Dev Watercooler: Ghostcrawler discusses the number of player abilities

Read this full Dev Watercooler after the break, or check out the other Dev Watercoolers with Ghostcrawler:
- Dev Watercooler: Expertise and hit for tanking
- Dev Watercooler: Interrupts
- Dev Watercooler: Critical hits
Dev Watercooler -- Number of Abilities
'Dev Watercooler' is a blog series that provides an inside look into the thoughts and discussions happening within the World of Warcraft development team. In our first entry, Lead Systems Designer Greg "Ghostctrawler" Street laid down a few ground rules:
No promises.
Don't read too much between the lines.
No whining about the choice of topics we cover.
How Big Is Your Spellbook?
How many abilities should a max-level class have? This is something I ponder at least once a day and is a regular topic in nearly all of our class design meetings. Even if you pick a magic number, how many of those should be core rotational abilities versus abilities that are used rarely?
Each class has a lot of spells and abilities -- the hunter has over 60, including the various forms of tracking. Despite our pruning abilities for many classes, there are still probably too many overall. In vanilla, most classes had one ability they used much of the time for damage or healing. Other abilities were situational or, to be honest, not used at all. In more recent expansions, we've tried to develop actual rotations for all 30 talent trees so that you're hitting more than one button most of the time.
When we talk about class "rotations" we're just using that term as shorthand for the abilities you tend to use often, as opposed to situational abilities. In this context "rotations" aren't limited just to classes who cycle through buttons A, B, and C in that order. It just means "stuff you use a lot."
Kidney Shot is a situational ability. You wouldn't want to use it every time it was off cooldown. Envenom is a rotational ability. You might not want to use it the moment it's off cooldown, depending on what else is going on, but you'll still get around to it pretty quickly. Cold Blood straddles the fence. It's rotational in that your DPS will drop if you ignore it, but you can't spam it because it has a cooldown. All three buttons require space on your action bar. You might scoot Kidney Shot off to the side if you're a raiding rogue, but it probably commands a prominent hotkey if you PvP a lot.
What's the Magic Number?
There isn't a magic number for how many rotational abilities a class needs, but we find that about four is the sweet spot. (Warning: four is not a magic number. Please don't "helpfully" point out classes with more than four abilities as candidates for immediate design overhauls.) Elemental shaman, for example, get most of their damage from Lightning Bolt, Lava Burst, Flame Shock, and Earth Shock.
Many more abilities than four and it's hard for us to carve off niches for them. Fewer than that, and the characters can become boring to play. We've tried to make it clearer about which are your rotational abilities (e.g. Overpower is for Arms warriors, not generally for Fury or Protection warriors), and we'll try to get even better about this in the future.
We generally think of rotations as mechanics for DPS classes, but they apply to tanks as well and to a lesser extent, healers. Protection warriors use Shield Slam, Revenge, Devastate, and Heroic Strike as their single-target threat abilities. They also use Demoralizing Shout, Thunder Clap, and Shield Block, pretty much on cooldown. Given the number of situational abilities warriors also have, and that they prioritize different abilities when attacking multiple targets, you can argue that Prot warriors have too many abilities. To my mind, Demoralizing Shout is the least interesting one and the first candidate to cut. (We would have to cut the equivalent debuffs from all sources in order to prevent this from just being a warrior nerf of course.) We could also have Devastate completely replace Sunder Armor (i.e. Sunder Armor vanishes from your Spell Book) so there is no confusion about whether Sunder should ever be used again. That would help to get a few buttons off the bar.
Healers have less of a rotation, since much of what they are doing is always highly situational. However, Holy paladins do have builders and finishers, and other healers want to get their HoTs up before switching to cast-time heals, etc. All healers still have a group of core spells though. For a Holy priest healing a single target, these are Heal, Flash Heal, Greater Heal, Renew, and Holy Word: Serenity. If we gave healers a new healing spell, it would need to distinguish itself from those spells in some meaningful way, else it or one of the existing spells risks getting crowded out. Flash Heal is often the heal that risks getting crowded out most often, since so many of the healer talents give them more situational-ish emergency buttons, such as Penance and Power Word: Shield for priests.
It's Complicated
I've stuck with long-ish single target rotations -- the kind you'd use against a dungeon or raid boss -- for the most part, but of course it isn't always that simple. As you're leveling, you're killing things very quickly, so applying long DoTs isn't always worth the effort. A Feral druid could stealth behind every quest mob and open with Shred (or even Ravage), but for the most part it's easier just to Mangle targets down and spend combo points on Savage Roar or possibly Ferocious Bite, since the target won't live long enough for Rip to really do its job. These "quick kill" rotations can also come into group play where you're dealing with adds that can't be AE'd down for whatever reason (such as the risk of breaking CC). A Shadow priest might use Mind Spike in these scenarios rather than their full dot and Mind Flay rotation.
On the topic of AE, some specs have some fairly interesting AE rotations, such as Fire mages (Flame Orb, Flamestrike, Combustion, Living Bomb) and Survival hunters (Serpent Spread, Explosive Trap and Multi-Shot). Other specs have really simple rotations, such as channeling a targeted spell over and over. Boring. Going forward, we're going to make more of an effort to make sure everyone has a reasonable AE rotation that at least involves more than one button. Part of the reason we don't want groups just AE'ing down everything in dungeons that they don't yet overgear is because we think the gameplay is less compelling. Adding a little more depth than just channeling Blizzard would encourage us to add more situations where AE is the right thing to do.
The Human Factor
Rotations are very different in PvP as well, where uninterrupted time to sit there and do max DPS is in very short supply. On the other hand, all of those situational abilities (crowd control, dispels, cooldowns etc.) are at a premium in PvP and very often have an even bigger effect on the outcome of a fight than the core abilities do. It is tempting, and to be fair sometimes appropriate, to solve class balance problems by handing out new abilities to make a particular class or talent spec more attractive to a team or at least more viable overall.
We can do this sometimes by tweaking existing abilities, but there is also a risk of "kitchen sinking" an ability. If a button does too many things, then you're sometimes asked to say use an offensive ability for defensive utility or apply a debuff you don't really want to mess with in order to get an ancillary benefit. We can cut down on potential confusion by giving similar or even identical abilities to multiple classes (now you only need to learn the name, icon and spell effect of one ability instead of a half-dozen), but too much of that risks class homogenization as well.
Because there are so many different scenarios (PvP, AE, quick kill, and long kill), classes end up with a lot of different rotational and situational abilities that you all are asked to manage and master. Your action bars fill up. Now add in potions and other consumables, mounts, trinkets, professions, and a potential host of macros, and your action bars get very full. Designers also feel a lot of pressure to fix neglected abilities rather than cutting them, even though pruning is often the wiser (but unpopular!) solution. An additional complication is that players expect (and rightfully so!) to gain a new ability or two whenever we increase the level cap. Very powerful situational abilities can serve this role, such as Ring of Frost, but players often react more positively when they gain a new rotational ability that changes up their second-to-second play style, like say Colossus Smash or Unleash Elements.
Too Many to Handle?
So when do we cross over from having "enough" cool abilities to "too many" cool abilities? The depth that comes from lots and lots of content can feel cool to a veteran player, but even for them, the intended role and nuance of every ability can become blurred. For the new or returning player, it just becomes incomprehensible.
A warrior who took some time off after Lich King and then came back to Cataclysm recently would have to relearn her rotation. Raging Blow? What's that about? Yeah, it might be more interesting than just spamming Bloodthirst, Heroic Strike, and Whirlwind (even on single targets) like Fury warriors did in Icecrown Citadel, but it's also just one more thing to learn. Even if the new rotation itself isn't all that complicated, the fact that the design changed over time makes it feel more confusing than it really is at any one moment in time.
Also remember, that to be the best that you can be, you need to understand the abilities of every class, not just your own. Yikes. We designers have to be vigilant to keep complexity at a manageable level, not just for veterans who are active on the forums, but for returning players who want to see what changes Cataclysm brought to the game.
Greg "Ghostcrawler" Street is the lead systems designer for World of Warcraft. He prefers Greek mythology over Roman. Cooler names.
No promises.
Don't read too much between the lines.
No whining about the choice of topics we cover.
How Big Is Your Spellbook?
How many abilities should a max-level class have? This is something I ponder at least once a day and is a regular topic in nearly all of our class design meetings. Even if you pick a magic number, how many of those should be core rotational abilities versus abilities that are used rarely?
Each class has a lot of spells and abilities -- the hunter has over 60, including the various forms of tracking. Despite our pruning abilities for many classes, there are still probably too many overall. In vanilla, most classes had one ability they used much of the time for damage or healing. Other abilities were situational or, to be honest, not used at all. In more recent expansions, we've tried to develop actual rotations for all 30 talent trees so that you're hitting more than one button most of the time.
When we talk about class "rotations" we're just using that term as shorthand for the abilities you tend to use often, as opposed to situational abilities. In this context "rotations" aren't limited just to classes who cycle through buttons A, B, and C in that order. It just means "stuff you use a lot."
Kidney Shot is a situational ability. You wouldn't want to use it every time it was off cooldown. Envenom is a rotational ability. You might not want to use it the moment it's off cooldown, depending on what else is going on, but you'll still get around to it pretty quickly. Cold Blood straddles the fence. It's rotational in that your DPS will drop if you ignore it, but you can't spam it because it has a cooldown. All three buttons require space on your action bar. You might scoot Kidney Shot off to the side if you're a raiding rogue, but it probably commands a prominent hotkey if you PvP a lot.
What's the Magic Number?
There isn't a magic number for how many rotational abilities a class needs, but we find that about four is the sweet spot. (Warning: four is not a magic number. Please don't "helpfully" point out classes with more than four abilities as candidates for immediate design overhauls.) Elemental shaman, for example, get most of their damage from Lightning Bolt, Lava Burst, Flame Shock, and Earth Shock.
Many more abilities than four and it's hard for us to carve off niches for them. Fewer than that, and the characters can become boring to play. We've tried to make it clearer about which are your rotational abilities (e.g. Overpower is for Arms warriors, not generally for Fury or Protection warriors), and we'll try to get even better about this in the future.
We generally think of rotations as mechanics for DPS classes, but they apply to tanks as well and to a lesser extent, healers. Protection warriors use Shield Slam, Revenge, Devastate, and Heroic Strike as their single-target threat abilities. They also use Demoralizing Shout, Thunder Clap, and Shield Block, pretty much on cooldown. Given the number of situational abilities warriors also have, and that they prioritize different abilities when attacking multiple targets, you can argue that Prot warriors have too many abilities. To my mind, Demoralizing Shout is the least interesting one and the first candidate to cut. (We would have to cut the equivalent debuffs from all sources in order to prevent this from just being a warrior nerf of course.) We could also have Devastate completely replace Sunder Armor (i.e. Sunder Armor vanishes from your Spell Book) so there is no confusion about whether Sunder should ever be used again. That would help to get a few buttons off the bar.
Healers have less of a rotation, since much of what they are doing is always highly situational. However, Holy paladins do have builders and finishers, and other healers want to get their HoTs up before switching to cast-time heals, etc. All healers still have a group of core spells though. For a Holy priest healing a single target, these are Heal, Flash Heal, Greater Heal, Renew, and Holy Word: Serenity. If we gave healers a new healing spell, it would need to distinguish itself from those spells in some meaningful way, else it or one of the existing spells risks getting crowded out. Flash Heal is often the heal that risks getting crowded out most often, since so many of the healer talents give them more situational-ish emergency buttons, such as Penance and Power Word: Shield for priests.
It's Complicated
I've stuck with long-ish single target rotations -- the kind you'd use against a dungeon or raid boss -- for the most part, but of course it isn't always that simple. As you're leveling, you're killing things very quickly, so applying long DoTs isn't always worth the effort. A Feral druid could stealth behind every quest mob and open with Shred (or even Ravage), but for the most part it's easier just to Mangle targets down and spend combo points on Savage Roar or possibly Ferocious Bite, since the target won't live long enough for Rip to really do its job. These "quick kill" rotations can also come into group play where you're dealing with adds that can't be AE'd down for whatever reason (such as the risk of breaking CC). A Shadow priest might use Mind Spike in these scenarios rather than their full dot and Mind Flay rotation.
On the topic of AE, some specs have some fairly interesting AE rotations, such as Fire mages (Flame Orb, Flamestrike, Combustion, Living Bomb) and Survival hunters (Serpent Spread, Explosive Trap and Multi-Shot). Other specs have really simple rotations, such as channeling a targeted spell over and over. Boring. Going forward, we're going to make more of an effort to make sure everyone has a reasonable AE rotation that at least involves more than one button. Part of the reason we don't want groups just AE'ing down everything in dungeons that they don't yet overgear is because we think the gameplay is less compelling. Adding a little more depth than just channeling Blizzard would encourage us to add more situations where AE is the right thing to do.
The Human Factor
Rotations are very different in PvP as well, where uninterrupted time to sit there and do max DPS is in very short supply. On the other hand, all of those situational abilities (crowd control, dispels, cooldowns etc.) are at a premium in PvP and very often have an even bigger effect on the outcome of a fight than the core abilities do. It is tempting, and to be fair sometimes appropriate, to solve class balance problems by handing out new abilities to make a particular class or talent spec more attractive to a team or at least more viable overall.
We can do this sometimes by tweaking existing abilities, but there is also a risk of "kitchen sinking" an ability. If a button does too many things, then you're sometimes asked to say use an offensive ability for defensive utility or apply a debuff you don't really want to mess with in order to get an ancillary benefit. We can cut down on potential confusion by giving similar or even identical abilities to multiple classes (now you only need to learn the name, icon and spell effect of one ability instead of a half-dozen), but too much of that risks class homogenization as well.
Because there are so many different scenarios (PvP, AE, quick kill, and long kill), classes end up with a lot of different rotational and situational abilities that you all are asked to manage and master. Your action bars fill up. Now add in potions and other consumables, mounts, trinkets, professions, and a potential host of macros, and your action bars get very full. Designers also feel a lot of pressure to fix neglected abilities rather than cutting them, even though pruning is often the wiser (but unpopular!) solution. An additional complication is that players expect (and rightfully so!) to gain a new ability or two whenever we increase the level cap. Very powerful situational abilities can serve this role, such as Ring of Frost, but players often react more positively when they gain a new rotational ability that changes up their second-to-second play style, like say Colossus Smash or Unleash Elements.
Too Many to Handle?
So when do we cross over from having "enough" cool abilities to "too many" cool abilities? The depth that comes from lots and lots of content can feel cool to a veteran player, but even for them, the intended role and nuance of every ability can become blurred. For the new or returning player, it just becomes incomprehensible.
A warrior who took some time off after Lich King and then came back to Cataclysm recently would have to relearn her rotation. Raging Blow? What's that about? Yeah, it might be more interesting than just spamming Bloodthirst, Heroic Strike, and Whirlwind (even on single targets) like Fury warriors did in Icecrown Citadel, but it's also just one more thing to learn. Even if the new rotation itself isn't all that complicated, the fact that the design changed over time makes it feel more confusing than it really is at any one moment in time.
Also remember, that to be the best that you can be, you need to understand the abilities of every class, not just your own. Yikes. We designers have to be vigilant to keep complexity at a manageable level, not just for veterans who are active on the forums, but for returning players who want to see what changes Cataclysm brought to the game.
Greg "Ghostcrawler" Street is the lead systems designer for World of Warcraft. He prefers Greek mythology over Roman. Cooler names.
Action bar space has been an issue with WoW for a long time, even since the very beginning, which explains the action bar addon craze that creates so many dynamic button layouts for players. Keybinding and macroing are valid answers to filling up your action bars with abilities, but some people just don't follow that playstyle.
Ghostcrawler's remarks about having some abilities replace others completely, like Devastate replacing Sunder Armor, make sense because Devastate was a product of the development mindset of "deep talents replace core abilities." If that's the model Ghostcrawler and pals want to move away from, abilities have to have added functionality deep in the talent trees versus replacing core attacks.
Finally, I'm glad that Ghostcrawler came out and said that abilities that just don't command any kind of fun factor or feel awesome are fluff and could potentially be removed. I like the concept of Demoralizing Shout, because as an adds tank in raids, I like it as a mitigation cooldown. But again, too many effects from one ability hits the "kitchen sink" problem that Ghostcrawler describes. Personally, I think WoW could lose an ability or two from each class, but so far, Blizzard has been pretty good about adding new abilities.
WoW Patch 4.1 is on the PTR, and WoW Insider has all the latest news for you -- from previews of the revamped Zul'Aman and Zul'Gurub to new valor point mechanics and new archaeology items.
Patch 5.3 interview with Ghostcrawler
Mystery of the Unborn Val'kyr
The latest patch 5.3 news
All of the latest Mists of Pandaria news





Reader Comments (Page 3 of 3)
Revynn Apr 26th 2011 3:40PM
Doh!
I forgot Incinerate and Fel Flame.
Sorcha Apr 27th 2011 8:15AM
Here's mine, I play Disc PvP.
Greater Heal
Penance
Shadow word: death
Abolish disease
Power word: shield
Binding heal
Renew
Pain supression
Barrier
Dispel magic
Prayer of Mending
Shadowfiend
Mind sear
Divine hymn
Fear ward
Holy fire
Fortitude
Shadow protection
Holy nova
Fear
Inner focus
Desperate prayer
Levitate
Mind spike
Inner fire
inner will
Power infusion
Hymn of hope
Mass dispel
mind blast
shadow word: pain
mana burn
Smite
Leap of faith
Shackle undead
Fade (don't ask me why, I don't need that there)
Mind control
Mind soothe (ditto, at least for PvP)
Mind vision
And yeah I use every one of them on a regular basis. I like it. I have lots of tools for different jobs.
alpha5099 Apr 26th 2011 4:03PM
@Noyou
When I'm playing as Enhancement (I'm usually Resto), I consider helping out healing as part of my standard toolbox. I toss my Gift of the Naaru onto the tank whenever I can, and use my Maelstrom Weapon stacks to toss out Healing Rains when it's needed.
Wanting a complicated rotation isn't about who has the bigger epeen. It's about finding your class and spec's playstyle engaging (and as I said, your mileage may very; I find most other DPS specs dull to play, others clearly feel differently) and playing as well as you can.
Ylspeth Apr 26th 2011 4:28PM
Exactly. I like the fact that a four button rotation is the considered the sweet spot but is more a guideline than a rule.
Every player has their own comfort zone on complexity. There should be enough variety in the number of buttons each spec uses to appeal to every player. It is part of the flavor of that spec.
Tondef Apr 27th 2011 5:44AM
Quote:
"Part of the reason we don't want groups just AE'ing down everything in dungeons that they don't yet overgear is because we think the gameplay is less compelling. "
Compelling: Evoking interest, attention, or admiration in a powerfully irresistible way.
I disagree with GC, gameplay is less compelling when I have to play whack-a-mole with 6 different abilities on various timers while having to deal with way over tuned mechanics and reading party chat to watch for that bloodlust call.
Look at XBox and PS3 games, they normally have no more than 3-5 buttons needed for any single encounter and how many of us have stayed awake WAY to long playing those games. When I need 20 keys to attack something in WoW that isn't compelling, that is stupid.
What is next? 8 Keys to move - you have to alternate left foot, right foot (mess it up and you fall down). Is that compelling or just silly?
imm110 Apr 26th 2011 5:43PM
@ Tondef
Dude, you're making GC's point for him. He already said it's unfriendly (to new and old players alike) to manage 30+ "essential" buttons just to be competitive. He said there's a sweet spot at about 4 "primary" buttons. He said that! So, when you said you disagree with GC, I think you meant to say that you 100% agree with him. Quit hating on GC.
This is a very cool topic:
The sheer number of "primary" (damage/heal/threat) buttons is ONE thing to manage, but there are two more: Resources + Situational Tools. Let me explain:
RESOURCES - Mana, Rage, Energy, Focus, Runes, Holy Power, Eclipse, Soul Shards, Shadow Orbs, etc...
SITUATIONAL TOOLS - Blink, Dispersion, Typhoon, Shadowfury, Feint, Feign Death, Retaliation, AMS, etc...
The players who learn to manage these better will see better results. That's what we call "Skill". If you take all these options away, every player becomes more like every other player, where skill no longer helps, and we're left with comparing Gear. Yayfun.
Yes, there are some classes/specs currently that probably have too much to manage (Warlocks), but most are just fine.
P.S. I have raided with 8 different toons, and for ALL 8 the number of keybinds almost doubles when I PvP.!!!!! PvE'ers have no right to complain. If you're PvP, then yeah, you should recommend combining Curse of Tongues + Curse of Weakness.
zanshato9000 Apr 26th 2011 4:32PM
Locks are awesome! :)
krieg Apr 26th 2011 4:56PM
I'm probably an anomaly, but as a much older than average player, I appreciate the possible simplification of the game.
I started WoW just after 1.6 hit and raided at a high level from MC all the way through ICC. With Cataclysm, the shear number of abilities and reactive procs paired with the increasing complexity of encounters finally pushed me over the edge. It had become more of an exercise in highly reactive button smashing than enjoying the encounter. I stopped playing because of it.
Emophia Apr 26th 2011 11:33PM
REMOVE WIDOW VENOM ITS FREAKING USELESS NOONE USES IT, NOT IN HIGH END ARENA NOT IN LOW END BGS ITS JUST USEEEEEEEEELLEEEEESSSSSSSSS.
JUST GIVE THE 10% LESS HEALING DONE ONTO ARCANE SHOT (OR CHIMERA SHOT BECAUSE EVERYONE KNOWS THAT MM IS THE ONLY REAL HUNTER PVP SPEC). OR JUST REMOVE IT ALTOGETHER AND GIVE ME MY PRECIOUS EYES OF THE BEST BACK COOLIO?
K THX BYE
Emophia Apr 26th 2011 11:37PM
BEAST IS BEST
Kurash Apr 27th 2011 2:36AM
Thank you for the reminder that few things can make a post seem more foolish than all caps & very little punctuation.
Swan Apr 27th 2011 3:06PM
Perhaps this is a little off-topic, but I'd like to see more, and more in-game reasons to use, "color" abilities that really distinguish classes/specs/races (e.g., disarm traps; various detection skills; blink; mind vision; eye of kilrog; etc.). Disarm traps was used in ICC to avoid hard (at least in the early days) trash mobs.
The various CC abilities, each with advantages and weaknesses, is a good example of how this could be done. I like CC, I think mainly for that reason--it adds flavor. I'm glad it was back, for a while. I'd like to see more.