Dev Watercooler: Pruning the Garden of War
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Development on World of Warcraft: Warlords of Draenor is progressing well, and we'll soon be ready to enter the first phases of public testing. To help prep you for battle, let’s break down some of the upcoming changes we’re making to stats, abilities, and crowd control for the expansion.

Stat Squish
Character progression is one of the hallmarks of any role-playing game, and naturally that means we're always adding more power for players to acquire. After multiple expansions and content updates, we've reached a point where the numbers for health, damage, and other stats are so big they’re no longer easy for players to grasp. What’s more, a lot of power granularity is tied up in tiers of older content, from Molten Core to Dragon Soul—and while it was once necessary for your character's power to spike up suddenly when you hit level 70, that’s not the case anymore.


In order to bring things down to a more understandable level, we'll be reducing the scale of stats throughout the game and smoothing out those obsolete spikes, so that power scales linearly through questing content from levels 1 to 85. This applies to creatures, spells, abilities, consumables, gear . . . everything. And while that means your numbers for stats and damage are being reduced by a huge amount, the same goes for creatures' health and damage output. For example, a Fireball that previously hit a creature for 450,000 out of his 3,000,000 health (15% of its health) may now hit that same creature for 30,000 out of its 200,000 health (still 15% of its health).


It's important to understand that this isn’t a nerf—in effect, you’ll still be just as powerful, but the numbers that you see will be easier to comprehend. This also won’t reduce your ability to solo old content. In fact, to provide some additional peace of mind, we're implementing further scaling of your power against lower-level targets so that earlier content will be even more accessible than it is now.

We’re also removing all base damage on player spells and abilities and adjusting attack power or spell power scaling as needed, making it so that all specializations will scale at the same rate.

Racial Traits
We want races to have fun and interesting perks, but if some of those traits are too powerful, players may feel compelled to play a specific race even if it’s not really the one they want to play. For example, Trolls' Berserking ability was extremely powerful, and their Beast Slaying passive was either completely irrelevant or tremendously powerful, based on the situation, compared to other racial traits. On the other end of the spectrum, many races had few or no performance-affecting perks. On top of that, a number of racials that currently grant Hit or Expertise will soon need replacing, since those stats are being removed in Warlords of Draenor.


To keep racials more in line with one another, we’ve decided to bring down the couple high outliers, then establish a fair baseline and bring everyone else up to that. We’re accomplishing this by improving old passives, replacing obsolete ones, and adding a few new ones where necessary. Ultimately, our goal is to achieve much better parity among races.

Ability Pruning
Over the years, we've added significantly more new spells and abilities than we've removed, and the game’s complexity has steadily increased. We’re to the point now where players are starting to get overwhelmed, sometimes feeling like they need dozens of keybinds (in a few extreme cases, over a hundred). While the game is loaded with niche abilities that could theoretically be useful in some rare scenario, in reality, many of these are barely used at all—and in some cases, the game would simply be better off without them.

For Warlords of Draenor, we decided that we needed to pare down the number of abilities available to each class and spec in order to remove some of that unnecessary complexity. That means restricting some abilities 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 we can merged with other passives or base abilities.


This doesn’t mean that we want to reduce the depth of gameplay or dumb things down. We still want players to face interesting decisions during combat, and we still want skill to matter . . . but we can achieve that without the needless complexity in the game now, and we can remove some of the game’s more convoluted mechanics while maintaining depth and skill variety.

One type of ability that we focused on removing is temporary power buffs (aka "cooldowns"). Removing these also helps achieve one of our other goals, which is to reduce the amount of cooldown stacking in the game. In cases where a class or spec has multiple cooldowns that typically end up getting used together (often in a single macro), we merged them, or removed some of them entirely.

The process of determining which spells and abilities to cut or change is a very complex one—we know that every ability feels vital to someone, and we don't take this process lightly. Even if we ended up cutting your favorite ability, we hope you’ll understand why we did so in the context of our larger goals for the expansion. Ultimately, the point of these changes is to increase players' ability to understand the game, not to reduce gameplay depth.

Crowd Control and Diminishing Returns
One other big takeaway from Mists of Pandaria is that there is currently simply too much crowd control (CC) in the game, especially when it comes to PvP. To address that, we knew that we needed an across-the-board disarmament.


Here's a summary of the player-cast CC changes:

  • Removed Silence effects from interrupts. Silence effects still exist, but are never attached to an interrupt.
  • Removed all Disarms.
  • Reduced the number of Diminishing Returns (DR) categories.
  • All Roots now share the same DR category.
    • Exception: Roots on Charge-type abilities have no DR category, but have a very short duration instead.
  • All Stuns now share the same DR category.
  • All Incapacitate (sometimes called "mesmerize") effects now share the same DR category and have been merged with the Horror DR category.
  • Removed the ability to make cast-time CC spells instant with a cooldown.
  • Removed many CC spells entirely, and increased the cooldowns and restrictions on others.
    • Pet-cast CC is more limited, and in many cases has been removed.
    • Cyclone can now be dispelled by immunities and Mass Dispel.
    • PvP trinkets now grant immunity to reapplication of an effect from the same spell cast when they break abilities with persistent effects, like Solar Beam.
    • Long fears are now shorter in PvP due to the added benefit of a fear changing the players position.

Additionally, we've significantly reduced the number of throughput-increasing cooldowns and procs in order to further reduce burst damage.

Whether your favorite class is losing an ability or taking a hit to its CC potential, we hope this discussion helped you better understand why we’re making these changes. It’s important to remember that other classes will be getting some of their CC removed too. We think this entire package will make exploring Azeroth and PvPing a more enjoyable experience for everyone, and we’re looking forward to having you try them out when we open up the expansion for testing.

In the next Dev Watercooler, we'll explore the changes coming to health and healing in Warlords of Draenor.
This article was originally published in forum thread: Dev Watercooler: Pruning the Garden of War started by chaud View original post
Comments 249 Comments
  1. OneSent's Avatar
    Holy crap. I may actually enjoy PvP again.
  1. Toiran's Avatar
    ".@Suplift Night Elves' Quickness also increases movement speed by 2% passively. They also got a new passive which is quite unique..."

    https://twitter.com/Celestalon/statu...23286140895234

    Well, there is a tiny bit of racial info.
  1. Bullettime's Avatar
    Quote Originally Posted by the9tail View Post
    We are keeping silence but removing disarm...
    Wait what?
    Most disarms are on lengthy cooldowns for only a few seconds and aren't that effective anyways when so many melee have "spell" type attacks. They just serve as an extra bind that doesn't have that much impact.

    Silence is required for the DPS vs healer game in PvP. Removing the interrupt + silence mechanics like Counterspell and Spear Hand Strike was already a buff.
  1. mmocf0a8756358's Avatar
    Quote Originally Posted by xindralol View Post
    why they are removing spells is beyond me. what harm does it do to have some 'fun' or 'rarely-used' spells in the game? I loved mind soothe, even though I didn't use it often. I did love holy nova on my disc priest, and the extra bind was totally worth using it maybe once every 10 games. that doesn't mean I would have lost those games had it not been for this bind, so if you don't like the ability, simply don't use it (or if it's too many spells for you). but why limit those who do care about perfecting their gameplay? why does everything have to be dumbed-down until it's no longer fun?
    ok lets say you have a barely used item in your house like an old car that you drive once a year are you really gonna keep it no what they are doing is removing shit people dnt use which what i dnt get, ppl moan about to many spells then bitch on a fansite that there taking them away.
  1. Icyflamez's Avatar
    Lol at all of you people complaining. If you actually bothered to read dev tweets you would have known that today's blog post contained mostly stuff we've already known about with a few new details and more elaboration. But no, people just like to moan and whine...
  1. Jekdin's Avatar
    I've always said that all races need to have the "PVP TRINKET" base, like the human race.

    (Re)Name it to "Gladiators Will" or what have you, this lets anyone pick any race for PvP and not lose Min Maxing (due to GEAR, 1 trinket vs 2). I've suggest this since Humans gained this.
  1. Tofifi's Avatar
    Game looking good without Ghostcrawler. I am amazed how you manage to put people off from playing the game with such consistency. No cooldowns?! uwotm8?! Looking forward to the beta and more surprises.
  1. Moradim's Avatar
    TL;DR, "we're dumbing down the game for idiots"

    I would love to hear one case of someone raiding that complains they have too many keybinds.

    crap! I have too many options! better streamline everything so even a complete moron can be successful!
  1. mmocf0a8756358's Avatar
    pvp might actually be good in wod with the item squish and the rediculous cc taken down to a bare minimum the only ppl who are gonna moan about this is raiders like you dnt get enough already in wow
  1. Ophill's Avatar
    Look at all the stuff we already knew!
  1. Bepples's Avatar
    Quote Originally Posted by UnifiedDivide View Post
    Good lord.... this isn't the massive info dump they were talking about, obviously.
    Quote Originally Posted by Richardbro View Post
    .... That's it? All that tease for nothing? Damn lol.
    Quote Originally Posted by christehchris View Post
    "massive infodump"!
    And the above posts, my friends, represent WoW's community in a nutshell.

    Are we all ignoring the fact that Blizzard did not say that today's blog post was a "massive infodump", when they instead specifically stated that this is NOT that? How many disclaimers does Blizzard have to post before people get the hint?
  1. jd812's Avatar
    this is it? where is the rest?
  1. Infernix's Avatar
    Quote Originally Posted by Moradim View Post
    TL;DR, "we're dumbing down the game for idiots"

    I would love to hear one case of someone raiding that complains they have too many keybinds.

    crap! I have too many options! better streamline everything so even a complete moron can be successful!
    Pretty much. This saddens me that the game is turning into Baby's First MMO.
  1. smartazjb0y's Avatar
    Are people serious? Do people ACTUALLY think this is the full extent of the massive info dump? Celestalon said it was 33 PAGES. You'd have to be blind if you think this is the ENTIRE 33 pages of info. Also, do people not know how to read? Literally earlier TODAY on MMOC's front page, they said there would be a SECOND blog post. If you're complaining about this, you clearly don't know how to read or comprehend, because basically anyone could tell that this is the START of the info dump, not the entire info dump.

    Also, lol at people complaining about button reduction. Because it was SUPERHARDCORE, INTELLIGENT gameplay to macro Skull Banner and Recklessness into one button. Blizz decides to put those two abilities together into one button, so it's literally the exact same as how people use it now? BLIZZ Y U DUM DOWN GAME.
  1. Icyflamez's Avatar
    Quote Originally Posted by Moradim View Post
    TL;DR, "we're dumbing down the game for idiots"

    I would love to hear one case of someone raiding that complains they have too many keybinds.

    crap! I have too many options! better streamline everything so even a complete moron can be successful!
    Please, having 1-2 less buttons (most likely macro'ed CDs anyway) to push does not equal 'dumbing down the game'.
  1. Tofifi's Avatar
    Mr. Bone's wild ride theme park.
  1. mmocf0a8756358's Avatar
    Quote Originally Posted by Moradim View Post
    TL;DR, "we're dumbing down the game for idiots"

    I would love to hear one case of someone raiding that complains they have too many keybinds.

    crap! I have too many options! better streamline everything so even a complete moron can be successful!
    dude you dnt even need to keybind in raids anyway ive tried raiding its the most tedious thing in wow i can eat my dinner while raiding all you have to do is spam a few buttons raiding cos your tank takes the damage and if you get hit the healers heal you seriously a butt hurt raider cos theres actually some pvp changes for once. us PVPers hav had to put up with next to no content for years and as soon as we get something people like you start whining dnt like the changes dnt log in this forum and quit wow simple as that.
  1. Bullettime's Avatar
    Quote Originally Posted by Moradim View Post
    TL;DR, "we're dumbing down the game for idiots"

    I would love to hear one case of someone raiding that complains they have too many keybinds.

    crap! I have too many options! better streamline everything so even a complete moron can be successful!
    More of why exactly do we need to have some of the things bound that we do.

    Why does a Warrior have two keybinds for two different cooldowns that are always used with each other and never used alone? Paladins as well. For a Warrior for example, you have two binds for Banner and Recklessness but they're NEVER used apart.

    Why do classes like Hunters, Monks, and Warriors have so many super situational skills or abilities that have a single usage like to slow for a few seconds when more of these effects are being baked into other skills for other classes/specs and auto applied? Hamstring, Concussive Shot, Disable, Widow Venom, etc. These still take up binds.

    Why do some classes like Hunters have garbage left in their spellbook that are barely ever used like Beast Lore and Feed Pet?
  1. Paula Deen's Avatar
    Quote Originally Posted by Infernix View Post
    Pretty much. This saddens me that the game is turning into Baby's First MMO.
    Literally the dumbest thing I think I have ever read. WoW has always been that. ALWAYS!!!!!!!!

    It was a more casual Everquest, seriously holy shit people, get a grip.
  1. iriecolorado's Avatar
    Does anybody know when they're going to release this "massive info-dump of exciting and new information?"

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