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. Lycanthat's Avatar
    Patch 7.0 Notes:
    • We've removed all stats except Damage and Health
    • You will now only have 8 abilities so the game can be played with a controller.
    • Everyone will be a damage dealer with some form of self-healing.
    • All enemies will be Level 1 unless they're a boss.
    • Please visit the in-game store to purchase more interesting gameplay.
  1. mmoc3d7f422663's Avatar
    Quote Originally Posted by Thirdofherne View Post
    Yup and when the PvE content you compete against is already pi$$ easy, making it more so is... EASIER. Simple has no bearing.
    One of our guildies proves otherwise. He is incredible slowpoke. He can press YES when ready check, then proceed to NOT tank boss for 20s after pull at all and then wake up and ask "was there rdy check?!".
  1. LickMeh's Avatar
    I don't like how they want to combine some CDs because they usually get put in 1 macro all together. There still are occasions where you don't want to do that to nuke an add for example and split CDs instead of macro'ing them. Doesn't seem like a good idea to be tbh
  1. Zstr's Avatar
    I'm sad, on removing abilities, it's really gonna hurt
    we focused on removing is temporary power buffs (aka "cooldowns").
    /cry
  1. CandyCotton Marshmallows's Avatar
    Quote Originally Posted by Infernix View Post
    Despite the declarations of 'not dumbing things down', that's exactly what it looks like to me.
    It isn't just that;

    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.
    They think we are stupid. Whether or not you wanted a number squish for whatever reason; comprehending 1 million is not a difficult task. If you can't comprehend 100,000 or 1,000,000 ... you are going to have a hard time buying a house sometime in your lifetime.

    It is ridiculous to paint the sub base as a bunch of people who have the comprehension aptitude of an infant. I'd find it much more reasonable and respectful for them to claim that they just don't like the direction and results of the large numbers, that tuning and tweaking is easier with smaller numbers, thus overall it makes at least a portion of their job easier when creating and polishing content, also balancing specs and classes. That is also helps the client and programming side sustain the 32 bit client longer without jumping through hoops to support those on 5+ year old PCs. Nope, instead they slip in what amounts to an insult as far as I'm concerned towards the playerbase; whom I'd assume a noticeable percentage of uses addons that already condenses the numbers to 200k/1.1m.


    I don't care if they squish, whether I find it worthwhile or not. The only real request I'd have is not to scale up so fast again to where this will need to be done again, or if it does, make sure it is 4+ xpacs away. Just like the ability trimming; it is sure to cut spells some people like; they've already done that. It could be considered a necessary evil because of how much growth there was in the past, though some classes or specs being more complicated with lots more buttons to press is a good thing for the game because experienced or players that want 'more' to do will gravitate towards those to keep themselves entertained versus streamlined, minimalistic specs that are better geared towards newer players.

    The CC issue is purely a PvP one, and should only relate directly to PvP. They are stubborn on this and will not quit interfering with PvE for the sack of PvP, as in, they won't just create a PvP spec or spend the time to make every ability in PvP operate differently and develop some kind of PvP type proving grounds for people to adjust to the differences in how the spec 'feels' and operates for those who need to do, while having the tooltips explain it clearly for those who learn fast that way (with a toggle to switch off PvP tooltips similar to advanced/beginner tooltips). Lots of CC allows PvE content designers to make more challenging heroic dungeons, trash, adds, quest mobs. It becomes a pain in PvP because of well-executed CC chains (that should be rewarding for organized teams though), and they clearly stated they don't want to go the way of SWtOR with eventual short term, generalized CC immunity. It does present a more skill based system to have various DR categories; though some addons help out a lot with this.
  1. Shudder's Avatar
    They're really amazing at talking a lot and saying nothing.
  1. mmoc59b5827c7e's Avatar
    Blizzard new reprentatives are a horrible joke I assume... just placeholders for the real guys, or am I mistaken?! They cant be serious teasing us for the 3rd time with massive info, character model reveals and what not and then delivering NOTHING.
  1. mmoc27cecdbbd7's Avatar
    Quote Originally Posted by Alltat View Post
    Do cooldowns actually add anything to fights like Korven's amber? Everyone is going to save their cooldowns for when that happens, so the health of the amber has to be tuned around everyone using their cooldowns. With fewer cooldowns, the amber will have slightly less health.

    It's not as if you ever really had a choice - everyone uses their cooldowns on Korven. It's a button you push, no thought required.
    Well, you aren't killing the amber on heroic mode. You get korven and in our case kah'roz to 50%, getting kahroz below 50% first and then you burn korven. Granted it isn't the most difficault dps check in the game, but most guild probably aren't makign it without using any CDs.

    It was more an example og how having built in dps checks can make a fight more interesting. If it's just all about overall damage done and not standing in stuff it isn't nearly as intriguing.
  1. Frozenbeef's Avatar
    Sooooo...nothing we didn't already know? :s

    the only useful thing on there i can gather is "and we'll soon be ready to enter the first phases of public testing."
  1. mmocbbfa464b08's Avatar
    This reads like the text of some insincere politicians: we prune this and cut that - but hey, everything will get better and much more exciting and interesting! WTF!?!
    Maybe Blizz has to serve the claims of new players at the cost of long-term players ... poor WOW.
  1. mmoc661931d299's Avatar
    ' some of those traits are too powerful, players may feel compelled to play a specific race'
    Byebye [Every man for himself]
  1. mmoc180a361ae8's Avatar
    Anyone would think percentages are a new invention, why has it taken you this long to do something about the ridiculous stats?

    And I'm certainly all for the CC reduction/changes, but as per usual, Blizzard go 1,000 steps too far, we'll be spending most of WoD seeing CC abilities gradually reintroduced throughout patches.

    They really need to nail this Xpac.
  1. Nerraw's Avatar
    Quote Originally Posted by UcanDoSht View Post
    Blizzard new reprentatives are a horrible joke I assume... just placeholders for the real guys, or am I mistaken?! They cant be serious teasing us for the 3rd time with massive info, character model reveals and what not and then delivering NOTHING.
    When people like you read the beta patch notes in however long it takes them to put it out there, you'll be screaming "WHy the frak are they doing this???". Well, this explains why they do these things.
  1. Extremity's Avatar
    Blizzard's ability to write ten paragraphs about nothing never fails to amaze me.

    "We're going to release a blog post, and in it we'll talk about racials."

    Blog post:

    "Some racials need to change and we're going to change some racials."

    Thanks for the information!
  1. Hagendaz's Avatar
    I'm not sure why there seems to be so much hate on the changes, I for one like them.

    Let me tell you why -

    Ability bloat is a real thing, I have so many spells on my bars that I don't use it's just clutter. I may use some of those abilities in some given situations that arises once a week or longer.

    The stat squish I also am excited for because it's not that 1 million is hard to grasp versus 1000, it's that I don't care to see a million or 400k pop up on my screen, in a lot of cases it's distracting. To me it sounds like people upset about the damage number (as that's all it really is is damage/health numbers) because seeing those big numbers makes them feel more powerful? I'm not quite sure.

    The reduction in CC couldn't have sounded any sweeter. I can't name the amount of arena's I've done where I get cc'd straight for about 30 or more seconds (this is also after using my trinket). The druid nerf to cyclone being dispellable is awesome. Everything else in the game in terms of CC I can think of is able to be dispelled one way or another, however cyclone being an instant cast in some cases (feral) and not even being able to be dispelled was stupid.

    I'm extremely excited for these changes, and think it's a step in the right direction.

    PS. you wouldn't be upset about the squish if they hadn't made every expansion jump over 100 ilvl's from the previous from the start. I understand that it's there fault and we're used to them now, but I do honestly think it's a step in the right direction. Also not sure why there's so much QQ before we even see EXACTLY what they have planned.
  1. Granyala's Avatar
    Quote Originally Posted by Nazmina View Post
    It's a pvp nerf, as is priest silence never interrupts players even ones current immune to silence effects, there is no reason to believe blizzard will remove the functionality of silence spells to interupt silence immune npcs.

    This is meant only to remove blanket silences from primary interrupt abilities like spell lock(felhunter/observer) counterspell, and spearhand strike.ect.
    I asked them on Twitter, maybe they'll be so kind and clarify.

    No they are doing a squish because they have to.. there are technical limitations behind not squishing the numbers.. if you need to know more look it up.
    Yup. They'd need to recode half the game to support bigger numbers.
    So a squish is the easier solution for them.

    Getting Numbers people can handle in their heads again is an added benefit.
  1. Nerraw's Avatar
    Quote Originally Posted by Extremity View Post
    Blizzard's ability to write ten paragraphs about nothing never fails to amaze me.

    "We're going to release a blog post, and in it we'll talk about racials."

    Blog post:

    "Some racials need to change and we're going to change some racials."

    Thanks for the information!
    I'm guessing you can't read then.
  1. Sodia's Avatar
    Quote Originally Posted by Infernix View Post
    Despite the declarations of 'not dumbing things down', that's exactly what it looks like to me.
    MHM ok so in So OO Greate Vanila you had 1 max 2 skils to use in TBC 1 more in Wrath 1 more now you have 8+ skils to use and some clases actualy use that much .They want to go back to 4+ for skils for smother play style and for you is dumbing down ??well yes coz Vanila-TBC was sooo hard and complicated especialy casters
  1. Riddley's Avatar
    It's sad I thought that the CC announcement would be about how CC is going to be required for the more difficult Heroic Dungeons in WOD. In the same fashion that if you didn't CC in BC heroics or Vanilla you would be screwed. That was a fun dynamic that made dungeons more interesting. All the dungeons blur together when you can just charge through with a tank and can pull everything at once.
  1. rokkitan's Avatar
    Bad graph. Blizzard should remove/scale before the supposed 90-100 "Before squish" line and it might be possible to see details from levels 50 to 80, and still see the need for a squish.

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