Posts Tagged "World of Warcraft"


Last week, a former pro e-sports player went on the record to say that he — and pretty much everyone else in the top brackets of competitive gaming — takes performance-enhancing drug Adderall to help keep ultra-alert and hyper-focused during events. Some of our readers scoffed at the report, saying that everyone does it, from college students cramming for exams to top-tier World of Warcraft raiders, bringing the term “hardcore” to all-new lows.

But it appears to have been news to the ESL, which stopped just short of accusing the e-sports player a troll this week while promising to alter its tournament procedures to test for doping rather than just forbid it. “We are hoping to have a waterproof strategy for identifying PEDs, testing for their presence and punishing players who were caught using any of the forbidden substances,” the organization told Wired. “Full blown drug tests at esports events are far away, but that doesn’t mean we can’t and shouldn’t try to tackle the issue.”
And that leads me to today’s Daily Grind: Have you ever used a “performance-enhancing drug” to boost your gaming abilities? Would you admit it if you had? Just how widespread is this among online gamers? And where should we (and the e-sports governing boards) draw the line between caffeine and something like Adderall?

Every morning, the Massively Overpowered writers team up with mascot Mo to ask MMORPG players pointed questions about the massively multiplayer online roleplaying genre. Grab a mug of your preferred beverage and take a stab at answering the question posed in today’s Daily Grind!


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Threat-Based PVE is Lame and How I’d Fix It

The traditional model of PVE tanking, which revolves around the “threat” (aggro) mechanic, severely limits the gameplay experience of MMORPGs. I’ll share an alternative model that would provide a much more dynamic combat experience.

PVE tanking and the “holy trinity” (tank/healer/DPS) themselves are not the issue – the problem is that they tend to be implemented with threat-based mechanics. In this article, I’m not going to advocate ditching the “holy trinity” as ArenaNet (AN) did with Guild Wars 2 (GW2) last year.

Here’s what’s wrong with threat-based PVE:

It defies common sense. Why would an intelligent boss and his buddies attack the tank, who is the toughest, most-armored, highest HP target who is also the least capable of inflicting meaningful damage?
It dumbs down PVE encounters. You have threat, boss attacks you. You don’t have threat, you can do whatever you want
It creates an environment where where the focus tends to be on the UI not the combat: watching threat meters, tracking cooldowns, using abilities is optimized rotations, and listening to addons/mods tell you what to do and when – as opposed to having to continually read and react to situations and what your opponents are doing
The last two points combined have severe implications in most games where the vast majority of content and boss fights are simple tank-n-spank:

The majority of PVE content fails to prepare players for much more challenging boss fights later in endgame which require not just threat-management but also high coordination and awareness. The hard boss fights are often referred to as “guild breaking” but the fault here lies IMO not so much with the talent in the guild but rather the lack of an experience provided by the developer to train players to be more skilled and aware
Players are trained to expect predictable opponents – this becomes very problematic for PVE players foraying into PVP, since human opponents are very intelligent and far less predictable than threat-dumb bosses
My Fix for Tanking: Think NFL Offensive Lineman

If we ditch threat-based tanking, what would it look like to have a model where tanking is relevant but that the combat is much more dynamic and based on rich coordination?

Let’s consider how tanking works in the National Football League (NFL), which is American pro football.

In the NFL, the quarterback (QB), who is a squishy RDPS, is protected by five offensive linemen, who are the tanks. An offensive lineman (OL) keep defensive players from reaching his QB; the OL blocks, shoves, knocks down, and holds opponents. An OL is therefore both a protector and a bully.

But here’s the thing. In order for an OL to “tank” effectively, he needs his QB to work with him. Both players have to be on the same page as to what the QB and rest of the team are doing, and the movement and positioning of the QB has to be synchronized with the protection scheme of the OL. Moreover, when things break down in real-time, the QB has to move in such a way that his OL can continue to shield him. An OL also has to adjust his blocking assignments in real-time to counter the defense.

What if PVE combat works like this, where the tank uses abilities to control mobs and protect friendlies, and the trinity is constantly working in real-time to address situations as the boss and mobs fluidly switch targets and tactics, because there is no concept of sticky aggro? Combat shifts from staring at your hotkey bars and UI elements to paying attention to what the boss and mobs are doing and what your friendlies are doing, and taking appropriate action as an individual and group. Tanking becomes a team effort: the healers and DPS have to pay attention and work with the tank.

With such a model, developers could make bosses and mobs smart, and encounters would be much more fluid, challenging, and fun. Combat would keep you on your toes, so to speak. Boss fights could still have stages, if that’s your thing. But the days of boring tank-n-spank would be gone, or the days where you watch TV while raiding as a RDPS, because let’s face it, you don’t need to watch most of the combat these days, and that’s rather sad.

Aside from improving the combat gameplay experience, there are other positive implications of the “Offensive Lineman PVE Tank” model:

Players would have the expectation of working together. I saw this in GW2, where the collaborative nature of the game mechanics encouraged players to help one another
PVE players who foray into PVP would be much better prepared – they’ll have gotten reps in PVE and learned how to pay attention / avoid tunnel vision, counter unpredictable opponents, move properly i.e. not backpedal, etc. Simply put, this model of PVE would make players better
Tanks would have the same role in PVP as they do in PVE (control and protect). Unfortunately in many games, tanks simply have no functional role in PVP
Tanking can be implemented in terms of abilities not numerical factors. With threat-based tanking, tanking successfully is dependent on numerical factors: threat generation, mitigation, avoidance, and HP. With the proposed model, tanking can could be implemented based on weapon selection / abilities (bolas, nets, shield bashes, shield walling, Vulcan death grips, etc) and character customization, which means that any class could play the tanking role. This would allow for more flexibility for group compositions – and no more waiting in Ogrimmar or Ironforge trying to find a tank

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Wow Gold from grouping with other players tips


Wow Gold from grouping with other players tips #1 is the first part of this site’s guide to help you to group with other players who you do not know. Knowing this will also help you in making friends in game.
Aggro and Threat with Wow gold
The monsters in game will target whoever the highest character o their threat list. The characters you may want to have this aggro from the monsters are the tanks such as Warrior, druid, paladin, death knight and monk. Let the tank do their job on getting all the damage. By doing this luring to get the aggro and threat will give your wow accounts damager to hit all the monsters in no time.
Aggro is the condition of a particular mob attacking a certain character in game. When a player got aggro by a monster, the monster will focus attacking to that person. There are certain monster who are changing target depending on the attack damage they are getting; the bigger the damage the monster get the higher chance they will attack that attacker. Managing aggro is the core key of grouping especially done in dungeons as it will fill out the certain roles of each character namely: damage healer and tank. While the experience, wow gold and wow items are being distributed depending on the looting shares.
Threat is the measurement of the monster’s aggressiveness level. These threat level may vary on your character’s or the monster’s level gap. If your wow account’s character level is too high for the monster then the threat level is lower and same with the other way around. So having to buy wow gold for the equipment your character will going to use should be prioritize as it will help you block the great damage you’ll be dealing with.

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