Sep 5, 2011

Posted by in Off-TORpic | 9 Comments

Off-TORpic: The Recent And Future Changes in WoW, Effects On MMO Gaming

Off-TORpic is our occasional peek outside the world of Star Wars: The Old Republic. Sometimes it’ll be Star Wars. Sometimes it’ll be games. Sometimes, something else all together. But all the time it will be Off-TORpic.

As MMO gamers, a vast majority of us have likely played World of Warcraft.  Whether you loved it or hated it, it set a new standard for the MMO genre.  This standard has created an atmosphere that has brought the development of many MMOs that have tried to emulate it in hopes of repeating its success.  One thing Blizzard isn’t afraid to do, however, is to make changes to its own tried-and-tested methods in order to stay ahead of the curve, and adapt to player behaviors.

Cross-Server Groups

Blizzard recently implemented a new change to their already innovative social system, RealID.  When this system was initially introduced, its intention was to allow players to talk with real life friends on any character, realm or faction, as well as the ability to communicate with people playing Starcraft 2.  With this new change, however, you will be able to run instanced dungeons with friends on any server, given that you are the same faction.  This is a welcome change in WoW, but most of all it would be a very welcome change in any MMO.  So far there are no announcement for a similar system to be in SW:TOR, but there really isn’t much of a need for it at launch because people will most likely join servers with friends when making their first character. However, BioWare taking a cue from Blizzard on this is very possible especially given the new Origin system.

Threat Or No Threat

On August 16th, the Lead Systems Designer for WoW, Greg “Ghostcrawler” Street, wrote a developer blog about an upcoming change to the threat system of WoW.

Ghostcrawler:

Here are the specific changes you’re likely to see:

  • Hotfix: The threat generated by classes in their tanking mode has been increased from three times damage done to five times damage done.
  • In an upcoming patch: Vengeance no longer ramps up slowly at the beginning of a fight. Instead, the first melee attack taken generates Vengeance equal to one third of the damage dealt by that attack. As Vengeance updates during the fight, it is always set to at least a third of the damage taken in the last two seconds. It still climbs from that point at the previous rate, still decays at the previous rate, and still cannot exceed the current maximum.

It’s an important distinction that the concept of “aggro” will still exist. If a DPS spec attacks an add the second it shows up, then the creature is going to come at her. However, if a tank gets an attack or two on a target, then the target should stick to the tank. Worrying about who has the creature’s attention should generally only be a concern at the start of a fight or when additional creatures join the battle.

Threat is being redesigned to be essentially unneeded.  This is a major change from WoW and could prove to to be a major failure on the part of the Blizzard design team.  This is contrary to claims that were made in December that “threat should matter“.  More importantly though is if it succeeds, what effect will it have on the MMO market?  Will developers of other MMOs adopt this system?  Will BioWare take a cue from this?

The problem with speculating on something like this is that we don’t know what threat generation will be like in SW:TOR.  It could be that once you have aggro, the mob will attack you until taunted or it could be something similar to what WoW threat has been like for years.  However it should be understood that the changes being made to threat in WoW are designed specifically for the casual player and not for the hardcore player.

As it has for 7 years, Blizzard continues to take chances with WoW, some for the better and some for the worse. Star Wars: The Old Republic has undoubtedly been developed with at least one eye on Blizzard’s behemoth, so it will be interesting to see post-launch what kinds of changes happen. I think I speak for all of us when I say that BioWare should keep an eye on trends, but shouldn’t be afraid to chart their own course.


  1. Seems like wow is always changing to stay on top but the v cast done by blockade runner really made me hope that wow and swtor will become epic rivals! I liked wow but the end game content wasnt for me, I am more a casual player and the raids and all that needed more time than I could put in, so I really hope that the story arcs will continue well into the end game for swtor to really make it fun to keep playing at end game and not just be for pvpers/raiders…either way being able to do raids at just hitting lvl 50 to me is a huge advantage for people like me, so I wonder if wow will cater to the less hardcore players also.

  2. Honestly the changes to threat in WoW worry me. It’s basically taking the skill out of tanking and I really hope SW:TOR does not go down that route.

    • That very much depends on how you look at tanking. finding the right position of mobs, moving mobs around, changing with OT, using survival cooldowns at the right time, staying ahead of what is happening. Handling spawns – there is still PLENTY for tanks to do, and from what we have seen from swtor, the “using-all-your-threat-moves” does not seem to play as big a part as the above mentioned tanking-skills.

    • It was found that threat was, at that stage anyway, largely an annoyance. Given the choice, Players didn’t care for it, didn’t spec for it and the system caused issues when gear levels were very different. DPS players were punished for a tanks threat level. The idea now is to move tanking away from caring threat generation into survival and active defences – the tanks job will be to passively hold aggro and to actively ensure he survives. In essence, its a shift towards the style of play the players themselves selected. Survival mattered to them; threat didn’t.

  3. I really hope they don’t do cross server groups, it really hurt WoW.

    Sure, it helped you find an instance group faster, but the people that you met in your instance groups didn’t talk and you didn’t make friends.

    Before that, all the players were from your server and you made new friends through frequently running into each other in PuGs. Every guild that I joined, I joined because I was in a group with a number of people in the same guild and I liked their chemistry.

    The cross server grouping system took away that chance to make connections.

    • I totally agree…I hate how much cross server functions killed the world community…

      for one, no one really bothered getting to know each other cause there was hardly a chance you’d ever see them again…plus, it let people act like complete dumbasses anonymously and without fear of reprocussion…

    • Personally, I’ll take the quiet group that blows through stuff in wow, than the group that wants to talk. Dungeons in WoW were nothing but a grind fest once you learned the fight, and got some gear.

      Then again I’m already in a guild that I fit with nicely, i’ve got all my friends, and buds I hang out with on wow.

      I turned a possible hour wait and search for a group or more, into half an hour for a dps character. Now they make it more rewarding to tank, heal, or dps, should dps ever be low in the que, but we all know that will never be.

      But even for a person like me that is there to get my points and get out. I still find time to chat with people, and even have a made a few friends that I talk to through RealID.

      I think for me it comes down to how long it takes to get a group together for content, that will decide if I just got to have a cross server grouping mechanism, or if I can stay with spamming a global channel or whatever.

      Luckily the way they have set up getting to FPs and Ops will allow people to not need a cross server system right now. If you, if you don’t know what i’m talking about go listen to Pax Prime Q and A’s.

  4. I really wish WoW would have done cross-sever the opposite way than they did – adding cross server groups with friends before a cross server dungeon finder. I have absolutely no problem grouping with friends on other servers, as that still keeps you accountable to your actions. Even though the goal is to try and get everyone on the same server I doubt that will be a reality since many of my friends also want to play with those they have met in game. That should be the extent of cross server groups however IMO.

    Having no idea how threat or aggro work in TOR, and not having any tanking experience in WoW, I don’t feel capable of commenting on the second change.

  5. Abner Ford says:

    I do not want cross-server groups, at all. I want communities that are tied together. People who just want to blow through content without interacting with people at all should not be coddled.

    As far as eliminating threat? That is reason #289347593876120984323 that I’m glad I quit WoW, and I hope I never see that in SW:TOR. There are other skills that tanks need, but generating and keeping aggro on a boss (or multiple enemies) is one of the most fun aspects to tanking for me. I really like tough fights where DPS has to burn down someone, and I’m just taking a beating and mashing my keys as much as possible. I have a very fond memory of DPS’ing Nefarian back in BWL, seeing the main tank go down, quickly switching to my sword-n-board, and then generating enough threat to hold aggro and then tank him for the rest of the fight.

    Not only is it a bummer for tanks who like the mechanic, it also makes DPSing even more of a mindless activity. DPSers needed to know how to maximize their damage while not stealing aggro from the tank. It was a big thing that separated the good from the great. With that gone, that line is blurrier than ever.

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