Looking forward to our new "Home" in Azeroth. Regular updates on Saturday.
This past Wednesday, Blizzard posted the first in a four part series that they’re going to be doing on Garrisons. It gives a brief over view of garrisons in general. It doesn’t go in-depth on every part of garrisons (I’m sure that’s what the next three parts of the series will be for). But there are a few things mentioned here that I feel are worth going over.
A garrison in every zone?
When this new feature was announced back at Blizzcon, we were told that we would be able to build our garrisons in any zone on Draenor. More recently, Blizzard decided that our garrisons wouldn’t be mobile. Each faction was limited to a specific zone where we could build our garrisons. Now it seems like we’re building towards a middle ground. Our garrisons are going to be beachheads on Draenor for the forces of Azeroth. A secure initial position that has been gained and can be used for further advancement. But as we progress through the various zones, we’ll establish garrison outposts in them that are “all customized based on your building choices”. What does that mean? I don’t think we’ll find out until people start to get their hands on beta. If I were to give a guess though, I don’t think we’re going to see a copy of our garrison in every zone. What we may see are outposts based on the choices we made in the zone. The picture at the top of this post suggests we’ll have to make a choice at some point between the Lumber Mill and the Sparring Arena. When we make that choice, we’ll be able to build one of those two buildings in our base garrison, and a duplicate of it will be built in the zone where we picked up the plans.
Save your money.
The article briefly mentions all the various ways a person can acquire blue prints for their garrison. They range from the standard ways we get everything (drops off mobs, reputation vendors) to new methods (being taught by a follower you’ve recruited). But one method has me a little worried:
“At level 100, you can also purchase blueprints from a vendor for the buildings from each zone you originally didn’t choose.”
This vendor has been mentioned before. The idea being if a player just wanted to dive into running instances to get their character to the level cap and ignore questing in various zones, they could just go and purchase the plans they missed. And I’m okay with that. I’m more worried that it’s going to be the only source of plans we had a choice in taking previously. I’m dreading the point where I’m going to have to choose between two buildings I want for my garrison, knowing that one of those options may end up being locked away from me until such time as I’ve hit the level cap and have enough funds to buy the passed up plans.
And zone specific ones at that. It sounds as if when you choose between two buildings for a zone, you’ll be constructing the one you choose at the zone’s outpost. When that construction is done, you’ll receive a bonus based on the building you choose to build specifically for the zone it was built in. The examples given in the article include summoning a turbo-shredder after building the Lumber Mill, summoning an arena fighter Ogre after building the Sparring Arena, or being able to call in an artillery strike after building the Armory.
“We want you to feel duly rewarded for helping to strengthen the forces in the area against the Iron Horde.”
I’m going to have to see if I change my mind once I get my hands on a few of them. But right now, my gut reaction is that I’m not feeling all that rewarded. If it was a trinket that gave my attacks a chance to trigger the ability, or if I could use this new ability everywhere, maybe I’d be a little happier about this. It just seems like you’re working against your own goals:
Over the years, we’ve added significantly more new spells and abilities to the game than we’ve removed. This has led to the complexity of the game increasing steadily over time, to the point we’re at now, where players feel like they need dozens of keybinds. There are many niche abilities which could theoretically be useful in some rare case, but usually are not. There are many abilities that we’d be better off not having. We decided that we needed to make a strong push for paring down the number of abilities each class/spec has. That means making some abilities restricted to certain specs that really need them instead of being class-wide, and outright removing some other abilities. It also includes removing some Spellbook clutter, such as passives that could be merged with others, or with base abilities.
So we’re getting rid of “…many niche abilities which could theoretically be useful in some rare case…” to get a whole new set of niche abilities which could theoretically be useful in some rare case? Blizzard is going to have to work to win me over on this one.
Which maybe they’ll do on their next post in this series, which is going to focus on “…the buildings, including all 21 unique building types and their perks and specializations…” We don’t know when that’s going to be released, but I am looking forward to seeing it. Mostly so we can get some solid information on all of the buildings, including the ones we just have names for currently.