progression through content NOW, much less if they supported three or more different paths.” I can hear you thinking it.

Doing the Impossible

Looking at the way WoW and Rift and other MMOs are built, it’s really easy to scoff at the idea of continual content for everyone. Let’s look at the accessibility issue from a fresh slate, though, throw out everything we know about MMO progression, and break the problem down into parts.

1.) We should have enough content for the solo player, the small group player, and the raider to feel satisfied.

2.) We need to be able to expand all of those lines of content in a way that makes sense.

3.) We want content that is challenging to people at various skill levels, without artificial-feeling “modes”.

4.) We need to be able to build all of this without breaking the bank in terms of time or resources.

One of the things that takes a massive amount of time in the production of an MMO is the leveling process. It takes more time than any other form of content, arguably all other forms of content combined. Given this, it should come as no surprise that things suddenly change when players are finished with the leveling process—it’s basically impossible to keep up, especially because players are trained to burn through “leveling” as fast as possible.

So, let’s remove it.

An MMO Without Levels

Defining what content is available by levels causes a number of problems. For players who enjoy the soloing game, when they hit max level the game is functionally over for them—they have no reason to keep playing because the content that they enjoy is now over. They can roll a new character, but a lot of times, the new character is going to be playing through the same content. Not exactly ideal. For players who enjoy raiding, nothing before hitting max level is meaningful in the slightest—they care about raiding and are forced to slog through content for quite some time (days? weeks? months?) before getting to the content they want to play.

Why not cut out the concept of levels entirely, and let people do what they like best immediately upon playing? A short tutorial area may be helpful, but from a development standpoint you’re creating content that’s relevant for every player in your game, theoretically, and this content can be tuned to be quite difficult, because there are *always* alternatives (because you’ve spent the entire leveling-process budget on content that people find useful at max level). Without the artificial constraints of level, advancement becomes a question of resources (money), gear, and unlocked skills and abilities, all of which can be safely unhooked from something like levels. An established raiding guild can start the game and immediately start raiding, with content that’s meaningful to them and worth their while, without any of the intermediate content that they have no interest in.

The nice thing about a setup like this is that you can tune your content to be as difficult as you like—players are always accomplishing something meaningful so making your leveling content easy (so that raiders can get to raid content) or your raiding content easy (so that players who have finished leveling and need something to do don’t get crushed by hard raid content that they aren’t interested in) is entirely unnecessary—players can find the challenges best suited to their skills, without an artificial enforced hierarchy determining what they can and can’t do, and without a need to homogenize difficulty so that people with differing interests can all play.

You don’t need to make raid content for non-raiders, or leveling content for people who hate leveling. Instead, you just have content, and players play what they like.

Rift 1.3 PTS Merged Notes

These are a bit late being posted, came out initially on 6/10/2011 but I wanted to get them up nonetheless.  These are 1.3 PTS notes merged from all of the individual class forum posts. Some pretty major changes, and as a result gnashing of teeth all around the forums.  Time will tell how the changes actually shake out, but this seems to be the starting place.

 

COMBAT

* Stealth: Fixed a bug with toggling melee auto-attack would cause stealth to break.
* Fixed a bug causing the Class Mechanic UI to display effects from other players instead of just your own (ex: Stormcaller, Necromancer).
* Fixed some effects on pets to be lost when teleporting.
* Fixed an issue causing abilities to fail to work properly against players that had just been stunned while jumping.
* Mana: Changed the way mana-regeneration is calculated to now include diminishing returns. This should have little impact on leveling characters and is only noticeable once higher levels of gear are attained.

PVP/WARFRONTS

* Channeled abilities used in PvP against player targets will now break if the target moves out of the channeling caster’s range, or line-of-sight.
* Valor updates!
* All level 30+ PvP rewards now have Valor.
* Base Valor amounts have been adjusted to account for a significantly larger amount of damage reduction.
– Level 1-40 characters have 10% reduction.
– Level 40-50 characters scale through 11-20% damage reduction.
* Valor now reduces the critical hit damage bonus received from player hits, capping at 50%.
– Reduction scales based on character level.
– Level 50 characters with no additional Valor receive a 33.7% reduction in critical hit bonus damage.
– A full set of rank 2-3 PvP gear (356 Valor) provides a 50% critical hit bonus damage reduction.
* With the increase to base Valor, the amount provided by ranked PvP gear has been adjusted.
– Rank 1/2 sets provide 323 total Valor, for 26.9% damage reduction and 45.4% critical bonus damage reduction.
– Rank 3/4 sets provide 394 total Valor, for 32.8% damage reduction and 50% critical bonus damage reduction.
– Rank 5/6 sets provide 480 total Valor, for 40% damage reduction and 50% critical bonus damage reduction.
* Runes that grant Valor bonuses have their Valor stat values adjusted but still provide the same percentage of damage reduction.

CLERIC

INQUISITOR
* Armor of Treachery: Corrected the out-of-date tooltip to match the spell’s current functionality.
* Armor of Awakening: The Critical Hit chance increase now displays properly in the Character stat window.
* Divine Pardon: Now reduces threat by the proper amount.
* Lethargy: No longer applies to Harsh Discipline and Aggressive Renewal if you haven’t spent points in it.

JUSTICAR
* Due to the below changes, characters with Soul Points spent in Justicar will receive a free soul respec.
* Devout Deflection: Now increases Parry by 30-90% of your Spell Power, and Dodge by 20-60% of your Spell Power.
* Doctrine of Valiance: Removed.
* Humility: Now available as a tier 4 branch ability.
* Interdict: Now available as a tier 5 branch ability.
* Resplendent Embrace: Now available as a 32 point root ability.
* Rebuke: Now available as a 44 point root ability. Causes up to 5 enemies within 7 meters of the targeted enemy to run to and attack the Justicar for 3 seconds. Does not affect players or player pets.
* Forced to Kneel: Removed.
* Commitment: Now available as a tier 6 branch ability.
* Thorvin’s Law: New tier 6 branch ability. Causes Precept of Refuge to reduce all magic damage taken by 5-10%. Requires Precept of Refuge and Safe Haven.
* Righteous Mandate: Will no longer be removed when the affected player changes zones.

PURIFIER
* Surging Flames: Will no longer be removed when the affected player changes zones.
* Disciple of Flame: Now adds a Spell Power bonus to your Caregiver’s Blessing of 5%, plus an additional 3% per point spent in Purifier above 36. Also adds a Spell Power bonus to all other Purifier absorption shields of 10% plus an additional 7.5% per point spent in Purifier above 36.

SENTINEL
* Marked by the Light: Will no longer be removed when the affected player changes zones.

WARDEN
* Tidal Surge: No longer wasted if cast just after Healing Current.
* Healing Current: Corrected mana costs across all ranks.

MAGE

ARCHON
* Lingering Dust: Now reduces melee and casting speed of the target by 20% for 20 seconds. The buff portion is unchanged.
* Casting speed debuffs will no longer cause Archon auras to gain a casting time if points have been spent to make them instant-cast.
* Burning Purpose: Damage procs are now affected by the Rising Vengeance ability. Reduced base damage dealt by Burning Purpose procs.

CHLOROMANCER
* Due to the below changes, characters with soul points spent in Chloromancer will receive a free soul point respec.
* Casting speed debuffs will no longer cause Bloom and Flourish to have a casting time if you have two points in Healing Slipstream.
* Call of Spring: Updated description to better indicate which abilities it affects.
* New Ability: Lifebound Veil – Causes Life damage dealt by the Mage to heal up to 5 allies within 20 meters for 15% of the damage done for 1 hour. All other spell damage dealt by the Mage heals allies for 5% of the damage done. Spells that damage more than one target have healing generated by Lifebound Veil reduced by 80%. Life based damage over time effects heal allies for 25% of the damage done by the first damaging tick of the effect. The Mage cannot receive healing from other Lifebound Veil or Lifegiving Veil effects while affected by this buff. Does not trigger a global cooldown. Cannot be purged.This is obtained after spending 11 points in the Chloromancer soul.
*Synthesis: Now increases healing received from Lifebound Veil by 100%. Reduced cooldown to 10 seconds. This cooldown is shared with Lifegiving Veil and Lifebound Veil. Now applies or refreshes Lifebound Veil when cast. Will no longer be removed when the affected player changes zones.
* Lifegiving Veil: Increased the base single-target Life damage to Healing conversion to 80%. This now shares a 10 second cooldown with Synthesis and Lifebound Veil. This can no longer be purged.
* Natural Fusion: Now increases the Synthesis bonus to heals from Lifebound Veil by 20-60%.
* Essence Surge: Debuff portion of this ability has been removed.
* Destructive Growth: Removed branch ability; the effects are now part of the base Wild Growth ability.
* Wild Growth: Reduced cooldown to 1 minute, increased radius to 25 meters.
* New branch ability – Nature’s Swiftness: Reduces the casting time of Nature’s Fury by 0.5-1 second, and reduces the cooldown of Natural Conversion by 30-60 seconds. Tier 6 branch ability.
* Entropic Veil: Removed cooldown.
* Empowered Veil: Now increases the damage bonus from your Entropic Veil by 13-19%, increases the healing generated by Lifegiving Veil from Life damage to 90-110%, increases healing generated from your Lifebound Veil by Life damage to 20-30% and increases the radius of Lifegiving and Lifebound Veil by 5-15 meters.
* Flourish: Reduced healing done.
* Bloom: Increased healing done.
* New root ability – Natural Healing: Single target heal with a 2.5 second casting time and no additional cooldown. Obtained with 51 points in Chloromancer.
* Circle of Life: Now affects Natural healing.
* Empathic Bond: Increased the mana return to 20% of the damage received by the Synthesis target.
* Nature’s Touch: Reduced base damage of this spell. This spell now triggers an additional heal from Lifebound Veil, instead of Lifegiving Veil.
* New ability – Living Infusion: A passive ability that increases the percentage of Life damage converted to healing by Lifegiving Veil by an additional 0.5%, and Lifebound Veil by an additional 1.5%, for each point spent in Chloromancer above 31. Obtained at 32 points in Chloromancer.

DOMINATOR
* Due to the below changes, characters with soul points spent in Dominator will receive a free soul point respec.
* Fixed an issue where enemies would sometimes be able to continue casting or using abilities when affected by Mass Exhaustion, Disorient, or Overpowering Will.
* Mass Exhaustion: Fixed a bug in certain builds where Mass Exhaustion would end on all enemies if broken on one affected target.
* Thunder Blast: Will now deal damage and interrupt casting even if the target is immune to the knockback portion of this ability.
* Charged Shield, Mass Charged Shield: Will no longer land on an ally who already has a mage armor buff other than Charged Shield.
* Transference: Now blocks energy and mana regeneration on the target for 7 seconds, up from 5. Damage is now a flat value influenced by Spell Power and is no longer based on the amount of Energy, Power, or Mana drained.
* Microburst: NO longer reduces the damage of Storm Shackle.
* Deny: Reduced cooldown to 10 seconds,
* Mental Shock: Reduced cooldown to 20 seconds.
* Empowered Presence: Now increases the radius of your Arresting and Reflective Presence by 2-6 meters. Increases the chance for your Reflective Presence to reflect spells by 5-15%. Gives Arresting Presence a 33-100% chance to proc an interrupt on up to 10 targets within range, each second.
* Priest’s Lament: Will now interrupt the target when it attempts to silence them. The interrupt will occur even if the target is immune to silence.
* Disorient: Now blasts the enemy with a burst of negative energy, dealing Death damage and leaving them stunned for 3 seconds and confusing them afterwards for up to 30 seconds. Damage done will break the confuse effect. 30 second cooldown.
* Memory Wipe: Now causes a group or raid member to appear less threatening, reducing their threat by 20% with all enemies within a 25 meter radius.
* Overpowering Will, Iron Will: Removed.
* New root ability – Incompetence: Reduces the target’s effectiveness in battle for 15 seconds, increasing the cost of healing abilities by 20% and causing damage done by the target’s abilities to heal up to 5 of the Dominator’s group or raid members within 15 meters. 15 second cooldown. Obtained at 20 points.
* New branch ability – Ineptitude: Increases the healing ability cost debuff of Incompetence by 1-5% and increases the healing done by target’s damaging abilities by 4-20%. Available after spending 20 points in Dominator.
* Chastise: Removed.
* New root ability – Traitorous Influence: Causes the enemy, and up to 5 additional enemies within 15 meters, to suffer Death damage and lose 30 Power or Energy, or Mana equal to 5% of the Dominator’s maximum mana, every time the target uses an ability. This can occur up to 5 times over 15 seconds. Available after spending 30 points in Dominator.
* Draining Presence: Removed.
* New root ability – Mass Betrayal: Generates chaos within the enemy’s ranks, cursing up to 10 enemies within the targeted area. Abilities used by affected enemies cause the target and up to 5 additional targets within 15 meters to suffer Death damage; they also lose 30 Power, Energy, or Mana equal to 5% of the Dominator’s maximum mana each time they use an ability. This can occur up to 5 times over 15 seconds. Available at 51 points in Dominator.
* Fixed a bug where pets spawned by Split Personality were not gaining benefit from the caster’s Spell Power or Spell Critical Hit.
* Split Personality: The pets spawned now take 95% less damage from area effect abilities.

ELEMENTALIST
* Planar Expansion: Corrected the description on the final rank of this spell.

STORMCALLER
* Lightning Field and Charged Field now only check for stacks of Electrified applied by the caster.
* Lightning Field: Reduced base damage of this spell.
* Forked Lightning: Reduced base damage of this spell.
* Static Discharge: Can no longer affect a target more than once per minute.
* The class mechanic UI for Electrify will now update properly if Lightning Field removes a stack of Electrified from an enemy.

WARLOCK
* Sacrifice Life: Damage: Can no longer be cast if Empowered Darkness is active.

PYROMANCER
* We’re still in the process of making Pyromancer changes specific to PVP regarding burst damage. These changes will have little to no impact on PVE.

ROGUE

BARD
* Motif of Regeneration: Now considered a spell, and can be Silenced.

BLADEDANCER
* Contra Tempo: Fixed the effect tooltip to indicate that it increases the damage of the next three Combo Point generating abilities.
* Deadly Dance: Fixed a bug where applying Saboteur Charges to the target did not consume the Deadly Dance effect.

INFILTRATOR [PvP]
* Cloudy Poison: Reduced casting speed debuff to 20%.
* Camouflage: Fixed characters being knocked out of stealth when re-entering a Marksman’s Pedestal.
* Step Into the Shadows: Fixed the cooldown being activated when using any stealth ability.

RANGER
* Killer Focus: Damage bonus should be correctly applied to ranged weapons.
* Prey on the Weak: Fixed the buff triggered by this ability not being removed when the character dies.

RIFTSTALKER
* Shadow Stalk: Fixed a bug where this would sometimes be available while under control effects it cannot break.
* Shadow Assault, Shadow Blitz: Now properly affected by damage modifications from buffs and debuffs.

SABOTEUR
* Remote Clipping: Fixed a bug where the range of Detonate was being increased by 1 meter instead of 2 meters.

WARRIOR

BEASTMASTER
* New ability – Companion’s Call: Makes the next pet summon ability instant-cast.
* Greater Primal Companion: Claw Swipe: Fixed a bug causing this to occasionally only hit one target.
* Fixed some bugs with the icon display for Summon Greater Primal Companion.

CHAMPION
* Deadly Strikes: Now increases the damage of attack point builders by an additional amount for each point spent in Champion over 30.
* Bash: To better match up with other interrupts, the cooldown has been increased to 8 seconds and Power cost reduced to 10.

PALADIN
* Warden’s Protection: Will no longer be removed when the affected player changes zones.
* Face Slam: To better match up with other interrupts, the cooldown has been increased to 8 seconds, damage reduced slightly, and Power cost reduced to 10 Power.
* Improved Paladin’s Devotion: Fixed a tooltip bug that reported the wrong amount of cooldown reduction on Paladin’s Devotion. Tooltip now properly shows a cooldown reduction of 10-20 seconds. This is a cosmetic fix only.

PARAGON
* Strike Like Iron: Moved to a 38 point root ability.
* New root ability – Reaping Harvest: Available with 2 points spent in Paragon. Attack point consuming ability that requires dual wielding.
* Path of the Wind: Now requires the Paragon to be dual wielding.
* Way of the Wind: Now triggers a second weapon attack after using any attack ability that requires dual wielding.
* Paired Strike: Now causes the next follow-up strike to critically hit.
* Flinching Strike: To better match with other interrupts, the damage is no longer based on weapon damage, cooldown reduced to 8 seconds, and Power cost has been reduced to 10 Power.
* Bend Like the Reed: In addition to enhancing Parry, now also increases the damage done by attacks that require dual wielding. To support this change and put this in line with similar finishers, the cooldown has been increased to 1 minute.

RIFTBLADE
* Rift Storm: Fixed a bug causing different icons to appear in game compared to the Soul Tree version.
* Fiery Burst: Should now reliably trigger Enhanced Burst.
* Riftwalk: Fixed a bug causing this ability to not break stuns. Now deals damage to the enemy. Due to this there are now multiple ranks of Riftwalk which can be trained at your nearest Warrior trainer!
* Improved Riftwalk: Now enhances the damage dealt by Riftwalk in addition to reducing the cooldown.
* Rift Storm: Reduced cooldown to 2 minutes from 3.
* Avatar of the Rift: Increased the amount of Attack Power contribution.
* Surging Energy: Fixed a case where this could sometimes not trigger.

WARLORD
* Intimidating: The debuff tooltip should now actually work.
* Fixed a typo in the Warlord Soul tooltip.

VINDICATOR [PvP]
* Advantage: Tooltip changed to more accurately describe what the ability does; increases the chance to get a critical hit by 1-5%.

VOID KNIGHT
* Furious Rage: To better match up with other interrupts, the cooldown has been increased to 8 seconds, and the ability damage is no longer based on weapon damage.