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 3 of 5)
Rolly Oct 28th 2011 1:49PM
"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."
I think it's because they're starting to realize they might have erred by basing the ex-pac reveal on them.
IMO, they should have been introduced like Tuskarr were in game and not been an actual playable race.
Tohsterssbro Oct 28th 2011 1:52PM
I think they're going on nonstop about it not cause they have no choice, but because they're as excited as we are for it
Darky Oct 28th 2011 1:57PM
Bah I loved pandarens in WC3 and I love them now, so pteh! (Sorry for being immature but that's just how a roll :P).
mirilene Oct 28th 2011 1:58PM
It's a little of both, right? They're definitely super excited about it and i think that creatively, its the absolute best race/starting zone they've ever done from what i got to play at blizzcon.
The trailer released conveys very little of that though and they're going to need to push back against the negative reactions just as hard to make people understand that this is not a cash in but something they're working hard on to make it cool and awesome.
And it is - you can believe that.
Rolly Oct 28th 2011 2:11PM
"And it is - you can believe that. "
Well unfortunately I haven't played MOP like you seem to have.
Noyou Oct 28th 2011 3:18PM
Or it could be, you know, good marketing to talk about them? Considering it's been only a week.
Gaurisk Oct 28th 2011 3:16PM
Yes, it must be that. It can't be enthusiasm or fresh energy. When Metzen's hands shook in the opening minutes of Blizzcon, it was the despair talking.
They're psyched, and they've got me psyched.
vocenoctum Oct 28th 2011 4:35PM
I'd say the factors:
1) Cataclysm not being all they'd hoped.
2) They're excited about all they know
3) They weren't expecting folks to dislike Pandas
4) It was just announced and is fresh
5) This expansion is going to be available faster than previously
So, take 1 and 5, then 3 surprised them so 2 leads to them trying to up-play the "values" of pandaren and convince folks that "yes, it's serious!".
From their vantage, they probably weren't expecting some of the negativity and realized a bit late that the average gamer doesn't appreciate how much background they've done for it. (Blizzard HQ might be overflowing with timelines and maps and gritty panda killing fields, we don't see that, we see the Disney trailer and the Racial ability of Bouncy...)
Dementron Oct 28th 2011 5:17PM
@ vocenoctum
I'm pretty sure they anticipated *some* people not liking pandas. And just because those people can be very vocal about their dislike doesn't mean that the majority of the playerbase is upset about them. A lot of people are neutral in regards to the pandaren, and plenty of people, like me, are thrilled to finally have them in the game.
I don't think Blizzard is worried. There are always people complaining. They may be very loud, but they don't speak for everyone, and the company knows that.
Al Oct 28th 2011 6:43PM
"IMO, they should have been introduced like Tuskarr were in game and not been an actual playable race."
Meh, I still think Tuskarr should have been playable.
Moeru Oct 28th 2011 1:51PM
"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."
I was at Digg in London, ON last year and it's something they brought up. Game companies are usually very secretive about their methods and their engines, because it's been their bread and butter for years. But the fact is, it's hard to get people interested or educated in game development if it's closed. So a lot of companies are starting to open up on their design process and how their engines work.
In the end, it's the IPs (Intellectual Properties) that matter. Blizzard is making money off the franchises, not the technology (per se). So it makes sense for them to share so they can get (free) outsider insight and get people interested even more in the games.
HappyTreeDance Oct 28th 2011 1:51PM
I love the concept of doing the roll. Then I imagine a tauren doing it and I just can't stop giggling.
Moeru Oct 28th 2011 1:53PM
I believe roll is panda-specific. But they'll have to make animations anyways for it, for costumes and such. I still remember how the Draenei stealth was broken for awhile since you don't see it very often.
Darky Oct 28th 2011 1:58PM
Nope they are making a tonne of animations for the other races just for monks :D.
HappyTreeDance Oct 28th 2011 1:59PM
How could it be pandaren specific? GC says right there, "We decided we needed something similar for the monk, so we came up with Roll." Almost every race, except goblins and worgen, can be monks. They wouldn't make a class move that only one race out of eleven can use.
Jyotai Oct 28th 2011 2:04PM
Not Panda specific. At Blizzcon they even said they were looking forward to seeing some players on live try out Tauren rolling.
I'm on the fence - Panda, Tauren, Panda, Tauren, Panda, Tauren, Panda, Tauren, Panda, Tauren, Panda, Tauren... Ahhhhhhh!!!!!!
Chances are Panda will win as 3 of my tanks already are Tauren... :)
But I could race change the warrior to Panda... and then its back to Tauren monk...
ack!
The Dewd Oct 28th 2011 2:56PM
I suspect this is one of the reasons for all the skeletal restructuring of the older races - they're going to have to be able to support all these new monk animations. (I'd also guess that the reason there are no Goblin/Worgen monks is because they can't rationalize re-structuring/re-animating them as needed given how much more detail they already have.)
Noyou Oct 28th 2011 3:18PM
Draenei stealth? Did I miss something?
Ametrine Oct 28th 2011 3:18PM
Mmm... beef rolls.
Mahram Oct 28th 2011 7:50PM
Easy choice - Tauren Monk. Not sure what my Pandaren will be though. Maybe a hunter - I don't have one off those yet.