Ghostcrawler on the evolution of rotation complexity

Ghostcrawler - Re: GC: Blood Tanking Instructions?You are missing the point of that quote. It is not "players shouldn't have choices," as many of you are inferring. It's that "there should be more thought on the part of the designers for how various abilities are supposed to be used and those roles should be more apparent to players."
There has never really been a time in the game when you could just do whatever you wanted with your class and be equally effective. Then, as now, smart players doing a lot of homework would figure out the most optimized way to play. You can choose to follow their recommendations, try to find an even more optimized way to play, or just do your own thing because that's more enjoyable for you, knowing that you may pay the price of being less optimized.
There has never really been a time in the game when you could just do whatever you wanted with your class and be equally effective. Then, as now, smart players doing a lot of homework would figure out the most optimized way to play. You can choose to follow their recommendations, try to find an even more optimized way to play, or just do your own thing because that's more enjoyable for you, knowing that you may pay the price of being less optimized.
What's interesting here is the change in emphasis.
There are two separate and interesting ideas being held forth here. The first is that talent trees shouldn't be a sink-or-swim, figure-it-out-kid phenomenon. After six years, World of Warcraft isn't that game that debuted in 2004, in which the talents were there and people just had to play with them to see what they did. "The original philosophy was more, 'We'll just throw all this stuff at players and they'll figure out through trial and error how things work.'"
In essence, that original philosophy has been superseded by the past five and a half years. There are sites and resources out there that people consult to help them make talent choices and decisions anyway. Why not work this attitude into the game itself, so that through gameplay, people will start to be informed about how and why to spec their characters?
In essence, the goal here is transparency. While there will always be a need for more detailed information to help players come to grips with things, in Cataclysm, the design is intended to help fill in some of the gaps and to guide players to understand the systems and their interaction. In order to do that, the developers are thinking not just about how the talents intersect, but also how easy it is for players to see how they intersect.
I find that fascinating, but it's hardly the only tidbit to mull over from that initial post.
Ghostcrawler - Re: GC: Blood Tanking Instructions? In the case of "diseaseless Blood," we don't have a problem if tanks choose to sacrifice some of their threat generation for a simpler rotation or other benefits. It doesn't bother us unless ignoring diseases becomes the only reasonable way to play (and with Outbreak available in Cataclysm, applying diseases is even easier). When dps specs were ignoring diseases, we made changes, because the whole DK rotation was based on applying diseases. That's true to a much lesser extent for tanks, but we try to have pretty simple rotation for tanks anyway because they have a lot of other things to worry about and are often having to deal with very dynamic situations compared to what a PvE dps DK might be doing.
The idea of the design of a spec and its "allowability" based on outside factors is one worth contemplating. Of course, the discussion here is in part about whether or not diseaseless blood actually is (as is stated here) a sacrifice of threat generation. (My gut feeling is that yes, it absolutely is over the long haul, but it has much better snap threat since it's faster to get started. But Outbreak might well change the whole playing field.)
But more important is the idea that a DPS rotation might see adjustment whereas a tanking one wouldn't, because a tanking rotation is intended to be simpler and less elaborate. DPS rotations are made complex because making those choices to max your DPS is part of the gameplay, but tanking involves factors like placement, threat generation, and survivability management that are already demanding a great deal of the player's attention. In other words, making a DPS rotation more complex results in more engaging play for a DPS player, but making a tanking rotation more complex does not always reward with more fun because tanks are already stretched in more directions at once.
What this leads to is a discussion of just how much effort should the developers even be putting into this process.
Ghostcrawler - Re: GC: Blood Tanking Instructions? Q u o t e:
You ever consider whether or not people liked the old design philosophy? I know I did, and a lot of my friends did too. It made the world much more mysterious and you got to explore your options, rather than feeling pigeon holed into a spec or rotation or whatever. Though I do realize this is fairly trivial since players will figure out what the best stats and rotation are and tell you what they are anyway, but it just feels like blizzard is late jumping on the band wagon, one that I kinda wished they hadn't jumped on.
You ever consider whether or not people liked the old design philosophy? I know I did, and a lot of my friends did too. It made the world much more mysterious and you got to explore your options, rather than feeling pigeon holed into a spec or rotation or whatever. Though I do realize this is fairly trivial since players will figure out what the best stats and rotation are and tell you what they are anyway, but it just feels like blizzard is late jumping on the band wagon, one that I kinda wished they hadn't jumped on.
That was my point in my post above though. That sense of exploration and discovery you are missing wasn't lost as a result of anything we did. You could make an excellent or terrible talent tree before and you can still do so now. What changed is that the community became a lot more sophisticated, which isn't that surprising in a game that's 6-years old now. These days there are numerous fansites, simulators, videos, mods and other tools, all created by the community, to optimize your gameplay. There have always been some, but there are more today, they are more sophisticated, and more players know about them.
In essence, the attempt to improve the game's design is taking into account the community that grew out of the original design philosophy. In essence, again we see a sign of an expansion that is attempting to look at what World of Warcraft has become after five years and to design itself around those elements.
The idea is that people should be able to make nominal guesses as to what their best talents will be based on the in-game experience; that deeper theorycrafting will come into play after players have learned the basics; and that this time, the game itself will be where players learn those basics of what to spec into. While the "throw them in the deep end and see if they swim" method was exciting for some and led to the creation of the community as it now exists, it was also a barrier to entry for people, because in order to really grasp talents and how to spend those points, many players really needed to go to an out-of-game source first. This change is an attempt to have design that gives players that first step through play, while still taking advantage of the work of those who will sit down and suss out optimal builds.
Likewise, the development of the talents and abilities needs to have a certain level of difficulty shared across different trees and classes. Diseaseless blood, to keep using that example, might be fine for a tank but not for DPS. Why?
Ghostcrawler - Re: GC: Blood Tanking Instructions? Q u o t e:
Howeve r, there has been plenty of times that you've looked at the theorycrafted "optimal" playstyle, and decided to kill it. I believe that one of the largest concerns with diseaseless tanking was that this would be one of those areas, particularly since diseases seem to be one of the "core mechanics" of the DK class.
The line between what you consider acceptable and what you'll nerf is often extremely blurry. For example, DK tanks used to macro rune strike into their abilities. You killed that playstyle when you decided to put Rune Stike on the GCD.
Howeve
The line between what you consider acceptable and what you'll nerf is often extremely blurry. For example, DK tanks used to macro rune strike into their abilities. You killed that playstyle when you decided to put Rune Stike on the GCD.
I don't disagree with that. We don't like to reflexively stomp out on creative use of game mechanics just because they were unexpected. (This is particularly true of encounters, where we will generally just accept if players come up with strategies we didn't anticipate, so long as they don't trivialize the intended challenge.)
It comes down to whether we think the playstyle violates what we are trying to do with the class.
Imagine there was a rogue build that centered around only using Deadly Throw and Fan of Knives to make an effective ranged dps class. Imagine this rotation was generally accepted to do 5% more dps than the traditional melee rogue. That's the kind of thing we would likely break. That's not because we're mean jerks. It's because we think the game might break down: rogue itemization would be in a weird place, encounters might not work with so many characters at range, most importantly those players who enjoy playing rogues because of the iconic lightly-armored melee fighter are now encouraged to play something completely different that they might not enjoy.
There are no hard and fast rules on this sort of thing. It's all judgement calls on the part of the designers.
So changes aren't made solely on the idea that something is overly potent or not. A change may occur because it makes a simple DPS rotation as effective as one that takes more effort to play, since the more complex rotation rewards skill. A change might be made because of flavor, such as the rogue spec above. No one minds rogues' doing higher DPS as long as they do it like rogues, not standing in the back using ranged attacks and generally acting like substandard hunters.
These two ideas dovetail. Players should learn at least the basics of talenting their characters by playing their characters, and changes will be made to classes and specs to keep players on track and rewarding them for mastering their classes (as in the ranged rogue example above; it's not the design goal for the class to be a ranged DPS, and any accidental discovery of talent selections that made it possible would be stamped out). All of this is aimed at a gameplay experience in which the barrier to entry is reduced, and while it will most likely always require some relearning and exploring outside sources of information, the basics are being contemplated and implemented to put some of those tools in a new player's hands as soon as he or she starts playing his chosen class.
A mention is even made of feral druids and protection paladins as classes whose tanking rotations were deliberately aimed at being more complex in Cataclysm in order to give players who master those rotations a sense of accomplishment. Rotations are about this feeling of mastery, and the design is aimed at fostering and rewarding it from an earlier point.
World of Warcraft: Cataclysm will destroy Azeroth as we know it; nothing will be the same! In WoW Insider's Guide to Cataclysm, you can find out everything you need to know about WoW's third expansion (available Dec. 7, 2010), from brand new races to revamped quests and zones. Visit our Cataclysm news category for the most recent posts having to do with the Cataclysm expansion.Filed under: Druid, Paladin, Analysis / Opinion, News items, Death Knight, Cataclysm
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Reader Comments (Page 3 of 4)
hillbillyrod Nov 8th 2010 11:04PM
please this site is a notorious fanboy site. Any opinion is voted down if it does not suck at the bliz fountain.
I started playing the week BC was announced. When it dropped i was lv 45 hunter. So I know the pot drinking broken mana runs. I've been through the BM rise and fall. And the superbear tank. And the classes have never been broken where they are unplayable. Try running a BG with a hunter or your bearform. It is broke. MY own druid has fluxed from superhuman to nothing special and back again in the last few weeks. There feeling there way through a dark room. Sure there has been some problems with a tree in a class in the past, but we are having problems with the all trees in a class. BG is a total no show now. And they say wait till 85. Who wants to play a broken class for 84lv. A class should never be broken when you play it. It should be fixed before it goes live. And my main is broken. I'm free honor to everyone on the field.
I think all the good ones went to work on starcraft and we have the scrubs working on wow(yes that was a cheap shot but this post going to get voted down anyway because i don't praise bliz, i pay them a service fee, that is enough). So I pay good money to play, and I have the right to say any thing I want about that service, because I am the customer. Something alot on here don't get because mommy pays the bills. And my class is broken now, and will be broken for atleast another month. SO I HAVE A RIGHT TO VOICE MY DISSATISFACTION.
MusedMoose Nov 8th 2010 11:37PM
@ hillbillyrod -
There's not a single person who's told said you don't have the right to voice your opinion. However, the downvotes show that people don't like what you've said. You're simply going to have to deal with that. If you can't handle people disagreeing with you, you shouldn't post in a public forum.
Perc Nov 8th 2010 11:54PM
Alright we need to put this one to rest: Blizzard has different teams working on different games. There is a Starcraft team, a WoW team, a Diablo team, an Unannounced MMO team, and a Battle-net team. With the exception of the battle-net team all the games kept separate. There are at times when some people get reassigned to different team -temporarily- at crunch time like right before SC was shipped. But those people were not be from the WoW *class balancing* team; they would have been from the graphics department and such.
So, please, if you are going to QQ don't try to use such a lame, and completely inaccurate, reason. Also before you say all the people from WoW went to work on the new MMO that is also wrong. They hired a whole new staff for that game.
Miz Nov 9th 2010 12:10AM
Please try to create 10 classes, 30 different speccs, balance them for both player vs player and player vs environment, get more than 12 million people to like your idea and then you have all rights to call Blizzard monkeys.
But untill then, the sad truth is, my friend, that Blizzard designers are rich, successful people who earn a living from their hobby while you are just a random troll who cannot grasp class balance.
Yes, we are more or less Blizzard fan boys. That is because we enjoy their game, it's design, and therefore we admire them. If that isn't true for you, than why he hell do you keep playing?
arrethyn Nov 9th 2010 1:10AM
@hillbillyrod
so wait you were around in vanilla and you don't think paladins were broken?
Killik Nov 9th 2010 7:36AM
You were a hunter in Vanilla and didn't think the Survival tree was broken? Lacerate. Right.
Chubz Nov 8th 2010 10:09PM
My question is this, what about those who have a hard time understanding theorycrafting from the get go? The only theorycrafting I can understand is the hunters and a bit of the feral/balance druids, but I'm very green when it comes to my ret pally and my UH DK.
Why do I have to go to a site like Elitist Jerks to help me better my DPS or TPS? Why can't I just create a character and just go with it and still experience high end content?
If this keeps up, I'm gonna demand a Theorycraft 101 class.
Anye Nov 8th 2010 10:15PM
I think part of the point is, GC is saying they're taking some of the guesswork out of talents so that you won't have to go to sites like Elitist Jerks just to have a handle on your class. If you want to be absolutely min/maxed, then sure, there will always be theorycrafting... But for the most part, you should be able to look down the tree and apply common sense to pick your spec.
Chubz Nov 8th 2010 10:24PM
Ahh I see, thank you for summing it up for me. I was slightly confused on if they were for or against hardcore theorycrafting. Thx :]
Iirdan Nov 8th 2010 10:41PM
No matter what Blizzard does, there are going to be those types who break out the calculations for what seems like a trivial DPS boost. There is nothing wrong with those guys, and I honestly admire them.
The problem arises when it becomes necessary to do that in order to perform at an acceptable level. It has been at that point in times past, but Blizzard is successfully moving away from that. Especially with the importance of survivability (see Frostheim's post from earlier) in Cataclysm, it is very, very hard to play at a completely unacceptable level - those Stamina talents that you took instead of ranged haste talents? They helped you survive that nasty AoE phase on the boss. Good job!
I'm very happy to see the way the design is going, as it will tremendously help people like you and me - we're aware of theorycrafting, but like many things, it is best left to others.
Shrikesnest Nov 8th 2010 10:45PM
I really don't understand the attitude that says that Blizzard is "dumbing down the game for casuals" because they're giving people access to vital information right from the source instead of forcing players to look up info on a third-party fansite. It doesn't take some kind of rare talent or years of careful practice to look up an optimized build and rotation on a website, and if that's the only way to succeed at the game then WoW has problems. You're not awesome or hardcore because you know which URLs to check and new players don't. Unless you sat there and laboriously figured out your own optimization without any help from outside theorycrafters, I guess...
MusedMoose Nov 8th 2010 10:57PM
Some people just like to feel superior to others, and will do whatever they can to maintain that illusion. Some people adopt the mindset that nobody who started playing the game after them will ever be as good as they themselves are, as though time played trumps actual skill. Some people think that games should never be easy, and decry any attempt to make the game more friendly to new players.
And some people just like to bitch about everything. ^_^
Jillette Nov 9th 2010 11:33AM
Only allowing talents in one tree for many levels is dumbing things down by not giving players a choice. "Oh, gee, I'll guess I'll just take the next available talent in this tree, because that's all I can do."
For the most part, though, I like what they're doing with the class redesigns.
thebitterfig Nov 9th 2010 1:42AM
Myself, the only thing I mind is the set of more-invasive pop-up help tips with 4.0 and the overly wordy text on some abilities. Heroic strike's "use at times of high rage" line. Maybe tweak abilities so some of the extraneous "help text" in the tooltips either goes away when you click something in interface, or goes away after 5 or 6 levels or so.
Other than that, I totally agree, sir.
Squelchy Nov 9th 2010 7:37AM
@thebitterfig: you win, sir! There is an option to turn off "beginner tooltips" (I don't remember the exact wording) in the Interface panels. Uncheck it, and you'll get back the tooltips with numbers and no suggestions.
wackydavo Nov 8th 2010 11:37PM
Dear Mr. Rossi:
This was one of your best posts. Your selection of on topic GC posts was excellent and your own commentary and analysis was lucid and insightful. Nice post.
Nathanyel Nov 9th 2010 2:05AM
I think he meant feral bear, not feral cat though, which was in fact a bit simplified. Bear on the other hand got a CD on Swipe, the changed availability of Maul, Pulverize which also affects how you use Lacerate, and at 81 we will gain Thrash.
Before, the bear "rotation" could be described as:
Single: Startup: Maul if you have enough rage, Mangle, stack Lacerat. Maintenance: spam Maul, and between Mangles throw in FFF or Lacerate.
Multi: spam glyphed Maul, spam Swipe.
jbo0225 Nov 9th 2010 8:18AM
"Single: Startup: Maul if you have enough rage, Mangle, stack Lacerat. "
That was only half the rotation, and if you ran imp mangle you also had swipe and fff along with keeping up demo roar in a 4.5 sec rotational window. Bear was never "easy" if you were doing it right.
Nathanyel Nov 9th 2010 8:47AM
jbo0225: uh, read the next line (though I do wonder where the second e of Lacerate went...)
And while that rotation sounded complex, it was rather boring after you got it going.
Hades Nov 9th 2010 3:47AM
Excellent article Matthew.
You took a very interesting blue post, and added just the right amount of elaboration.
You didn't add too much and go all tinfoil hat, and you didn't add too little and copy/paste.
GJ sir.