Category Archives: PVP

Rogue Reasoning: Definitions

Hey there, and welcome to another installation of Rogue Reasoning. This week I am going to cover a couple of definitions that i feel many players seem to use incorrectly.

Gank, Ganker, or Ganking:
This is probably the most common word used to describe a Rogue’s actions in PvP. Usually, people complain using this term when you come up and kill them while they are questing or just hanging around PvP flagged. I don’t know about my other rogue brothers, but in my opinion if I see a flagged Alliance or vice-versa, I will most likely attempt to kill it, regardless of grouped buddies or guards in the area.

Let me tell you something, if you are at max level and you are killed by another max level, it is not Ganking, it’s PvP. If you get killed while you are at low health after a fight, or while fighting other mobs, or even if they have 2-4 buddies, that is still not Ganking, it is strategy. As I have posted before about this, fighting fair is a misconception. There are no fair fights to be had in the open world, so one must stack the deck in their favor.

Ganking only applies when the killer is at least 3 levels higher than the deader at max level, or 5 levels higher while leveling (values are subjective, but those are my approximations). In this case, feel free to complain of being ganked.

Ninja:
Ah, ninja, the role model for the rogue. In feudal Japan, ninja were trained in espionage, sabotage, infiltration, and assassination. They were the antithesis of the Samurai, who based combat on honor and respect. They did what had to be done in order to get the job done and win.

Sorry, tangent there, what I want to cover is what a Ninja is in Warcraft. With the new patch out, I have heard many complaints start up again about so called ninjas in PuGs. Let me start out by saying that my definition of Ninja dates back to Vanilla. Back then, a ninja would try to take every item or piece of gear he could to vendor or auction. Blizzard has made great strides since those days to cut back on this sort of problem and I feel that they have succeeded.

Let me put out my current definition of Ninja: One in a group who uses master loot in order to work around pre-stated or poorly worded loot rules.

What is not ninja: Needing for off spec in a Pug, needing on a BoE now (this is just stupid now that it goes soulbound in LFD)

This might surprise you rogues, since we are not on the taking end of off spec rolls since we only damage (but do it darn good), but I don’t label this ninja. Sure, I might be frustrated, but it is not the action of a ninja and I will not call it such. The only times I worry about ninja looting is when I Pug raids in current content or old world transmog runs now. Since I only ever go in guild or lead them myself (in the majority of cases), I have not called anyone a ninja except in praise for awesome roguish moves for a long time now.

In summary, please think twice before continuing the incorrect usage of these gaming terms as it dilutes the true nefariousness of these actions. Thank you for your time and please let me know your opinions as well in the comment section.

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Rogue Reasoning: Entitlement

Rogue reasoning is going to be my first attempt at a weekly feature, in which I will be giving my opinion on some rogue related issue from a rogue perspective.

Entitlement:
en·ti·tle·ment noun \-ˈtī-təl-mənt\
Definition of ENTITLEMENT
1a : the state or condition of being entitled : right b : a right to benefits specified especially by law or contract
2: a government program providing benefits to members of a specified group; also : funds supporting or distributed by such a program
3: belief that one is deserving of or entitled to certain privileges

Throughout my time playing Warcraft for the past six years, I have seen many examples of players raging, cursing and complaining about many different things, and the root cause of the majority of these issues can be whittled down to their sense of entitlement. I am not saying I am innocent of this, far from it, but it is still the basis of problems within a MMO culture.

Entitlement is a tricky little thing in that a Utopian society can sustain each individual’s desires. Unfortunately, World of Warcraft is far from Utopia. Much like the real world, there is a lack of resources to meet every single person’s needs, which creates a sense of competition. It is a simple fact that in this sort of environment, the survival of the fittest is the only rule in play.

I am sure you can think of a time that you were on a quest to loot some object and as you fought off the NPC guarding the item, some other person walked up and looted it while you were busy and then walked away. How about back when there were outdoor bosses and your raid had them down to 10% and were suddenly attacked by a cross faction group who stole your kill?

These are all examples of times when our anger stems from our sense of entitlement.

Now in WoW, we band together into groups, raids and guilds in which we give up certain things (split xp, gold, etc.) in order to gain better rewards, which is how society works in the out of game world as well. Blizzards limits competition by allowing rewards to be instanced and meted out by points which are individually gained, but what about the items out in the world that are free to all who chance upon them?

As a rogue, you are at a significant advantage when it comes to completing objectives out in the wilderness of Warcraft. Stealth in and of itself allows us to scout out situations, get the drop on our foes, and set up 0% failure scenarios. It’s a wonderful thing and one of the reasons I love being a rogue. This is also one of the reasons we are probably the most despised classes in the game. The sad truth that we must realize is that Blizzard designed a rogue with this play style in mind. Do what you must to win, if you cannot beat them head on, wait for them to be unprepared, wait for them to be weaker, wait for them to lose focus.

Rogues must learn patience and timing in order to be effective, and there is no better teacher than trial and error. Sometimes we have to fight dirty to win, letting our opponent get low on health before attacking or waiting until he is in another fight to make our move. Morally, these actions can get dicey, but Rogues are not meant to stand toe to toe and win, we use our abilities to set up victories.

Sadly, when we are in competition with someone, there must always be a loser. It is my opinion that the practice of rewarding failure is demeaning and makes an individual worse and not better. There needs to be a drive to push yourself to get better, to improve, and if you can get the same rewards doing 1/2 the work, why should anyone go 100%? Failure is the best teacher mainly due to the fact that you are less likely to forget your failings when they result in disappointing your sense of entitlement.

To summarize,
In a game played by millions, with each person working to complete their own objectives, what are you truly entitled to?

Answer: you are entitled to complete any action in game that is within your power, as long as you are able to outplay, outwit, or outmaneuver any other person competing towards the same or a opposite goal.

THAT IS IT.

Complaining about your failure does nothing. Instead, find out why you lost and work towards never letting it happen again.