Ghostcrawler introduces you to the Pandaren monk

Ghostcrawler discusses the motivations behind the Pandaren and how they differ from the other races of Azeroth, how the monk class came about and was decided upon, and what monk players outside the Pandaren race will have in store for them when they travel the world. One of the more interesting pieces of information is how player character monks who choose to start as a race other than Pandaren will still have a heavy Pandaria-inspired kit and experience, since it is the Pandaren that bring the monk class to both the Horde and the Alliance. Of course, we have extra confirmation that DPS and tank monks will be sporting agility leather gear, and the healer archetype will don intellect-based leather gear.
I don't believe that I am alone in this observation, but Blizzard has been out and about like crazy talking about the Pandaren and the monk class nonstop. Personally, I'm loving it. The more, the better. Over the years, Blizzard has gone from a very secretive company to pulling back many of the curtains for players and fans alike, with peeks into the development process and getting out ahead of the speculation machine. It's learned a lot from The Burning Crusade and Wrath days. Hit the jump for the full interview with Greg Street.
With the launch of the next World of Warcraft® expansion, the Mists of Pandaria™ will lift to reveal the pandaren, a long-secluded race that has spent generations mastering the way of the monk -- World of Warcraft's newest playable class.
To get an inside look at the upcoming World of Warcraft race and class options, the Blizzard Insider recently sat down with Lead Systems Designer Greg "Ghostcrawler" Street to discuss the design decisions that went into creating the pandaren monk. So read on, and be among the first to meet the brawling heroes who are, even now, secretly training within the mists.
Blizzard Insider: How will the pandaren race differ from the other races of Azeroth? What ideas are being explored for their racial abilities?
Ghostcrawler:Ultimately, the challenge with races is to make them feel unique without actually providing them with so much power that players feel like they don't have a choice in which race they want to be. If tauren are the best warriors, then Horde players might feel like they are sacrificing too much in order to try out a different race or stick with a race they really like. With the pandaren, you probably won't see anything so amazing that everyone gravitates to them... except that their art and animation is just so wonderful.
The biggest difference for the pandaren is that they can join the Horde or the Alliance, which is something we've never tried before. That alone will make them feel unique. They also have a very strong cultural kit. Our trolls might be somewhat Jamaican and the draenei have Eastern European accents, but the pandaren have a very strong Asian influence. That affects everything from their animations -- which have a martial arts vibe, even for non-monks -- to their hairstyles.
For racial abilities, we're giving them a bonus to cooking... and to eating. We're also giving them a moderate bonus to rested experience to make it less daunting to level one all the way up to level 90. They also get the mystical-martial ability to paralyze opponents by touching their pressure points. Finally, we came up with a silly racial, Bouncy, that causes them to take less falling damage. While the pandaren are as noble and epic as any of our races, we felt like we had to acknowledge their, shall we say, endomorphic body shape in some way.
Of course, as with any design this early out, this may all change by the time the new expansion goes live.
Insider:How did the team decide on monks as the new playable class? Were there any other ideas that were considered?
Ghostcrawler:We settled on the pandaren race first, and after that, the new class was a no-brainer. We actually did discuss whether World of Warcraft needed a new class at this time. As awesome as they are, it was disruptive to add the death knight, and it took us some time to get them feeling fun and balanced. Ultimately, though, we decided the time was right, and at that point the big decision was whether the new class would be a Brewmaster specifically, or a monk that you could play with a Brewmaster kit. At the moment, we're going with the tank being the Brewmaster, but that could change.
Insider:How will the monk differ from other classes?
Ghostcrawler: We're trying a few different things. For now, the monk has no auto-attack, which is unique among melee classes. The monk has a different resource as players might expect, where they have both light and dark resources that power different abilities. We are even trying to have the monk healing spec use a lot of punches and kicks. While monk characters will care about weapons, and weapons contribute to their damage and healing, you don't see the weapons in a lot of attacks. We save them for some of the big finishers.
From a non-gameplay standpoint, the most noticeable difference is the huge number of animations the monk has. When you think of a magic-using class, you think of a lot of splashy spell effects. With the monk we thought it made more sense to invest heavily in animation, and the artists really delivered on that.
Insider:How are you structuring the monk's talent tree?
Ghostcrawler: Well, the talent tree design overall is changing dramatically in Mists of Pandaria. Each class will just have one talent tree with a lot of attractive -- and hard -- decisions. However, like other classes, the monk will have three different specializations available at level 10. For now, we are calling these for the melee damage spec, Brewmaster for the tanking spec, and Mistweaver for the healing spec. The Brewmaster should have the feel of dodging and weaving in combat, reminiscent of the drunken master from martial arts flicks. The Windwalker will be the kung fu master who beats the crap out of opponents with fists and feet. The Mistweaver is partially the wise healer archetype, but like the old men in martial arts movies, he can beat down his enemies as well.
It's also worth pointing out that even though many races can be monks, the story of the game is that it is the pandaren who introduce the ways of the monk to the Alliance and the Horde, so even non-pandaren monks will have a strong Pandarian -- the continent -- kit.
Insider:What are the challenges involved in adding a new class to the game? Were there any specific things you learned from the addition of the death knight class in Wrath of the Lich King that you hope to apply to the monk?
Ghostcrawler: Adding a class is one of the most challenging things we can do. There are a couple of mistakes we made with the death knight that we'd like to avoid. The death knight resource model, for example, ends up feeling really complicated. We also had some balance problems early on, partially based on -- possibly biased -- feedback that the death knight felt weak. We didn't want our brand-new class to feel neglected, so we overdid it a bit. Then when we got them back in line, it felt to the death knight players like we had pulled the rug out from under them. On the other hand, the death knight is a really iconic character for World of Warcraft, and the class abilities and spell effects really deliver on that fantasy. We need to make sure the monk feels just as cool and really delivers on what players expect a monk to play like.
Insider:How will monks be itemized?
Ghostcrawler: They wear leather armor, so the tank and DPS monks will want the same Agility-based armor that rogues and Feral druids wear. The healing monk will want the Intellect-based armor worn by Balance and Resto druids. For weapons, the two signature items are fists and staves. At the moment, we are focusing the Windwalker on fists and the Brewmaster on staves, but we might give players more flexibility than that. The melee monks can also use weapons like one-handed maces, axes, and swords. The Mistweaver can use healer staves, maces, axes, and swords. Monks can't use shields, and no melee class uses ranged weapons any longer.
Insider:Thanks for your time. Is there anything else you'd like to share before you go?
Ghostcrawler: One of the victories we had with the death knight came when we introduced a fun ability at relatively low level that became synonymous with the class. I'm talking about Death Grip, which lets the death knight yank enemies over to him. We decided we needed something similar for the monk, so we came up with Roll. Roll is like a combination between warrior Charge and mage Blink. Unlike those two abilities, Roll can be used sideways or backwards as well. It looks great to see a character, a pandaren especially, tuck into a somersault. It's a lot of fun.
To get an inside look at the upcoming World of Warcraft race and class options, the Blizzard Insider recently sat down with Lead Systems Designer Greg "Ghostcrawler" Street to discuss the design decisions that went into creating the pandaren monk. So read on, and be among the first to meet the brawling heroes who are, even now, secretly training within the mists.
Blizzard Insider: How will the pandaren race differ from the other races of Azeroth? What ideas are being explored for their racial abilities?
Ghostcrawler:Ultimately, the challenge with races is to make them feel unique without actually providing them with so much power that players feel like they don't have a choice in which race they want to be. If tauren are the best warriors, then Horde players might feel like they are sacrificing too much in order to try out a different race or stick with a race they really like. With the pandaren, you probably won't see anything so amazing that everyone gravitates to them... except that their art and animation is just so wonderful.
The biggest difference for the pandaren is that they can join the Horde or the Alliance, which is something we've never tried before. That alone will make them feel unique. They also have a very strong cultural kit. Our trolls might be somewhat Jamaican and the draenei have Eastern European accents, but the pandaren have a very strong Asian influence. That affects everything from their animations -- which have a martial arts vibe, even for non-monks -- to their hairstyles.
For racial abilities, we're giving them a bonus to cooking... and to eating. We're also giving them a moderate bonus to rested experience to make it less daunting to level one all the way up to level 90. They also get the mystical-martial ability to paralyze opponents by touching their pressure points. Finally, we came up with a silly racial, Bouncy, that causes them to take less falling damage. While the pandaren are as noble and epic as any of our races, we felt like we had to acknowledge their, shall we say, endomorphic body shape in some way.
Of course, as with any design this early out, this may all change by the time the new expansion goes live.
Insider:How did the team decide on monks as the new playable class? Were there any other ideas that were considered?
Ghostcrawler:We settled on the pandaren race first, and after that, the new class was a no-brainer. We actually did discuss whether World of Warcraft needed a new class at this time. As awesome as they are, it was disruptive to add the death knight, and it took us some time to get them feeling fun and balanced. Ultimately, though, we decided the time was right, and at that point the big decision was whether the new class would be a Brewmaster specifically, or a monk that you could play with a Brewmaster kit. At the moment, we're going with the tank being the Brewmaster, but that could change.
Insider:How will the monk differ from other classes?
Ghostcrawler: We're trying a few different things. For now, the monk has no auto-attack, which is unique among melee classes. The monk has a different resource as players might expect, where they have both light and dark resources that power different abilities. We are even trying to have the monk healing spec use a lot of punches and kicks. While monk characters will care about weapons, and weapons contribute to their damage and healing, you don't see the weapons in a lot of attacks. We save them for some of the big finishers.
From a non-gameplay standpoint, the most noticeable difference is the huge number of animations the monk has. When you think of a magic-using class, you think of a lot of splashy spell effects. With the monk we thought it made more sense to invest heavily in animation, and the artists really delivered on that.
Insider:How are you structuring the monk's talent tree?
Ghostcrawler: Well, the talent tree design overall is changing dramatically in Mists of Pandaria. Each class will just have one talent tree with a lot of attractive -- and hard -- decisions. However, like other classes, the monk will have three different specializations available at level 10. For now, we are calling these for the melee damage spec, Brewmaster for the tanking spec, and Mistweaver for the healing spec. The Brewmaster should have the feel of dodging and weaving in combat, reminiscent of the drunken master from martial arts flicks. The Windwalker will be the kung fu master who beats the crap out of opponents with fists and feet. The Mistweaver is partially the wise healer archetype, but like the old men in martial arts movies, he can beat down his enemies as well.
It's also worth pointing out that even though many races can be monks, the story of the game is that it is the pandaren who introduce the ways of the monk to the Alliance and the Horde, so even non-pandaren monks will have a strong Pandarian -- the continent -- kit.
Insider:What are the challenges involved in adding a new class to the game? Were there any specific things you learned from the addition of the death knight class in Wrath of the Lich King that you hope to apply to the monk?
Ghostcrawler: Adding a class is one of the most challenging things we can do. There are a couple of mistakes we made with the death knight that we'd like to avoid. The death knight resource model, for example, ends up feeling really complicated. We also had some balance problems early on, partially based on -- possibly biased -- feedback that the death knight felt weak. We didn't want our brand-new class to feel neglected, so we overdid it a bit. Then when we got them back in line, it felt to the death knight players like we had pulled the rug out from under them. On the other hand, the death knight is a really iconic character for World of Warcraft, and the class abilities and spell effects really deliver on that fantasy. We need to make sure the monk feels just as cool and really delivers on what players expect a monk to play like.
Insider:How will monks be itemized?
Ghostcrawler: They wear leather armor, so the tank and DPS monks will want the same Agility-based armor that rogues and Feral druids wear. The healing monk will want the Intellect-based armor worn by Balance and Resto druids. For weapons, the two signature items are fists and staves. At the moment, we are focusing the Windwalker on fists and the Brewmaster on staves, but we might give players more flexibility than that. The melee monks can also use weapons like one-handed maces, axes, and swords. The Mistweaver can use healer staves, maces, axes, and swords. Monks can't use shields, and no melee class uses ranged weapons any longer.
Insider:Thanks for your time. Is there anything else you'd like to share before you go?
Ghostcrawler: One of the victories we had with the death knight came when we introduced a fun ability at relatively low level that became synonymous with the class. I'm talking about Death Grip, which lets the death knight yank enemies over to him. We decided we needed something similar for the monk, so we came up with Roll. Roll is like a combination between warrior Charge and mage Blink. Unlike those two abilities, Roll can be used sideways or backwards as well. It looks great to see a character, a pandaren especially, tuck into a somersault. It's a lot of fun.
The news is out -- we'll be playing Mists of Pandaria! Find out what's in store with an all-new talent system, peek over our shoulder at our Pandaren hands-on, and get ready to battle your companion pets against others. It's all here right at WoW Insider!Filed under: Monk, Mists of Pandaria






Reader Comments (Page 1 of 5)
Vose Oct 28th 2011 1:50PM
"Monks can't use shields, and no melee class uses ranged weapons any longer."
Am I misreading that, or did I miss an announcement? Will my warrior no longer be shooting things?
Jahka Oct 28th 2011 1:58PM
You missed a huge announcement, actually.....Warriors and Rogues will throw their normal weapons whenever they need to do ranged attacks. No class other than Hunters can use bows, crossbows, or guns. On the flipside, Hunters can ONLY use these three weapons, and will no longer have stat sticks.
Aurilia Oct 28th 2011 1:58PM
Appears you missed the announcement. They're doing away with the ranged slot; hunters will weild their ranged weapons in their main hand (and no longer use melee weapons or have a minimum range), wands will also become mainhand weapons, and relics are being removed.
So yes, your warrior will no longer be shooting things, as you have other tools (such as heroic throw) to give you ranged attack capabilities
Brandon Lincoln Oct 28th 2011 2:07PM
You did... Warriors and Rogues will no longer have ranged weapons... They are supposedly getting abilities that will allow for them to throw their MH weapons (I dont know how/if it will differ from Heroic Throw, but suspect it will just be like a ranged weapon without the weapon.
Noyou Oct 28th 2011 3:46PM
@Lyn
That is if you let your new toon rest to build it up. What I would do is, once you got your toon out of the starter area, park him in a city where there is a fishing/cooking dailiy and do that while you take your 85 to 90. But that's me. I could probably write a book on leveling :p
Elmo Oct 28th 2011 4:40PM
true, they remove them since they we're simply stat-sticks anyway.
the entire 3rd weapon slot is gone, so no more relics either and Guns/Bows and Wands go mainhand weapon now.
Noyou Oct 28th 2011 8:26PM
And my comment should be down that way VVVVV (looks down) -m-QQ-m-?
Mac Oct 28th 2011 8:20PM
to me it sounds like Warcraft is being streamlined more and more with Diablo. a lot of the newer game mechanics and even abilities are lifted straight from D2.
brain314 Oct 29th 2011 3:17AM
At some point, Blizzard probably needs to roll out a new ranged class that uses guns, bows and crossbows. Otherwise, hunters will be the only class that uses them, and that means 3 dedicated weapons for only 1 class. Not that it's unbalancing or anything, but with all the drama regarding healing plate, it just seems a step backwards.
ScrubRogue Oct 28th 2011 1:45PM
So who's all rolling a Kung-Fu Panda? Methinks I'll be the only non monk in the game come launch lol.
Kylenne Oct 28th 2011 1:50PM
I want to roll a Pandaren, but I'm actually making my monk a blood elf. My Pandaren will probably end up being a warrior named Generaltso.
Moeru Oct 28th 2011 1:52PM
I would, but like you said, everyone is going to do it. Prolly make my shaman a panda, and roll a Draenei male monk instead.
Jyotai Oct 28th 2011 1:57PM
Probably.
The question is how many will reach 90.
Unlike DKs where level 80 was a skip away, these monks will have 90 levels ahead of them.
The first 60 will be done in weekend one most likely, but then you'll hit Outlands... and the monks will start dropping off like flies.
I -plan- to get one to 90 and hope to make it a tanking main. But that's speaking from before the starting gate.
Darky Oct 28th 2011 2:00PM
Honestly you can get through outlands in a matter of hours especially as tank (what with all the xp bonuses from heirlooms and guilds).
djsuursoo Oct 28th 2011 2:03PM
my pandaren will be an enhancement shaman, meself.
something awesome about a huge drunken bear with two elemental-force wreathed hammers tearing it up that's very attractive to me.
Kylenne Oct 28th 2011 2:06PM
@Darky: If it weren't for the Dungeon Finder, I'd forsee a repeat of Wrath launch, with Ramparts groups comprised of all monks. Though unlike the DK situation, they'd actually be in all the proper roles, including the healer. And they'd actually know what they were doing by then for the most part.
sharlatan Oct 28th 2011 2:09PM
I'll make a monk, not sure if it'll be pandaran, but probably so I can see their starting area.
IF, and its a big IF, bliz manage to pull of melee healer role well, I may stick around. If not, its bye bye again. But I wont resub until MoP comes out. 4.3 holds no interest for me whatsoever.
ScrubRogue Oct 28th 2011 2:10PM
What's kind of funny is "everyone will be doing it" so maybe everyone avoids it and there are just a few! Who am I kidding I have to make a ninja panda seconds after release :)
Caylynn Oct 28th 2011 2:13PM
I'm going to roll a Monk, but she likely won't be a Pandaren (although I'll have to see what the females end up looking like - maybe I'll change my mind) - I'm thinking dwarf or draenei, although maybe night elf, since I don't have any nelfs characters yet (my shaman is a dwarf, my spriest is a worgen, and my paladin is a draenei).
bspauldin Oct 28th 2011 2:33PM
@Kylenne
Rolling through ramps with 5 58-60 DKs was fun times! The first few weeks of wrath were epic for DKs. I was hoping the monk would be a hero class, not looking forward to 1-55 yet again.