Rather than blather on about Cataclysm things people have already read about a million times, I thought i’d tap on some things people may have missed about Cataclysm that should be bigger news:
1. Character health levels from gear will be largely normalized, irrespective of class. This means that your healer may have close to as much health as your tank (though your tank may have more because of talents). Changing this will allow Blizzard to move fights away from the tank-healer-DPS holy trinity that requires 1 high-health person to absorb most of the damage for the group. It also gives them the freedom to improve creature AI and make PvE play a bit more like PvP play.
Furthermore, it moves Bliz closer to its stated goal of changing healing to be less reliant on pumping out big heals fast, monitoring every cooldown, and more on healing the right player at the right time.
2. “Gated, not grindy” is the new “bring the player, not the class.” Developer Greg “Ghostcrawler” Street first used this phrase last week to describe the new Path of the Titans alternate advancement scheme. Blizzard, he said, decided against adding 10 experience levels in order to take part of the “leveling up” process out of the hands of players who, he said, were racing through content very fast compared to others.
Five experience levels will still be able to be ground out, he said, but the new Path of the Titans system is intended partly to replace the other 5 levels they didn’t add — and the system won’t be the kind that you can grind out easily. Rather, he said, you’ll likely advance along the Path at a pretty measured rate, with upper bounds on how far along the alternate advancement scheme you can move.
He contrasted it with reputation grinds and experience grinds — specifically the notoriously unfun Sons of Hodir chain in Wrath.
How will “G not G” work? Will it work? Can anything stop people who are bound and determined to maximize their toon’s advancement?
3. The expansion will add 7 new zones to the game. OK, so this has been reported, but the focus on the old world makeover has left a lot of forum rats complaining that Blizzard hasn’t added new places to visit, which patently isn’t true. Wrath added 8 new zones. A steep dropoff this isn’t. Seven new zones in addition to an entirely new leveling progression and more max-level content than vanilla, BC or Wrath launched with.
4. Blizzard is taking raiders at their word. The biggest valid complaint of raiders in the past 2 expansions has been the slowish rate at which Blizzard releases raid content. It’s launching this expansion with 4 complete raid zones. They’ve also said every encounter will have optional hard modes.
Basically, with 3 and 4, Blizz is acknowledging that the game most people are paying to play now is pretty dramatically bifurcated — there are endgame players and there are leveling players. This expansion pack is designed to funnel content to those two groups.
Overall, I’m pretty happy about what i’ve heard. I have some concerns about the new guild leveling system. Blizz has been pretty hands-off about how guilds work in their game, and that’s let me make a guild the way I like it. Now that Blizz is imposing a structure on my guild that I didn’t create, I’m wondering how it will square with my guys’ goals. We’ll see.