Development Update: The Road to Shadowlands
Originally Posted by Blizzard (Blue Tracker / Official Forums)
In seven weeks, brave heroes of Azeroth will venture into the Shadowlands to confront the forces of the mysterious Jailer and discover the nature of Warcraft’s afterlife. As our development shifts from implementation of new designs and content, towards polish and tuning of the world we have crafted, I would like to offer a roadmap for what to expect over the coming weeks on our Beta servers.

Introducing 9.0.2

First, on a technical note, players paying close attention to the Beta client may notice that this week’s update bears the designation “9.0.2.” Unlike recent expansions, this time around we will have not one but two client updates, aka patches, in the weeks prior to the official release of the expansion. Development of Shadowlands -specific content (the zones and dungeons of the Shadowlands, covenants, etc.) will proceed with weekly Beta updates in the 9.0.2 branch, while our Public Test Realm runs patch 9.0.1. This approach allows us to get features like the new character customization options and the streamlined leveling experience into your hands sooner in 9.0.1, while allowing the team the maximum possible time to keep polishing the level 51-60 Shadowlands experience in 9.0.2. Our Beta environment will continue to receive weekly 9.0.2 updates, and patch 9.0.2 will go live shortly before Shadowlands officially launches.

Alt Leveling

As we first announced at BlizzCon last year, while everyone’s first trip through the Shadowlands is driven by a linear narrative campaign that grants access to endgame features such as covenants, world quests, and more, we want to offer players who are leveling alts a much more flexible experience. We have had a version of that experience available in Beta for the past few weeks, as alts select their covenant immediately upon first arriving in Oribos, and then can tackle the four zones in any order they choose.

However, we’ve received a couple of points of feedback that have led us to refine this approach: First, a number of testers felt like they weren’t necessarily ready to pick a covenant right away on a new class, and wished they could replay the narrative arc that let them “test drive” each of the active abilities along the way. Second, even for players who were familiar with the overall story by that point, it felt confusing or wrong to play through portions of some zone campaigns out of order or while already a member of a covenant (e.g. doing the main Revendreth arc while already being a member of Renethal’s venthyr).

In this week’s build, alts emerging from the Maw for the first time will be met in Oribos by the mysterious Fatescribe, who now offers an explicit choice between replaying the narrative arc as first-time characters experienced it, or following the threads of fate to their inevitable conclusion and beginning the journey at a point following the climactic events at the end of Revendreth’s story. Characters choosing the latter option will enter the Shadowlands in a state where the entire narrative Campaign has already been completed, with new Bonus Objectives available in locations that were previously central to the Campaign. Lucrative zone-wide objectives for each of the four zones will provide additional structure while allowing alts to roam the Shadowlands as they prefer, earning gear and experience through their choice of a zone’s side quests, bonus objectives, world quests, dungeons, or rares and treasures.

Our goal with this alt experience remains offering more flexibility than ever before on repeat playthroughs, while also allowing alts to begin making progress towards their endgame goals, earning Anima for their covenant’s reservoir or catching up on Renown so that they can hit the ground running when they reach 60. We look forward to hearing feedback on how the new experience feels!

Torghast Progression

A number of players in the past couple of months on Beta have raised concerns about what seemed like excessively lengthy introductory questlines in Torghast, which at their worst could feel like five or six successive tutorials that had to be completed before players could access the “real” feature. In a coming build (likely next week), we’re restructuring the way Torghast is unlocked, such that players can gain full access to the main wings of the tower after completing just a single introductory run that also grants access to the Runecarver. The remaining quests to locate and rescue Jaina and Thrall will be incorporated into a larger questline that spans the six main Torghast cell blocks, rewards legendary crafting materials, and eventually unlocks the Twisting Corridors section at its conclusion.

Speaking of Twisting Corridors, as we finalize tuning, Twisting Corridors should come into its own as the “Challenge Mode” wing of Torghast, offering eighteen-floor runs at a higher level of difficulty than the rest of Torghast, with cosmetic rewards for clearing certain thresholds.

Covenants

Covenants are the centerpiece of Shadowlands and have been the subject of passionate discourse across the community over the past weeks, which has been mirrored by discussion and debate within our team. From the system’s first conception, selecting a covenant was crafted to be a weighty decision, shaping a character’s abilities, cosmetic rewards, and access to endgame story arcs and sanctum systems. A weighty decision almost by definition comes with some amount of stress, whether anxiety about making the “wrong” choice, or just evaluating various pros and cons and wishing there were a way to just get the best of all worlds.

In designing this system, we’ve done what we can to minimize the burden of regret. Those measures should be fully enabled by next week’s Beta release. While picking a covenant at the end of your journey to max level is a weighty choice, it is not a permanent one. If you find that, whatever the reason, you are unhappy with your initial covenant pick at level 60, you need only return to Oribos and you can immediately switch to a different one. Now, if you later wish to rejoin a covenant that you have left, that is slightly more involved: There is a path to redemption consisting of a series of two weekly quests to atone for breaking your vow and to rededicate yourself to that covenant’s cause. These quests are now available for testing in Beta; they are still being tuned, but the intent is that they are largely ceremonial rather than feeling like an arduous grind.

We have also taken steps to ensure that a player who switches covenants, as well as one who reaches max level later on in the expansion, never feels permanently behind as a result. Renown measures the strength of a player’s connection to their covenant and is the main vehicle for unlocking additional Soulbind powers and various covenant perks and rewards. Players primarily earn Renown via weekly quests to gather anima from across the Shadowlands, and to rescue souls from the Maw and restore them to their rightful place in the covenant. If a player has missed any of those quests, however, they will find that they can earn Renown directly through a range of activities such as dungeons, world quests, and PvP, until they are fully caught up. This system will be functional on Beta in the coming weeks.

In short, a player who regrets their covenant choice, and who wants to change their mind, should be able to do so straightforwardly at any point during the expansion, and will be able to reach a state with no long-term drawbacks or disadvantages compared to someone who had been in that covenant all along.

We’ve also heard from many players who, rather than being worried about regretting their choice, would prefer that they not have to choose at all; they have advocated that we offer a way to switch among the various active abilities offered by covenants without friction. But these covenant systems are thoroughly intertwined: Covenant abilities are often modified by covenant-specific conduits and soulbinds; most of those soulbinds in turn are unlocked through covenant-specific narrative campaigns. Granting access to one of these without the others would lead to an incomplete or confusing result. In short, pulling on that thread (or cord, as it were) would unravel the entire fabric of the system. Even so, we would embrace the work required to rebuild the covenant system along those lines if we agreed that it would be an improvement, but we ultimately do not share that view.

Before starting an arena match, engaging a raid boss, or entering a dungeon, a character in Shadowlands can change their specialization, talents (and PvP talents if appropriate), legendary item, other equipment, active soulbind, and chosen path within that soulbind. When it comes to customizing your “loadout” – the set of tools you’re going to take into a given encounter – WoW offers more options than ever before, and you can almost entirely reshape your character on the fly to suit the moment. But as malleable as those choices are, none of them, other than perhaps your specialization, defines your character – they aren’t who you are, but rather what you happen to be doing at any given moment.

Rather than add yet another layer to that decision matrix, we’re trying to do something different here, and let players more meaningfully define their character’s identity and set themselves apart from others who play the same class. And that identity entails a blend of aesthetic preference, narrative experience, and mechanical strengths and weaknesses. From the earliest sketched designs of the covenant system, our goal was for the answer to “what do you play?” in Shadowlands to be “Kyrian paladin” or “Venthyr paladin” rather than just “paladin.” And given the central role of combat and power progression to World of Warcraft as a whole, achieving that goal for most players requires that there be player power implications to covenant choice.

None of this is to say that development on covenants and their powers is finished, or that we are not open to further changes. Far from it. We understand that when we offer a choice between competing packages of strengths and weaknesses, if we’re not careful, especially given social and community pressures, weaknesses can easily overshadow strengths. The satisfaction of having an edge in one type of content doesn’t make up for the frustration of being excluded entirely from participating in another. But while tearing down the entire system may seem to some like the simplest way to avoid that pitfall, we’re committed to working with the community to ensure that players feel viable regardless of their covenant choice.

If you really want to go Kyrian on your rogue, but can’t justify it because every guide currently says that the Necrolords’ Serrated Bone Spike is too good to pass up, or if an otherwise appealing covenant has benefits that seem irrelevant in PvP, those are exactly the sorts of imbalance we want to fix, and your feedback is essential to that process. In the coming weeks, we’ll be doing numerical tuning, making changes to underlying ability designs when needed, and potentially leveraging covenant-specific conduits if a covenant needs some targeted shoring up to ensure that they’re viable in a particular type of content. As our combat team shifts its focus primarily to tuning, we’ll be rolling those changes out to Beta servers ASAP for further testing and iteration.

PvP Itemization

We have been following the constructive feedback about the range of gear available on our PvP vendors, and we agree with the underlying concerns. While WoW is an interconnected ecosystem of different content and systems and we feel that the very strongest characters should be the ones who participate and excel in a wide range of activities, each individual progression path should offer the majority of the tools required for success in that path. The current PvP vendors fall short of that goal.

We are considering a few different solutions, such as reworking the stat coverage of the vendor gear and/or providing PvP-specific bonuses through those items. As soon as we’ve settled on a direction, we’ll share our plan for feedback, and get the changes up on Beta for testing.

Sockets

While we eliminated Warforging and Titanforging in Shadowlands , with the goal of increasing clarity and player agency over rewards, the question of how to handle sockets was not quite as clear-cut. A certain critical mass of sockets across all player gear is essential to support Jewelcrafting as a player profession, and in recent expansions the chance for any endgame item to upgrade to a socketed version gave players of all playstyles the opportunity to interact with the Jewelcrafting tradeskill. At the same time, sockets unquestionably constitute power, and can be every bit as impactful as Warforging.

Trying to balance these considerations, the approach we’ve settled on for Shadowlands is to keep sockets as a random item property, but to allow players to add sockets to their items via a consumable sold by Ve’nari in the Maw (similar to Gouged Eyes in the recent Visions of N’Zoth update). This way all players can take advantage of gems and seeing a socketed item drop offers a short-term efficiency advantage, but in the long run competitive players can still make steady progress towards a best-in-slot gear setup without relying on an additional layer of randomness. Finally, in order to limit the total impact of gems, and the power gap between players with full sockets and those without, in Shadowlands only Helms, Rings, Necks, Bracers, and Belts can have a socket randomly generated or added by Ve’nari. These changes should all be active by next week’s Beta update.

The one thing all the above topics have in common is that they have been driven by your passionate feedback throughout the development process, which has helped shape the game for the better over the course of the past year. And a special thanks to all the testers reporting bugs on Beta – we’ve already fixed thousands of issues based on your reports, and are continuing to work through those reports as we aim to make Shadowlands the best experience it can possibly be when it arrives on October 26.
This article was originally published in forum thread: Development Update: The Road to Shadowlands started by Lumy View original post
Comments 206 Comments
  1. glszino's Avatar
    We are going to see so many tears from players who can't get into PUG because of their covenant choice.
  1. Alkizon's Avatar
    OmedonIsAGenius
    Yeah because normal dungeons are the same as a +27. Because LFR N'Zoth is the same as mythic N'Zoth. Excellent point kind sir.
    It's same content, but not same progress... there is no more story/locations/mobs/NPCs/etc behind it, so... content ends on the lowest difficulty. He is right

    I don't want to comment PvP-gear's stuff, since this has already been done several times. Covenants' delusions within general system's hierarchy were also criticized several times, with same deplorable (zero) result in terms of changes. As for sockets and other "modernization", here I completely agree with people that recalled professions - this is required by normal design of such games, this is their direct purpose within framework of itemization (I'd call legendary crafting and additional theme with sockets by using "theme: monster of the day" as borrowed-temporary professions ).

    - - - Updated - - -

    Pattyz
    Nnyco
    So wheres my raid power, my m+ power, my wq power?
    Every stat helps you in PVE..

    Crit is nerfed by 50% in PVP. Theres youre "raid power"
    Oddly enough, but he is right, one PvP power isn't enough, there also needed such for PvE, and no matter how much I try to remind about it in every such topic, but still bumping on the wall of misunderstanding.
    Quote Originally Posted by Alkizon View Post
    Quote Originally Posted by Alkizon View Post
    PvP stat requirements makes PvE gear useless, and PvE do PvP one.
    at the same time, common customizable characteristics hold them together within one system (without need to artificially weaken players against each other, and without canceling need to make them stronger against mobs). WoD gearing doesn't fulfill this condition (= is still wrong), since both of them were simply deleted.
    also "Crit is nerfed by 50% in PVP" is wrong approach, because it has no "gear conditioning".

    Referring to person in quote of quote... in fact, instances/wq shouldn't be alternative to raids (I'm not accepting literal division of difficulties, since it also divides entire game design, but shouldn't), but only one of stages of obtaining ALL PvE content (= only part of linear progress' system) and it's enough for them just general "PvE powers" within the system, while raids used additional gear sets with bonuses, but could also have some separating element (we already talked about this a long time ago):
    Quote Originally Posted by Alkizon View Post
    --- Edited ---
    I can even fantasize over some stupid "addition" as a parameter (and design of this game was initially completely tied to control only through characteristics, but not the way they trying to push in last expansions). For example: raid gear will have separate additional line that will add a couple of percent of "benefits" in case when there are more than 5 people in the group (but only! raid gear) or something else trickier, but only! as characteristic. I hope you got the gist. Let's call it just for laughter "team spirit". This will some kind as resilience was for PvP, but for raid content. Here you go, now you have "your" content separate. If you do everything right, you don't even need higher ilvl (same for PvP) But what is now not making this part separate, only allowing "cheating with progress" and even worse - delivering huge demand for RNG to the market. Yes, I know that this role was performed by tiers earlier, but since they conflicted with new designers' stormy "revolutionary" spirit to change everything, so now they don't work, and they're absent in new content.
    again, as I said before, there is also variant of absolute separation of "both games" and the one - by "existing PvE characteristics"
    tl;dr
    - snip -
    in one of discussions we considered absolute case of separation, in which all white defense was replaced by "PvP-defense", and white attack by "PvP-attack" - as tier-bonus (by analogy with trinkets) from joint use of both PvP-weapons, but this deprives system of succession and catch-up functionality, which I don't like
    but I don't like them both. I see it easier and more correct to manipulate not absolute, but rating characteristics, which are easier to configure and which won't completely cancel basic (existing) ones (= twist not the whole system, but only 1 of its switches, which will already affect the rest ones for particular situation). Such parameter could be resilience (= which could give/replace all PvE ones for specific interaction without taking away customization possibilities), and PvE powers (hit/expertise/etc.) practically didn't carry any useful potential for PvP (unlike for PvE), both activities would require certain caps to participate, and rewards then could be of same ilvl (= provide same level of customization/strengthening) and no "mathematical" dumping (= scaling) is needed.

    By the way, upgrades' system isn't bad for lengthening the process (if you really want to torment PvP players)... but not so many steps, guys, have a conscience, MoP's 2/4ilvl extra steps system for each tier is enough here (especially considering how much I hate abnormal stat inflation you generate), otherwise, price of upgrades should be minimal. Also... why only PvP then, how about same stuff for PvE, mmm?
  1. Domixux's Avatar
    People really justify their rant on covenants on the assumption that you won't get into PUGs? Wow ... pugging content is literally the worst part of the game. Why would you be worried that you are not able to take part in the most toxic community of the game? Just chose the covenants that fits your character or your fantasy the most and find a casual or chill back guild and do content with them. If doing marginal less dps then your buddy is hurting your epeen that much, well i guess you're to blame, that you're forced to stick to a covenant.
  1. Firebert's Avatar
    Quote Originally Posted by glszino View Post
    We are going to see so many tears from players who can't get into PUG because of their covenant choice.
    Is Covenant choice visible on the API? If not, why not just lie?

    TBH this is Warcraft, not Starcraft. Each player controls their own characters and not everyone else's.
  1. glszino's Avatar
    Quote Originally Posted by Firebert View Post
    Is Covenant choice visible on the API? If not, why not just lie?

    TBH this is Warcraft, not Starcraft. Each player controls their own characters and not everyone else's.
    It will be part of the API for sure. You can't lie your way out of this. If PUG groups expect to have a Night Fae for the dungeon to get the bonus, PUG will probably ask beforehand for covenant proof.

    You can be 100% sure that if Blizzard doesn't provide a way to know player's covenants, there is going to be an addon based on logs of whatever that will show it.

    PUG life is going to be shit for lots of players, especially DPS players. Healers and tanks will be fine most of the time since there isn't enough players in these roles. If DPS want to PUG, they will need to have what's considered the best covenant for their class because they will be discriminated against based on RIO, class, spec and covenants.
  1. Azerate's Avatar
    Quote Originally Posted by Solry View Post
    What is it to you pro-meaningful choice people if it gets unlocked?
    You're still gonna pick the one you like and stick with it EVEN IF IT IS NOT LOCKED, there you go you have your personal meaningful choice.
    How is letting OTHER people enjoy the game they want to enjoy it take away your own fun? You pick a covenant as your choice and you stick with it, because it is meaningful for you, good happy for you! Can you be happy for people that want to experiment or be good in the content they want to do with the help of unlocked covenants? Or is gloating over someone else's frustration somehow makes your choice more meaningful and fun for you?
    That is way more toxic if you ask me.
    Here's my reply to this from another thread.

    No. Covenants being easily swappable changes the entire thing into just another talent option and removes any kind of importance of that choice.

    It doesn't matter how invested you are in a covenant nor how cool it is, if it's just a one click button and 2 second channel to switch it. So yes, even if you think a faction is cool, you are going to swap away for it whenever a pug leader or a specific boss encounter favors it. If it's semi-permanent, then 99,9% of people aren't going to even consider going through crazy grinds to change the covenant for one fight. Maybe in top world guilds people will do that, but the rest of the player base will be able to sleep soundly that no one will require that from them.

    In a way it's kind of similar to personal loot item level restriction. I can't count how many people in my heroic guild were like "oh dude sorry man can't trade that item to you cause of the ilvl, effin blizzard man" while talking to someone else who wanted the item and then told me in private later that they were just using that as an excuse and were secretly happy that the system blocked them from giving that item away because otherwise it would make them look bad for keeping a small upgrade rather than giving it to someone else.

    So if you're wondering how covenant switch being gated for 2 weeks affects gameplay of less hardcore players...the answer is they won't be expected to switch it on the fly by pug leaders & guild raid leader. As a little bonus, if they actually "pulled the ripcord" that would mean that on top of being readily able to switch, people would have to learn to play their class with all the covenant abilities instead of just one. This might be the most important reason as to why Blizz is so reluctant to do that.
  1. Kumorii's Avatar
    Quote Originally Posted by Firebert View Post
    Is Covenant choice visible on the API? If not, why not just lie?

    TBH this is Warcraft, not Starcraft. Each player controls their own characters and not everyone else's.
    Regardless of API or not, you can be forced to prove you have X ability by using it before any m+ since it resets CD's anyway.
  1. Tortuga234's Avatar
    Quote Originally Posted by Azerate View Post

    So if you're wondering how covenant switch being gated for 2 weeks affects gameplay of less hardcore players...the answer is they won't be expected to switch it on the fly by pug leaders & guild raid leader. As a little bonus, if they actually "pulled the ripcord" that would mean that on top of being readily able to switch, people would have to learn to play their class with all the covenant abilities instead of just one. This might be the most important reason as to why Blizz is so reluctant to do that.[/I]
    So, in other words, casual players need an artificial excuse to be bad?
    The other option is find like-minded casual people, who would not expect you to switch on the fly. Looks like the entire narrative these days that this type of player is 99% of the player base, no?
  1. Delekii's Avatar
    Quote Originally Posted by Katchii View Post
    In a perfect world, where everyone played everything perfectly and effectively, this would be 100% true 100% of the time.

    The problem is, different players can perform differently, and at different times. So while one choice might be numerically superior when performed 100% optimally, a player may not be able play that spec optimally and can only manage to do it at ~90% efficiency or whatever for a variety of reasons. Whereas they might be able to take another build choice and perform closer to 100% effectiveness, which would increase their personal DPS above what they could do with the optimal spec.

    Trying to pretend that any given choice or build is going to be the absolute best performance anyone can get, in all situations, is also absolute poppycock.
    A: In some cases, it absolutely is that simple.
    B: In cases where it isn't that simple, it is still the best information we have available.
    C: Very few of the talents are complicated enough that they are any harder than any other ability in the game to play "optimally" with.

    - - - Updated - - -

    Quote Originally Posted by Firebert View Post
    Is Covenant choice visible on the API? If not, why not just lie?

    TBH this is Warcraft, not Starcraft. Each player controls their own characters and not everyone else's.
    Yeah, that'll work.

    If people start lying, people start requiring proof of covenant. It's not hard.
  1. Tortuga234's Avatar
    Quote Originally Posted by munkeyinorbit View Post
    Not as toxic as forcing everyone into a meaningless choice. If you can just switch anytime as many times as you please then you haven't made a choice. Might as well just scrap the whole thing at that point.
    So your choice is not meaningful if you have the option to change your mind? Sticking to the thing you like even when presented with other options is not meaningful? Sorry to break it to you, but then anything you ever did in your life choice-wise is not meaningful by that logic.
  1. martinboy's Avatar
    Quote Originally Posted by Lulbalance View Post
    This will 100% turn into 'what cov are you?' when pugging.
    Only if you are an elitist jerk. And you can always make your own grp where you dont make it an issue.
  1. Soulwind's Avatar
    Quote Originally Posted by Caerrona View Post
    Uh? They are separating prepatch and sl launch. Prepatch ~ a month before launch. Then just before release add in the sl stuff so they can keep working on it for a couple weeks.
    What's odd is that they feel the need to announce this, as if every expansion before Shadowlands didn't get a small patch between the prepatch and the expansion release with minor stuff that was added to beta during that month.
  1. ZebrasRule's Avatar
    Quote Originally Posted by Domixux View Post
    People really justify their rant on covenants on the assumption that you won't get into PUGs? Wow ... pugging content is literally the worst part of the game. Why would you be worried that you are not able to take part in the most toxic community of the game? Just chose the covenants that fits your character or your fantasy the most and find a casual or chill back guild and do content with them. If doing marginal less dps then your buddy is hurting your epeen that much, well i guess you're to blame, that you're forced to stick to a covenant.

    In my experience, choosing a laid back guild who doesn't care what covenant you choose for your class/spec/role means you'll never actually do any content. Those guilds are lucky to prog through normal. Literally any guild that takes the game even marginally seriously (heroic raiding at least; M15+ at least, etc) is going to care, the same way they care about your talents, essences, azerite, corruption, etc etc etc

    Quote Originally Posted by martinboy View Post
    Only if you are an elitist jerk. And you can always make your own grp where you dont make it an issue.
    Yeah, the kind of group that can't finish a 15.
  1. Aggrophobic's Avatar
    Well, the 2 week CD on respec has already killed my exitement for the expansion.
    I've been in every alpha/beta (except for TBC) and never once has my hype been crushed before the expansion was even out.

    That blizzard has designed the system so a respec is clunky to achive is not a good reason not to have it in. Remake the system then.
  1. Katchii's Avatar
    Quote Originally Posted by Swnem View Post
    You just can't resist making it personal.

    Sorry, dude, i'm not out there discriminating people for their choices, much to your dismay. It doesn't change the fact that it is how things are perceived and shock and awe i agree that is unhealthy, wich is why i'd like to see all this min maxing go away. The only way to do that is by breaking respective addons and the info given to players.

    Pretending it's not there, is not gonna work, as much as you want or as much as i want. Blame the community all you want, it's still gonna happen. This is reality. People behave this way. So, what are you sugesting? Pretending it isn't there and hoping people will change? Well... good luck with that.
    It wasn't meant to be personal, just pointing out that you're spreading the same complaints that "those" people do.

    You don't have to pretend it isn't there, you just have to not partake in it. Let the assholes do their thing, and you can go do yours. Why let what those dickheads do and say, knowing that's it's completely untrue, ruin your entire gaming experience?
  1. Bisque's Avatar
    The key is the casual players, if the casual players complain, start to flood the forums post SL launch with: I can't get into X group activity because they want me to go Necrolord but I really like Night Fae ( or whatever covenant) then I can guarantee blizz will change their stance on covenant swapping. To most casual players, outside players, the covenant issue seems like a "1%" type problem a " min maxer, min/maxing the fun out of the game" -whether that is true or not, I don't know, I don't have beta access.

    We will see post launch if this is a 1% of the player type issue or it affects everyone, and if it does negatively affect the casual player base and that player base is vocal then I am pretty sure blizz will make change
  1. Katchii's Avatar
    Quote Originally Posted by Delekii View Post
    A: In some cases, it absolutely is that simple.
    B: In cases where it isn't that simple, it is still the best information we have available.
    C: Very few of the talents are complicated enough that they are any harder than any other ability in the game to play "optimally" with.
    So, you have irrefutable proof that every player, everywhere, can play every "optimal" spec/build with 100% efficiency in every situation? Bullshit.

    - - - Updated - - -

    Quote Originally Posted by Aggrophobic View Post
    Well, the 2 week CD on respec has already killed my exitement for the expansion.
    I've been in every alpha/beta (except for TBC) and never once has my hype been crushed before the expansion was even out.

    That blizzard has designed the system so a respec is clunky to achive is not a good reason not to have it in. Remake the system then.
    It's not a 2 week cooldown, there are two weekly quests so you can switch twice in a week, not once every two weeks. At least that's how I read it.

    For those wanting to switch, it still sucks, but that's significantly better than once every 2 weeks.
  1. Lorgar Aurelian's Avatar
    Quote Originally Posted by otaXephon View Post
    What's frustrating to me is that Ion does interviews with people like Preach where he says explicitly that they're aware of the concerns and they have a "back-up plan" (pull the ripcord) in hand. But then months go on and nothing changes and we get this lengthy post where he spends four paragraphs basically saying "you think you do but you don't." I'd be less irritated if they were more direct with their reasoning. Don't tell us you're open to the idea of change when past precedence has clearly told us that you prefer to release these systems into the wild before tuning anything. It's hard not to be cynical and wonder why they even bother in the first place because there doesn't seem to be a positive outcome that doesn't involve breaking promises or lots of "we made an oopsie" retrospective dev watercoolers after shit inevitably hits the fan.

    I suppose time will tell but it's still extremely disappointing to see things play out like this.
    Nothing has changed since the talk with preach they still think it’s a system they want to use and want as much feed back as possible to get it in the right place.

    They were never going to scape it before launch because abunch of people who saw abunch of untuned numbers complained in videos or on the forums. At best if it’s a realm problem said rip cord would have been pulled before 9.1 but never before 9.0.
  1. Relapses's Avatar
    Quote Originally Posted by Daemos daemonium View Post
    Nothing has changed since the talk with preach they still think it’s a system they want to use and want as much feed back as possible to get it in the right place.

    They were never going to scape it before launch because abunch of people who saw abunch of untuned numbers complained in videos or on the forums. At best if it’s a realm problem said rip cord would have been pulled before 9.1 but never before 9.0.
    This is a textbook example of moving goal posts. Words matter and I think Preach was pretty direct with his question. If they had no intention of removing it before 9.0 then they should have said that.
  1. Lorgar Aurelian's Avatar
    Quote Originally Posted by otaXephon View Post
    This is a textbook example of moving goal posts. Words matter and I think Preach was pretty direct with his question. If they had no intention of removing it before 9.0 then they should have said that.
    Where was the goal post set though? I don’t remember them ever saying in the interview that they would ditch it pre 9.0 just that if it doesn’t work out they are willing to get rid of it and just going off fourm outrage or YouTube videos isn’t an actual indication of it not working something even preach has pointed a few times.

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