Why You Should Be Playing Rift: 06 – Atmosphere

Over the last few weeks I have been doing a series of posts highlighting some of those cool features of the game that make it so worth playing.  To date they have all been tangible features, that you can interact with.  Today we are going to delve a bit into the esoteric, and as such this post will probably have a gratuitous usage of screenshots.  Originally I had set aside fifteen shots for this, but I will be trying to pair down a bit.  Some of the images are used with permission from jensketch.com (because I don’t play Guardian side).

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Episode 06:  The Atmosphere

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In past articles I have covered a good number of features that show you why, rift is a game that is extremely polished and well thought out.  Problem is, these features alone do not add up to what makes a game enjoyable.  The reason why you get drawn into a game for any length of time is the environment.  You ask yourself if the world you are being drawn into believable and is the central conflict and its characters compelling.

Basically what makes or breaks a game is it’s atmosphere, and the world of Telara has it to spare.  Whether you start Defiant or Guardian you are drawn into a world at war, and into the heat of the battle.  You are dipped in conflict from the moment you set foot out the door, and ushered into a world torn asunder by factional warfare and a battle with elemental planes themselves.

There have been many games that have presented you a bleak, body strewn landscape.  Warhammer is a perfect example of this as it draws the player into a world of constant attacks between the forces of order and chaos.  Problem is, you see this world, so decimated that you have no clue why anyone would be willing to spill blood over it.  With Rift the player is given an apocalyptic vision of a possible future, only to be whisked away into the past where we the player can see exactly what there is worth saving.

A World of Beauty

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The world of rift is a truly beautiful place.  Even at low resolution, you can see that there has been some amazing work done on trying to bring about unique looking settings.  At high and ultra settings, the world is just breath taking.  As I have played various MMO titles, there have been many “ooooo” moments.  The very first of these that I can remember is coming out of the mist, in Butcherblock Mountains and seeing the Statue atop Kaladim in Everquest.

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With each new game, there have been more of these.  I sit back, take a screenshot and move on.  My rift’s screenshot folder has grown exponentially as I have leveled because each and every zone in Telara has two or three of these breathtaking moments.  Above is a picture I took, when I first entered Stonefield from Freemarch.  The sky had darkened, and it had just began to rain, but you could still see the strong shadows on the rocky faces.  I stopped leveling, stopped paying attention to questing, and just sat there for a moment enjoying the view.

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I tend to power quest my way through zones, and in other games have been able to ignore much of the scenery in my push for the goal.  In rift however, I just cannot help but stop and smell the roses from time to time. Part of what has made this world so compelling is the fact that each zone is unique.  In games like wow, you have prefab objects that get reused over and over.  In rift, the architecture, the trees, the caves, and the landscape feel custom fit just for each area.  Each board on the bridge in the above image, feels as though it were placed by hand, and is unique looking from the other bridges in Crimson Gorge (of which there are many).

A World of Danger

wysbpr_06_gloamwood One of the things that had been missing from MMO games for so long, that I did not even realize I was missing, was a sense of fear.  In games like Everquest and Dark Age of Camelot I used to tread into unexplored areas with a sense of dread.  In the case of those games, I thought at the time, it was due to the stiff death penalties imposed on its players.  So when the modern crop of MMOs heralded by World of Warcraft arrived, with easy death penalties, I was happy at the time.

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What I am coming to realize now, is that those early games had a certain zone design ethic that lead to uneasiness in its players.  You know that you had to be extremely careful as you hunted mobs, both in the dungeons and the outside world because one too many would mean a certain death.  Rift has carried over this same old school ethic into it’s content.  As you move through the outside world, you have to have the same care as you would pulling a dungeon.

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On top of this, the dungeons themselves have a creepy natural feel to them.  You can almost feel the dust being disturbed under your feet as your party explores them.  The above image is from the end of Iron Tomb, the entry level Defiant dungeon in Freemarch.  Notice how each of the surfaces exudes texture, as they are filled with careful carvings and decorations placed there once upon a time to honor the dead.  Having run numerous other dungeons, I have yet to see any of the assets in Iron Tomb show up elsewhere.  Each zone feels like it was crafted just for its purpose.

A World of Substance

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One of the arguments I have seen on the WoW Fan sites, is that because Rift has shied away from the slapstick humor and blatant pop culture parody, that it lacks a “soul”.  I think the exact opposite is true, like the titles that influenced Blizzard, Trion takes it’s game world very seriously and to me it exudes soul.  So many times in an MMO you do things that seem to have no purpose.  If you are asked to go to a town and rescue the villagers, it is often times from generic cartoon thugs.

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From the very start of the game you are immersed in a diverse tree of factions, each with their own methods, goals and objectives.  To the best of my knowledge, Rift has no nameless faceless meaningless cartoon thugs. The world is besieged by the Dragon Cults, who collectively seek to spread the influence of the dragons they champion.  In other games, where the dragons represent elemental aspects, they are often times benevolent forces that shape mankind.  In the world of Telara, the Dragons are cruel selfish creatures that want to seize control of the world for their own means.

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In Freemarch you are introduced into this conflict first with the Endless Court.  This group of cultists worship Regulos the Destroyer, the dragon of death.  The Endless Court harness the power of death to bear against you a multitude of undead abominations.  As you move through the zone you begin to encounter the Abyssals, a cult waging warfare on Freemarch from the depths of the Lake of Solace.  This group is devoted to the water dragon Akylios, and with it brings an unspeakable legion of deepspawn and water elementals.

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On the Guardian side, in Silverwood you have two central conflicts, that of the Aelfwar and the Wanton.  House Aelfwar are a xenophobic group splinter cell of High Elves devoted to Greenscale, the Dragon of life.  Lead by Prince Hylas, they seek to destroy civilization and remake the world in a primordial jungle.  Diametrically opposed to the Aelfwar, are The Wanton.  These monstrous humanoids, namely goblins and dragonians, worship Maelforge, the dragon of fire and revel in senseless violence and brutality.  The Wanton will not be satisfied until every person has been slain, every forest burned, and every village ransacked all in a carnal sacrifice to their dragon god.

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So each time I read one of the complaints that this game lacks soul, I keep asking myself.  Are these players playing the same game I have been?  I came to Rift with a pretty open mind, because quite honestly I wasn’t expecting much from it.  I sat on a beta key for six months, and finally the discussions started to make me curious enough to download the 8 gig client on my crappy DSL connection.  Going into it, expecting nothing, I was shocked and amazed by the vibrant and polished world I found.

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Thing is a few months down the road, and a month into the live release I am still amazed by the world of Telara.  Trion has shown a level of attentiveness to its players that I have not seen ever during my tenure of playing MMOs.  Since release we have seen 10 hot fixes, 2 patches, with the first major content patch set to roll out this Wednesday.  This level of dedication, to the game and to the world they have created truly is, why you should be playing rift.

Belghast Is A Noob

Greetings loyal (and sometimes imaginary) readers.  I am still in process of writing another “Why You Should Be Playing Rift” feature.  Hopefully will have it in a more polished state tomorrow or Wednesday.  In the meantime I figured I would do another more personal blog entry.  Ultimately, the series will come to an end and this is all you will be left with, so hopefully those who came for it will stay for the other posts as well.

Expert Dungeoneers Incorporated

agg_BelMechanoHorse As I highlighted in a post last week, the upcoming changes that should be rolling out this Wednesday are going to change the prices for the Plaque of Achievement gear vendors.  I’ve heard rumors as to what this will actually mean, but regardless of the specifics change is coming.  As a result the core group of level 50 players in my guild, that have been running experts on a semi-regular basis, decided it was best to get as much gear as we could beforehand.  The better gear, the easier a time we will have gearing up the other members as they reach 50.

Starting Friday we began running 3-4 experts a night, and by day two we had the dungeons to a science.  For most of the runs we saw no wipes, and in the runs we had to draw deeper into the well of pug players, they were kept to a minimum.  Personally I managed to upgrade almost every slot on my character, including 3 t1 epic pieces, an epic weapon, epic trinket, epic ring, and some epic pants that in my recollection are better than then plaque ones anyway.

While Iron Tombs for example is starting to get a bit well trodden, the experience of running with friends in truly challenging dungeons stays relatively untarnished.  While we made a pretty massive push this weekend, it still does not feel near as “grindy” as the heroics in wow had become.  So I hope as they add additional dungeons to Rift, they figure out ways to keep them feeling fresh.  Honestly, to me, the experts feel far more like a 5 man raid instance, than a dungeon that can be rushed through in the way we did heroics.

I Said It, I’m A Noob

agg_belghastInT1 I need to preface this next part a little bit.  I am a very tank centric player.  All of my character that can tank, end up tanking eventually.  As a result, when I started playing this game, I created a tank spec and pretty much stuck with it as I leveled from 1 to 50.  I purchased my second spec, but I never really did anything with it apart from adding talent points to it every now and then.  That said, over the course of all these expert dungeons I had managed to amass a full set of t1 quality blue warrior dps gear.

So we move forward to Sunday night, Kings Breach, I get the wild idea that I want to dps it.  This is awesome, in that it lets our rogue tank the instance, which he also enjoys.  For weeks I had been complaining that I just didn’t have the survival in my dps spec that I had expected.  I would switch to it every now and then, but end up swapping right back to my paladin centric role after a mob or two.  No one would really understand what I was talking about, and I had gotten the impression that maybe paladins were just that phenomenally broken.

We start out the instance, and the rogue pulls.  I charge in and send the pet as well… and moments later a pack of mobs nowhere near us adds onto us.  We blamed the spec being new to me, and poor pet management.  We get to the second pack, and my pet is consistently dying a few moments into the fight each time.  While trying to figure out why, I look down and notice my pet is level 23.  It is at this point the rogue asks, in a sarcastic tone… “you did train up your dps spec, right?”

I honestly thought I had.  All this time, I couldn’t figure out why I had no problem with money, and all my other guild members were struggling to make ends meet.  I couldn’t figure out why I had 10 plat to spare when I bought my level 35 mount and 10 to spare again when I bought my level 50 mount.  Turns out…  I didn’t realize I needed to swap into my second spec to train it up. 

At some point in my 20s I had caught it up, but at level 50 I had a ridiculous number of abilities to purchase.  I ported back to town, and proceeded to spend 23 platinum on training costs catching up my dps role to level 50.  So yes, like I said, I am a complete noob.  However the rest of the run went silky smooth and I was puling out just silly numbers.  Seeing 2500 hp finishers, or the screen light up with thousands each time I cleaved was a bit addicting.  All that said, I can also see why the champion/beastmaster spec is getting nerfed, because it is a little unfair to be that powerful in my level of gear.

Face Meet Palm, Palm, Face

Friday evening after a discussion with a friend, I wrote the somewhat depression blog post “Is WoW the WoW-Killer?”.  In it I outline my views about how a series of decisions by Blizzard have lead to the slow dismantling of the server community.  It was initially received well by my friends, who I think make up the majority of my regular readers.  A few of thing thought it was spot on, and others disagreed with various points.  The line being more or less divided by the players who are happy in wow, and the players who are in various forms of quitting.

While playing Rift or WoW, we have taken to hanging out on mumble.  It lets the two factions of the same community stay in contact even though we are no longer playing the same game.  It is common place for various WoW Stalwarts to pop down and chat for a bit before returning to the various grouping channels above our “Rift” channel.  One of my longtime friends, a druid healer for our guild and raid, did the same thing to talk about my blog post.  After a bit of chitchat he asked if I minded him sharing the link.  I assumed he was going to post it to a friend.

I was shocked to find out, that the “Friend” was the entire wow community.  I started seeing these weird redirectors in the blog dashboard from battle.net.  After some tracing, I found out that he had in fact posted the link on the wow general forums.  I greatly appreciate his support, and his believing in me, but I have to say it was a bit shocking.  I was tanking an instance at the time, so it could just be that I didn’t fully “grok” the meaning of what he was saying on mumble.

The general forums, have in the past at least, been a wretched hive of scum and villainy.  I figured that I would start getting flamed left and right since the post was in no way supportive of the game so many of these players loved.  I have to say however, I was extremely shocked to find that the vast majority either supported my statements, or disagreed in a civil manner.  I have to admit, I did a bit of a “facepalm” when I had heard this had happened, but at the end of the day it seems like a good number of players are just as disappointed and troubled as I was.

I reiterated Friday, that I am done with World of Warcraft.  I still very much feel this way, and that I would rather catch up on my single player games than ever go back to it.  However I am hoping that maybe my post, and others like it will serve to give Blizzard a reminder that the players do matter.  That gaming is not just handing out content in an automat style, but also honoring the game environment that the players themselves create.  It is the mechanics that make a game worth playing, but it is the player base that make it worth staying.

Is WoW the WoW-Killer?

I’ve been teetering back and forth on whether or not I should write this post for awhile now.  I honestly thought I had posted my last “WoW” weeks ago.  Over the last few weeks playing another game has helped to lift the rose colored lenses I had so long for the World of Warcraft.  In the past I would go off, play another game for awhile, and it would remind me of all the things I missed.  This time however, all it has done is made me realize all the things I hated.

Death Of PVP Rivalry

Blizzard has made plenty of bad calls over the years, but it seems that recently the frequency of them keeps happening more and more often.  Of all the poor choices, the one that still sticks in my craw the most is what seems like the systematic dismantling of the server community.  In every MMO I have played, the server you play on is as much apart of the experience as the game itself.  Those that have had thriving vibrant player communities have lead to a much more enjoyable experience across the board.

The first of this decisions that has chipped away at the player community, is the cross-server battleground.  From the perspective not playing has given me, it is easy to see that this was the “beginning of the end” per se.  In the days before battlegroups, the server I played on had a fairly thriving pvp community.  The forums were filled with constant reminders of this rivalry and a begrudging respect for the players on the other side and how badly they could decimate you.

This spilled over into a nightly war that was waged starting at Southshore and ending at Hammerfall.  Almost the entirety of Hillsbrad and Arathi Highlands was taken up in a series of skirmishes to hold imaginary territory.  With the release of the Battlegrounds, this conflict was supported by seeing the guild or player you dreaded on the other side of the field.  The population imbalances however made life frustrating to players on the larger side of the divide, giving as long as 2 1/2 hour long Alterac Valley queues.

Instead of choosing to bolster the underdog by giving the player base a reason to re-roll there, like Dark Age of Camelot did.  They chose to institute cross-realm battlegroups, which instead pitted you against a series of players from other servers as well as your own.  Quickly those old rivalries began to fade, and with it a lot of the community that centered around PVP.  No longer did you know you were fighting players from your server, that you might see out in the world, instead you were just rallied against nameless faceless numbers.

Death of Communication

Prior to the Wrath of the Lich King expansion, my server had a very vibrant pug community.  If you ran heroics on a regular basis, you quickly began filling your friends list with suitable fillings.  You learned which guilds harbored good players, and which had lousy reputations.  Through this constant interaction with other players, the server community was thriving.  The leaders of each of the guilds, for the most part knew and communicated with the leaders of the other guilds on a weekly basis, each of us knowing that if a problem arose we would deal with our membership to rectify it.

The looking for group tool was never used that much, and instead groups relied on trade chat and social channels that each of the larger guilds had to fill groups.  It was a system that supported communication between players, and taught them the basics of building good groups.  All of this changed when the 3.3 patch was released in August of 2009.  The “idiot button” as I have taken to calling it, allowed players to click a button, choose a role, and get pulled into a dungeon with a cross-realm group when one was available.

At face value this sounded like a really cool change, it would allow players to fill groups without having to bother their guild members to run lower level content.  What it did almost immediately is destroy all communication and civility in dungeons.  Previously when you had to build groups from scratch, you knew that the players you were grouping with, were players that you were likely to see again on your server.  If you behaved bad enough, then more than likely your exploits would make their way to the realm forums.  On a day one server like I played on, with a long memory, getting a bad reputation meant you ended up blacklisted from pretty much all content.

Gabriel’s Theory

Since these players however you were now grouping with, were from other servers, and it was unlikely that you would ever see them again, what did it matter if you were a complete and total ass to them.  Within weeks the G.I.F.T. was in full effect, as players rolled need on everything they could, chewed other players out for minor mistakes, and generally threw all tact out the window. 

What was almost worse however, were the silent groups.  In the vast majority of these runs I go into, especially with well geared players, no one said a single thing.  We just charged forward like some out of control locomotive towards the goal line to get your “badges” for the day.  No one was willing to help anyone out that needed a quest in the zone, it was all about speed and skipping as much content as you could to get in and out with minimal interaction.

While this decimated the pug culture on my server, and eroded at the community we had built up, it did worse things to guilds.  No longer did you need anyone from your guild to do anything but raid, and as a result the vast majority of players simply ran things in this solo mode to save time.  You would have a guild full of players, none of them actually doing anything together but all running heroics.

The major unintended consequence, of this however is what pugging used to be the way you got to know potential players for your raid.  With the death of pug-culture, so died the ability for raid leaders to recruit from a pool of known good players.  So many of the players that we raided with, and ultimately later on ended up in our guild started out as players we one of us had met while pugging.

Death of the Forums

On my server particularly, we had such a strong community in the early days, that even after all of this assault we still managed to remain in contact through the server forums.  We were highly protective of our server, and Argent Dawn became adept at repelling trolls, by trolling them in return until they finally surrendered and left.  You have to understand that our server has been attacked from all sides since day one.  The first roleplaying server in the list, earns you the job of being a magnet of every griefer and whack-job with a cause.  So in return, those of us forum regulars became bandits with white hats, defending our server from invasion.

However beginning in mid 2010 the server admins began supplying crooked justice with an itchy ban hammer.  One by one, valued community members, that had supported the server since day one were given temp and permanent bans from the server forums.  If you mentioned someone that had gotten banned, you earned yourself a ban as well.  So as a result, we began referring to banning by the code word “Cream Cheese”.  This continued for months, and over time the population of the forum dwindled.

With the realid debacle, another group left the forums as well.  Some of us took up refuge, and tried to salvage what we could of the community on another forum, but in the end the real wages of war were already spent.  The general civility of the community, and willingness of player groups to work together was just gone.  We had been holding onto the skeleton, holding onto our pride, and the exodus off the forums just allowed us to salvage a bit of our dignity. 

Blizzard had fairly thoroughly broken our server community.  There were little shoals of players, scattered here and there through social channels, and trade chat still lent it’s way to the occasional successful pick up raid.  But for the most part, the general sense that we were all pulling towards some goal was gone for good.  All the elders of the community, the day one folks, found themselves backing away and becoming less active, only to be replace by the loud brash trolls that took our place.

Last, Best Hope… Dashed

With the Cataclysm expansion, death watch for the server community began.  The change to unified raid lockouts had many consequences on our environment.  In the past, we had been able to go to 25 mans with our raid, and attend 10 mans with various groups of friends.  At this time, our guild lead a thriving non-guild based raid as well.  With the changes to the guild system, and the introduction of guild only achievements, it pretty much signaled the end of that era for us.

For the most part, one by one, the smaller satellite guilds that made up our raid merged into House Stalwart.  With it introduced a slew of new personalities, and issues.  More than anything however it caused us to draw inwards.  While it revived the guild groups, it completely destroyed the concept of grouping with the community at large.  Everyone was pushing to get that guild experience, guild levels, and more importantly guild achievements.  I freely admit, I had a lot of hope that this would be the era that changed things and re-established the community of guilds.

What happened however is the last of the server community has all but dried up.  There is little communication between guild leaders anymore, let alone players from other guilds that they do not already have on realid.  The focus on the importance of the guild, has caused a great internalization, shrinking the size of the server to the constraints of the members of your group.  Our server forums are all but dead, and the faces that are there included none of the players that had been there for literally years.

The Final Nail – The Point

I am sure by now, if you made it this far you are wondering when I will get to a relevant point.  Well here it comes. This week a few things were announced that caught my attention, even though I have not been terribly active on the wow websites anymore.  The biggest of these is the announcement of a guild transfer and rename systems.  This will be the final destruction of what is left of what it is to be on a server.  No longer will guilds need to worry about their reputation, or attempt to help the general server community.  If you get a bad reputation, change your name.  If you end up on a low population server, uproot your guild and make the situation worse.

On top of this being bad for the servers, this is a flat out money grab on the part of Blizzard.  Think of in these terms.  You are in a guild that you love, and have worked to help level it to 20.  Your guild leader decides it is best for the group to move to another server.  Now you have to make the decision, do I leave the guild and lose all the work I have put towards getting exalted and getting all these cool perks, or do I have to pay $25 per character to follow.  If larger guild decides to move, blizzard gains several thousand dollars for performing what I am sure is a scripted process.  I’m a developer, you don’t offer something like this if you don’t have an automated tool. The price of these services has long been nothing more than a convenience tax.

Also this past week, it was announced that a brand new mount would be sold on the Blizzard Store.  So you mean to tell me, that all they can release is recycled dungeons…  but they have plenty of time to code up a new money generating mount?  I don’t begrudge them selling items, because that is pretty much something we will have to deal with, but what I do begrudge them is the fact that since the merger with activation it has been one money grab or another.

Time for a Change?

At this point I am just sick of the game, and sick of the company behind it.  I had been a loyal supporter of Blizzard and WoW for years, but what I keep seeing I don’t like, and haven’t liked for a long time.  Being removed from the game just let me realize how badly I disliked it.  I have given over the guild I spent six and half years, and little bits of my soul building to a friend and fellow officer.  As well as that major step, I’ve given away all my money and anything of value on my characters.  I have reached the point where I will never play WoW again.  I would quite honestly rather play nothing, just hang out, read books, than play World of Warcraft again.

I hear a lot of rumblings of the same from friends that they are just tired of the game.  After 6 years of playing, it is feeling really old, and with the lack of positive direction from blizzard it seems hopeless.  Larisa of the Pink Pigtail Inn, who has often been a cheerleader of the blizzard cause (or at least more positive than me), is starting to show doubt that the community might be off the rails.  I think things are changing for Blizzard, and hopefully for the sake of those who are left… they will realize that we are not just numbers.  We are not this inexhaustible supply of willing fan boys, that will gobble up everything they offer.

There has been a lot of talk about Rift, and its impact on the community.  And while I won’t belay the fact that it is a freaking amazing game… I think what you are seeing is more than that.  Rift won’t be the WoW-Killer, in fact there will NEVER be a WoW-Killer.  When WoW came out, it was touted as the Everquest-Killer.  Everquest has kept chugging with a smaller but equally devoted fanbase, and has released 9 additional expansions since 2004 when WoW came out, the last of the expansions in October of 2010.  Once an MMO reaches the point of sustainability, you simply cannot kill it, it will keep going so long as it has a loyal following.

What I feel will ultimately be the end of the game, for the most of us are the poor decisions Blizzard continues to make.  It has trained a player base, willing to put next to no effort into the actual gameplay itself, and is resigned to setting up a bunch of cups for us to knock down in the form of raid content.  They spent so much effort, redoing the old-world, but have made the content so easy that you can get from 1-85 in 2 days played.  The entire focus of the game has been on the fictional virtues of the end game, with no focus from the player community on the journey itself.  I guess at the end of the day, I miss the journey.

1.1 Alpha Patch Personal Commentary

So as promised, here is my commentary to the patch notes.  Like I said earlier, I can only comment on what I play.  I play a Bahmi 33 Paladin/ 18 Reaver / 15 Warlord tank build.  It is pretty much the tank build I always wanted from other games.  Combination of survival, self healing, and movement, the only big thing it is missing is a bunch of “oh crap” buttons.  However it feels the way I have always wanted my tank characters to feel, so I am extremely happy.  I will more than likely have 3 total tank builds, but this one will always be the showcase.

* Balance of Power: Now deals 25-75% of weapon damage.

Honestly that one little line, that looks so innocuous in the notes, adds up to a massive nerf in paladin survival.  Let me explain why this matters, since it doesn’t seem that big of a deal.  Balance of Power currently in game, deals 120-160% weapon damage to a target anytime you successfully block.  This itself does generate a ton of threat of the Paladin which is nice, and does a good job at holding aggro on casters that have yet to be pulled into the group.

Were a loss of damage the only thing, it would not be that big of a deal.  Balance of Power however feeds the talent above it, Tip the Balance which when maxed gives back the paladin 100% of this damage as healing.  So for 5 talent points, the paladin effectively received 160% weapon damage in healing each time they block.  This currently represents the bulk of our self healing and at least in part feels like a good chunk of our survivability.

Currently in my gear, even though a good chunk of it is sub-tier1 my survival is good enough that while doing non-dungeon content I will be just fine.  However this will probably make leveling a paladin considerably harder, or at least more touch and go in those heavy spawn areas.  I am hoping that this gets dialed back a wee bit before going live, because cutting our self healing in half seems a bit extreme.

* Soul Sickness, Flesh Rot, Necrotic Wounds, Blood Fever: The damage on additional targets when using Plague Bringer has been lowered. The Threat generation has been increased to keep overall threat gain of the abilities the same.
* Grisly Works: Moves up two tiers, now unlocked at 26 points. Now increases the healing of Soul Feast by 30-90% for 15 seconds after killing a target the Reaver has engaged.

Adding insult to injury, my survival will be going down even more since my two means of getting healing from the Reaver tree are both getting nerfed as well.  Soul Sickness has always felt like the only time I made a significant difference in my survival was when Plague Bringer was active.  With the damage to additional targets being lowered it also means the healing you receive from the talents that use it, will even be less than it was.

The big nerf here however is to Grisly Works.  The entire reason why I went 18 deep into reaver tree was to get 3 points here.  How it works currently, is that anytime a mob that you have damaged dies you receive 9% of your health in healing.  I cannot count the number of times while leveling this saved my bacon, and when doing large packs of mobs it really helps increase your survival.  However with the change, it feels like Grisly works is completely useless. 

Currently I pop Soul Feast almost anytime it is available to try and keep a ticking hot on me at all times, but with this change it feels like you would need to save Soul Feast until a mob dies to gain the maximum benefit, leaving you without any added healing the majority of the fight.  Like with the paladin changes, for day to day non-dungeon interactions this probably wont effect me personally much, but it feels like this is another general purpose nerf to survival for another of the 4 warrior tanking trees.

* Pure-Endurance ‘Of the Fortress’ items will no longer drop above level 13.
* Going forward, randomly generated two-handed weapons will come with DPS stats rather than tanking stats.

Those are without a doubt my two favorite patch notes.  Even as a tank… Of The Fortress gear is horrible.  Every single cairn and puzzle I have looted, has produced… you guessed it…  Of The Fortress gear.  I kinda regret going ahead and doing the level 50 puzzles, but can’t take things back.  I just know that I will be waiting until Wednesday before I do anymore on my alts.

* Rift events no longer track player contribution against other players. You are checked for participation in the event and given rewards appropriately. It’s still important to participate in as many stages of a Rift or event as possible to receive the best rewards.

I really hope this will also address the way that epic shards are handed out as well.  Currently, as my friend has figured out, the only way to receive an epic shard reliably is to participate in a major invasion, aka the ones that have objectives that are different from closing rifts and defeating invasions.  Problem is that those of us who are level 50 have likely not seen a major invasion since leaving Stonefield/Gloamwood. 

This means for 25 levels at least we have not had access to some of the better items available in our level ranges.  This same issue will start effecting Freemarch and Silverwood sooner or later as the crop of players rolling alts slows down.  So while the contribution system was greatly skewed towards a scant few classes, I do hope they address the way the harder to get shards are awarded.

Big Take Away

* Increased the amount of Plaques of Achievement needed to purchase first and second-tier Expert Dungeon items.

No idea what the increase will be, but this means at the least it will be harder to get those items you have been wanting.  I know personally I just started running experts so I only have about 20 plauqes, but with these changes impending it means two things.  Firstly run as many experts as you possibly can to get those last few pieces of gear, and secondly make sure you buy the items you want as soon as possible.  I know in my guild we have already talked about a weekend of back to back expert dungeon runs to try and gear out as many folks as possible before the change goes in place.