The very first video game I ever owned was NHL ’96 for the Super Nintendo.
The goalies, being controlled by the AI, auto-tracked the puck, and would do their damndest to stop goals. Problem is, by creating a custom character, you can create a character that can move faster than the goalies. Thus, you could simply grab the puck, skate straight at the goalie, then curve a little to the left or right, and shoot. Because your character moves faster than the goalie, it is literally impossible for that goalie to move fast enough to stop the shot.
This resulted in hilarious games where I could score once every ten seconds, if not more.
Point is, I wasn’t playing the game within the rules laid out by the game. I was, in fact, playing against the game itself, abusing and exploiting the rules to crush the crap out of it.
Hands up, who’s played D&D? Alright, hands up, who’s intentionally exploited the rules, or even the GM, for personal gain?
The difference between playing a game, and playing against a game is a distinction that is nearly completely lost on long-time gamers. Beating the game on its own terms, and beating it by bending or outright breaking its rules are really the same thing, aren’t they? Either jump through the hoops the developer made for you, or make your own hoops and jump through those instead.
How many examples of this in WoW can you think of off the top of your head? I can think of a few.
How about that change where, in order for a warlock’s soulstone to be active, the warlock has to be present for said boss fight? This was done precisely in reaction to Ensidia filling a raid with warlocks to gain extra spellstones to resurrect fallen DPS.
To say nothing of the fact that Blizzard had to restrict active soulstones to warlocks in the same raid for the same reason.
Or how about when Blizzard had to introduce cooldowns on vehicle construction in Wintergrasp to stop a single person from grabbing rank 3 then spamming siege engines?
Or how about the death of wall climbing?
Or, or or…
I could go on but this is really about one shotting heroic faction champions.
Yeah, I said one shot. By far the easiest fight in there on heroic. Well, 10 man at least. God, I hate 25 man so much.
Here’s the thread outlining the ultimate strategy of face rolling awesome. Basically, the thread is this:
The cause of the misunderstanding that Faction Champions have no threat is the fact that their threat is not the result of damage taken or healing sensed. It is calculated by different rules than any other encounter in the game.
These are those rules.
Melee DPS Faction Champions calculate their threat based on an additive combination of 3 factors. Each of the three appear to share equal priority for determining target, and the threat list constantly updates.
These factors are ARMOR, PROXIMITY, and HEALTH DEFICIT.
Ranged DPS Faction Champions function on very similar lines to melee DPS Faction Champions, with one difference. Instead of Armor Value being part of their threat calculation, they instead compare Resistance to their school of magic.
RESISTANCE + PROXIMITY + HEALTH DEFICIT = THREAT
Healers heal based on a very easily recognizable principle. They place priority on their healing targets based on the lowest absolute hp among friendly targets.
And boy oh boy, when you know the rules, there is no end to how hard you can twist those to your will.
The fight went from the “complete and utter clusterfuck” we had last week where sometimes if we were really really lucky we’d score one kill before we all died, to something that amounted to little more than a tank and spank.
It was seriously that easy.
We had two tanks. A prot warrior with 0 spell resistance in every school, and a prot paladin who started the fight at 50% health, with the healers expressly forbidden to heal him above that percentage. As low health as possible, just not dead. Everyone else gets their spell resistance and armor as high as they can get it. Cloth wearers had to use armor pots and everything.
(I personally had 215 universal spell resistance and slightly over 6k armor. That’s the closest I get to being a tank.)
Naturally, everyone stays as far away from everything as possible, but especially the melee. The holy paladin healed the prot paladin, of course, due to the higher armor value.
Result being that the caster generally attacked the prot warrior, and the melee generally sat on the invincible prot paladin, while we burned down targets one by one, and largely ignored CC because we didn’t need any.
Didn’t need CC on bloody FACTION CHAMPIONS.