Showing posts with label rogue. Show all posts
Showing posts with label rogue. Show all posts

Tuesday, June 4, 2013

Getting Back Into WoW After a Long Break

The good old days
It's been a long time since I've played WoW (and it's by no means the first time this has happened). So long, in fact, that when my account lapsed I considered not renewing it. Mists has been a hard expansion for me, though I don't know how much of that has to do with Mists itself and how much of it is a lingering effect of Cataclysm. That being said, I still only have one level 90 and my second highest character is level 86.

Coming back to WoW is hard. Logging into old mains means coming back to bags full of items which you don't remember what they're for, abilities which might not (or definitely will not, depending on how long you've been away) work the same way they used to, you're behind on content, and you're definitely rusty, potentially having lost some of the muscle memory of how to play your class. My level 90 Priest has all these things in her bags and all these abilities I don't remember how to use and there are all these dungeons and scenarios I have no idea how to run. I'm worried that if I tried to run anything I'd be terrible and everybody would hate me. My level 86 Druid is primarily Guardian but the class/spec changed so much in Mists that I don't even know how to play him anymore.

WoW isn't alone in this issue. Any game-as-a-service that updates its content and systems is going to have this problem with returning players having trouble catching up. They've certainly worked on making coming back into the game easier for players over the years. Simplifying the talent and abilities systems have done wonders for that. But the baggage of items, quests, and being behind on content is a harder problem to solve. I could just vendor the items but that's sub-optimal in terms of profitability and my brain tells me, "No! Don't do it!"

The game is complicated now. It may be (debatably) easier now than it was in Vanilla but it's far more complicated. With daily quests, normal and heroic scenarios, normal and heroic dungeons, normal and heroic raids, justice and valor points, LFR, and reputations (some of which are gated) PVE is incredibly more complicated than it has ever been. PVP has evolved significantly from what it was in Vanilla as well.

So I've been eschewing my high-level characters since coming back to WoW and have been leveling some classes I haven't leveled to the level-cap before. I've got a Draenei Prot Warrior (yet ANOTHER attempt at doing so), a Human Affliction Warlock, and a Night Elf Assassination Rogue. None of them are level 30 or above yet but I've really been enjoying the experience. Starting a new character lets me forget about all the things that have changed that keep me from playing the characters that are at higher levels. It lets me forget that things used to be different and that I don't know how the game works anymore.

I haven't really leveled a pure DPS class before, and leveling these has so far been really fun. I hope that this will help me get back into the game and really get back into endgame activities, which I haven't done since early Cataclysm. If you're having trouble getting into WoW lately, or haven't played in a long time, I highly recommend rolling a new character, it's very freeing and I haven't lapsed as quickly as I have in the past. I'm really looking forward to what these new characters will bring me.

Wednesday, September 14, 2011

Adventures in Game Design, part 11: Rogue Abilities

Internet is back on and I'm ready to blog again. I came up with tons of ideas while I was under the internet blackout, and not all of them pertain to this game. But this does. I came up with an incomplete list of abilities for the rogue class. Abilities are listed in no particular order, may have a limited number of uses, and will likely require a roll to succeed.

Dagger: 
Main Spec Ability: Sneak Attack - When an opponent can't defend themselves properly, the rogue deals extra damage. 
  • Running Slice - The rogue can take an attack while moving past an enemy
  • Blind - The rogue uses a powder to blind the target temporarily, lowering their vision, attack and defense
  • Quick Attack - The rogue takes a single attack very quickly (uses one of the rogues main actions, but grants initiative speed as if the rogue hadn't used the action)
  • Disarm - The rogue deftly removes the opponent's weapon.
  • Deflect - The rogue (makes a roll to) use his daggers and skill not to parry an attack, but to actually cause that attack to hit a target adjacent to the rogue and within the range of the attacker.
Bow: 
Main Spec Ability: Multishot - The rogue fires multiple arrows at once, each attacking a different target.
  • Moving Shot - The rogue takes a less accurate shot during a move
  • Ricochet - The rogue causes the arrow to bounce off a wall to hit an otherwise unreachable target or to catch a target off guard.
  • Aimed Shot - The rogue takes a full turn to fire a longer flying, more accurate, more damaging shot.
  • Arrow Stab - The rogue uses an arrow to stab an opponent (when stuck in melee range). Allows the rogue to attack in melee without using an action to switch weapons. If the enemy dies, the rogue is granted a shot as a free action.
  • Undecided.
Trap:
Main Spec Ability: Grenade - The rogue throws a grenade which explodes, dealing AOE damage. May have an explosion delay.
  • Flamethrower Trap - A stationary turret that spouts flames at nearby targets.
  • Bear Trap - If stepped on the target sustains direct damage, bleed damage, and a movement penalty until the trap is removed.
  • Grappling Hook - I'm still thinking about the combat uses of it. Tie up opponents? Disarm weapons at range?
  • Smoke Bomb - obscure vision while in the cloud and for a certain number of turns after. Provides a block of line of sight for a safe getaway.
  • Trip Wire - pretty obvious
A suspension of disbelief or "it's magic" may be required with regard to how the rogue stores all these tools. I worry about the trap rogue. I want to make sure they feel viable. I think it may really come alive with whatever magical abilities it gets to choose.