Classes
Combat w/ bis t16 4pc: http://t.co/5VEEBtnZPv Combat w/ Bis t15 4pc: http://t.co/jvBPRUt2fc I think that's a problem.
New cooldown trinket with old set bonus interaction is possibly too strong. (
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The problem i see their is the fact your simming possibly 60k higher than lower end classes in BiS
To be clear, our testing is not 100% based on simulations. Simulation has a lot of risks. (
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I'm sure that Blizzard Devs don't have a super secret WW rotation. I'm seeing T16 & trinkets as very large gain.
There have been times when players never figured out an optimal rotation that we designed around. Doesn't happen often. (
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(And I'm not saying that's the final story of 5.4 Windwalkers.) (
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Do you consider that a success or a failure?
We consider it a failure because then the spec just underperforms. (
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But just telling players how we intend the spec to be played (beyond a general direction) isn't fun either. (
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wouldnt you like to see class uniqueness back? eg: health pool difference, mana, armor gaps, damage reductions etc
Yes, but only to a point. We don't want to return to where even fairly casual raiders feel like they have to class stack. (
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Just curious, How come pure dps classes like Mage and Warlock get frowned on when they start to do too much damage?
Because it makes everyone else feel like poop that they made the wrong choice at the char select screen possibly years ago. (
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What I'm asking is all pure dps can do is just dps. We can also CC but not manyb encounters require it anymore.
You can also do things like interrupt, soak and kite. You have to be in pretty easy content to just tunnel on DPS. (
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Well when your subs drop to 5.5 million next quarter maybe the pitch forks might be more real to you then.
We want classes to be fun because we want the game to be fun, but you can't balance classes to drive sub numbers. (
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all specs viable with only a % margin of difference, not chasm like gaps that if you spec it you get laughed at.
Those % margins are smaller now than ever in the history of the game by almost any reasonable measurement. No, it's not perfect. (
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even with % margin being smaller the total difference is much larger than it's ever been. 1-2 million a fight?
As numbers grow, so do deltas, which is why we compare things as percentages. (
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I'v been seeing arguments using the "im a pure dps class" as reasoning for having extra utility etc, what's your opinion?
I gave up participating in the pure vs. hybrid debate. It was one of the most toxic discussions in which I ever engaged players. (
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Well, the hybrid not paying their taxes lead to things like this Same mit, MORE dps, Heal on top.
You linked tank sample size, which isn't really a pure - hybrid issue. All tanks are hybrids. What am I missing? (
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What happened to Mastery being the knob you guys can turn to buff or nerf a class?
That was a miscomm somewhere. If we buff mastery, it becomes your best stat and everyone has to reforge. (
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We do often buff the passive that many specs have (e.g. Sword of Light for my fav spec) as a tuning knob. (
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The implication is that it's better to have more than one reforge priority, not just mastery?
I meant more that we try not to radically shift stat priorities on players. Sometimes it's inevitable, but not ideal. (
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Arcane mage mastery, Destro/Demonology's mastery. damage increase masteries which have variable power.
Arcane mastery changes your play a lot. I'd argue the lock ones are just +damage. (
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why are abilities that can decide games subject to RNG? Disarms and CC getting parried/dodged is frustrating.
At the high level RNG is a skill test. It forces players to respond to current events rather than be able to predict it all. (
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Too much RNG can eclipse skill and just make any outcome a coin flip, but we think too little is bad too. (
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Agreed. Are stats like dodge, parry, expertise interesting enough at this point in the game to keep around in your opinion?
As mechanics, dodge and parry are interesting. As stats that appear on gear, we're not so sure. (
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Input Lag is a problem I agree, but is nerfing GoAK for holy the solution?
It was a non-trivial source of lag, which isn't acceptable. We lowered the CD to 3 min to help compensate. (
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It is basically just Avenging Wrath now, 30% throughput on a 5 min cd no beacon transfer ofc.
Holy paladins are a great example of too many mediocre CDs that lead to bloat. Probably should have resisted adding DF back. (
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I can't speculate much on the right solution yet, but having wings or kings (each stronger) might be better. (
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Another point: People that want to switch to the best spec will do just that. Even if they hate that spec. 1/2
But for every player grumpy about having to play a hated spec, there is one who wants that option. Very hard to solve. (
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I will tell you, blizzard did TOO MUCH simplification of game mechanics in Wow. Hunter is a very GOOD example. no interest.
Sure we got rid of stuff like feeding pets and ammo, but was there really much depth there? (
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Be curious what you think about hunter rotation has been simplified, other than Readiness. (
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You know what I miss? Eyes of the beast. My friends and I used to have so much fun with that spell.
We have mixed feelings about that one. (
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If we could convince players not to drag super situational spells onto their bar, then there would be room for more of them. (
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The only thing I miss about hunters were the special pets. The rake, brokentooth etc. Also RFK pigs, best pvp pet.
We tried to provide something similar with the spirit beast models. (
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If some rare pets do higher DPS (which sounds cool) then every hunter uses only them (less cool). (
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Do any of the top developers play melee classes? It seems WoW has increasingly gotten out of touch with melee issues.
Yes, we do. That argument is weak IMO. We do want to return some of the glory to melee, but irrelevant to who plays what. (
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Ability bloat is why I play this game. Have you tried Guild Wars 2 or Secret World? They limit you to 5-6 active abilities.
But there might be a sweet spot between 6 abilities and 30. (
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ever though about moving combo points to the character instead of the target?
Yes. (
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Hunter (
Forums /
Skills /
Talent Calculator)
IE of mech. simplification: SV LnL proc fishing via BA/trap swaps. IE of mech. play: BM focus fire delay for Wild Hunt
Getting rid of the LnL trap swap was a really common hunter demand. Felt more annoying than skilled play to me personally. (
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If the idea was for Stampede to only damage shouldn't it be the same for the Shaman? Just want to understand design decision
With wolves, you just get what you get. Problem with Stampede was it became this meta game of configuring your stable. (
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You can make a pitch for a stable meta game, but what we were trying to do was let hunters use the pets they wanted. (
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Then why do we still need to be a specific spec and use a specific pet to get bloodlust?
There are 6 other specs that bring Bloodlust. The hunter version is just there as a last resort. (
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We'd consider letting all hunter specs bring any pet buff though. (
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So, why wasn't Exhilaration buffed to compensate for the removal of Readiness? Now it's even worse than it was before.
Removing Readiness was intended to be a nerf to PvP defenses. Took us a long time to get hunters PvP viable, but they are now. (
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Along the way we had given lots of small PvP buffs that became OP in MoP, probably because of the min range change. (
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Movement was sort of a buff, but only to less skilled players since skilled hunters always Aspect twisted. (
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If we're still talking about Hunter button reduction, can I ask your thoughts on Aspects? Necessary or could they be baked in?
They were never that interesting IMO. Keep pack as a toggle and lose the rest I say. #notanannouncement (
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Monk (
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Skills /
Talent Calculator)
Not a mention of revival, why do you think it's so strong that it deserves to hit for what a TFT uplift does?
It is instant. (
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SO an instant 3 min cd and a 45 sec instant that do equal healing are balanced in your mind?
Revival made encounters easier to heal than we intended. It was too good. (
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Paladin (
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Skills /
Talent Calculator)
Kinda like every Protection Paladin takes Sacred Shield, and thus briefly considered making it baseline? Just sayin'
Sacred Shield feels very paladin-like to us. They've had it or Holy Shield or similar spells forever. (
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In the SS case, we considered making it core, and might someday, but Prot would have needed huge nerfs to take it AND a talent. (
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Will seals for holy paladins be more useful in future, seals like Seal of Wisdom and Seal of Truth, holy is left out on seals.
Not sure Seals are really that interesting (or ever have been). Most people stay in one. (
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Shaman (
Forums /
Skills /
Talent Calculator)
Heroism was Shaman ability , why did you give the best Heroism to everyone ? Good ? Rather no sense as usual.
Shaman became mandatory for raiding. That's particularly tough on 10s and not really fair in a game with >10 classes. (
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Warlock (
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Skills /
Talent Calculator)
You do realise Archimonde's Darkness will always be used over KJC now, its a DPS increase in PVE and PVP
It's hard to assign a DPS value to casting on the move, but there almost certainly is one. (
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Warrior (
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Skills /
Talent Calculator)
Ever thought of making arms warriors mastery more interesting?
What kind of mastery do you consider interesting? (
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The old Deep Wounds would be fitting arms mastery. x% of weapon dmg bleed on crit. Buffs OP w/o buffing swifty
Perhaps, but we'd probably have to cut the current Deep Wounds. (
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Misc
Re:Polygon Interview You really believe mists is for casual players? Cata and wrath were far more casual friendly
We lost more casual players in those expansions. If they didn't have organized raids, they quickly ran out of stuff to do. (
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Sims are pretty useless feedback to send us in terms of who is outdpsing whom. Raidbots nearly useless. Individual raid parses are useful. (
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Now sims are pretty good at determining stat weights and rotations IF that class/spec component has a good modeler. Just beware stack ranks. (
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Likewise Raidbots can be a useful tool IF you put in a lot of analysis. Hint: a tweet with just a URL is not analysis. (
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Player created sims are riddled with bugs. Bugs throw off results a lot.
We have hired former sim developers. What we find is that some spec components are great and others are pretty bad. (
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The challenge is knowing at a glance which you can trust and which you can't, which is impossible. (
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part of everything, your not above coding bugs, just like use players are not.
We players trust those player created sim over yours, and 3million+ players can't all be wrong
Few players test those sims though. Most just hope / assume the developer was correct. Go back and look at e.g. T15 sims. (
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Sims are one of our weakest tools. They are good for looking at a broad spectrum of e.g. gear quickly. (
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You are making some assumptions about our balance process that aren't true. I'll try and shed a little light. (
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Our sims are also much more accurate than what players can do because we can just go look up the real numbers. (
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But we also perform a lot of tests. Remember we can spawn any gear and automate rotations much more so than players can. (
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Finally, we gather a lot of data from and directly observe what players are actually doing on live and on PTR. (
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That last bit is our strongest tool, but the right analysis is still key. You have to look at what players are doing & why. (
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Which is why I caution so much against simple to the point of inaccurate claims like "Combat rogues do X dps." (
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Now there are potential mistakes of course. A proc chance could be 10% in data but a sneaky code bug makes it proc less. (
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This is why "real world" verification of both sims and internal testing is so critical. It's a very complex combat model. (
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Sorry for all the spam, but players often think our testing process is much simpler than it is. (
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I wonder, do you use addons for raiding or you're confident about original UI?
It varies. I'm responsible for UI so I feel an obligation to experience the game sans mods. I like to see why mods are popular too. (
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