stat-squish

Latest

  • Interview: Technical Game Designer Chadd "Celestalon" Nervig talks Warlords of Draenor

    by 
    Olivia Grace
    Olivia Grace
    04.05.2014

    I was lucky enough to head over to Blizzard Campus this week to talk to Technical Game Designer Chadd "Celestalon" Nervig. Chadd is a huge part of the class design team, key to a lot of the changes we saw in the recent Warlords of Draenor patch notes, which is just what we discussed. We were also joined by Senior Community Representatives Zarhym and Lore. You can also find a much-abbreviated summary on Wowhead. Olivia: First up, is there anything you really wanted to clarify and get out there? Celestalon: I've tweeted about pretty much everything. This was the first version of the patch notes, there have been more changes since then, those patch notes are about a week old or so? Zarhym: Yeah it's like, tons of changes. [Rygarius] said he had a huge list of changes. Celestalon: There's another five thousand words that aren't up there yet, which [Rygarius] is working on now. There have been different amounts of patch notes released for different classes. Paladins have been complaining that they haven't got enough, rogues have been really happy that not much has changed. Is it safe to assume there's more to come? This is just step one? There's definitely more coming. Like, for example, paladins had relatively few patch notes, and a lot of that is we were relatively happy with how things played out, at least for ret and prot, with the exception of a few things we can solve with tuning – changing numbers. So a lot of what you see in the patch notes now is what we call design changes, so the mechanics that we want to change so we can get to some design that we like.

  • Managing expectations and the evolution of discussion

    by 
    Matthew Rossi
    Matthew Rossi
    03.07.2014

    In the run-up to Warlords of Draenor, we're seeing news of a lot of class and systems changes - discussion of what's being changed or removed has been one of the things we're very concerned with over here, for obvious reasons. It's also a subject of major interest on the forums. In fact, some people are accusing Blizzard of only posting the bad news in an attempt to create negative feedback, to get people talking. Bashiok addressed this idea recently, and it got me thinking about how we interact with game news in the first place. Bashiok - Simplifying currency? That's the grand plan? Well, actually, good news doesn't really create much interest, if you want to dissect it. But that's beside the point. We're obviously not intentionally releasing bad or angering information to try to get people riled up. That'd be silly. We do want to try to manage expectations. Letting people know far in advance that currencies are being streamlined gets that into people's brain meats early, and gives it time to sink in so that when they start seeing or playing that change it ideally isn't jarring and upsetting at that moment. My point was that people discussing a change they have partial information about, debating the specifics, and questioning what it means, are not necessarily negatives. In cases where those are becoming destructive we'll generally try to provide some guidance to at least direct it back to a constructive conversation. source It's this idea of managing expectations that interests me, because over the years, I've come to see quite a few examples of people not doing it. To this day I'm convinced that much of the negative reaction to Cataclysm wasn't to the expansion's flaws (and yet, I admit it had quite a few) and more to the expectations people had for the expansion - expectations it didn't meet, because it wasn't trying to meet them.

  • Why did we have to squish stats?

    by 
    Matthew Rossi
    Matthew Rossi
    03.06.2014

    The item squish is a hotly debated topic on the forums. That's not really surprising. It's a pretty big change. Any time you're talking about any sort of reduction to character power (which, it must be restated, the item squish isn't, but it can appear to be) people get nervous. Part of the problem is calling it an item squish at all. It's not merely that, however - the squish is taking place across the board, to monsters and NPC's and encounters as well as our gear. And it's happening in a broad way, relative to the expansion endgame spikes of level's 60, 70, 80, 85 and 90. It's not a surprise that endgame play tends to introduce gear of escalating power, nor is it a surprise that as the next expansion comes out, we tend to see a gradual increase in mob health and damage and gear so that by the max level cap of said expansion, everyone's essentially shed most if not all of their endgame gear from the last expansion only to see a new cycle of gear escalation. This isn't really in dispute. However, looking at the chart above, you can see that the steepness of the player power gain was getting ever sharper, and the projected 90 to 100 jump magnified the already high 80 to 85 and 85 to 90 curves. Why did gear start expanding in power so much more dramatically after level 80? Why were both the level 85 and level 90 endgames such steep climbs in power at endgame? Let's take a look all the way back to Wrath of the Lich King to answer that question.

  • Gear requirements for leveling dungeons to be removed

    by 
    Matthew Rossi
    Matthew Rossi
    03.06.2014

    It's one of the weird artifacts of content being moved from current to a legacy role - players queue for dungeons in the dungeon finder as they're leveling up, only to find that the dungeons have a gear requirement that they don't meet. With the speed that heirlooms and guild bonuses can bring, it's easy to find yourself level 83 and unable to enter any Cataclysm five mans because you don't meet the gear requirements (something because of those heirlooms) and it can be very annoying. But now, there's good news - Ion "Watcher" Hazzikostas recently responded to the idea that those gear requirements could be removed with the stat squish with an affirmative. @Mrpyrostorm Yes, we can do that -- good suggestion. - Watcher (@WatcherDev) March 6, 2014 This would be a very positive change in my opinion - it was easier for me to just level via quests than it was to try and queue for Cata dungeons when leveling up my tauren. Not that I miss all the dungeons we had back then, but it would have been nice to see a few places.

  • Warlords of Draenor is making big changes to WoW's number game

    by 
    Justin Olivetti
    Justin Olivetti
    02.28.2014

    When World of Warcraft: Warlords of Draenor hits, players will be adjusting to more than just a new continent and gussied-up character models. With the expansion, Blizzard is looking to squish stats across the board, bring racial traits into parity with each other, prune excess abilities among the classes, and nerf a bunch of the game's crowd control skills. The stat-squishing in particular is something that the developers address at length in a new "watercooler" post: "It's important to understand that this isn't a nerf -- in effect, you'll still be just as powerful, but the numbers that you see will be easier to comprehend. This also won't reduce your ability to solo old content. In fact, to provide some additional peace of mind, we're implementing further scaling of your power against lower-level targets so that earlier content will be even more accessible than it is now." The post goes into detail about the reasoning behind the changes and how the devs expect each of them to improve WoW as a whole, so give it a read if Warlords of Draenor is on your wish list this year.