Ghosts of K'aresh - Developer Interviews
Some outlets had the opportunity to ask the developers some additional questions. We've recapped some of the highlights below.

MMORPG
MMORPG had the opportunity to interview Stephanie Yoon, Assistant Lead Quest Designer, and George Velev, Senior Game Producer.

  • Manaforge Omega was set up to bring Dimensius back to life
  • Players will sneak into the raid and see Dimensius growing below them creating a sense of urgency.
  • Some of the rewards for the Manaforge Vandals' renown are debuffs to weaken trash in Manaforge Omega and various movement speed buffs.
  • The team generally does simpler set bonuses for the first season or two of an expansion to give players time to learn new systems, abilities, and talents. Season 3 is far enough in that they feel comfortable doing more complex set bonuses.
  • Warrants require players to gather materials to craft keys that will unlock a boss fight for a small group. If players don't want to do the gathering they can buy keys from other players on the auction house or just join a group for the fight.

MMORPG also talked to Assistant Lead Quest Designer Stephanie Yoon and Senior Game Producer George Velev in another interview.



  • The team wanted the story around Xal'atath to feel right, so they created a giant board to look at how events are going to play out so that players feel that they have no choice but to accept this alliance of convenience with Xal'atath. There was a weekly writer's room to make sure that they were true to all of the character's motivations in this story.
  • The Dimensius fight got a lot of attention to make it great. The team didn't want you fighting someone's toenails for 3 minutes or having a fight that goes on too long. They focused on different aspects of the gameplay in a fresh way.
  • Players will earn Renown from each boss once per week, regardless of difficulty.
  • The team was happy with how Dinar worked last season and took into account a lot of feedback.
  • There are lots of asynchronous features coming to delves.
    • Slayers - Creatures that have killed another player within the same delve. You'll see them, with a "Slayer of (Person)" title. You'll get a buff if you manage to slay them.
    • Gravestones - Mark where other players have died
  • The feedback for the latest Mythic Plus season has been overall very positive.
  • When the team brings back older dungeons for Mythic Plus, they want to spend the time to make sure it is up to the parity with the current dungeons. Expect more updates to keep the dungeon pool fresh.
  • The goal of class balance is to ensure that everyone is having fun. Making it so that people can do LFG, Mythic+, and PvP no matter what class or spec they are playing is important.
  • The team is trying to make sure that solo players aren't falling over constantly in Delves, especially if they are DPS.
  • There has been a lot of feedback about ways to improve Hero Talents and the team is looking to make some of those changes in Season 3.
  • Adding or removing buttons might not make everyone happy, but the team tries to do it between seasons so that people have time to react to the change.


But Why Tho?
But Why Tho? had the chance to talk to Assistant Lead Quest Designer Stephanie Yoon and Senior Game Producer George Velev.

  • Raid trash gives players a break between bosses, letting them hang out in Discord to talk to their friends instead of constantly being focused on a boss.
  • Players can skip The Soul Hunters once they no longer desire the rewards from it, but it is required for Hall of Fame status.
  • Nothing to announce about a third void spec for Demon Hunters. Just exploring some narrative beats around Demon Hunters in the raid.
  • There will be a new setting to control allied player visuals in a riad, reducing them if desired for performance.
  • Umbral Essentia was added after the team saw a lot of top-performing groups rely on Shadowmeld for certain strategies. It gives other players the opportunity to try the strategy without needing a race-change.
  • Phase lost weapons are discovered in phase diving and allow you to uncover transmogs. Once you collect all of them, you get a grand reward.


The Bench Podcast
The Bench Podcast had the chance to talk to Assistant Lead Quest Designer Stephanie Yoon and Senior Game Producer George Velev.


  • The Turbo Boost events turned out well.
  • Dragonflight Talents and Hero Talents added more hybrid utility, defensive, and self-healing tools for damage dealers. The team knows that it comes at a cost, especially when it comes to encounter design and how healers feel. No plans to reduce defensive skills right now, more likely to happen with an expansion.
  • There isn't an easy fix to get more players to play tanks or healers. They have tried to incentivize it with rewards and can probably do a little bit better there.
  • Tanks in the upcoming PvP season will be more impactful when holding a flag instead of relying on damage dealers.
  • Some players will do the new dungeon before the raid, but the raid epilogue and story tie-ins won't be visible unless you are on the epilogue. No spoilers if you do things in a different order.
  • There has been a lot of internal discussion about story mode, with the question asking if they would consider opening it sooner so players can see the story themselves before seeing spoilers.
  • The team likes when players can take on bosses without relying on external tools like addons.
  • There are internal discussions about how addons should work in WoW and how they can impact combat. No timeline on addon changes, but no major changes are likely in Patch 11.2.
  • Patch 11.2 raid tuning is focused on making sure that each boss feels like an approachable challenge after completing the previous encounter. Players shouldn't feel like they have no shot at the next boss after defeating one. It should be smoother curve than previous raids.
  • The team has been discussing ways to connect like-minded players across all types of content.
  • There are no planned changes to Resilient Keystones.
  • The one button rotation feature has had overwhelming positive feedback across all sorts of audiences. The team is happy with the current penalty in place.
  • The team really wanted to use Lorewalking to hint at where players would be going in Ghosts of K'aresh and provide some background lore.
  • Season 3 set bonuses are a little more impactful and complicated because Season 2 set bonuses felt a little too passive.
  • Over the course of an expansion, people learn their systems and the team can add more with set bonuses.
  • Set Bonuses also add another tuning knob for mid-patch tuning.
  • The team has heard feedback that between tier sets and other slots it feels like you don't have many real item choices. They avoided adding new cloaks in Season 3, but did add new cloak cosmetics for players to purchase.
  • The team wants to see broad spec representation across all content and roles, while still being able to explore unique reasons to bring a class or spec to a raid.
  • The team wants to see if they can carve out a space for Death Knights with Death Grip and maybe Anti-Magic Zone. They don't want to give everyone a 60 minute buff.
  • Encounter design tries to carve out opportunities for all classes and specs to shine.
  • When Anti-Magic Zone was changed, it was a flat value, so they'll take a look at it in Mythic+
This article was originally published in forum thread: Ghosts of K'aresh - Developer Interviews started by chaud View original post
Comments 29 Comments
  1. korijenkins's Avatar
    No writer on the planet could've written an alliance with Xalatath that isn't illogical and ham-fisted. It's also entirely unnecessary; we could've just beaten Dimensius without her narratively and had her show up at the very end to steal his power or something.

    Also I cannot understate how sick and tired I am of seeing "the team felt, the team wanted" there is no team, it's team leads making decisions that please suits and everyone else having to go along with it.
  1. nvaelz's Avatar
    · There isn't an easy fix to get more players to play tanks or healers. They have tried to incentivize it with rewards and can probably do a little bit better there.

    The easy fix is NOT incentivizing players to play roles like tank/healer. It disrupts the natural flow, and the social interactions with those roles. If there is a lack of a role, players will be automatically incentivized, there's no need for Blizzard to fidget around with incentives. It just ruins the game.
  1. Ashana Darkmoon's Avatar
    Quote Originally Posted by korijenkins View Post
    NAlso I cannot understate how sick and tired I am of seeing "the team felt, the team wanted" there is no team, it's team leads making decisions that please suits and everyone else having to go along with it.
    How do you know this?

    - - - Updated - - -

    Quote Originally Posted by nvaelz View Post
    · There isn't an easy fix to get more players to play tanks or healers. They have tried to incentivize it with rewards and can probably do a little bit better there.

    The easy fix is NOT incentivizing players to play roles like tank/healer. It disrupts the natural flow, and the social interactions with those roles. If there is a lack of a role, players will be automatically incentivized, there's no need for Blizzard to fidget around with incentives. It just ruins the game.
    Is this some weird game libertarianism? The Invisible Hand of Azeroth will magically shorten queue times despite all evidence to the contrary?
  1. Jastall's Avatar
    Quote Originally Posted by Ashana Darkmoon View Post


    Is this some weird game libertarianism? The Invisible Hand of Azeroth will magically shorten queue times despite all evidence to the contrary?
    Isn't that how game design works? Just do nothing and the problems will correct themselves, obviously.
  1. Caprias's Avatar
    Quote Originally Posted by Ashana Darkmoon View Post
    How do you know this?

    - - - Updated - - -



    Is this some weird game libertarianism? The Invisible Hand of Azeroth will magically shorten queue times despite all evidence to the contrary?
    MoP classic kinda shows that despite being easier to play, doing ridiculous damage due to vengeance, and being more self sufficient for the first time:

    People still don't play tanks, and many that do still suck.
  1. deenman's Avatar
    Quote Originally Posted by Caprias View Post
    MoP classic kinda shows that despite being easier to play, doing ridiculous damage due to vengeance, and being more self sufficient for the first time:

    People still don't play tanks, and many that do still suck.
    if even mop has this issue then that is INSANE, mop doesnt have m+ that forces a tank to know routes and mob % what to pull what to skip, dungeons are easy even the new harder ones, also like you said, tanks are gods in mop....i guess the main issue wasnt the pressure, people just dont like it
  1. vindicator782's Avatar
    They need to change their stance on raid utility

    "We don't want to give every class a 60 min buff"

    Well you either do that or take the existing ones away, I say this as a warrior main with one of the best buffs there is, it simply isn't fair on rogues, hunters, DKs etc

    We have no crit buff
    We have no haste buff
    We have no leech, avoidance or speed buffs - there's plenty of buffs you could add
  1. meroes's Avatar
    So glad I dropped DK. WoW is a game of musical chairs—you have to swap main classes for most expacs (except paladin, mage, Druid). Hearing that they “want to carve out a space for grip and AMZ” is insulting.

    Guess they are too busy ham fisting Xalatath into the story with their weekly Xalatath meetings.
  1. exochaft's Avatar
    Quote Originally Posted by deenman View Post
    if even mop has this issue then that is INSANE, mop doesnt have m+ that forces a tank to know routes and mob % what to pull what to skip, dungeons are easy even the new harder ones, also like you said, tanks are gods in mop....i guess the main issue wasnt the pressure, people just dont like it
    Not sure how MoP classic is, but when MoP was new content we had an overload of tank recruits because they were generally fun to play and had insane damage scaling. The stress on healers also felt less as the tanks got stronger, although busting out a HotW + Tranquility did make the healers cry because it was way stronger than even most healer spec CD's.

    I remember when we were doing mythic Garrosh using 3 tanks and 1 healer: we had a resto druid solo-healing the raid with a monk tank kiting, while a prot warr and me as a bear sitting in every mechanic to increase our scaling to boost our damage and basically self-heal ourselves the entire time. Even beyond that encounter specifically, the last people alive during raid wipes were usually the tanks, who'd have to intentionally try to kill themselves as we were so self-sustaining... and Brewmaster could kite for days.

    If there was a downside, not all tanks were created equal, and that showed up in Challenge Modes: basically if you weren't a DK tank you probably weren't getting realm fastest times. I tried as a bear but the blood DK's were just too good for CMs, so I went as kitty for all the realm best times/titles.

    Anyways, the reality is that the tank/healer roles have implied responsibilities that a DPS role just doesn't have (or can easily skirt), so the only way to draw people to it is to make things for fun for them. Granted everyone's idea of fun can vary, but most people's idea of fun isn't making a tanking/healing spec complicated with little returns when it comes to damage/performance while simultaneously making the content difficult to master.
  1. Ashana Darkmoon's Avatar
    Quote Originally Posted by meroes View Post
    So glad I dropped DK. WoW is a game of musical chairs—you have to swap main classes for most expacs (except paladin, mage, Druid). Hearing that they “want to carve out a space for grip and AMZ” is insulting.

    Guess they are too busy ham fisting Xalatath into the story with their weekly Xalatath meetings.
    DK was meta all s1 and seems like a good chance to be meta for s2 as well.

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    Quote Originally Posted by exochaft View Post
    Not sure how MoP classic is, but when MoP was new content we had an overload of tank recruits because they were generally fun to play and had insane damage scaling. The stress on healers also felt less as the tanks got stronger, although busting out a HotW + Tranquility did make the healers cry because it was way stronger than even most healer spec CD's.

    I remember when we were doing mythic Garrosh using 3 tanks and 1 healer: we had a resto druid solo-healing the raid with a monk tank kiting, while a prot warr and me as a bear sitting in every mechanic to increase our scaling to boost our damage and basically self-heal ourselves the entire time. Even beyond that encounter specifically, the last people alive during raid wipes were usually the tanks, who'd have to intentionally try to kill themselves as we were so self-sustaining... and Brewmaster could kite for days.

    If there was a downside, not all tanks were created equal, and that showed up in Challenge Modes: basically if you weren't a DK tank you probably weren't getting realm fastest times. I tried as a bear but the blood DK's were just too good for CMs, so I went as kitty for all the realm best times/titles.

    Anyways, the reality is that the tank/healer roles have implied responsibilities that a DPS role just doesn't have (or can easily skirt), so the only way to draw people to it is to make things for fun for them. Granted everyone's idea of fun can vary, but most people's idea of fun isn't making a tanking/healing spec complicated with little returns when it comes to damage/performance while simultaneously making the content difficult to master.
    Out of curiosity, have you played recently? Most tanks barely require direct healing at all. Their survival is almost completely in their hands.
  1. blaatschaap's Avatar
    Quote Originally Posted by nvaelz View Post
    · There isn't an easy fix to get more players to play tanks or healers. They have tried to incentivize it with rewards and can probably do a little bit better there.

    The easy fix is NOT incentivizing players to play roles like tank/healer. It disrupts the natural flow, and the social interactions with those roles. If there is a lack of a role, players will be automatically incentivized, there's no need for Blizzard to fidget around with incentives. It just ruins the game.
    Clearly that isn't true at all. People just say any old nonsense on these forums, don't they?
  1. noctim2's Avatar
    The issue with the tank role is that each tank contributes about 50% of the group's overall performance AND shoulders nearly 80% of the responsibility for the run.
    If you're new to tanking, be prepared to face criticism (insulting) and even harassment over the smallest mistakes or any deviation from the standard MDI routes and pulls.

    You’ll also be expected to know every mob’s special abilities and interrupt timings, all while your mouth-breathing DPS tunnel their one-button rotation and ignore everything else going on around them.
  1. Kharli's Avatar
    Quote Originally Posted by noctim2 View Post
    The issue with the tank role is that each tank contributes about 50% of the group's overall performance AND shoulders nearly 80% of the responsibility for the run.
    If you're new to tanking, be prepared to face criticism (insulting) and even harassment over the smallest mistakes or any deviation from the standard MDI routes and pulls.

    You’ll also be expected to know every mob’s special abilities and interrupt timings, all while your mouth-breathing DPS tunnel their one-button rotation and ignore everything else going on around them.
    This tbh, as someone who plays all three specs it infuriates me to no end when I see people barate the tank, I remember old days where the tanks where the ones who sat the pace, end of discussion, Mythic+ has brainrotted a lot of players sadly into going for the "optimal skip trash" routes possible, one of the best examples most recently is the BFA timewalking, i've never seen so many boss skips in freehold/shrine of the tides, Freehold most groups skips 80% of the dungeon for "effective" xp gain and kicks you as soon as your out of combat when trashpulls if you don't skip the bosses.
  1. kranur's Avatar
    Quote Originally Posted by deenman View Post
    if even mop has this issue then that is INSANE, mop doesnt have m+ that forces a tank to know routes and mob % what to pull what to skip, dungeons are easy even the new harder ones, also like you said, tanks are gods in mop....i guess the main issue wasnt the pressure, people just dont like it
    The part that Blizzard doesn't understand is that tanking is not fun gameplay for most people. The added m+ requirements are just the cherry on top. You can give out all rewards in the game , people will just tank through, hating themselevs and then stop doing it once they got them.
  1. noctim2's Avatar
    From a purely technical standpoint, tank gameplay doesn’t differ much from any DPS spec in the game:
    You smash your (tank) DPS buttons and you’re fine. Maybe click a defensive cooldown ahead of time if a big hit is coming your way.

    But here’s where it gets serious. As a tank, you’re responsible for way more than just surviving:
    - You need to find the right position to tank each pull.
    - You have to know every major tank-buster ability – which is tricky, because they often one-shot you and wipe the group. So yeah, you better study the dungeon in theory before even setting foot inside.
    - You must position mobs correctly, making sure they’re facing the right direction.
    - You’re expected to interrupt the most dangerous casts (and yes, you need to know them all before the run starts).
    - You need to plan and execute the optimal route – which constantly shifts due to buffs/nerfs, flavor-of-the-month abilities like Shadowmeld, MDI strategies, or gear progression.
    - You’re not allowed to die. Ever. And mistakes? Not for tanks.
    - You’re responsible for picking up every accidentally pulled trash pack caused by your carefree DPS.
    - You also have to gather up the intentionally pre-pulled mobs from your ADHD DPS who can’t wait two seconds and don't care about any of your cooldowns.
    - And when something goes wrong? You’re the default scapegoat. (Unless they decide to blame the healer this time – a true wildcard.)

    If a DPS dies, one player dies. If the tank dies, typically 5 people die - which is bad in high keys. So, what's the reward? Unless you’re playing in a coordinated guild or fixed raid group, the only real benefit of tanking is faster queue times – in exchange for absorbing most of the stress, responsibility, and community toxicity.
  1. RobertMugabe's Avatar
    Quote Originally Posted by korijenkins View Post
    No writer on the planet could've written an alliance with Xalatath that isn't illogical and ham-fisted. It's also entirely unnecessary; we could've just beaten Dimensius without her narratively and had her show up at the very end to steal his power or something.

    Also I cannot understate how sick and tired I am of seeing "the team felt, the team wanted" there is no team, it's team leads making decisions that please suits and everyone else having to go along with it.
    I am currently working my IT job (not gaming) and yeah that's basically how it is for us too. Sometimes we can make decisions as a team, but most of the time and especially when managers feel the need to say stuff like "the team felt, the team wanteed" it's what you described.

    - - - Updated - - -

    Quote Originally Posted by Caprias View Post
    MoP classic kinda shows that despite being easier to play, doing ridiculous damage due to vengeance, and being more self sufficient for the first time:

    People still don't play tanks, and many that do still suck.
    I think there are still some gameplay related issues with this. You are basically never playing just as a tank or healer, but you always have your DPS spec which you play with in the open world (not always the case with tanks, but most of the time), maintain different sets of gear etc. A lot of people just don't want to deal with that.

    And ofc there are simply social issues with playing a tank. The pressure is high and people have no respect whatsoever for tanks, even in MoP. Everyone just pulls ahead of you. Even when you're already going giga fast, somebody will still pull more for you and then deal 0 damage anyways, because they expect the tank (with vengenance) to carry them anyways. And if you don't do or know MDI style tactics then you'll just get flamed. I got told yesterday to kill myself and got booted (you always get the 30min debuff now) by not lining of sight the second boss in Scholo, because I didn't know you could do some bug abusing with a mechanic that saves like 1min of time in total. On a side note, in MoP, when you queue as a tank it is very common that you will get grouped together first with a premade of 3 or 4 people, so that toxic attitude is then even worse with those people.
  1. banur's Avatar
    Quote Originally Posted by Kharli View Post
    This tbh, as someone who plays all three specs it infuriates me to no end when I see people barate the tank, I remember old days where the tanks where the ones who sat the pace, end of discussion, Mythic+ has brainrotted a lot of players sadly into going for the "optimal skip trash" routes possible, one of the best examples most recently is the BFA timewalking, i've never seen so many boss skips in freehold/shrine of the tides, Freehold most groups skips 80% of the dungeon for "effective" xp gain and kicks you as soon as your out of combat when trashpulls if you don't skip the bosses.
    Tanks setting a slow pace was ass even back in the old days. Nobody was happy about doing single packs when you could do more. The issue was finding a replacement tank took longer than putting up with it. Nowadays you get punished by the group because you are not special.

    Yes, Freehold is a single boss dungeon. The gains from doing other bosses is simply not worth it compared to just queuing into the next dungeon.
  1. woofpup's Avatar
    Connect like-minded players would be nice if they realized that collectors (pets, mounts, mogs, etc) are part of WoW too.
  1. Duese's Avatar
    Raid trash gives players a break between bosses, letting them hang out in Discord to talk to their friends instead of constantly being focused on a boss.
    We get 3 hours a week to progress on the raid bosses. My guild can't do more than one night a week. We have extremely limited amounts of time and we want to focus that time on the reason we are there, to kill raid bosses. When we're wasting 20+ minutes a night killing trash or even worse, we're ending a raid early because it would take too long to kill the trash going to the next boss to get any pulls, it's exactly the opposite of promoting fun and engaging content.

    We are going to talk with our friends. We don't need you to put trash in so we can talk with our friends. We can handle being humans on our own. What we can't handle is trying to be time travellers or have some ability to make 3 hours last longer than 3 hours.
  1. noctim2's Avatar
    Quote Originally Posted by banur View Post
    Tanks setting a slow pace was ass even back in the old days. Nobody was happy about doing single packs when you could do more. The issue was finding a replacement tank took longer than putting up with it. Nowadays you get punished by the group because you are not special.
    That statement is nonsense, sorry.

    Sure, there are tanks who prefer a slower pace, but up until around +10 and sometimes even beyond, timing isn’t an issue as long as you're consistently chain-pulling smaller packs. You don’t need to go for those absurd giga-pulls where nobody – not even the DPS – has any idea what’s going on or what should be interrupted. The worst recent example was the very first pull in Stone Vault, where the tank (or also the DPS) just goes full Leeeeeroy Jenkins and charges into the first tunnel, pulling every mob in sight.

    And let’s be honest: no regular tank has done those so-called “surgical single pulls” since Burning Crusade or Wrath of the Lich King.
    It’s a myth kept alive by impatient DPS players – a relic from the Vanilla days that just refuses to die.

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