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Dev Watercooler -- The Role of Role
Originally Posted by Blizzard (Blue Tracker)
The Deluge
A monsoon is coming. We will soon inundate you with Mists of Pandaria information, starting with the upcoming media event and everything that follows. It’s going to be a very exciting time for World of Warcraft, and we are all super impatient for it to happen.

But… we’re not quite there yet. I want to make that clear upfront, because this blog isn’t directly Mists of Pandaria related. You won’t find any announcements here, just a philosophical discussion that you may or may not find interesting. If you’re looking for thrilling announcements, you know what I’m going to say: Soon™.

Multiple DPS Roles
I said this blog isn’t directly relevant though, because I want to discuss a topic that we did struggle with a lot during Mists development, and indeed through most of World of Warcraft. We have classes with multiple DPS specs, and for mage, warlock, hunter, rogue, warrior and death knight, there isn’t even a melee vs. ranged distinction between those DPS specs. The question comes up all the time: “what is the role of these roles?” I don’t think there is a right answer here, and we’ve even changed the design a few times over the last several years. Again, I’m not couching this in terms of an imminent announcement or anything. This is fundamentally one of those designs that could go in a lot of different directions. It’s something we discuss a lot, and we figured given the strong opinions of our forum-posting community, many of you probably do as well.

A paladin can choose from among specs that let her be a tank, melee DPS or healer, and can shift around which role she fills in a raid or BG team from week to week. Through the Dual Spec feature, she can even do so within a single evening. If her group doesn’t need another healer, or if she needs a break from tanking, she can become a DPS spec fairly easily without having to swap to a different character. A warlock doesn’t have that luxury. Yet, the warlock still has three specs. Is the idea, then, that you are supposed to swap from Destruction to Demonology and back depending on the situation? Is the idea that you play Affliction if you like dots and Destruction if you like nukes? Or do you just switch to whatever theoretically does 1% more DPS for the next fight?

Players are sometimes cavalier about throwing around the claim that there’s a “lack of design direction” when they want their character buffed. Of course, classes always have a design direction; players just sometimes disagree with it. My point is that just because we debate whether the current design is the best possible one doesn’t mean there isn’t a design at all. That distinction is important. And of course, we do have a directive for which DPS spec you should play: whichever one you enjoy the most. But that doesn’t mean that is the best model or that it can’t ever change. There are other models we could try.

Model One – Everyone is equal all the time
If your DPS and utility are the same across specs, then you just play whichever one you prefer. Maybe you like the kit of the Frost mage, or maybe you like the rotation of the Fury warrior, so you play them. As I said above, this has been the model we have used for a while now, with mixed success. The challenge is that “all the time” caveat. We can get all of the DPS specs pretty close together on target dummies, and indeed they actually are very close on target dummies today. Our encounters aren’t target dummies though. Having some adds increases the damage of dot-specs. Having lots of adds increases the damage of strong AE specs. Having to move on a fight, and how often and far you have to move, can cause DPS to go up or down differently. Even if DPS is only off by a few percentage points, many players will respec to the one with the highest DPS (even if it’s theoretical, even if for them they will do lower personal DPS than if they had stuck with a more familiar spec). A mage who just loves Fire might be frustrated if he ever has to go Arcane, while another player might be happy that he gets to try different specs for different fights.

The class stacking we’ve seen on the Spine of Deathwing encounter relates to the need for massive burst damage in a specific window, such that the difference between a one minute DPS cooldown and a two minute DPS cooldown matters. Even if we could make sure every spec had the same AE vs. single target damage, do we now need to also ensure every spec can do the same DPS in burst windows of various lengths? Is that even mathematically possible? Or do we just test every spec for every raid encounter of the current tier and tweak class mechanics around for whatever is the current status quo? That implies a high rate of change, and I wonder if we’d lose a little bit of the fun of experimentation and theorycrafting if it was basically accepted that you could take any spec to any fight and do about the same damage. It’s more balanced, yes, but does it lack depth or flavor? Is it fun?

Model Two – Everyone has specialties and you match the spec to the situation
Under this model, we would establish spec specialties. For example, Arcane could be good for single-target fights while Fire is great at AE fights. Some of that design already exists in the game, but we try not to overdo it. If you really like playing one mage spec, or really detest constant spec swapping, then this model isn’t going to be to your liking. Furthermore, we don’t want to overstrain our boss design by having to meet a certain quota of AE vs. single target fights and movement vs. stationary fights and burn phase vs. longevity fights or whatever. It is also really hard to engineer these situations in Arenas or Battlegrounds (for example, both mobility and burst are extremely desirable in PvP), so in those scenarios there still may just be one acceptable spec.

Model Three – You swap specs to gain specific utility
If we used this model, then you might switch out to a different spec to gain a specific spell. Again, we have some of this today. A DK might want Unholy’s Anti-Magic Zone for a certain fight. Hunters might go Beastmaster to pick up a missing raid buff. Mages might go Fire for situations where Combustion shines. Druids might go Balance when they need the knockback from Typhoon. A little of this sort of thing goes a long way though. As in Model One, not every player wants to have to swap specs. If you just like Survival, you might resent having to go BM to just to buff someone. If knockbacks are too potent, then it really constrains your raid composition and makes even casual guilds feel like they need to keep a stable of alts or benched players for every fight. If, for example, there wasn’t a boss in the current raid tier for which warrior abilities really shine, then warriors start to feel like a third wheel, yet trying to make sure every boss in a tier has a moment for every spec to shine is a pretty daunting task.

The extreme case of this is the “utility” spec who does middling DPS, but brings a lot of synergy and utility that improves all of the other specs. This was the Burning Crusade model, where classes like shaman and Shadow priests were brought to raids just to make the pure classes (and warriors, who were always treated as pure classes back then for some reason) do better DPS. In Lich King, we changed the design to make different raid buffs and abilities more widespread and give groups much more flexibility in their raid (and to some extent dungeon) comps. We heard from Shadow priests that they wanted to do competitive damage, not just be there to make everyone else more awesome. But even today we get a lot of requests to improve the utility of someone’s spec so that they are more likely to get invited to a group.

Model Four – There is just a best spec for PvP and PvE
This was the model of vanilla World of Warcraft, and we understand some players wouldn’t mind it returning. In this model Arms and Frost and Subtlety (and other specs) were designed to be good for PvP, while others, Fury and Fire and Combat perhaps, were designed to be good for PvE. The PvP specs might have better mobility or survivability or burst damage, while the PvE specs have better sustained damage over the course of a 6-10 minute boss fight. A lot has changed since vanilla. We don’t make many raid or dungeon encounters these days where DPS specs can just stand in one place and burn down a boss. Mobility, survivability, and burst damage can all be really useful on particular encounters, sometimes trumping the higher DPS offered by a competing spec. (There’s that old adage that dead do zero DPS.) In addition, if there is a PvP spec and a PvE spec, then for pure classes that implies that your third spec lacks much of a role. (The good leveling spec? Is that exciting?) Furthermore, our Mists of Pandaria talent tree design explicitly takes away some of the tools from the traditional PvP specs and makes them available to other specs in the class. If this works out, then you can take your Frost mage raiding, or have an Arcane mage for PvP who uses some of what traditionally were Frost’s control and escape tools. That’s great if you PvP and love Arcane, or PvE and love Frost. It’s less cool if you were the kind of player who was totally comfortable with the simpler (and possibly easier to balance) design of having dedicated PvP vs. PvE specs.

Model Five – Don’t have multiple DPS roles
This is the most controversial model and the one that would require the most change, meaning we are almost certainly never going to do it. For sake of completeness though, you can argue that classes never should have been designed with multiple specs that fill the same role. In this model, either Arms or Fury goes away and gets replaced with something. (Archery? Healing?) Warlocks and other pure classes would need a massive redo to end up with say a melee and tanking warlock. Everyone becomes a hybrid. The hardest decisions becomes whether you want to be the ranged or melee DPS version of your class (like druids or shaman). This idea is elegant from a design perspective because it un-asks all of those questions about how much more damage pure classes should do than hybrids to justify their narrower utility. But, perhaps counter-intuitively, elegant designs often aren’t the strongest ones (I could write a whole blog on that topic alone). Model Five is the kind of rhetorical question you could go back in time and ask before WoW launched, but not the kind of thing we could change today without taking an enormous amount of effort, to say nothing of the irate players who would feel bamboozled that we were so dramatically changing their character out from under them. I try to never say never, but this model isn’t the kind of change you make in a mature game. It’s here only for completeness and because I suspect some of you will bring it up.

But Which is the Best Model?
Hell if I know! I fundamentally believe that none of these models is, without question, the obvious right one. All of them have advantages and disadvantages, and there are probably other models you could come up with that are variants on these five, or perhaps even something new. Like I said, we’re not announcing a philosophy change yet. If we get enough feedback for one model or another, we might eventually change our minds. Also for this blog we’re going to lock the comments and ask that you post your replies in this forum thread. Just remember that even we don’t believe that there is one correct answer, so please keep that in mind when you’re composing your feedback.

Activision Blizzard Q4 2011 Conference Call
The Q4 2011 Earnings call will take place tomorrow at 1:30 PM PST and will bring us an update on subscriber numbers for the final quarter of 2011. Keep in mind last call informed us of a 800,000 subscribers loss, but this time around the Annual Pass and Patch 4.3 may soften the blow.

During the previous call they wanted to remind investors that there is normally an increase in subscriptions around December, with previous quarters showing the following losses:



This article was originally published in forum thread: Dev Watercooler -- The Role of Role, Blizzard Q4 2011 Conference Call Reminder started by chaud View original post
Comments 166 Comments
  1. Vengfulr3ap3r's Avatar
    Quote Originally Posted by Rioo View Post
    The easiest way to make sure problems like the class stacking issue on Spine never happens is to don't add such a specific requirement into an encounter. It's the same with DG/Knockback on Ragnaros heroic, even if that wasn't nearly as bad.
    Thats something I was having issues wording earlier, but well said. If they dont want class stacking on boss fights and what not, they should design the encouters better. They should stop with forcing you to have a, b, and c abilities making you stack classes x and y just to be able to beat something. They should take the classes into question when designing a boss fight instead of trying to shape the classes around each specific tier of raiding.

    Quote Originally Posted by Bongomadness View Post
    Exactly what i have been saying for a while now.
    Also im sure alot of people are sweating atm waiting on them sub numbers to be made public, gotta love that pathetic thread thats going on in the other part of the forum that ended up after a few posts becoming a wow vs swtor battle.
    Honestly, im waiting for the sub numbers as well. But yeah i've realized most anytime you talk about one or the other it turns into a wow vs swtor battle. -_- If you like swtor and point out the flaws of wow or just what you enjoy in swtor more then you enjoy wow, you're a fanboy. If you point out what you dislike about swtor and what wow does better you're a troll/fanboy. -_- i dislike how people seem to find it impossible to get along with one another and just accept on game cannot be perfect for everyone.

    Quote Originally Posted by dproject View Post
    Reverting to Vanilla style is good idea though, because it will wipe out people like you who keep downgrading the quality of the game
    But also the mass majority of the people who pay their bills.

    Quote Originally Posted by AnarchyEU View Post
    I find it funny that many people are like "GC has lost all direction and doesn't know what to do with the game" He's not the only one developing it, and certainly doesn't make all the decisions. He could say "Right guys, let's give warriors a 4th spec, a healing tree that when you hit stuff it heals all friendly targets around you" do you think the entire team would get to work on that? Of course not.
    Because ghostcrawler is the lead system designer. Description of a system designer is as thus, "System design is the creation of game rules and underlying mathematical patterns." GC Has been labeled the leader of the dev team for quite a while now. Hes the one who shows at blizzcon panel's, the one who gets the final word... etc. etc. etc. If he doesn't agree it doesn't happen. Meaning if they the dev team have no direction its because GC has no direction. Considering the dev team follows the leaders direction and makes it happen. No direction... means he, gc, doesn't have one. Plus he pretty much just admited he, as well as the rest of the team, have no idea what to do to fix class specs.

    Quote Originally Posted by Vulmio View Post
    They don't want players to invest time in the game and they wonder why the players stop playing
    Perfectly said. :P The whole thing "something for everyone" is a terrible idea. If everyone can get everything... then you have nothing to drive for. Same concept as using cheat codes in a game. once you cross that barrier you can get anything... nothing matters anymore.

    Quote Originally Posted by jayremy View Post
    Clipped to save space
    I just wanted to say very well said. I especially like the boxing reference. I agree with this100%.
  1. MarizzaDraenor's Avatar
    500 k down i predict
  1. Nokami's Avatar
    + 200k Subs When is 1:50am ET in CET :d?
  1. psychok9's Avatar
    I Love this: "Model Five – Don’t have multiple DPS roles". I'm dreaming
  1. crsh1976's Avatar
    I'd wager less than the previous quarter's 800k, but there will still be a drop in subscriptions - my bet is somewhere between 300 and 500k.
  1. arj2000's Avatar
    6th.- Everyone have three specs: dps, heal and tank. ¡We want a Priest tank!
  1. mmoc3b1dfad2aa's Avatar
    At least make it so that the stats priority for each DPS spec remain the same.... nothing worse than wanting to swap specs for an encounter only to find you have to reforge to maximise everytime.

    I am all for an increase from dual to triple (or even triple +PVP) talent specs
  1. Dalent's Avatar
    Quote Originally Posted by WoodMcChuck View Post
    I find some of the counter arguments very odd. For example, int he topic of making everything absolutely equal, they counter with.

    "It’s more balanced, yes, but does it lack depth or flavor? Is it fun?"

    Uhh, yes? Knowing I can play any spec I want, I can be Frost on my Mage, or I can be Assass on my Rogue and still be 100% viable, and not be forced into specs I hate raid after raid unless I want to be benched sounds extremely fun.

    Playing a game I pay for however I find the most fun and still be able to actually raid sounds like a great thing, I don't understand how the hell they thought that was a valid counter point.
    It does absolutely lack depth. And for some people, knowing they can be any spec and be competative isn't what they want, so it isn't fun. I know people who eagerly await patches just so they can change to the most optimal spec/gearing, That's their thrill. Going from best, to worst, and having to learn the new best.
  1. yjmark's Avatar
    Personally, I like it the way it currently is. Most specs are pretty close to each other, and each has different advantages in different situations. You actually make a choice.
  1. .Nensec's Avatar
    If they would implement model 5, I would instantly go Battle Mage ( that would essentially be the melee/tank spec right? :3 )
  1. Naix's Avatar
    I want a healing warrior!
  1. Anjerith's Avatar
    Quote Originally Posted by JakeCC View Post
    Hunter healers, please!
    I freaking wish.
  1. mmocbeb563a6f8's Avatar
    Dps-healing addons , doesnt effect a game ...
    We surely need it to other games ?
  1. isendims's Avatar
    It does absolutely lack depth. And for some people, knowing they can be any spec and be competative isn't what they want, so it isn't fun. I know people who eagerly await patches just so they can change to the most optimal spec/gearing, That's their thrill. Going from best, to worst, and having to learn the new best.
    How would it lack depth? What your saying is that you would play the spec that does the most damage! There's zero depth when there's no real choice. When a DPS spec is the best of their class, people play it. If people play say frost mage, they don't get invites to good runs or even guilds. There's people that are dying to be able to play their favorite style and spec but having other specs do better prevent that. There's no depth in swapping specs because it got buffed during the patch, or because it's better on the next boss fight. I raid on my Mage that I wish so much that I could play frost, but the damage is just not there. I'm perfectly fine if the get rid of some of their stupid op cc/utility so they can keep up with damage as long as I can actually play the spec I like. Until then I'm stuck playing 2 specs that don't raise my interests at all. That's not depth.

    Also lol to the one saying Cata brining back vanilla ruined subs! 99% of Cata is not vanilla, the 1% is the names of the classes that are still here.

    Off-Topic Daydreaming:
    Another thing they need to do is make the game epic again like BC, all this everyone can kill everything kills the mood of the game. When I played BC before wrath patch I never did more then half of SSC, and i never stepped foot into TK and it made the game feel epic. Knowing there's strong stuff in the game that I couldn't get to yet gave me something to strive for. Sure there's heroic modes, but with raid finder and normal being so easy, when you experience killing the end boss you gain a mindset that the great evil was a pansy. I spent most of my time in Kara and once a month gruuls with a rare mag run thrown in, and it was my best time playing wow. Not to mention doing the BC attunements were exciting. The feeling that you were progressing through the story behind the raids kept you going.

    LFG and LFR as good as it is, is ruining the feel of the 'world' in world of warcraft. LFR / LFG are fine for finding people for a dungeon, but it should have never teleported you to the instance. I loved when there was so much travel time before to get to see the world of the game. It gave you the feeling that you were fighting your way to an evil lair. My favorite instance to run to was Maraudon even if I was currently in Stormwind. Its surprising now how so many people don't even know where the instances are anymore. Nothing was more exciting my first time trying to find a way to Darnassuss during vanilla as a noob lvl 12 Human Warrior. Someone from trade actually ran there by foot with me to show me the way from stormwind. Getting to see everything along the way had me so amazed by the game. As we traveled everything just got more gloomy and gloomier. When I got to the docks of Darkshore I had no idea what to expect, I thought I was in the heart of evil or something. Looking back now I cant believe someone actually did that without asking for a tip.
  1. Daws001's Avatar
    Honestly I would love Model Five to happen but agree with them on why it's not going to happen. Part of the reason I ditched my mage after so long was 1) The specs didn't feel unique enough (all ranged, all centered around a primary nuke, all have a proc effect into a secondary nuke), and 2) I didn't like that I was pulled from Fire because Arcane was king a particular tier. If Mages had a healing spec I'd be heaven because I miss the utiltiy spells like poly, blink, teleports, ice block, etc on my healers. I like their reasoning behind the talent/spec changes in MoP. The early calculator looked very promising imo. Can't wait for the deluge of MoP info!
  1. Carighan's Avatar
    Quote Originally Posted by psychok9 View Post
    I Love this: "Model Five – Don’t have multiple DPS roles". I'm dreaming
    I'd make:

    Warlock
    Demonology: Tank
    Destruction: Melee DPS

    Mage
    Arcane: Healer
    Frost: Melee DPS

    Hunter
    Survival: Melee DPS
    Beast Mastery: Tank

    Rogue
    Combat: Tank
    ... difficult :P

    Priest
    Reduce to 2 specs, Holy and Shadow, merge Disc into Holy so it becomes a group and shield focused healer.

    Warrior
    Reduce to 2 specs, Fury and Protection, make Arms a stance which puts you in a hybrid mode, usable by either spec.
  1. Naix's Avatar
    Why not have everyone tank, heal and dps and then introduce a 4ith spec.Support.
  1. Carighan's Avatar
    Quote Originally Posted by Naix View Post
    Why not have everyone tank, heal and dps and then introduce a 4ith spec.Support.
    Not necessarily a bad idea, but maybe a little bit one-sided or boxed in when it comes to class design.
    If one were to expand to the "full" set of 6 roles again (Tank, Healer, CC, Buffer, Debuffer, Damage), it'd be easy to give everyone 3 of those roles so no one has 2 trees with the same role. Could then maybe add a fourth PvP-specific spec which combines style and flow of the other specs in some PvP-centric way.
  1. Arclyte's Avatar
    I like the idea that GC acknowledged that there are certain limitations in role design and function. It is definitely a daunting problem that can affect the way raids and boss fights function and its good to hear that Blizz is actively seeking creating ways to "freshen up" old systems. But rather than see an effort to redefine the way each role functions, I rather see an effort to expand the way each role is played. To explain:

    Tanking, DPS, and healing, at thier core, will always be the same. Tanks grab aggro and position the mob, DPS beats the hell out of it, and healers keep people alive. But what if instead of giving players new spells and abilities to do complete thier tasks in the same manner, Blizz restructured classes to give players the option to play the same role in a different manner? Or even have a primary and secondary "focus" in each tree.

    I'll explain using a paladin as an example:

    Paladin tanking, no matter what your gear or level, is the same. Sword and Shield melee attacks; stack mastery then work on dodge and parry. Get close to the boss, and swing away to build holy power then burn it up. I'll call this the Melee Tank Tree. Currently the main "focus" is to build aggro and secondarily do moderate DPS to help the raid. So in my example, in this tree the Paladin's non-tanking related spells would add to dps or buff dps for the group.

    But what if there was another way? What if there was another tanking tree based on Holy Power? A tree where instead of stacking mastery the Paladin stacks other stats like intelligance and haste, and his mitigation is based on holy shields and spells. Here, the paladin's primary "focus" is still building aggro, but does it in a different way. Because he needs different stats, he needs different armor, and maybe uses an off hand instead of a shield. I'll call this the Holy Tank Tree. in this example the paladin's secondary focus is not DPS but healing, so in this tree the paladin's non-tanking related spells add to healing or buff heals for the grp.

    Building classes in this manner would accomplish may different things.

    First, it varies the way a person plays a particular role. Maybe I like to tank but I don't always want to do it the same way everyone else does. Second, it makes each class role less "cookie cutter" ie. each Prot Pally is not going to be relegated to haveing a a sword and shield and using the same rotation. Third, it gives raids utility. If a particular boss fight lacks on DPS then I'd want the tank who can help boost dps. If the boss fight lacks in healing, then I'd want the tank that boosts heals.

    I think each class/role could be designed in such a manner. That would add some nice variation to traditional roles that have become stagnant.
  1. WyvernVin's Avatar
    Quote Originally Posted by Anjerith View Post
    I freaking wish.
    Makes 3 of us ...at least i just wish my hunter could do something more than ranged damage.

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