Showing posts with label herbalism. Show all posts
Showing posts with label herbalism. Show all posts

16/12/2013

Wholesome Levelling

Levelling continues to go well for our little worgen duo and they are almost ready to go to Outland. In a way I'm almost surprised by how well we are doing. We started out with nothing, on a server where we'd never played before... and while I had quite a blast levelling alts back in Cata, the old world revamp hasn't been without its issues. I had alts that outlevelled whatever content I was doing way too quickly, and where seeing everything go grey just sapped my motivation to continue. Trying to level professions as you go turned into a veritable nightmare - I'll never forget the human hunter I had who spent more time farming grey mobs for leather than actually doing quests, until I eventually abandoned her in frustration. More than one attempt at levelling as a duo died in the early levels when one character was a miner or herbalist while the other one wasn't, as the experience gains from gathering made it bloody impossible to comfortably stay around the same level.

We managed to avoid the latter this time around by having me go herbalist and my pet warrior going miner, but even that hasn't been completely without its issues, as I keep shooting ahead ever so slightly and had to train myself to ignore a vast majority of nodes to avoid making things even worse. If there's any rhyme or reason to how much experience you get from gathering from any given node, it's certainly not apparent to me. Within the same zone I would run into one "green" (slight chance to skill up) herb that gave me fifty XP per pick, and another one that gave me five hundred. Why? Who knows, it's not as if the latter were particularly rare or anything. Meanwhile the ores seemed to almost always be of the (roughly) fifty XP variety, which is why we got out of sync quite frequently.

On the plus side, we never really outlevelled our regular quests too badly, despite of the gathering experience, running every dungeon except the Deadmines at least once and doing the cooking and fishing dailies every day. We were always ahead of the levelling curve, coming into each new zone about five levels late, but by that point experience gains had generally dropped off to such a low level (without stopping completely) that we could comfortably continue completing quests without having them turn grey on us (with the possible exception of the first couple of zones we did - it's very hard to make it through all of Darkshore's over ninety quests without outlevelling any of them for example).

Due to us almost always working on green difficulty content, our levelling speed has been relatively sedate and keeping our professions up to scratch hasn't been too bad either. There are massive amounts of mining and herbalism nodes in the revamped old world, so our alchemy and blacksmithing haven't really been starved for materials (though Goldthorn is still hard to come by for how much of it you need to level up).

The secondary professions have been a bit trickier. For example you move through the "cloth tiers" quite quickly at first, and then end up getting nothing but Mageweave for twenty levels or so (or at least that's what it felt like), which makes keeping up with first aid a bit awkward. I expect that we'll be okay though, assuming that they haven't removed the Runecloth drops from early Outland or anything. Cooking is mostly fine as long as you make sure to save any and all meat drops you come across for later, as you'll often come across a particular kind of meat at the wrong level in respect to your cooking. Keeping up with your fishing also helps immensely of course.

Speaking of fishing, I was very surprised to see that you don't actually need a fishing pole to fish anymore now... and my first gut reaction was to be annoyed at yet another instance of unnecessary simplification of the game, but I soon found that I actually quite like this change. The "stick with a piece of string attached" graphical effect is quite cute, and it's nice not to have to worry about changing your equipment if you're only just stopping at a pool in passing. The fishing hat, pole and lures can still come out if I actually sit down at a dock to fish "properly" for ten minutes or longer.

Archaeology is the one profession I haven't been able to keep up with, as much as I would have liked to. My pet battling has also fallen behind, despite of my initial enthusiasm for it. I believe that neither would be impossible to keep levelled as you go along, but you'd have to focus heavily on travelling around to dig/challenge random pets and neglect other parts of the game in the process. I suppose Blizzard designed these features more as something to do at endgame than as an alternate way of levelling, but I suppose it's good that the option is there for those who want to be really hardcore about it.

We've only really been focused on completing all the quests in each zone we decided to tackle (we went for the Darkshore -> Ashenvale -> Stonetalon -> Desolace -> Feralas -> Thousand Needles -> Tanaris -> Un'Goro path) and doing all the dungeons. After my last post we only did Uldaman, Scholomance and Stratholme via the dungeon finder and had no more issues with unpleasant people in those runs. I had forgotten that Scholomance was also redone for Mists of Pandaria and was therefore a bit confused while trying to keep up with the new story in the usual dungeon finder rush, but it was just about bearable. Dire Maul, Razorfen Downs and Zul'Farrak we decided to tackle with just the two of us and had no issues with any of them, except for dying a few times to the guard captain in Dire Maul North, as his combination of fear and summoning of hard-hitting adds was still pretty painful at the level we went in.

Currently we're planning on finishing up our business in the old world with a quick dungeon finder run of Sunken Temple and an extended tour of Blackrock Mountain between just the two of us. Then it's off to the Dark Portal to see how the Outlands will treat us. As much as I loved the Burning Crusade, I remember the transition from Cata questing to Outland being pretty jarring the last few times I tried to level an alt.

15/04/2011

Gathering in a shattered world

Most of the alts that I've created since the Cataclysm have a gathering profession of some sort, sometimes paired with a matching crafting profession. I'm finding it quite noticeable how gathering has been changed in the revamped old world.

Mining has probably undergone the biggest changes. It used to be... not really difficult, but somewhat messy, as different ores with different skill requirements were all over the place. I'm sure that everyone who's ever levelled a miner before the Cataclysm knows the feeling of finding a random iron or mithril node in what's otherwise a low-level zone and then doing a dejected /cry emote next to it because you didn't actually have sufficient gathering skill to collect the shinies. Or maybe that was just me. Either way, give me a break, I only just started on tin! And who ever thought that Stonetalon Mountains should have mithril nodes in it anyway?

This could sometimes be frustrating, but it also made ores very valuable because it was hard to do any focused gathering. Thousand Needles used to be considered a good place to mine iron for example, but it had just as much - if not more - copper and tin nodes taking up space, and nodes were generally pretty sparse to begin with, at least compared to something like herb spawn points.

Well, let's just say, the Cataclysm changed that as well. There are still "transitional" zones where you'll find more than one type of ore (for example tin and iron in the Wetlands), but never more than two different types, not counting the rare spawns like gold and silver. A lot of zones however have been "purified" completely. Western Plaguelands? All iron, all the time. Badlands? Same with mithril. Searing Gorge? Also nothing but mithril. (I thought that was funny actually, considering how all the outposts are called Thorium something-or-other. It doesn't quite add up now.) In addition, the number of ore nodes in general struck me as having been increased a lot and it's now more on par with herbs. I don't have any hard data to back this up, but it really was very noticeable. For example I'd go to an ogre cave in the Badlands and find four or five nodes right around the entrance, then another five inside, and by the time I came back out again everything outside had already respawned again as well. To someone who's used to ore, especially certain types, being a rare and precious commodity, that's simply insane.

It shows on the auction house as well, with many ores only going for a couple of silver per piece these days. I reckon that levelling a crafting profession that depends on mining, and especially on particular kinds of ores (*cough* blacksmithing *cough*), must be a lot easier these days than it used to be, even without any nerfs to the actual crafting requirements. I guess that's a good thing, though I have to admit that finding multiple different ores in each zone somehow felt more natural to me.

Now, skinning has sort of gone the opposite way. It was always the easiest gathering profession to level, because you didn't have to seek out any gathering nodes, you just clicked to loot the body of each beast or whatever else Blizzard considered skinnable a second time to get some leather as well. Unsurprisingly, the spoils from this weren't worth a whole lot. I remember always vendoring light hides for example, because there was just such a huge oversupply that there was no point in trying to auction them for even the smallest profit.

It's still just as easy to level skinning, but there just doesn't seem as much to skin as there used to be. The mobs in most low-level areas have been thinned out considerably so you're less likely to have to kill anything that just happens to be in your way, and it's harder to find a good leather grinding spot when everything's so far apart. In addition the number of "kill ten wolves" type of quests has been reduced greatly because people always complained that they are boring, so you generally don't have reason to kill as many skinnable mobs anymore as you level up. This shows itself on the auction house as well, and I was shocked when I saw one of the aforementioned light hides go for more than a piece of iron ore. The mind boggles.

It also stinks big time if you're a leatherworker. Mind you, the skinning/leatherworking combo has involved a certain amount of leather grinding for as long as I can remember, but Cataclysm has taken it to new and ridiculous levels. My baby hunter found herself grinding mobs in Elwynn Forest for ruined leather scraps of all things, because they are the best way of getting through the first couple of leatherworking levels. I remember once upon a time I was annoyed when mobs in the Barrens still gave me scraps long after I had moved on from that, but now I struggled to get any at all! Oh, and ten levels later I was back to grind yet again, for light leather this time as my levelling had taken me onwards to medium and heavy leather dropping creatures way too quickly. What a nightmare.

Herbalism has probably changed the least, though herb spawns appear to be even more plentiful these days than they used to be. Good times to level inscription I guess, though not so much as an alchemist, because the difference between common and rare herbs seems to be just as pronounced as ever, if not more so. Case in point, I needed a lot of goldthorn to make it past a certain skill level range of my alchemy, but all I could find in the level-appropriate zones were piles and piles of blindweed, fadeleaf, khadgar's whisker and kingsblood. Eventually I looked it up on Wowhead and they actually had comments there guiding you towards what's only a handful of very limited goldthorn spawn points in multiple zones. I understand that different herbs grow in different environments and that this puts limits on how much you'll find of each - and in fact I like it, it feels more natural, unlike the single-ore zones mentioned above. For example kingsblood always grows out in the open, and since there is a lot of open space it's easy to have a lot of spawn points for it. Goldthorn on the other hand only grows on hills and rocks, which is obviously limiting - but even in Arathi, a zone which is nothing but hills and rocks, there was hardly any to be found, which I found rather disappointing. It would be nice if Blizzard considered rebalancing things like that, but I'm not holding my breath.