Sloot talked to Ion tonight about a wide range of topics.
Launch
- It's been a pretty smooth launch for the most part. There were a few server issues early on, but engineers worked through them.
- The Great Vault, Adventure system, and other systems have some small problems. There isn't a huge fire to put out this time.
Covenants
- Covenants are an overall success. They aren't perfect. No one expected a perfectly even split.
- There has been a lot of feedback across the community from people who found picking a Covenant hard.
- Changing Covenants isn't that big of an undertaking.
- No regrets with Covenant design so far.
- The team is keeping an eye on Conduits, especially as the third Soulbind unlocks.
- You may have a percent or two edge with ideal Conduits, but it isn't the end of the world.
- If someone feels like there is only one Soulbind that is viable for PvP, and that same one is the only one viable for Raid DPS, the team wants to hear about it.
PvP
- Subtlety PvP changes and Rogue buffs are coming via hotfix soon.
- The team doesn't want people to get killed before they have a chance to react, but they don't want to swing the pendulum back too far the other way. They'll look at outliers of trinket + legendary combos and other things and tune them.
Tanks
- Threat should exist as a mechanic, but not something tanks should have to manage from minute to minute.
- As long as you are putting forth minimal effort to hit mobs, tanks should be able to hold them.
- You don't want threat to be so easy that a little bit of AoE damage is all you need to kite mobs from 90% to 0%.
- Being able to trade off damage for survivability is an interesting choice.
- Having tanks being #1 in damage in dungeons feels wrong.
- Tanks should be able to kill things in the world in a respectable amount of time.
- Trying to pull away from BfA situation where a tank's primary job was pumping out damage rather than surviving.
Misc
- Legendaries can be socketed.
- Loud sound on entering the Maw is fixed.
- The team hasn't come up with a design that would solve all of the problems that Master Loot had.
- In organized guilds the amount of control exerted over loot caused a negative experience for a large number of players, especially for trials.
- Getting people to use Personal Loot instead of Master Loot just wasn't going to happen through incentives.
- If you don't get an item from a boss, now you can blame Blizzard instead of the guild / Master Looter.
- If you have a conduit installed in your forge, you should never see a dupe. If you just have one in your bags, you can see a dupe. There isn't a way to make those sellable without making them all sellable right now.
- World Bosses are a set rotation.
- No plans to add more checkpoints to dungeons.
- Faction balance is something the team talks about a lot, but there isn't a solution to talk about right now. The damage was done years ago, Troll racials in Throne of Thunder should have been nerfed.
- Faction balance isn't driven by power balance anymore, just by social structures.
- How does Blizzard get players that went from Alliance to Horde to go back to Alliance? Buffing Alliance racials isn't the right answer.
- Old raid tuning had a bug in the first week of Shadowlands for Legion content that made it harder as you leveled.
- Old raids might be a little harder at max level now, but part of that is from your stats going down as you level. Things should get better as you get more gear and Soulbinds. Eventually your player power will exceed what it was at the end of the last expansion.
Gearing
- The team is happy with how gear has played out over the last few weeks. It'll be interesting to see how people feel after the Great Vault.
- The team should do more with using Mythic+ to provide rewards that aren't direct player power. PvP participants have a system with lots of accomplishments, so Mythic+ should offer something like that (or more)
- Tier sets will be coming in a later Shadowlands patch. The art is awesome! Return of class sets.
- The old tier set system is a starting point, but the team wants to come up with something better. Items monopolized slots that they were in.
- Tier sets mean a class based aesthetic and a completion mechanic that will change your gameplay. There are ways to do this beyond just adding a 2 and 4 piece set bonus.
- The team wants to be conservative with changing legendaries. It'll be with a patch, on the PTR, plenty of time for feedback.
World Quests
- The team is okay where things are right now. A lot of players can fill in gaps and get more conduits.
- Graduating out of clearing your world quests every day is fine.
- There should be something (reputation, boxes, something else) that make world quests still feel relevant.
Torghast
- No plans to make floor unlocks account wide right now. Maybe in the future.
- No plans to allow leveling in Torghast, but it's a cool idea.
- Twisting Corridors (Challenge mode) is coming soon, unlock is account wide.
- Twisting Corridors will be more challenging than what you saw on beta. You should be in epics before you get there.
- 18 floors is a long run. There is no true infinite mode right now (Layer 8), but they may revisit this later in the expansion.
- The team wants to see how Torghast plays out before they make assumptions and build things.
- Right now the reward system is more like the mage tower, work towards a single reward to show off. In the future, the team may revisit this.
- Most players still have a ton of content left in the Maw.
- There is more planned for the Maw in the future.
Raids
- The team is really happy with where tuning has landed. There were some bugs and hotfixes needed.
- Raids have always been tuned for certain item levels and endgame system progression states.
- Heroic has always been tuned for players with Normal difficulty raid gear. In past expansions, Warforging and more widespread loot had people geared up for Heroic/Mythic faster.
Mission Table
- Some of the Adventure testing and tuning was using a wider range of unlocks.
- The team didn't pay enough attention to the first few week experience, especially the order that you unlock things. It'll be okay in the long run.
- The team is looking at the UI.
- Some of the more challenging missions that scale with your levels, such as the Soul Ash ones, feel bad. The team may change them to more static missions. Easier version with less rewards that you can always beat and a higher level one that is harder but more rewarding.
Thanks
- Thanks for the feedback, thanks for the chance (even after disappointing people in the past), thanks for making the community what it is.
- The team wants to make your time in Azeroth as great as it can be.
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