Legion Developer Q&A - Ion Hazzikostas
Ion Hazzikostas answered some more questions today!


Order Hall
  • More champions will probably be added as the expansion goes on, as they are used for storytelling.
  • There is some awkwardness in having eight champions and only being able to use five of them.
  • The champion limit allows the team to make you choose which missions you want to do. If the limit was increased, more missions would have to be offered and it would creep closer to the Garrison system where there are constant missions and it is a large feature.

Toy Nerfs
  • The team intentionally didn't recreate Aviana's Feather as they didn't want to offer this experience again.
  • The Rocfeather Skyhorn Kite and Brulfist Idol nerf were done to remove the Aviana's Feather experience.
  • The toys stepped on what makes Engineers and Demon Hunters special.
  • The toys encroached on class and profession space and were too useful.
  • Toys aren't supposed to be very powerful and necessary.
  • You can still use gliders and other transport methods.

Leveling and Dungeons
  • There is a ton of experience awarded from the quests that send you into dungeons at the end of each zone.
  • This is done on purpose, so that dungeons feel rewarding.
  • The team did take a step back from dungeons being an efficient way to level, because it is a bit of a trap.
  • You still need to do the quests in zones to unlock world quests and other things.
  • The team will keep an eye on the time it takes to level alts during the expansion.

Warlocks
  • Warlocks feel like there is significant ramp up time that limits their potential in the outdoor world or dungeons.
  • Demonology Warlocks have some ramp up time, need to get out Demons, so it takes a while
  • The team has been talking about hotfixing the default number of Soul Shards from one to three. You would be able to start fights with more Soul Shards.
  • With Demonology, it would be great if you could build up multiple packs of imps and keep them with you for longer, especially in the outdoor world.
  • It would be nice if you could build up your demon army over the first few fights and then plow throw a few fights.
  • Mobility is another concern that has been raised, but it probably won't be changed much. The team would rather double down on strengths rather than shore up weaknesses.
  • Giving Warlocks more mobility isn't a hard problem to solve, but it moves towards homogenization again.
  • Things aren't perfect by any means.
  • Warlocks are less mobile and more tank like than mages. This reflects what a Warlock is all about.
  • Destruction Warlocks don't like the way their Mastery feels, which is valuable feedback, but it is somewhat like Crit. You have a mastery that gives Chaos Bolt some RNG, but in most situations it will average out over time. This is the same way Crit will average out over time.
  • The team appreciates the Warlock feedback and understands that people are unhappy, but it isn't constructive to communicate this through spamming up threads or starting petitions.
  • Ion went to the Warlock forums on many occasions to read about what Warlocks are upset about, but 95% of the posts aren't constructive feedback and makes it harder to figure out what is the issue. There is also lots of conflicting feedback, where people are unhappy for different and conflicting reasons.

Classes Balance in Mythic Dungeon
  • Multidotting is something that allows for strength in some situations, especially when things are split up and melee can't cleave everything.
  • Melee are doing well in dungeons right now, which is a good thing. Historically people wanted to bring lots of ranged casters over melee.
  • The team is getting a broader data set as people hit max level and gear up to make balance tweaks where needed.

Class Balance
  • The team would rather let things sit for a little while and make class changes all at once rather than very frequent single changes.
  • As raids open up the team will have even more data to balance things.
  • The team is targeting a set of tweaks for right before raids open to bring up under performing specs without being too disruptive to the hierarchy of specs.
  • Balance isn't perfect right now, the team is working on it, but there are lots of different variables.
  • Raids and Mythic+ dungeons are the content people care about balance most for and they aren't available yet.
  • Outside of balance tweaks, there are mechanical tweaks the team wants to make to improve gameplay. You won't see these via hotfixes, but should see them in Patch 7.1.
  • The team is actively working on fixing the mobility abilities that aren't working right.

Order Hall
  • There aren't plans to move the Order Hall story along in Patch 7.1.
  • Patch 7.1 focuses on Karazhan, Stormheim, and Suramar.
  • There is more Order Hall story to tell, but that will come after Patch 7.1.
  • The Warrior Order Hall campaign taking longer than others was a mistake. The timing for the Warrior campaign was the timing intended for all classes, but some last minute fixes removed the cooldown between missions for other classes. It was supposed to be a two week process rather than a one week process. The Warrior one will be fixed.

Quest Log
  • There is a lot of content in Legion and players are hitting the quest log limit.
  • The concern with raising the limit is how it will become hard to keep track of all of the quests you have.
  • The team wants to look at the underlying cause of players having all of these quests rather than just increasing the limit.
  • They recognize that with the non-linear leveling in Legion plus the Profession and Order Hall quests result in players having a lot of quests at once.
  • One thing that could be investigated in the future is having special story quests not count towards the quest log limit.
  • At some point after max level this limit stops being a problem as you finish off the quests.

Cross-Realm Zones
  • There is lots of new technology that powers the outdoor zones in Legion.
  • The launch was so smooth because of this new technology.
  • Having multiple copies of a zone on a server helps the population stay at an optimal level.
  • In the past current content was only players from your realm, but in Legion merging and splitting happen in the entire world.
  • This helps to make the world feel alive, especially when you are out doing world quests. You want to run into other players
  • Some players have been on PvP servers for a long time and accustomed to not having to PvP because of faction balance, but now they have to PvP as there are players from other realms of the other factions. This is restoring how PvP servers were intended.
  • The team is looking at some of the bodyguard abilities in regards to PvP. Some of these are too powerful and not fun.

Suramar Gating
  • The reputation in Suramar isn't the same as older reputation grinds.
  • Suramar is an end game max level zone, something that hasn't been done before.
  • There is a ton to do at max level already, so the Suramar campaign is something the team wanted to pace out so that it can compete more cleanly with all of the other content there is to do.
  • For most people at this stage, the bulk of the reputation they are getting isn't from repeatable quests, but instead the one time quests throughout the zone.
  • The team wanted to tell an epic story that has a lot of heft to it.
  • The reputation bar is a convenient way of communicating progression through this story.
  • Suramar reputation won't be account wide. Character progression is done on the character.
  • Down the line the team can take a look at the reputation required to unlock the Suramar dungeons if it is blocking alts from being able to do it, but so far it doesn't feel like a problem.

Reputation
  • The team is pretty happy with how reputation gains have been working out so far.
  • Much of the reputation rewards are not power items that are needed ASAP.

Kosumoth
  • It is cool to have mysteries and secrets in the world of datamining.
  • Kosumoth was spawned on beta, but the puzzle to enable him was disabled during all of beta.
  • The team originally wasn't sure players would figure it out, but the community worked together to figure it out!
  • The orbs will be hotfixed to be more multi-interact friendly. They want to be sure they don't break them so that they aren't intractable at all.

Artifact Knowledge
  • Initially Knowledge was a 5 day work order. If you were a few days behind, Knowledge was a 4 day work order.
  • If someone comes along two months from now, they will see 3 day work orders for a while to help them catch up.
  • Don't overthink it! Spend Artifact Power, keep Knowledge work orders going, and you will be fine.

Companion App
  • The team might add more features to the Companion App in the future.
  • Tons of people have been making use of the app.
  • If there are features that make sense, they would love to add them.
  • Having multiple apps isn't optimal, so they may combine them in the future.
  • There still should be reasons for you to go to your Order Hall in game, the app is just supposed to help you keep up when you are not in game.
  • The app shouldn't replace in game interaction, you should feel like you should log off and pull out your phone when you are at your computer.

Artifact Weapons
  • Artifact Power and progression should span the entire expansion.
  • You should care about Artifact Power for the entire expansion.
  • The team wants to see how the system plays out before they decide how to expand Artifact progression in future patches.
  • There are no plans to allow you to transfer Artifact Power between weapons.
  • Artifact Knowledge means you can swap to another spec fairly quickly without an issue.
  • In a few months you will see world quests that reward thousands of Artifact Power thanks to Artifact Knowledge, so it will still be easy to switch.

Auction House
  • The Auction House UI is pretty unacceptable at this point and past due for a revamp.
  • Fixing this is a longer term project, but addons can help in the meantime.
  • In Patch 7.1 there may be some logic changes to how items are sorted on the auction house.
  • Right now stacks are sorted by total cost rather than cost per unit.
  • Hopefully in Patch 7.1 the auction house will be able to sort by unit price instead, allowing you to see the cheapest items first.

Guild Finder
  • The Guild Finder definitely needs some work, especially in a game where social elements are so important.
  • This will probably be fixed in a future expansion rather than a patch.

Dalaran Underbelly
  • The Underbelly was overpopulated until recently.
  • The team probably could have done a better job at messaging the fact that the guard captain will allow you to opt out of PvP.
  • There are a few things that send players there who don't want to be there, but they can buy a bodyguard to stay safe.
  • The team is looking into a rare issue with bodyguards disappearing early.

Artifact Power from PvP
  • The team is looking at Artifact Power gains and will make sure there aren't huge imbalances.
  • The team started out conservatively with Artifact Power in PvP because it is easy to spam skirmishes.
  • When rated PvP starts again you will be able to earn more Artifact Power.
  • PvP players should be able to level their Artifact through PvP.

Tier Sets
  • We are eventually going to go to the Tomb of Sargeras this expansion and you will probably get a tier set there.

World Quests
  • The world quests are selected randomly from different buckets of quests.

Scaling Content
  • Holiday content is a great fit for scaling technology. It hasn't happened yet but is likely in the future.

Content Pacing
  • Content pacing will be better than previous expansions.
  • The team wants to avoid feast or famine or front loading content.
  • A steady stream of content in Legion is the plan, telling lots of story throughout the expansion.
  • The team may experiment with different types of patches, not just new raid zones or tons of things for everyone, but maybe some smaller patches too.
  • The team is confident they will pace content better this time. For real. They mean it.
  • They say this every expansion and haven't been able to deliver, but learn something every time. This expansion they accounted for a lot more and should be able to do it.

World Quests
  • Once you are max level, the world isn't going to scale with your gear, including world quests.
  • Scaling the world based on your item level wouldn't feel good, as your relative power would never increase.
This article was originally published in forum thread: Legion Developer Q&A - Ion Hazzikostas started by chaud View original post
Comments 161 Comments
  1. MatadorMedia's Avatar
    Quote Originally Posted by Farabee View Post
    This feedback on the glacial pace of Nightfallen rep was given to Ion in beta and he stubbornly trudged ahead with it. His comments here clearly show that he doesn't even play the game he helps create at this point.
    I'm halfway through Honored with all the reps at this point, and it's been 10 days. I'd say that's pretty decent pacing. And I'm not even doing all the world quests, just the ones I feel like. Most of my time is spent in Suramar because it's a fun zone.
  1. Fang7986's Avatar
    Quote Originally Posted by Poganin View Post
    Maybe they should design their game in such a way that traversing the environment isn't an obnoxious inconvenience. Then the players wouldn't be forced to resort to such useful items for such simple things as getting off a mountain.
    Maybe if you don't like traversing the environment the way it was intended to be you should play a different game. F-ing flying has spoiled everyone to no end. I like having to find trails and getting stuck and backtracking adds to the feel of exploration.
  1. mmoc0fe2ce964e's Avatar
    the hierarchy of specs
    This coming from Blizzard itself? They maintain a hierarchy within specs? Wauw...
  1. Unholyground's Avatar
    Honestly give affliction locks back Soul Swap and everything would be hunky dory lol.
  1. Fang7986's Avatar
    Quote Originally Posted by ElDoorO View Post
    This is certainly possible. Let's examine this though.

    You have an unusually high amount of people complaining -- an amount not normal consistent with something being wrong. Something. We don't know what. It could be a bug, it could be stats, it could be gear, it could be the player sucks, it could be anything.

    You mentioned two parts: Undergeared and underskilled. Let's ignore the other possibilities and talk about these two.

    How is one supposed to know if they are undergeared? What mechanism in the game tells you "hey, you really have a shit trinket and that weapon isn't progressed very far and those relics, buddy, are shit -- this is going to suck to be you" -- there isn't one. That's not cool. Should a warlock need to be 840 when my havoc DH needs to be 830? How can a player know it's their gear?

    Underskilled: How does a player know they aren't playing right? Let's use demo as an example. Without going to Icy Veins, Noxxic, or any other third party website beyond Blizzard's forums and the game itself -- how do you know what you're supposed to do?

    Yes, I know Noxxic is shit -- but too many people don't know that and Blizzard doesn't endorse any of them. So how will Jim Bob know he should use IV instead of Noxxic? Or even be aware IV exists at all? Or even Noxxic?

    None of those tell you about interrupts either. My Vengeance DH has three methods of silencing folks plus one AoE fear. How many DH's think to use the belf ability or Sigil of Misery to buy their healer some time? I say all this to really mean: The WoW dev team is complete and utter shit and explaining to players how they are supposed to play their character "properly". For players just coming back and giving WoW another shot -- that's kind of a big deal.

    Why is it so hard for Blizzard to articulate how a class is supposed to be played?

    Because there isn't one way a class is "suppose" to be played. The right way according to everyone here is just what does "max dps" and that only matters to people who raid which is the minority of players. The average player only cares about if stuff dies while they are questing that's it. If hitting one button over and over kills it they will do that.
  1. Unholyground's Avatar
    Quote Originally Posted by TylerWildstar View Post
    The slowfall toy nerf was bullcrap.
    They did this becasue it devalues the Demon Hunter ability and also devalues the Goblin Gliders as a revenue.
  1. Kathranis's Avatar
    Quote Originally Posted by moredred1811 View Post
    If that was true they would have done something to ret's boring rotation.
    They haven't "done" anything for warlocks.

    Just to be clear, most of the issues with warlocks are about the way the specs feel to play compared to previous implementations, not necessarily balance or tuning.

    The biggest offenders are things like removing mobility, adding a cast time and shard cost to Rain of Fire, and removing unique resource mechanics like Burning Embers and Chaotic Energy in favor of Soul Shards and Life Tap, which has caused the class to feel more clunky and less rewarding, while also removing unique class fantasy for each of the specs.

    Other big issues are the ramp up times for the specs and the general clunkiness and whack-a-mole feeling of Demonology, which makes you feel very weak and useless outside of single target situations.

    And, as a minor side note, the pet AI was significantly dumbed down in 7.0, as well, which also affects the class's fun factor.


    All of this coupled with the fact that the class has really only been nerfed for the last two expansions (lots removed, very little added), and rarely gets attention in hot fixes or patch notes, has contributed to the overall discontent of warlock players.
  1. Perselawyer's Avatar
    I don't understand why people cry about flying. There is a whistle on a five-minute cooldown that takes you to the nearest flight path, a 20-minute hearth to Dalaran (HS used to be 60m originally, IIRC) and you can buy goblin glider kits or make them if you have the profession. Also some classes have ports to their CH.

    Reputation gains are the easiest they've ever been in this game; no idea why people are complaining about that, either. Why do you think it's okay to blow through all the game's content in a week? Is it so you can get back to complaining about lack of content?

    And if you don't like certain things about a class, say what they are and why and how they affect you rather than just whining about X class being broken or getting "rekt" and not being specific. People can't help you or make the game better if you aren't specific about your criticisms. To say, "Well, obviously there's a problem, so fix it," or, "Obviously, Xs are broken," doesn't do anything for anyone AND doesn't get you what you want, a fixed class. Maybe think about the result you want before you open your mouth or start typing.

    Also, Gurgthock is not Ion, LOL. Why make things up whole cloth like that? Do you think you are improving WoW by making things up?
  1. kaid's Avatar
    Quote Originally Posted by ElDoorO View Post
    This is certainly possible. Let's examine this though.

    You have an unusually high amount of people complaining -- an amount not normal consistent with something being wrong. Something. We don't know what. It could be a bug, it could be stats, it could be gear, it could be the player sucks, it could be anything.

    You mentioned two parts: Undergeared and underskilled. Let's ignore the other possibilities and talk about these two.

    How is one supposed to know if they are undergeared? What mechanism in the game tells you "hey, you really have a shit trinket and that weapon isn't progressed very far and those relics, buddy, are shit -- this is going to suck to be you" -- there isn't one. That's not cool. Should a warlock need to be 840 when my havoc DH needs to be 830? How can a player know it's their gear?

    Underskilled: How does a player know they aren't playing right? Let's use demo as an example. Without going to Icy Veins, Noxxic, or any other third party website beyond Blizzard's forums and the game itself -- how do you know what you're supposed to do?

    Yes, I know Noxxic is shit -- but too many people don't know that and Blizzard doesn't endorse any of them. So how will Jim Bob know he should use IV instead of Noxxic? Or even be aware IV exists at all? Or even Noxxic?

    None of those tell you about interrupts either. My Vengeance DH has three methods of silencing folks plus one AoE fear. How many DH's think to use the belf ability or Sigil of Misery to buy their healer some time? I say all this to really mean: The WoW dev team is complete and utter shit and explaining to players how they are supposed to play their character "properly". For players just coming back and giving WoW another shot -- that's kind of a big deal.

    Why is it so hard for Blizzard to articulate how a class is supposed to be played?
    I enjoyed my demo warlock doing LFR and invasion stuff but The ramp up time issue is a noticeable problem when they are soloing. It takes a pretty large number of casts to get your basic level of dogs+Imps out and empowered for solo PVE leveling where you are constantly having to start back at square one or just feel unimpressive.

    Starting at 3 shards is probably a good option it either gives you one cast for a full hand of gul'dan cast or lets you get your dogs out and if you take the improved one that gives you two dogs and two imps for 2 shards open with that and then empower gets you going pretty well right off the bat and really does not do much that would long term over power them.
  1. Taojnhy's Avatar
    Quote Originally Posted by Unholyground View Post
    They did this becasue it devalues the Demon Hunter ability and also devalues the Goblin Gliders as a revenue.
    The problem though is the kite made it through and out of beta. You could forgive the playerbase thinking "Blizzard must be okay with this then" and incorporating it into their play, only to then log in a few days later and see that the CD was gutted. Mixed signals are frustrating as was the nature of the nerf itself; going from a 3m to a 15m CD was way too knee-jerky and really removes the choice in using it in the first place. A 5m CD would have been far more reasonable -or- make the kite into Aviana's Feather 2.0 and keep the 15m CD.
  1. Slybak's Avatar
    Quote Originally Posted by Wolfman31 View Post
    I did a mythic dungeon the other night with a demo lock and they had an 840 item level and they were tearing up the charts. They were a bit weaker on trash but on boss fights they were about even with the other dps in the group. Maybe the warlocks who are crying are undergeared and underskilled. They seem fine to me.
    You're looking at Demo based solely on its output, and not what the player is doing to produce that output.

    Demo excels at patchwork-style fights (single target, longish to even out the ramp-up time, and little movement required to accommodate a spell arsenal that's overflowing with cast times) because its a very "spammy" style of play that promotes tunnel vision. While that may produce good results on certain encounters, its not a particularly fun or engaging spec even on the encounters where its strongest. The complaints about Demo's output have more to do with its sub-par AoE and cleave.
  1. Logwyn's Avatar
    "There is some awkwardness in having eight champions and only being able to use five of them."

    Wait what? If you have a champion you can run a mission. Yeah the chance might not be 100%. But you can still do a mission. I did a 60% mission with just one guy and well if succeeded.

    I've even had a mission where the champion himself made it hit 100%.

    I don't get the only use 5. 5 will run two missions. Why didn't you use the 6th on the mission too? I can't get the math to add up....
  1. Farabee's Avatar
    Quote Originally Posted by Perselawyer View Post
    Reputation gains are the easiest they've ever been in this game; no idea why people are complaining about that, either. Why do you think it's okay to blow through all the game's content in a week? Is it so you can get back to complaining about lack of content?
    The problem isn't persay the actual reputation gain for Nightfallen (the other reps are fine BTW).

    The problem is that 20% of this game's dungeon content, at launch, is gated behind a rep to a point where it takes 10 days for most characters, at a *minimum* to unlock. That's doing every possible WQ, leyline, getting top score in WA training (which isn't possible flat out for some class/spec combos) and grinding through the story.

    Sure, that's fine for one character. Now imagine doing that atrocious escort quest with the little Nightborne girl on your fifth alt.

    The fact is, some people enjoy questing. Some people enjoy dailies. Some people enjoy running mythic dungeons. Some people enjoy all of it. The problem lies when the group that only enjoys doing the one thing is forced to do the other things for days at a time, consecutively. That's shitty design that shouldn't be in the game anymore.
  1. Cathbadh's Avatar
    Sigh.

    Toys are nerfed because class abilities are more important. Warlock Healthstones (class ability) are still inferior to a profession item.
  1. Durantye's Avatar
    Quote Originally Posted by Unholyground View Post
    Honestly give affliction locks back Soul Swap and everything would be hunky dory lol.
    No it wouldn't affliction would still be garbage
  1. splatomat's Avatar
    Quote Originally Posted by Gorsameth View Post
    A nice section for Warlocks

    and nothing about Shadow Priests having 0 use in dungeons...

    qq.
    Oooh, like Beast Mastery Hunters! Who have no utility! So glad that blue thread to the Hunter forums 5 days before launch seems to have done nothing...

    - - - Updated - - -

    Quote Originally Posted by Perselawyer View Post
    And if you don't like certain things about a class, say what they are and why and how they affect you rather than just whining about X class being broken or getting "rekt" and not being specific. People can't help you or make the game better if you aren't specific about your criticisms. To say, "Well, obviously there's a problem, so fix it," or, "Obviously, Xs are broken," doesn't do anything for anyone AND doesn't get you what you want, a fixed class. Maybe think about the result you want before you open your mouth or start typing.
    There's piles and piles and piles and piles and piles and piles and PILES and PILES and PILES and PILES and PILES and PILES and PILES and PILES and PILES and PILES and PILES and PILES and PILES and PILES and PILES and PILES and PILES and PILES and PILES and PILES and PILES and PILES and PILES and PILES and PILES and PILES and PILES and PILES and PILES and PILES and PILES and PILES and PILES and PILES and PILES and PILES and PILES and PILES and PILES and PILES and PILES and PILES and PILES and PILES and PILES and PILES and PILES and PILES and PILES and PILES and PILES and PILES and PILES and PILES and PILES of specific feedback on the forums. All you have to do is literally open the forum and read a couple of posts to probably generalize 80% of the "problems" with any specific spec.

    It gets reported months and months and months and months back, and nothing changes, nothing improves, the game goes live, people give the same exact complaints, nothing improves...seriously. This "be specific" advice is really garbage. If I was a dev and I really wanted to know what was wrong it would be RETARDEDLY easy to find out.
  1. Taojnhy's Avatar
    Quote Originally Posted by Logwyn View Post
    "There is some awkwardness in having eight champions and only being able to use five of them."

    Wait what? If you have a champion you can run a mission. Yeah the chance might not be 100%. But you can still do a mission. I did a 60% mission with just one guy and well if succeeded.

    I've even had a mission where the champion himself made it hit 100%.

    I don't get the only use 5. 5 will run two missions. Why didn't you use the 6th on the mission too? I can't get the math to add up....
    You can only have 5 champions active at a time.
  1. Gadzooks's Avatar
    Quote Originally Posted by Taojnhy View Post
    The problem though is the kite made it through and out of beta. You could forgive the playerbase thinking "Blizzard must be okay with this then" and incorporating it into their play, only to then log in a few days later and see that the CD was gutted. Mixed signals are frustrating as was the nature of the nerf itself; going from a 3m to a 15m CD was way too knee-jerky and really removes the choice in using it in the first place. A 5m CD would have been far more reasonable -or- make the kite into Aviana's Feather 2.0 and keep the 15m CD.
    No, sorry, that's not how it works. If you wrongfully got a perception of something in a beta, it's not on them to give it back to you to fulfill that perception. It was a beta. You know, things change all the time, and some of the stuff won't make it to the live game?

    This isn't mixed signals, they didn't tell you to use it in the beta, they just had more important things to do than remove it, and forgot to. You were never promised the ability in the live game.

    This is all on you.
  1. Taojnhy's Avatar
    Quote Originally Posted by Gadzooks View Post
    No, sorry, that's not how it works. If you wrongfully got a perception of something in a beta, it's not on them to give it back to you to fulfill that perception. It was a beta. You know, things change all the time, and some of the stuff won't make it to the live game?

    This isn't mixed signals, they didn't tell you to use it in the beta, they just had more important things to do than remove it, and forgot to. You were never promised the ability in the live game.

    This is all on you.
    I think either you misunderstood what I was applying the mixed signal to, or I could have phrased it better; I'm talking about the nature of the change. Going from 3m to 15m clearly sends a "we don't want you to use this" message, but there's a little bit of effort in gathering all four pieces so you'd think that it was meant to be used.

    Also, I didn't get a "wrongful perception of something in a beta", I got a perception of something that was actually live.
  1. Gadzooks's Avatar
    Gotta give credit for Ion finally giving a Q&A where he doesn't start a wildfire of protest on the forums. Maybe he can learn. Granted, he didn't mention flying at all, lol.

    I honestly think class design should be decoupled at this point from the expansion/patch schedule, and just worked on by a team all the time. "Balance" the way they work now is a total unicorn. They spent a long time on classes in Legion, and I think it's showing it was just too much to handle in that time period. Classes should evolve when ready, not by artifcial gates like an expansion or patch. Yet again, there was a massive mountain of feedback from players, and yet again, the devs are unsure what to do. I don't know what the problem is. Is it how they work internally? Is their "design by committee" method keeping them back?

    I understand what they were attempting with this revamp - it's like classes were a painting, and by the end of WOD that painting was so overpainted and changed so often it was muddy and unsalvageable, so this time they scraped the paint off and started over. But they had too many paintings to do, in too short a time. And they seem to be very reluctant to go too far, they're being very minimalist now.

    Or, they should just throw their hands up in the air, say "Look, classes are hard. There will never be "balance". Abilities will change when we change them. Just go play the damn game." and be done with the hand wringing and over-thinking of it all.

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