Developer Q&A with Ion Hazzikostas - Battle for Azeroth
Ion Hazzikostas is back to talk about Battle for Azeroth!


Zandalari Trolls
  • The story of BfA details Zandalari Paladins and this arc could lead to Zandalari Paladins. We have to wait and see.
  • Zandalari Trolls won't be unlocked at the release of Battle for Azeroth, it is part of the first story arc.
  • Zandalari trolls were made slightly taller in the Alpha recently.

Allied Races
  • Allied Races will always come out in pairs for now, but in the long run they may not come out for both factions at the same time.
  • Mag'har Orcs - Mag'har means uncorrupted, not necessarily the survivors from Outland.
  • Class balance on factions is more linked to lore than equality.
  • Kul Tiran Humans were mentioned as an Allied Race.
  • As new Allied Races are added, more character slots will be added.
  • Allied Races will continue to get more customization options if they are lacking compared to other races.

Non Allied Races
  • More customization options for non-Allied races are not planned on the near horizon.
  • There is no immediate plan to give existing races Heritage Armor like Allied Races, but it is a good idea that could happen in the future.
  • Ion mentioned Racial Questlines for unlocking existing race Heritage Armor, but it's just a thought.

Dev Communication
  • Data and screenshots help get a point across when communicating with devs.
  • Rational feedback is more effective when communicating with devs over emotional feedback.
  • Personal feedback is more effective than trying to speak for everyone.
  • The platform to use for feedback depends on what the feedback is. (Forums for lists, twitter for pics)

Class Balance
  • They don't want to undo class pruning as much as wanting to add unique class abilities.
  • The team wants to double down on strengths rather than emphasize weaknesses.
  • Class envy is okay as long as it works both ways.
  • Adding more abilities every expansion isn't sustainable.
  • Giving classes new abilities usually involves giving them something that they need, and after awhile it leads to everyone feeling the same.
  • The team wants to do more with gameplay modification through external sources. This is what legendary items were trying to accomplish in Legion.
  • In Battle for Azeroth, Azerite Armor modifications are going to fill the new abilities gap.
  • Raids and Mythic + Dungeons should both test the strengths and weaknesses of classes.

Itemization
  • The team needs to do better at making primary stats stronger than secondary stats in BfA.
  • Item level should generally tell you if an item is an upgrade.
  • Items that are 20 or 25 item levels higher in Legion were sometimes not an upgrade, which is a bad thing.
  • You shouldn't have to run sims to find out of items are an upgrade.

Talents and Abilities
  • Some classes don't necessarily need the abilities from their artifact weapons.
  • If a talent choice is taken by everyone and mandatory, then it could shift to baseline or change it.
  • Legendary abilities that are getting added baseline to classes or as talents will stack with the legendary effect.
  • Switching talents between AoE and single target wasn't compelling and just felt like burning a tome.

Artifact Weapons
  • When 8.0 launches, the traits on artifact weapons will be disabled. The weapon and relics will stay, but not talents.
  • Battle for Azeroth will have traditional weapon drops including war glaives.

PvP
  • If CC is too limited, PvP turns into DPS races. It it's too much, it's frustrating.
  • The team believes teamwork comes into play when someone is locked down.
  • Useful feedback involves certain crowd control chains that can last too long.
  • Prestige rewards will still be available and earned from participation in PvP. The team doesn't want to keep adding a ton of rewards, as new players will feel like they can never earn them all. Cosmetic rewards from PvP is something the team wants to continue to build upon.
  • Something similar to the World Defense Channel could come back in some way as the faction war concept continues in BfA.

Personal Loot
  • Personal Loot is the desired loot rule moving forward.
  • Some people have kept using Master Loot to funnel set pieces to specific people, but set pieces are gone in Battle for Azeroth, so Personal Loot only is a good thing. It will help to balance things at the top end of the raid scene and split runs.

Mission Tables in BfA
  • A mission table system will be in BfA similar to Legion but less involved.
  • The mission table will not be used as a time gate.
  • War Resources will be a currency in BfA for the mission table.

Mythic +
  • The team is looking at bringing Tyrannical and Fortified down to the base level, with new Affixes at Mythic 10.
  • The Mythic+ UI will be improved.
  • The UI was based on the previous expansion challenge modes and doesn't make much sense for Mythic+.
  • New affixes are being experimented on. The team is not happy with the datamined ones.

Professions
  • The team is changing the way the universal profession skill system works. It was always a bit awkward, as the team wanted people to be able to catch up for the latest expansion. Going back to craft useless gear wasn't great.
  • There are expansion themed categories for each profession, so you can go back and level those up if you want to craft that old gear.
  • The team wants crafted gear to be relevant, but there is nothing to announce on it at the moment.

Alts
  • BfA will be similar to Legion in terms of alt-friendliness.
  • If you are looking to get varied content from alts, the team has taken a number of steps to deliver that.
  • If you are looking for more alts to farm things, that is less of what the team is trying to prioritize.
  • There were issues with alts early in Legion, but things are closer to okay now.
  • The Heart of Azeroth catch up process for Azerite will work passively in the background, similar to Artifact Knowledge.

Guilds
  • Guilds will have all the same features as the new WoW Communities.
  • Communities are smaller commitments than guilds. They are meant to organize pugs or for players that aren't in the same guild.

Leveling Experience
  • Having two separate continents for Horde and Alliance is not much different than previous expansions.
  • There are still neutral areas with quests for both factions.
  • A unique trait of BfA is once level cap is reached, these faction specific zones become zones that are utilized by both factions.
This article was originally published in forum thread: Developer Q&A with Ion Hazzikostas - Battle for Azeroth started by chaud View original post
Comments 196 Comments
  1. Coombs's Avatar
    Look at me. I wear a blazer over my Warcraft shirt. I'm professional. Don't notice that I have the most punchable face at Blizzard.
  1. Gurg's Avatar
    Kinda stupid question. Sooo, we got allied races, we got upright orks, we got new druid forms for two allied races, but in turn we lost most of weapon proficiencies for our classes and were stuck with those that are forced on us in Legion?

    My fury/arms warrior feels bad cause he forgot how to use plain sword.
    Gotta handle it to you, most of warriors in other games are laughing their ass off.
  1. mmocede9291868's Avatar
    I've got a feeling that soon we will see Micro-Transactions in WoW. I know ofc that there are already M-Ts, but I mean ones that matters; not mounts and pets in shop (level boost and time tokens are something different). What I mean precisely is that I think that sooner or later there will be "allied races" to buy, it will include quest-lines and ofc new playable race, and it probably won't be more expensive than 20$. I hope I'm wrong..
  1. Gurg's Avatar
    Quote Originally Posted by Krisu View Post
    I've got a feeling that soon we will see Micro-Transactions in WoW. I know ofc that there are already M-Ts, but I mean ones that matters; not mounts and pets in shop (level boost and time tokens are something different). What I mean precisely is that I think that sooner or later there will be "allied races" to buy, it will include quest-lines and ofc new playable race, and it probably won't be more expensive than 20$. I hope I'm wrong..
    In order for something like that to happen they would have to move to b2p or even f2p model, having that much locked content and monthly sub model is a bit too much even for people that are hardcore addicts to wow. I cant say that i dont see it happen as i see cosmetic helms as a test for how much will WoWs community be interested in cosmetic items in shop, but i think it would be simply too much.

    Guild Wars 2, has a community sub base called "fashion wars", name speaks for it self, i think that Blizzards "Trial of Style" is something like an attempt to bring something like that to WoW. However, GW2 is b2p model with optional ingame shop that offers mostly cosmetic stuff, but also some QoL stuff, character slots, character customization kits, dye packs and so on.. Taken in concern that legendary items in said game takes quite extensive time period to craft and that most of the items can be dyed however you like "fashion wars" has sense behind it.
    Guild Wars 2 does have episodic, seasonal content called "Living Story" that can be bought in shop if you missed it, however you could have unlocked it free of charge simply by just logging in while episode is active.
    So, game it self has a extremely lot to offer free of charge but it requires a lot of dedication invested in it, with some exclusive cosmetic options and QoL stuff that are optional to buy. You are not forced to buy it at all, its simply far too good to have, for instance, indestructible gathering tools, rather to have one broken in the middle of gathering.

    TL; DL: I think that WoW has well established business model which suites us all, players and Blizzard, for well over 11 years, there were some experiments (with cosmetic helmets for instance) but it would be far too much risky move to steer already hardly calm waters of community.

    With level scaling implemented i can see few boosters in the shop - exp boost, PvP exp and rep boosters. Or maybe even PvE only power and spell power boosters now that looms value/strength diminished quite decently.

    I can see that they are opening grounds for some new stuff, however having something that is not cosmetic exclusively only in the shop and no other way to get it would rise far too much of angry mob. Gotta remind you that we no longer have an insight in quarterly WoW's sub base as we used to, so i think that Blizz is not quite happy with numbers and they are building content/exploring ways to not only keep current community but also to draw new audience in.
    kah.. demon hunters. kah.. void elfs. kah.. golden trolls.. kah.. dino druid forms..
  1. Trigglypuff's Avatar
    Playable fat people....... EXACTLY WHAT I WANTED! /puke
  1. Masternewt's Avatar
    Quote Originally Posted by Trigglypuff View Post
    Playable fat people....... EXACTLY WHAT I WANTED! /puke
    Being fat makes you a different race. Hence fat shaming is racism. Blizzard made that canon!
  1. glennscrow's Avatar
    Quote Originally Posted by Coombs View Post
    Look at me. I wear a blazer over my Warcraft shirt. I'm professional. Don't notice that I have the most punchable face at Blizzard.
    I'd like to say it takes a special kind of reject to sit down in front of his computer screen and insult a mans face, but unfortunately you are one in a million..
  1. Lucetia's Avatar
    Quote Originally Posted by Unholyground View Post
    I feel like the quest to unlock the Zandalari will give us Paladin, they are being tight lipped about it because they don't want Alliance cry babies to shit themselves.
    Like they did when they saw Zandalari Druid forms?

    - - - Updated - - -

    Quote Originally Posted by Ophenia View Post
    ... Oh. Really.
    If you listened to the video, he said how it is now and not at the start. Right now it's pretty alt friendly from my experience and many others.
  1. kamuimac's Avatar
    Quote Originally Posted by riptal View Post
    It worries me A LOT!
    why ? because you finally realise that 95 % of people couldnt give less f....s about niche activities like raiding or mythic+ when give any other options of stuff to do in endgame ?

    - - - Updated - - -

    [QUOTE=Frolk;49067947]
    Quote Originally Posted by kamuimac View Post
    lol they should

    blizzard is moving in right direction - ML was bringing to much toxicity to game if toxic people will leave because of it - even better

    - - - Updated - - -

    How the fuck is ML bringing toxicity to the game?

    By "toxicity" u mean disagreement with lootcouncils
    clearly devs disagree with loot councils unless you want to diss what they said about funneling gear.
  1. mmocbb82d1f057's Avatar
    Making up for a problem they created as usual. Removing bad social interactions by removing all interaction alltogheter or making it useless and clunky. Blizz is doing the right thing and i cant wait the time they finally remove raids from the game as an endgame. The conditions that made raiding fun are no longer here so it's a huge waste of dev time.
  1. AnonEntity's Avatar
    Things are really in a bad state if the most exciting things to happen are 1. Zandalari Trolls 2. Brown orcs with a straight back. Humans, but from Kul Tiras and Dwarves, but grey with red eyes are the even less exciting Alliance counterparts.
  1. mmocbb82d1f057's Avatar
    Quote Originally Posted by AnonEntity View Post
    Things are really in a bad state if the most exciting things to happen are 1. Zandalari Trolls 2. Brown orcs with a straight back. Humans, but from Kul Tiras and Dwarves, but grey with red eyes are the even less exciting Alliance counterparts.
    I dont think so. Blizz is trying to appeal to the "fast paced, fun, skin centered" type of players that are nowadays dominating the gaming scene. M+ is a perfect demonstration of that, from an mmorpg perspective that type of content was never a good thing (doing the same thing with slight changes) but the mmorpg part of wow has been systematically starved since wotlk-late bc, and i think that from an economic standpoint it's the right direction to go for blizz
  1. AnonEntity's Avatar
    Quote Originally Posted by Kaleros View Post
    The conditions that made raiding fun are no longer here so it's a huge waste of dev time.
    I agree, Raiding is a thing of the past. I think Worldquests and Mythic+ aren't enough or interesting enough content for many people, so I think they have to give "raiding" or rather group content a new modern direction.
  1. mmocbb82d1f057's Avatar
    Quote Originally Posted by AnonEntity View Post
    I agree, Raiding is a thing of the past. I think Worldquests and Mythic+ aren't enough or interesting enough content for many people, so I think they have to give "raiding" or rather group content a new modern direction.
    Honestly the real problem with the old concept of raiding is the social perspective, the challenge/drop/balance thing is secondary. I think raiding and in a broader sense the "hard work = great satisfaction" type of content is really dead in this time and age. People largely prefear having the Option to go there but not the need to as m+ shows. I cant think of a way to make raids interesting for the actual playerbase in a broad sense.
  1. Celista's Avatar
    Quote Originally Posted by pitfireX View Post
    The mission table will not be used as a time gate.

    As long as this shit isn't mandatory or in the middle of quest lines, then by all means. The second I have to stop progression for 24 hours and lose my free time that I set aside, then its garbage.
    You know they said the same stuff about class hall missions in Legion, correct? Feel free to look it up.

    Quote Originally Posted by Fritters154 View Post
    Just look through the forums on this website, the official website, or any other fan site. Players care far more about the allied races than other content right now.
    Raiders burned out, it's mostly casuals paying Blizzard's bills now.
  1. mmoc18e6a734ba's Avatar
    Quote Originally Posted by Kaleros View Post
    Honestly the real problem with the old concept of raiding is the social perspective, the challenge/drop/balance thing is secondary. I think raiding and in a broader sense the "hard work = great satisfaction" type of content is really dead in this time and age. People largely prefear having the Option to go there but not the need to as m+ shows. I cant think of a way to make raids interesting for the actual playerbase in a broad sense.
    Actually, the reason why raiding is dying is :

    1/ The design of the classes and battle system is more solo oriented than group oriented in their gameplay, as it used to be back in the pre wotlk era,
    2/ The relevant raids are designed with hard limitations related to the number of players required to complete them,
    3/ For mythic raiding, you actually need 20 people that have the same skill level.

    The combination of all these factors make raiding in wow an antisocial experience. Because due to the fact the gameplay is more and more solo oriented even in raid, 1) the swift completion of said raid is more based on the individual skill of the players rather than teamwork, and 2) as such, as the number of players in M raiding is hardcaped, you basically need to replace your underperfoming players to progress instead of allowing their skill level to grow while practicing (as it was the case in old MMORPG where raiding worked well, namely everquest, FFXI or wow vanilla, you could carry learning players in those games).

    It really isn't a problem with the players; The issue is with how the content is designed (and I m not even talking about the fact that due to the oversimplification of the battle system in modern MMORPG, the difficulty must lie elsewhere in the encounters)...

    In old mmorpg bringing more players to a raid wasn't a liability as it can be in the modern one, because back in the day you could give the key roles to a few key players who knew what they were doing and tell the new guys to make themselves useful by doing lesser tasks in the raid. It's something you cannot do in moderns MMO and the first raid in wow where things changed was during sunwell in TBC.
  1. mmocbb82d1f057's Avatar
    Quote Originally Posted by Stanelis View Post
    Actually, the reason why raiding is dying is :

    1/ The design of the classes and battle system is more solo oriented than group oriented in their gameplay, as it used to be back in the pre wotlk era,
    2/ The relevant raids are designed with hard limitations related to the number of players required to complete them,
    3/ For mythic raiding, you actually need 20 people that have the same skill level.

    The combination of all these factors make raiding in wow an antisocial experience. Because due to the fact the gameplay is more and more solo oriented even in raid, 1) the swift completion of said raid is more based on the individual skill of the players rather than teamwork, and 2) as such, as the number of players in M raiding is hardcaped, you basically need to replace your underperfoming players to progress instead of allowing their skill level to grow while practicing (as it was the case in old MMORPG where raiding worked well, namely everquest, FFXI or wow vanilla, you could carry learning players in those games).

    It really isn't a problem with the players; The issue is with how the content is designed (and I m not even talking about the fact that due to the oversimplification of the battle system in modern MMORPG, the difficulty must lie elsewhere in the encounters)...
    I partly agree, but i have a couple of issues with your analysis.

    1/ The player hardcap is only relevant if it's a wall and not a natural transition, what i mean by this is that if player number is COMPLETELY irrelevant for 99% of the game and then suddenly an hardcap for M raiding it becomes much much more difficult to maintain a roster that can deal with the problems you pointed out.

    2/ The real problem i see with raids it's not refered to the HIGH END of the spectrum nor the low end. The harder punch was given to the middle of the pack kind of guild who got deprived of actual "contractual power" towards players. It's not blatantly obviuos but i strongly suspect that that was a really hard hit to the raiding scene. Mid of the pack guilds were the feeders for high end, and a sort of place were "noobs" can learn and decent players can get better before stepping up. The fact that nowadays guild matter ONLY for M raiding is a real issue (from a guild perspective). There is basically NO reason to form a guild except for M raids and so the high end of the spectrum slowly begins to lack replacement since they cant go in lfr and recruit people there.

    I suspect there is much more to the issue of the raids but it would make an umplesant wall of text that serves basically 0 purposes in this contex.
    Still we just need to recognize that "Organized stable raiding guilds" are a thing of the past for better or worse and move on
  1. muto's Avatar
    Personal loot is a terrible idea. Guilds will just take all the loot and redistribute it via loot council. Blizzard can ofc curb this by not making loot tradable, but this also is s terrible idea, because then you might wind up getting 5 rings or multiples of stuff you already have. It's gonna backfire bad.
  1. Unholyground's Avatar
    Quote Originally Posted by Lucetia View Post
    Like they did when they saw Zandalari Druid forms?
    We are getting Paladin, I will make a bet on it lol.
  1. Celista's Avatar
    Quote Originally Posted by Stanelis View Post
    Actually, the reason why raiding is dying is :

    1/ The design of the classes and battle system is more solo oriented than group oriented in their gameplay, as it used to be back in the pre wotlk era,
    2/ The relevant raids are designed with hard limitations related to the number of players required to complete them,
    3/ For mythic raiding, you actually need 20 people that have the same skill level.

    The combination of all these factors make raiding in wow an antisocial experience. Because due to the fact the gameplay is more and more solo oriented even in raid, 1) the swift completion of said raid is more based on the individual skill of the players rather than teamwork, and 2) as such, as the number of players in M raiding is hardcaped, you basically need to replace your underperfoming players to progress instead of allowing their skill level to grow while practicing (as it was the case in old MMORPG where raiding worked well, namely everquest, FFXI or wow vanilla, you could carry learning players in those games).

    It really isn't a problem with the players; The issue is with how the content is designed (and I m not even talking about the fact that due to the oversimplification of the battle system in modern MMORPG, the difficulty must lie elsewhere in the encounters)...

    In old mmorpg bringing more players to a raid wasn't a liability as it can be in the modern one, because back in the day you could give the key roles to a few key players who knew what they were doing and tell the new guys to make themselves useful by doing lesser tasks in the raid. It's something you cannot do in moderns MMO and the first raid in wow where things changed was during sunwell in TBC.
    I disagree with almost everything you said. I don't see any evidence regarding class design being more solo oriented and raiders don't care about solo content anyways, most raiders are motivated to raid because they care achieving things that showcase that they are better than everyone else (achievements, raid mounts, mythic gear, server/world rankings). #2 and #3 have been true for most of the history of the game. Content design is likely relevant but developers have been good about listening to player feedback and designing raid content based on that feedback; the raid design/content has generally been considered to be of good quality by most of the playerbase for the last two expansions.

    I think it's simply due to player burnout. Younger gamers aren't flocking to the MMORPG genre and raiding is time-consuming, the game's core playerbase is aging and with children and work schedules raiding can be difficult to commit to.

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