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  • Dissecting the Dev Watercooler on PvP

    by 
    Olivia Grace
    Olivia Grace
    11.07.2012

    A few days ago, Blizzard Lead Systems Designer Greg "Ghostcrawler" Street released a very lengthy Dev Watercooler on Mists of Pandaria PvP. Now that the dust has had a chance to settle, we're going to take a look at the blog and its implications for PvP right now. Next time we might look at some of their zany ideas for future PvP! MMR MMR, or Match-Making Rating is how teams are matched in rated PvP. MMR is separate from rating, but both are altered when you win or lose against other rated teams. Explaining the difference between the two is a little tricky, but essentially, MMR is how your matches are found. MMR is linked to players and teams, so a player forming a new team will carry some of their MMR with them from previous PvP escapades, in order for them not to face far lower-rated players. Rating is also linked to both players and teams, but doesn't dictate who you face. Rating is won and lost via winning and losing against teams with better and worse MMRs. Say you're at 1500 MMR and 1500 rating, and you face a team at 1600 MMR and 1600 rating, and you lose. You will only lose a small amount of rating, let's say 5, and they will only gain a small amount, again let's say 5. Both your MMRs will adjust similarly. Now say you beat them. They will lose a big chunk of rating, but likely not such a big chunk of MMR. You, equally, will gain a big chunk of rating, and depending on how many matches you've played, likely gain a reasonable amount of MMR. The MMR is saying "hey these guys beat a 1600 team. They're better than a 1500 MMR".

  • Beast mastery hunters may escape Stampede nerf

    by 
    Olivia Grace
    Olivia Grace
    11.01.2012

    Blizzard Lead Systems Designer Greg "Ghostcrawler" Street posted a lengthy Dev Watercooler yesterday, focused on Mists of Pandaria PvP. Within that Dev Watercooler, one thing he mentioned was the extremely high burst being put out by Beast Mastery Hunters, saying: Ghostcrawler Beastmastery Hunters – We agree that stacking too many cooldowns to blow someone up is not interesting, skillful, or fair. (I also want to be clear that with all of these issues, we're not blaming players for using the tools that we gave them; we're blaming ourselves.) We're taking a hard look at the various Hunter cooldowns with the intention of reducing their burst. Hunters are receiving a buff in that they will no longer need to swap between Aspect of the Hawk and Aspect of the Fox. We also hope these changes help result in higher representation of Survival and Marksman Hunters. source Very shortly after the Dev Watercooler was posted, Ghostcrawler took to twitter, announcing that a substantial bug had been discovered, which only affected beast mastery hunters in the arena: Good news. We found a bug with Stampede being too high only in Arenas. That accounts for why feedback can be so varied. More info later. - Greg Street (@Ghostcrawler) October 31, 2012 Community Manager Zarhym emailed us late last night to inform us that the bug had been isolated and added to the beast mastery hunter-specific section of the blog. The bug is now detailed as follows:

  • Dev Watercooler: Mists of Pandaria PvP

    by 
    Olivia Grace
    Olivia Grace
    10.31.2012

    After announcing their intention to do so on Twitter a week or so ago, the developers, headed in this instance by Lead Systems Designer Greg "Ghostcrawler" Street, have posted a Dev Watercooler on Mists of Pandaria PvP. Ghostcrawler comments on MMR or Matchmaking Rating, as well as class balance, even addressing specific concerns about certain specs. He also provides a sneak peek into new features which are coming up for PvP in the future of Mists of Pandaria. Hit the break for the full post.

  • The state of PvP: Current issues, balance and communication

    by 
    Olivia Grace
    Olivia Grace
    10.24.2012

    First and foremost, before we get into the heavy stuff, I wanted to give a brief run-down of the Tol'viron Arena. As you can see from the header image, it's very similar to Nagrand Arena, the 4-pillar arena much beloved of caster teams and tree-huggers everywhere. Again, if you take a look at the header image you can see that there are 2 pillars on one side, and one on the other. The result of this from the games I've had so far is simply that most caster teams prefer the two-pillar side, while melee teams will try to draw casters out. It's much the same play experience as Nagrand Arena, only with slightly fewer options for pillar-humping. The three pillars seem to be equidistant apart, with the two pillars naturally closer to the doors, and quite a run to the single pillar at the start. The runs between the pillars are somewhat longer than in Nagrand, so be aware of your line of sight and distance to healers if you're both on different pillars. This arena seems to only rarely permit a healer to hug one pillar while healing a DPS who is hugging another, range-wise. Be aware! Also, I ran to the wrong side at the start several times. Get your bearings!

  • Hotfix incoming for select priest healing spells

    by 
    Olivia Grace
    Olivia Grace
    10.10.2012

    While he says he doesn't want to get into the habit of it, everyone's favorite blue crab, Lead Systems Designer Greg "Ghostcrawler" Street made this announcement today: @venaliter It may not be live if you haven't seen it. I don't want to get in the habit of announcing hotfixes on Twitter. +25% PoH and PoM. - Greg Street (@Ghostcrawler) October 10, 2012 Now, while he says it "may not be live yet", it seems from follow up posts from Nethaera on the official forums that "yet" is code for "in the next batch of hotfixes". Nethaera says: Nethaera Quote: When will this buff go live. Because it was not there last night. Checked my logs from last week PoH is still the same. I don't have an ETA for you as of yet, but we'll make sure it gets updated in the Hotfix notes when it happens. source Keep an eye on Ghostcrawler's twitter, you never know when he might let another hotfix creep into his feed! And I'm sure priests will welcome the changes to Prayer of Healing and Prayer of Mending. Mists of Pandaria is here! The level cap has been raised to 90, many players have returned to Azeroth, and pet battles are taking the world by storm. Keep an eye out for all of the latest news, and check out our comprehensive guide to Mists of Pandaria for everything you'll ever need to know.

  • Wowcrendor interviews Ghostcrawler, answers about Theramore's Fall

    by 
    Olivia Grace
    Olivia Grace
    09.19.2012

    Blizzard Lead Systems Designer Greg "Ghostcrawler" Street has joined YouTube denizen Wowcrendor for an interview. You can check out the video above, and we've pulled out some highlights below: What's the one thing Blizzard would have done differently in Cataclysm? We would have worked the story around a continent rather than having zones. There was too much teleporting, and the sense of world was eroded. There was a lot of value in coming over the hill and seeing into the next zone, the transition. The teleporting created an instanced feel, and there wasn't the novelty. Mists has a whole new continent to explore, so that's something Blizzard have changed up for this expansion. Why did Blizzard go with Cross-Realm zones over server merges? Cross-Realm Zones were designed to fix the issue of having a ton of players at max-level, but lower level zones being dead. The experience of being in a MMO is lessened, so we wanted to fix that. Closing and opening realms all the time is not the solution, we can't keep doing that incessantly. We also don't want 20,000 players running around Stormwind or other high-level zones! For players who like deserted zones, we're not really catering to that. WoW is not set up to be a single player game!

  • Best Buy hosting Mists of Pandaria Developer chat on Tuesday, Sep. 18

    by 
    Anne Stickney
    Anne Stickney
    09.13.2012

    Best Buy Unboxed, the forum community for Best Buy stores, will be holding a Mists of Pandaria developer chat on Tuesday, September 18 beginning at 6pm CST. Included on the developer panel are a few familiar faces from the recent Reddit AMA -- Lead Systems Designer Greg Street, Lead Content Designer Ion Hazzikostas, and Lead Quest Designer Dave Kosak. Also included on the panel is Lead Content Designer Cory Stockton and Community Managers Zarhym and Crithto. To participate in the chat, all you need do is visit the official page on Best Buy's forums when the chat itself goes live. If your question wasn't addressed in the Reddit AMA, or if you simply missed the opportunity to ask, this is an excellent chance to get all your questions answered. It's nice to see the developer community so active, particularly on the eve of a new expansion's launch. Be sure to hit up Best Buy Unboxed on September 18 whether you've got a question to ask, or you just want to watch the show. It's open warfare between Alliance and Horde in Mists of Pandaria, World of Warcraft's next expansion. Jump into five new levels with new talents and class mechanics, try the new monk class, and create a pandaren character to ally with either Horde or Alliance. Look for expansion basics in our Mists FAQ, or dig into our spring press event coverage for more details!

  • Reddit AMA transcript now available

    by 
    Anne Stickney
    Anne Stickney
    09.12.2012

    Yesterday, several members of the Warcraft development team had a massive AMA on Reddit. AMA stands for Ask Me Anything -- and players responded with a deluge of questions on everything from Cross-Realm zones to story and lore. For the sake of convenience, Blizzard put together a transcript of the entire post on their website earlier today. The questions and answers are separated by the designer who answered them. Game Director Tom Chilton focused on PvP, gameplay systems, cross-realm zones, character models and development timelines. Lead Quest Designer Dave Kosak focused on lore, novels, characters, and quest and zone design. Lead Encounter Designer Ion Hazzikostas focused on dungeons and raids as well as loot and talent systems and endgame progression. And of course Lead Systems Designer Greg Street focused on classes, as well as gameplay systems, cross-realm zones, and dungeons and raids. There is a ton of information contained in the AMA, including some clarification on the purpose and mechanics of Cross-Realm zones, something that a lot of people have been wondering about. Check out the full transcript for an information overload of Warcraft goodies. It's open warfare between Alliance and Horde in Mists of Pandaria, World of Warcraft's next expansion. Jump into five new levels with new talents and class mechanics, try the new monk class, and create a pandaren character to ally with either Horde or Alliance. Look for expansion basics in our Mists FAQ, or dig into our spring press event coverage for more details!

  • Reddit AMA with WoW developers today

    by 
    Robin Torres
    Robin Torres
    09.11.2012

    Community Manager Zarhym will be hosting an AMA (or Ask Me Anything) in /r/WoW on Reddit this evening at 5:30 p.m. PDT (8:30 p.m. EDT). Joining him will be Greg "Ghostcrawler" Street, Dave Kosak, Tom Chilton, and Ion Hazzikostas. For those who don't know, an AMA is where you post questions for the people participating and they are supposed to answer them all -- or as many as possible in the time allotted. Because this will be a heavily attended session, they will be answering the questions that are upvoted the most. WoW Insider will be monitoring the AMA, so we'll keep you posted on any important news items that arise. Zarhym's post with all the details is after the break.

  • How is World of Warcraft not a cheeseburger?

    by 
    Matthew Rossi
    Matthew Rossi
    09.04.2012

    I love analogies, but sometimes they get used to the point where they cease to be useful. And I find the idea of comparing World of Warcraft to a cheeseburger you ordered to be one of those times. But this forum thread, started by forum poster Otsego (who is surprisingly not undead) comparing the changes in the hunter class to ordering a cheeseburger and getting mayo on it (I hate mayo, by the way) and not being able to get the burger without the mayo. The thread ended up getting a lot of posts from players and Ghostcrawler alike, so I thought it worth some analysis. Seriously, I freaking hate mayonnaise. If this wasn't a family site I would be filling this post with profanity and vulgarity right now about how bad mayo is. Ghostcrawler's first response to the thread interests me for a variety of reasons. The first reason is this quote: I've actually used the restaurant analogy myself, because few restaurant patrons have the impression that they're going to be able to go back into the kitchen, give the chefs pointers, rearrange the menu and so on just because they think highly of their own opinions on food. Clearly he's never gone out to dinner with me. (I kid, I kid, I'm actually a very quiet and shy person in public.) But his later point about the desire to try and satisfy a very diverse playerbase with the game's design resonated with me, and it got me thinking about how World of Warcraft is, to a degree, a victim of its own success. Not only do you have to design each class to fill specific roles in a way dictated by its thematic roots (hunters and mages are both ranged DPS, but how they ranged DPS is wildly different for instance) but you also have to design for a very wide variety of players. That's much harder than simply slapping a variety of options up on a big menu board and being done with it.

  • Blizzard working on new models of humans and orcs

    by 
    Adam Holisky
    Adam Holisky
    08.31.2012

    We heard back at BlizzCon 2011 and shortly after that Blizzard was working on new models, particularly the dwarves. But we haven't heard much more beyond that, just the occasional drop that it's something they'd like to do but need to do it right, since so many people are attached to their characters. Today in an interview with Buffed.de, Ghostcrawler had the following to say: Ghostcrawler and Buffed.de buffed: I think the last time we talked about it you said the designers were working on the Dwarves. Is it still Dwarves or are other races already being worked on as well? Street: They've been working on the Dwarves and then the Humans and Orcs. We feel that if we can do the Humans and Orcs we can probably do all the races. It may not be the kind of thing where we turn them all on at once -- it may be a gradual rollout. It just depends on how long it takes. buffed: Then we will hope that we get to see them during the Mists of Pandaria era. Street: We'll just have to see. source So it looks like humans and orcs are being actively worked on now, and we may see a gradual rollout of the models. And if Blizzard does go with that gradual rollout, in my opinion, the chances of a new model or two coming out in MoP is quite high. It's open warfare between Alliance and Horde in Mists of Pandaria, World of Warcraft's next expansion. Jump into five new levels with new talents and class mechanics, try the new monk class, and create a pandaren character to ally with either Horde or Alliance. Look for expansion basics in our Mists FAQ, or dig into our spring press event coverage for more details!

  • Mists of Pandaria and optional content

    by 
    Matthew Rossi
    Matthew Rossi
    08.28.2012

    I'm always interested in the idea of what's optional vs. what's compulsory -- and more important, how optional something can become before it's too optional and thus entirely skippable. For instance, in Wrath of the Lich King, I completely bypassed that Kalu'ak reputation grind. Why? Well, for one thing, I refuse to fish. I will not do it. I won't fish in real life, and therefore I won't fish in game. So in a way, my bypassing Kalu'ak was because I've bypassed fishing. Fishing itself could certainly be seen as completely optional, although I know a lot of players who do it purely for the cooking benefits and even a few who claim to enjoy it. In a recent forum thread discussing the removal of head enchants and the possible conflict in game design with putting valor gear on the reputation vendors in Mists of Pandaria, Ghostcrawler discussed all the varieties of optional content. I thought it an interesting topic because in Mists of Pandaria, optional seems to have a different meaning than it has before.

  • Spiritual Guidance: From Power Word: Solace to Power Infusion, the latest on holy and discipline priests

    by 
    Dawn Moore
    Dawn Moore
    08.13.2012

    Every week, WoW Insider brings you Spiritual Guidance for discipline, holy and shadow priests. Dawn Moore covers healing for discipline and holy priests, while her archenemy Fox Van Allen dabbles in shadow. Since its introduction, the new level 45 priest talent, Power Word: Solace, has undergone several changes. First, it had the percentage of mana it returned per cast reduced from 2% to 1.5%. A little over a week after that, the percentage was buffed back up to 2% while the cast time was simultaneously nerfed from 1.5 seconds to 2 seconds. Then just last week, the cast time was lowered back to 1.5 seconds, while the amount of mana returned was lowered to a mere .7% per cast. Pretty crazy for one little spell, right? As you'd expect, a lot of discussion has come up over the changes, with one thread on the official forums leading it all. In it, the original poster asks for an explanation behind the nerfs, saying that even though he hated using Power Word: Solace with a fiery passion, the talent was necessary for healing priests. Ghostcrawler (Lead Systems Developer Greg Street) responded soon after, explaining that the developers don't want Power Word: Solace to feel like the only option healing priests have, and they will nerf it until priests consider Mindbender and From Darkness, Comes Light viable alternatives.

  • Vengeance, threat stats, and the future of tanking

    by 
    Matthew Rossi
    Matthew Rossi
    08.10.2012

    Personally, I love Vengeance, even with all of its ups and downs and redesigns. But a recent discussion of Vengeance by math guy Theck over at Sacred Duty has hit the forums, and Ghostcrawler responded with the following. Ghostcrawler - Why make vengeance so complicated .. really. We don't want tanks to do awesome damage just for being tanks. We want tanks to do awesome damage when they are actually tanking. That remains the governing philosophy behind the design. Remember, Vengeance doesn't exist to give tanks something fun to do. It exists solely to make sure tank threat stays high when DPS characters are gearing for higher DPS while the tanks gear primarily for survival. Tanks only need to generate high threat when they are tanking, and typically threat is the most important on the most dangerous opponents, which also tend to be those who hit the hardest. As an aside, if I was able to design WoW solely for me, threat would still be an important stat to gear for. Raiders would scoff at tanks who stacked only Stamina as being bad tanks because they couldn't hold aggro. It was fun for me back in BWL to try to generate higher threat than the warlocks. I don't think it was that fun for the warlocks though. I don't think it was that fun for the rest of the raid when I screwed up e.g. my Heroic Strike use and caused us to wipe without them feeling like they could do anything to resolve the situation except stop DPS. Fortunately, I recognize that WoW would have far fewer players if I got to design it totally around what I find fun. :) source Here's the thing: I used to gear for threat. As recently as early Cataclysm, before the 500% threat increase, I was arguing for hit and expertise gear on tanks. Threat stats and threat generation were important parts of gearing a tank. A good tank didn't just ignore those stats. Granted, I've always tanked on a warrior, and that's been the lowest damage (and thus, lowest threat) tanking class since The Burning Crusade. But I was always motivated to put out as much threat as I could feasibly arrange and stay alive. So now I'm forced to consider: Is this a case where Ghostcrawler should be designing for himself? Yes, I understand the argument that it's not fun for DPS players to have to throttle themselves. But are our only options Vengeance and massive threat or throttling?

  • Mists of Pandaria: Ghostcrawler on valor point acquisition

    by 
    Matthew Rossi
    Matthew Rossi
    08.09.2012

    One of the topics we see and hear a lot of questions about is how we'll gain valor points in Mists of Pandaria. Some posters on the forums are estimating over 30 hours for two pieces of valor gear. Poster Ghatok found this a bit troubling and asked for clarification, and Ghostcrawler gave him exactly that. The short answer is no, it's not accurate. The long answer goes into more detail, and so here it is in full. Ghostcrawler - 30hrs for 1 piece of valor? accurate? To answer the original question, no those numbers are not accurate. Without getting into all of the details, we have features like a bonus for the first activity of the day to encourage players to experiment with lots of different types of content rather than just solving which is the most efficient and running that until you're very sick of it (we call this the Mechanar Syndrome). We can try to put together a blog or some other way to convey all of the different ways to earn valor and how it all fits together. Now, we are asking you to participate some in daily quests, scenarios, raid finder, challenge modes and the other new systems we're introducing in Mists of Pandaria. One of the pieces of feedback we heard loud and clear from Cataclysm is "I'm done raiding for the week and want to play WoW, but there is nothing to do." I know it's easy to dismiss everything that we're trying to give you to do as grinding, and I don't think we'll be able to change your mind on that until you get in the game and actually try out the content. We're pretty excited about it. Also note that players who raid the most will likely need to earn the least valor, because they'll have so many opportunities to get actual item drops. For those of you only interested in raiding full stop, we were able to deliver a bunch of bosses for 5.0. So I think it's cynical to say that we're just adding grinding mechanics to stretch out the lifespan of the content. It's more that we're trying to give you something to do in between raids that feels like you're still making progress on your character. source I'll admit that I personally intend to work out the fastest way to get the most valor possible and do that. That is how I play the game. And I'm perfectly happy to play it that way. But for people who complain there's nothing to do, it sounds like Mists of Pandaria is aimed squarely at squelching those complaints. I will admit, I want that blog post explaining how this is all going to work, and I really want to know if justice points are still going to be part of the picture or not. I still have them on my beta characters, but I don't know if that means anything. It's open warfare between Alliance and Horde in Mists of Pandaria, World of Warcraft's next expansion. Jump into five new levels with new talents and class mechanics, try the new monk class, and create a pandaren character to ally with either Horde or Alliance. Look for expansion basics in our Mists FAQ, or dig into our spring press event coverage for more details!

  • How should classes be balanced?

    by 
    Chase Hasbrouck
    Chase Hasbrouck
    08.07.2012

    If you've visited the official beta forums lately, there've been lots of complaints about how powerful monk (and paladin, to a lesser extent) healing currently is in the Mists of Pandaria beta. A good blog post from Beruthiel, an expert druid healer, indicated that she was never able to beat a monk or paladin healer, no matter how hard she tried. On Sunday, one player went so far to began discussing what specs his raiding guild was planning to "bench" for Mists of Pandaria, which triggered a response from Ghostcrawler last night. Ghostcrawler Quote: When I'm being outhealed by a factor of two by any Joe Schmoe paladin or monk who happens to wander into a raid...I'm sorry, but skill is simply not going to overcome that. It's probably not possible to overcome that much of a difference. Fortunately, you don't have to, because paladins and monks both had some egregious bugs that inflated their healing. We actually hotfixed those bugs but then a new build broke them again. Until you get a new build or we hotfix the issues again, you are probably better off comparing druid, priest and shaman healing. I apologize for any inconvenience. Overall, I would recommend not deciding who you're going to bench based on beta testing until we are very close to ship. It's not a great strategy to try to get your character buffed either. :) source This is an absolutely key thing to remember -- enough so that it's worth a reminder. For those who haven't been around for an expansion launch before, there will likely be heaps of balancing hotfixes that go out at the same time patch 5.0 is released. I distinctly remember my feral druid topping DPS meters in ICC, hitting rock bottom as soon as 4.0.6 was released, then coming back up to mid-pack after a slew of hotfixes a few days later. The developers are still prioritizing testing mechanics, not balancing numbers; if you're in the beta, you should be doing the same. From there, the discussion took a turn from raid balancing to raid stacking, in reference to Paragon's bringing 11 druids to their world-first heroic Nefarian kill. Ghostcrawler Quote: Also one thing to consider is that benching and stacking of classes in the top guilds has less to do with SimCraft numbers and more of certain mechanics being very powerful on certain fights. Case in point: Paragon's 11 Druids on their first Heroic Nefarian kill. Agreed. Remember guilds in those world first situations are doing content very undergeared compared to what we expect because they are skipping the weeks of farming. In those situations players have to resort to some unusual strategies to make up the difference. In general (though not always depending on what they feel like they have to do) those type of machinations are fun for the guilds in questions and very few players are affected overall. When we see widespread stacking, that crosses the line. In retrospect, the dependence on quick burst for a fight like Spine might cross the line. Overall, we didn't see a ton of stacking or sitting for the Cataclysm raids and we'll try to do even better for the new content. source In situations like this, it's important to consider the game developers' perspective. They have to ensure content is balanced for all levels of skill, not just those on the top end, while still creating encounters that are varied and entertaining. For the most part, I think they do a pretty good job, and it's always refreshing to see when they admit mistakes in their design. What's your take on the matter? Should Blizzard balance classes based around their theoretical maximum performance, or should they balance around what the average class member can typically accomplish? It's open warfare between Alliance and Horde in Mists of Pandaria, World of Warcraft's next expansion. Jump into five new levels with new talents and class mechanics, try the new monk class, and create a pandaren character to ally with either Horde or Alliance. Look for expansion basics in our Mists FAQ, or dig into our spring press event coverage for more details!

  • Mists of Pandaria Beta: Enrage graphic rolled back

    by 
    Matthew Rossi
    Matthew Rossi
    08.02.2012

    This is one of those situations where I didn't even know this was an attempt to update the graphic; I just thought the beta was buggy. There was a recent change on the beta that altered the way warriors perceive the world when they entered an Enrage. Specifically, the world goes gray and a red tinge appears around the edge of the screen. It's so easy to miss, I just figured my computer didn't want to render something. But no, it was a deliberate change. Thankfully, it's not going to make it to live. Ghostcrawler - [Warrior] New Enrage Graphic It was an experiment. We're not crazy about it and the player response has been negative overall, so we're going to revert it. source This is a good example of a very small change that added really nothing (the grayed-out world didn't make it seem as if you were angry), but a beta is the perfect place to make that kind of experiment. I'm much happier that they tried it out there instead of on live. Now we all know it's terrible, bland and awful, and we can move on. To me, this is the beta working exactly as it is supposed to work. Had the change been awesome, yay new graphic. Since it wasn't, yay beta testers for getting it pulled. The system worked. And yes, I hit several other cooldowns in that screenshot because the Enrage change was just that boring. It was just light gray over everything; it was as if I had pulled a stocking over my head. It's open warfare between Alliance and Horde in Mists of Pandaria, World of Warcraft's next expansion. Jump into five new levels with new talents and class mechanics, try the new monk class, and create a pandaren character to ally with either Horde or Alliance. Look for expansion basics in our Mists FAQ, or dig into our spring press event coverage for more details!

  • Should all spells work differently in PvP?

    by 
    Matthew Rossi
    Matthew Rossi
    08.01.2012

    I play the only class with a damage-dealing ability that works differently in PvP. Colossus Smash is apparently so potent in PvP, entirely because yet again it's reducing armor, that it has to function differently there. Now, in response to a forum thread asking why all spells aren't balanced separately for PvP and PvE, Ghostcrawler responds. Ghostcrawler - Why are we not balanced this way? We do this already. Look at abilities such as Colossus Smash and even the concept of PvP CC durations, which has been in the game for a long time. It's not our option of first resort because it's not intuitive for players and it means anytime we want to make balance adjustments, we must change two sets of numbers. source This leads me to consider: Should it be more common for abilities to work differently in PvP and PvE? I'm sure we all agree that the other guys' abilities should, but once I start mentioning an ability that you actually use in PvP, you may suddenly feel differently about it. I'm not going to pretend I loved the Colossus Smash change, but I understood why they did it.

  • The Care and Feeding of Warriors: The endless rage treadmill

    by 
    Matthew Rossi
    Matthew Rossi
    07.21.2012

    Every week, WoW Insider brings you The Care and Feeding of Warriors, the column dedicated to arms, fury and protection warriors. Despite repeated blows to the head from dragons, demons, Old Gods and whatever that thing over there was, Matthew Rossi will be your host. You knew we were going to talk about this again, partially because rage and rage income is, by far, the most important aspect of the warrior class. The majority of warrior balance issues in the past have come from rage income. Whether it be too little rage (as it was in the first few months of The Burning Crusade) or too much rage (as was the argument for fury DPS in ICC at the end of Wrath of the Lich King), we always end up back at the same dance. Since the post earlier this week announcing that enrage would be changed, we've seen a new beta build where exactly that happened, and Ghostcrawler responded to a post on the forums in greater detail for how the rage design in Mists of Pandaria is intended to go. We're going to talk about both of those things this week in some detail, which is code for "Matt gets all long-winded." Luckily, in this online format, I don't actually have to say all of this stuff -- I just type it out. So let's look at the changes to Mists's beta build 15882 first. Many of these changes are merely tooltip changes, but a few definitely are more than that. They're the first stages in the change to enrage promised in that earlier post.

  • No-brainer talent and cookie-cutter builds

    by 
    Matthew Rossi
    Matthew Rossi
    07.10.2012

    I was reading the forums the way I do recently, when I came across this thread. In it, the original poster Strawberry asked for examples of talents in the new talent system that players would always take. In the current talent system, as an example, no fury warrior would avoid Flurry. You'd be an idiot to do so. Ghostcrawler chimed in, indicating that he wanted to increase people's awareness of the thread and get them participating, because the thread was useful. The reason it is useful is because no-brainer talents are something Blizzard's trying to do away with in the new talent scheme, and the only way to really know what talents are must haves is to have people tell them. The entire purpose of the new talent system is to promote choice and do away with the cookie-cutter builds of the previous and current talent paradigm. Cataclysm actually ended up with a lot more choice than previous iterations -- you usually have a few talent points left over when you're done getting the basics down -- but Mists of Pandaria is poised to remove the concept of going elsewhere for a spec or copying someone else's build entirely. This got me wondering. Assuming the thread does its job and helps identify talents that are too good to pass up right now and make adjustments to bring them in line, will that make the game harder or easier for new and inexperienced players?