Happy 5.3 patch day!

The new 5.3 patch is going live today. This has fairly big changes for resto druids, especially those in 25-man raiding.

Druid 5.3 changes

I have a post up describing the major 5.3 changes for resto & balance druids. These changes should be implemented today.

This means that I have also updated my resto druid healing guide:

I also made some minor edits to the blog’s leveling guide, but nothing substantial.

Mage 5.3 changes

  • Mages had a buff to Living Bomb that now theoretically makes it better for single target boss fights than Nether Tempest. Nether Tempest is still better for multi-target cleaving boss fights (e.g., Horridon).
  • Mages also had buffs to our AOE spells, though I’m not sure how these changes impact our overall AOE rotations yet, especially if you are going to be running around with Living Bomb for most of the raid and not consistently switching back to nether tempest for trash packs. I may need to spend some time in LFR tonight to figure out what buttons I should be mashing. :)

Other changes

  • You can upgrade gear again with valor points, so don’t forget to hit the upgrade vendor and cash in any saved VP.
  • Grab some friends and hit up Heroic Scenarios to help with your VP farming fun.
  • And of course, make sure you read one of the patch day summaries at MMO-champion, or WOWhead, or WOWinsider.
Posted in Patch 5.3, Patches, Restoration Healing Trees, Written By Lissanna | Leave a comment

druid 5.3 changes on PTR

With 5.3 likely to come out in the next few weeks, I thought it might be helpful to write a recap of the 5.3 changes for resto & moonkin druids. Since this is still on the PTR, it is, of course, subject to change. The full PTR notes are available here.

We still don’t have an official release date, but I thought it would help to cover some of the changes in more detail.

Talent change

  • Both resto & moonkin benefit from general druid changes. First, Force of Nature  is undergoing some changes in 5.3. It is now going to be one big tree (without a pet bar) that is a little bit smarter, and should chain-cast spells (instead of pausing so much). For moonkin, the casting of roots in PvE is still likely problematic. However, the resto druid version (that now casts swiftmend in addition to healing touch) is likely a more viable option than it was previously. As a “fire and forget” spell, now off the global cooldown, it may be worth trying out, especially for new players .

Balance 5.3 changes

  • The main balance changes for 5.3 are really about PvP, with some solar beam changes.
  • In addition, the glyph of Omens seems like it could be used to fish for eclipse procs in PvP situations. However, most of the utility spells that generate Eclipse energy with this glyph aren’t often used in PvE.

Restoration 5.3 changes

  • Ironbark cooldown will be 1 minute instead of 2 minutes (the PvP set bonus change means that this won’t really impact PvP). This gives you the ability to sometimes cast this on non-tanks to save raid members from harm, rather than feeling forced to always save it for tanks. You can, alternatively, cast it more on the tank if that works best for the fight. The important part is that this should just generally be used more often to reduce the damage members of your raid are taking.
  • For 25-man raids, Tranquility will hit 12 people. In 10-man, it will continue to hit 5 people. Several other AOE heals of other classes (such as the priest divine hymn) were changed to also have a different target number for 10 & 25-mans. This will help druids scale better for 25-man raiding, where a weakness of druids was that our tools were really limited in the number of people we could heal at a time in 25′s.
  • Our “smart” heals will be smarter. One of the problems with smart heals was that they frequently targeted pets over players, leading to what looked like a lot of healing done, but was really wasted healing. So, now, these “smart” heals will now more consistently choose wounded raid members over their wounded pets. In addition, since pets should take a little less damage in raids, they won’t really be at risk of dieing. Note that if players are at full health, it will still do healing on the pets.
  • The radius of Swiftmend‘s Efflorescence AOE effect has been increased to 10 yards. With how spread out people tend to be, this still will be used more often in melee on 10-mans. However, you now have a higher probability of hitting both your tank and melee for bosses with smaller hit-boxes. In addition, for ranged spread-out times, there is now an increased chance of having more people hit by Efflo (and given the 3 person limit, anyway, that’s not so bad).
  • Wild Mushroom: Bloom was given two buffs. First, it has the same increase in radius to 10 yards that Swiftmend’s AOE got. Second, the baseline healing (and scaling with rejuv overhealing) was also increased. However, this doesn’t change the fundamental flaws that makes the ability feel more situational. That said, it will be worth using more often in times where you are likely to stack on one spot for AOE healing.
  • It is also important to note that some of the problems druids are having is with how HOTs don’t play well with discipline and paladin absorbs. The paladin absorb mastery is targeted for a minor nerf for 5.3, which may indirectly help out druids to look better on meters. ;)

 

Posted in Moonkin Balance DPS, Patch 5.3, Restoration Healing Trees, Written By Lissanna | 3 Responses

Now with more fire!

WoWScrnShot_091511_200522

Old screenshot from the Fireland raiding days. :)

So, druids should all be familiar with the infamous Fire Kitty staff from Firelands.

We recently had confirmation that the effect from the fire kitty staff is now available without the staff. You can get seeds (5 at a time, each seed lasting 1 hour) from Firelands. Since the Burning Seeds are bind on account, you won’t be able to pick them up from the auction house. Instead, you have to actually go to the Firelands instance to get them.

So, now you can get the temporary fire kitty buff without having to keep an outdated staff equipped (I for one know how embarrassing it can be to get caught in the wrong outfit half way through a raid). We all know how much druids enjoy being on fire. Or at least, that’s what we try to tell Juvenate.  More details available on WoWhead.

Posted in 5.2, Feral DPS Cat, Written By Lissanna | 3 Responses

A quick note

Hi all,

My guild is recruiting: Undying Resolution currently has some open spots for Ranged DPS classes for our 25-man raiding. We are hoping to get in 1 to 2 more ranged DPS players in the next week or two to help keep our roster full for going into the summer vacation months. We are 11/12 TOT. We are raiding three nights a week, since we recently added a third night of 25-man raiding to our schedule. So, we are now raiding 8 to 11 EST on Wed, Thurs, & Sun (US – Elune – Alliance). Adding the extra raid day was really beneficial to us, so we’re gaining faster progress speed than we’ve ever had before! We are looking for people with some MOP-level raid experience. Check us out!

A quick update about me: I have been traveling the last week for work. I attended a work-related conference for the Society for Research in Child Development this last week in Seattle, Washington. At the conference, I presented some preliminary results from the Autism face processing study that was included as part of the research I described in my crowdfunding campaign last fall. The data I presented was some of the functional MRI brain data from the baseline (before the intervention) time point of the intervention study, since we are still working on completing the follow-up assessments from the intervention this month, with lots of other exciting research things happening this Summer/Fall. However, this means I may be a little slow in posting blog content until the semester ends in a few weeks. Sorry for falling behind in my blog posting! I will try to get a post up actually related to druids “soon”.

Hearthstone! One of the more interesting things to happen at Blizzard in recent months was the announcement that they will be releasing an electronic card game related to WOW, called Hearthstone. While this is somewhat old news, I wanted to highlight how much fun I think it will be. You can expect to see some Hearthstone related content here on Restokin when that game is in beta & release.

Looking for guest bloggers! Are you a druid that enjoys writing about WOW? Well, I’m opening back up my “voices from the community” series to guest bloggers this summer. If you have an idea for a World of Warcraft Druid-related post that you would like to write and have posted on Restokin, feel free to send me an e-mail: lissanna70 at gmail.com. Please tell me about yourself (info such as how long you have been playing, an armory link, links to any previous blogs/youtube/etc if you have them), and what druid-related post ideas you are interested in possibly writing.

Resto Roundtable at the Team Waffle Podcast: The Team Waffle Podcast recently had a resto druid roundtable. The lineup included Jarre, Hamlet, Sodah, Jasyla, and of course Arielle as the host/moderator.

BONUS: Resto druid buffs in newest 5.3 patch notes. It looks like they finally put in some more resto druid buffs in the 5.3 patch notes. Importantly, this includes a larger player cap on Tranquility for healing in 25-man raids (will hit 12 instead of 5 in 25-mans), a range increase for our other AOE healing (mushrooms & Swiftmend’s Efflorescence – 10 yards, up from 8), and a reduced cooldown on Ironbark.  Healing Shrooms should also do more healing, and thus may actually be useful “soon”. These should be nice quality of life fixes for 25-man raiders in particular, who have been struggling this tier with feeling useful.

Posted in Research on video games, Restoration Healing Trees, Written By Lissanna | Comments closed

Memory strategies for learning WOW boss mechanics

Some of the replies to my last post had a point about how you don’t necessarily have to remember every single boss mechanic. Instead, they suggested things like relying on DBM to remember things for you, only needing to remember the mechanics relevant to your role, ignoring mechanics that can be ignored (especially on LFR), and even just remembering one phase at a time. While these are all really great advice for people, they are all things that you largely have to figure out outside the game when you are reviewing strategies, before you step your foot in the door.

They are all at their core essentially suggestions for committing the boss mechanics to long term memory as quickly as possible. While my first post was really about the amount of information if you don’t study in advance or use addons, I think it is worth talking about what a time-effective way is for using these tools. In my definition of long term memory, I suggested that you could remember a likely seemingly infinite number of boss mechanics when storing that information in your long term memory. So, today I’m going to highlight more about how to maximize boss learning time in a shorter period of time.

Memory Aids: Using addons to your benefit

As I’m sure everyone is aware, there are addons such as Deadly Boss Mods and Bigwigs. These display visual alerts on your screen with timers for boss abilities letting you know when something is likely to occur. They will also sometimes put markers on people’s heads and put up visual alerts on boss effects that are targeting specific players (e.g., as an indication that you need to run out if you are the bomb, etc).

An important point here is that you need to memorize what the appropriate action is when the visual alerts come on the screen – does the alert on your screen require you to stack up on a marker your raid put out, spread out, run away from the boss, run towards the boss,  dispel, tank swap, or something else? The addons don’t eliminate the need to study in advance, but should make the fight easier once you have memorized what the visual cues mean. The best way to utilize these addons is to spend time studying the fight before you enter the raid dungeon (to know what alerts you need to attend to), and even to turn off alerts for the boss that aren’t relevant to you. You should look into ways to reduce the amount of spam on your screen if the addon starts to be too distracting, and make sure that it’s a help rather than a hindrance to your performance.

Another helpful tool is “GTFO” which blares loud alarms at you when you are standing in something that is doing damage to you. The minor problem with this is that some fight strategies will require you to stand in bad stuff on the ground and that can get annoying really fast. This means that you do need to know some in advance about the mechanics so you know how to properly respond to GTFO, and possibly disabling the addon on fights where the alert isn’t helpful. However, in general, the overwhelming likelihood is that if this is going off, you are standing in something that might kill you if you stay in it for too long.

In general, you should set up your interface using other helpful addons in the way that reduces how much spam you have on your screen, to make it easier to focus on things that really matter. You want to reduce the amount of irrelevant information on your screen in general when you are raiding, and instead make sure you can focus on watching the important things happening around you.

Should you study just for your role?

So, while the addons described above are really helpful for refreshing your long term memory, and reducing working memory burdens during the raid, they don’t replace actual time studying the boss mechanics before the raid. With the increasing number of things to learn and remember, one strategy is to find ways of identifying the mechanics most relevant to you and working specifically at remembering them. For example, Coveroth’s post about Dragonsoul vs Firelands emphasized the fact that people can spend time doing isolated roles, and thus only need to study for the things they’re required to do (so, only tanks and healers need to remember tank swap mechanics, for example).

One of the great things that Ponerya does for our guild’s boss strategies is to make role-specific TLDR lists at the bottom of the posts.  While it is really helpful that we know everyone’s role, especially in really complicated fights, it may help to focus attention first on making sure you can do your job correctly. For example, when the raid leader assigns groups to different tasks, it is important to know that you are killing orb #1 and not the rest of the orbs, but you don’t necessarily need to remember who is doing tasks you aren’t assigned to.

Similar to the point above, if you have a limited amount of time for studying bosses, it is helpful for you to figure out which mechanics are likely to kill you or what you can safely ignore. In this way, when you are watching a boss guide video, you can perhaps make a list along the way of things relevant to you and things not relevant to you (also, in this case, note taking is a potential helpful strategy for you to refresh your memory shortly before your “test”, I mean raid), and focus on making sure you know the things relevant to you for the first time you step into the raid/dungeon.

However, it is likely that healers, tanks, and raid leaders in particular will need to know everything. Thus, in some cases, everything is relevant to you. If pretty much all the fight mechanics are important for you, the next suggestion is much more helpful.

“Chunking”: Learn one phase of the encounter or one related set of abilities at a time.

In psychology studies, they found that one way of dealing with memorizing lists of information was grouping relevant things together in a strategy called “chunking”. For casual guilds, especially, it may be that you will spend several hours on one phase, then several hours on the next, etc. For bosses with more than one phase, when you review the boss mechanics at the start of the pull, it is in your best interest to only talk about one phase at a time on vent, rather than to laundry-list all the mechanics for the whole fight. No one is going to remember what

This applies to studying for bosses like Durumu when you are watching video guides or reading guides online. The easiest way to deal with the sea of information is to study small pieces of each fight at a time. If you start to feel overloaded with information, then figure out what smaller set of boss abilities you can focus on. This is true even for fights that are really single-phase fights. You can find ways of breaking things into groups of abilities that are related to each other (so, chunk add mechanics together, chunking ground effect mechanics together, learning the abilities of one of the two dragons in the fight before the other, etc). Master one phase or group of abilities, then move onto the next.

Conclusions: Do your homework!

While conquering new content may be challenging for most casual guilds, the current fights really require people to study fights in advance. If you spend enough time preparing in advance, you can really maximize your time spent practicing and killing bosses. Getting actual practice on the bosses is obviously important, but if your guild is really struggling and doesn’t require either addons or studying boss mechanics prior to the raid, then instituting more serious addon/studying guidelines may be to your advantage. FOR running LFR, one helpful thing is the “Bosses in 5 seconds” explanations, that can be used to copy/paste the most essential LFR strategy info into your instance chat. If all you have is 5 seconds, you should try to find and use those guides.

If the only raiding you do is LFR, it is still helpful to install an addon to help you track boss mechanics, and it is still helpful to read strategies that are designed for normal-modes, so that you have some idea of major mechanics. Going into a raid unprepared is just as bad as showing up at an exam without having studied or attended class at all. You may be able to guess your way through some of it, but you won’t be able to excel without doing your homework!

Posted in Mists of Pandaria, Written By Lissanna | Comments closed

The psychology of boss design part 1: Information overload

The design of PvE raid bosses in World of Warcraft is a complicated process. Each person on the boss design team gets to create their own encounter(s) in a raid dungeon, sometimes with collaboration on some of the trickier bosses. Over the course of the game’s development, the fights have become more and more complicated. The bosses have more abilities, requiring more movement, and more coordination as a group. These bosses are requiring greater memory demands, greater multi-tasking, and faster reactions to things happening in the environment. These actions all happen while we also complete a complicated series of button presses or mouse-clicks related to filling a specific role in the raid (tanking, healing, or damage dealing).

Over this series of posts, I will talk about how the Mists of Pandaria raid encounters are pushing the limits of human memory, reaction speed limitations, and visual perception abilities (for good or bad!). In this blog series, I’m going to talk about several problems that plague boss encounters, where the fight mechanics are breaking several core psychology principles (related to memory, reaction speed, and visual perception abilities). I will also explain how these principles matter for being able to learn boss encounters in WOW, especially  as it impacts LFR versions of these encounters (where we can expect players to have spent less time researching the encounters in advance).

Can you remember all the mechanics?

First, we are going to talk about Memory abilities and how it impacts our ability to learn how to kill bosses in WOW.

  • Short-term Memory: Your ability to remember items over a short period of time (Wikipedia definition). Science cites 5 to 9 items (7 + 2) as the range for the maximum numbers of unrelated words or digits you can hold in mind. In the cases of WOW, you could think of this as the maximum number of unrelated boss mechanics that a player in the raid could remember if your raid leader listed off boss mechanics and you didn’t spend time to memorize them before the fight. Once we pass around 7 boss mechanics, you probably couldn’t actually recite all the mechanics back to your raid leader (and most people wouldn’t even get all 7 right). In addition, you naturally tend to remember the first and last numbers from the list better than ones in the middle. Basically, your ability to remember new information is limited.
  • Working Memory: Your ability to both briefly store information and use that information to achieve a goal (Wikipedia definition). In this case, not only remembering those boss mechanics, but responding to them appropriately during the fight (actually flying to nests, 1, 2, and 5 while also healing your party members, rather than just remembering that you need to fly to nests 1, 2, and 5). The ability to both remember the mechanics and use that information to perform the fight correctly is using a system with very constrained and limited resources.
  • Long-term Memory: Your long-term memory ability is much less limited than short-term or working memory abilities. You can remember thousands of vocabulary words, math, physics, what to do at your job, etc. If the boss strategy requires too many elements, your goal prior to arriving in the boss room is to study and memorize all the boss mechanics and strategies. Also, with practice (many, many wipes on the boss), you can learn to remember an almost unlimited number of boss mechanics, ability lists, or whatever.

The problem of increasingly more complex fights in WOW:

  • It has become apparent quickly to me in Mists of Pandaria that the boss encounters in raids are quickly passing the “sweet spot” in our short-term and working memory capacity. Thus, most boss fights, especially for normal and heroic modes, involves simply memorizing a choreographed “dance” for each fight (committing the boss strategy details to long-term memory in advance by reading boss strategy guides and videos), and then practicing that “dance” with other people in the encounter until you have fully learned the fight “dance”.
  • Many people doing fights in LFR don’t spend the time outside of the game learning the “dance,” and the fight mechanics can’t be done with only using short-term memory and working memory abilities when you first encounter the fights. This is why Blizzard has to either totally trivialize the encounters (so you don’t have to remember any of the strategy involved at all), or players generally have a miserable LFR experience. This also applies to more “casual” guilds that may not have the time to commit to serious advanced studying of fights ahead of time. My own guild makes people read and sign threads before arriving, and several of the TOT raid encounters have exceeded our own memory capacities based on the need to really spend an hour or more memorizing the boss details to understand the fight in advance.

Average number of boss mechanics by raid dungeon

I pulled up the Wowpedia boss mechanic page for each boss of each raid dungeon described below. I counted the number of boss abilities and computed an average “memory score” per dungeon. I have also included the minimum and maximum memory score. In the case of Patchwerk from the original Naxxramas being the lowest memory score, he ranked as a 3: Hateful Strike threat/health requirements, range requirements to prevent kiting, and the frenzy/enrage mechanic that caused most of the wipes.

Table of average, minimum, and maximum memory scores by raid dungeon (in previous tiers, some were combined, such as BOT and BWD into one mean for the two major dungeons in that tier. I left individual scores for MV/HOF/TOES):

Raid
Mean
Min
Max
Molten Core5.547
BWL6.75313
AQ407.111111111414
Original Naxx6.333333333310
Karazhan6.909090909311
SSC and TK7.9317
Mount Hyjal4.846
Black Temple8.666666667314
Sunwell9.666666667419
Ulduar9.285714286317
ICC9.5416
BWD and BOT11.4717
Firelands10.85714286618
Dragonsoul8.714285714514
MV8.5512
HOF8.333333333613
TOES7.5413
Throne of Thunder12.91666667919

and as a graph for easy viewing:

Conclusions and recommendations:

There is a fairly consistent trend for increases in memory demands over time since Molten Core. In addition, the type of overly complicated fight, which used to be the “end” boss of each tier, is now being placed early in the raid dungeon, causing roadblocks for new guilds trying to get some early progress through normal modes.

Throne of Thunder is really an outlier in terms of the memory demands placed upon average raiders. What is actually more concerning, however, is the huge jump in memory requirements between the previous raid tier (MV, HOF, and TOES) having fairly straightforward mechanics, and Throne of Thunder’s huge list of conditional requirements that need to be remembered. Even the first TOT boss, Jin’rokh, which is the least memory intensive has huge conditional requirements on every mechanic: run out when you get the ball, but not over another spark or you will wipe the raid, and not through the water or you will wipe the raid, and also not where the water will later spawn or you may cause deaths later in the fight. Even for average raiders, this starts to be information overload when the raid leader tries to explain the fight.

Suggestions for LFR design and the Dungeon Journal: For the LFR version of Jin’rokh, you still have 14 bullet points in the dungeon journal (though under my memory scoring strategy, this fight had a memory score of 9 – since earlier raid tiers didn’t have a dungeon journal). The LFR journal just makes it possible to ignore some of those mechanics and still live (though there is absolutely no clear indication of which points will still kill your raid members or not). If someone read you all the names of all the points and asked you to repeat just the names of them back to you, you couldn’t actually do it after only hearing the list once.

For LFR versions of fights, rather than keeping approximately the same number of mechanics to remember and just making mistakes less deadly, it may be necessary to remove a greater number of mechanics from the LFR versions of fights. In general, I’d recommend to keep the number of points on the dungeon journal for LFR fights below 10. Then, the people without raiding addons or watching fights in advance would have an easier time learning the scaled down version of the fights. The raid designers do this some, but as the number of boss mechanics increases, the memory demands for LFR versions of fights needs to stay in a range that people can handle. However, if you look at the dungeon journal, it is pretty much uninterpretable for people running LFR OR normal-mode encouters, and this is not really either a helpful or informative tool. In the case of Durumu, I gave him a memory score around 17, but realistically, his raid finder page has 28 different key terms with descriptions.

Posted in Mists of Pandaria, Research on video games, Written By Lissanna | Comments closed