Blue Posts and Other WoW News: Intellect plate, MoP talents, more Ulduar style bosses, /brofist

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Blue posts
Zarhym responds to MoP QQ
Quote:
Let me rephrase.
WHY. DO. YOU. HAVE. TO. NAME. THE. XPAC. PANDARIA. THE. FACT. THAT. THEY. ARE. FROM. PANDARIA. IS. IRRELEVANT.
Let me rephrase.
WHY. DO. YOU. HAVE. TO. NAME. THE. XPAC. PANDARIA. THE. FACT. THAT. THEY. ARE. FROM. PANDARIA. IS. IRRELEVANT.
It's not irrelevant, particularly given almost everything that happens after the Cataclysm and Deathwing's demise is centered around the discovery of this new continent. These forgotten lands, as well as the way the Horde and Alliance go about exploring them, are central to the overall story line (much like Illidan and the Burning Legion were to The Burning Crusade, the Lich King and his Scourge were to Wrath of the Lich King, and Deathwing's destructive return to Azeroth was in Cataclysm).
I'm not sure I understand your argument. It feels like you're claiming we're naming the expansion after a new race's starting zone (not true) and arguing that's "jumping the shark." If you're only taking issue with the title, I don't think that qualifies for such a label at all. More importantly though, I get the sense you learned only two bulleted details about the expansion (new race and new land to explore) before deciding to post this thread.
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Quote:
The expansion is not named "Pandaria". It is "Mists of Pandaria". Now to really nitpick.
If you're going to shorten the name down to one word, it should be "Mists". "of Pandaria" is an adjectival prepositional phrase describing the mists. The focus of the phrase is definitely "Mists".
The expansion is not named "Pandaria". It is "Mists of Pandaria". Now to really nitpick.
If you're going to shorten the name down to one word, it should be "Mists". "of Pandaria" is an adjectival prepositional phrase describing the mists. The focus of the phrase is definitely "Mists".
Yes! I always type "Mists" when writing notes from our meetings with the developers and such. "Pandaria" doesn't encapsulate the expansion name enough for me and I don't even like saying "MoP" in my head when I'm reading over my work. :p
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Quote:
I dunno, I would have preferred World of WARcraft: War Of the Blood War Anger Destruction Explode
I mean, that just sounds cooler. And things that sound cool validate me as a male. With testosterone.
I dunno, I would have preferred World of WARcraft: War Of the Blood War Anger Destruction Explode
I mean, that just sounds cooler. And things that sound cool validate me as a male. With testosterone.
/brofist
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Quote:
My favorite thing about this thread is how Zarhym never addressed the core issue presented and instead made strawman after strawman and mocked the opposition. Pretending the OP didn't have coherent point. I lurv ya Zarhym, but it pains me to see you resorting to Bill O'Reilley tactics.
My favorite thing about this thread is how Zarhym never addressed the core issue presented and instead made strawman after strawman and mocked the opposition. Pretending the OP didn't have coherent point. I lurv ya Zarhym, but it pains me to see you resorting to Bill O'Reilley tactics.
You're not allowed to go back in time and insert a core issue into the thread, then claim I failed to address it.
The OP says it's a cheesy name and likened it unto the decision to have Fonzie jump a shark in his leather jacket on water skies in Happy Days. If there's some deeper, truer criticism he was eluding to... you're right. I missed it. (Or pretended to miss it?)
And people love shouting "strawman!" so much on the forums that I'll pretend that wasn't a coherent criticism of my responses. :D
Quote:
It is unimaginative to name a land full of Pandas Pandaria.
It is unimaginative to name a land full of Pandas Pandaria.
I could try to reference real world nationalities and their relation to the names of the respective nations from which they're derived. My guess is that wouldn't be the best use of my time or yours. Instead I'll just remind you that's been the name of the continent for a long time now.
Once a bunch of new updates about the expansion come flying out from our offices, we trust players may not just have pandas on the brain anymore when thinking about 5.0. Yes, it's true, the next expansion's name, new playable race, and new continent are all derivatives of the word "panda." We're confident that's not going to encapsulate the entire gameplay and story experience though.
Kaivaxx -- Ulduar
What a coincidence! We happened to talk about raid design and results with Ghostcrawler and Mumper yesterday, and everyone looked back fondly on Ulduar, among others.
Yes, the same designers and artists who worked on Ulduar are still working on raids.
Here's the thing -- Ulduar is an example of a raid where lots of players got to enjoy the first few bosses, and very few players ever saw the last few. Yogg Saron and Algalon were among the least-killed bosses ever, and not because they were exceedingly difficult. Rather, clearing the dungeon all the way to Yogg took up a big chunk of a raiding week (and you only had an hour to kill Algalon), and the ability to extend raid lockouts came later in 3.2.0 (but extending raid lockouts means getting less loot overall). Raid Finder partially resolves the length-of-raid problem, so we can consider designing longer raids, but that's not always an easy call. Long raids mean longer development time, and while some players might be willing to wait, we understand why others might get impatient.
Of course, having multiple raids in a tier (like the combination of Bastion of Twilight and Blackwing Descent) has the advantage of giving players different environments to play in while potentially making scheduling and logistics easier.
Pushing a big red button for Mimiron was very cool, and again is fondly remembered. We have created something like 40 raid bosses since the creation of those encounters however, and we cant help but think that it would start to feel really gimmicky and forced if every raid encounter had its difficulty set by pushing a button, (or not killing adds, or changing the order you kill the bosses, or the other mechanics we used in Ulduar). We think Mimiron would feel less special if there were six more bosses in the game with big red buttons, and we're just not sure the design space is there to have a near infinite variety of means by which players launch a heroic mode in game.
Nonetheless, because there are so many requests for those style mechanics, we are considering doing a few bosses with optional modes (in the same way Mimiron, Freya or Sartharion had them) in Mists of Pandaria.
Yes, the same designers and artists who worked on Ulduar are still working on raids.
Here's the thing -- Ulduar is an example of a raid where lots of players got to enjoy the first few bosses, and very few players ever saw the last few. Yogg Saron and Algalon were among the least-killed bosses ever, and not because they were exceedingly difficult. Rather, clearing the dungeon all the way to Yogg took up a big chunk of a raiding week (and you only had an hour to kill Algalon), and the ability to extend raid lockouts came later in 3.2.0 (but extending raid lockouts means getting less loot overall). Raid Finder partially resolves the length-of-raid problem, so we can consider designing longer raids, but that's not always an easy call. Long raids mean longer development time, and while some players might be willing to wait, we understand why others might get impatient.
Of course, having multiple raids in a tier (like the combination of Bastion of Twilight and Blackwing Descent) has the advantage of giving players different environments to play in while potentially making scheduling and logistics easier.
Pushing a big red button for Mimiron was very cool, and again is fondly remembered. We have created something like 40 raid bosses since the creation of those encounters however, and we cant help but think that it would start to feel really gimmicky and forced if every raid encounter had its difficulty set by pushing a button, (or not killing adds, or changing the order you kill the bosses, or the other mechanics we used in Ulduar). We think Mimiron would feel less special if there were six more bosses in the game with big red buttons, and we're just not sure the design space is there to have a near infinite variety of means by which players launch a heroic mode in game.
Nonetheless, because there are so many requests for those style mechanics, we are considering doing a few bosses with optional modes (in the same way Mimiron, Freya or Sartharion had them) in Mists of Pandaria.
Zarhym -- MoP Talents
One of the problems we're specifically trying to address with the new talent system is getting back a little to the sense that there are 10 classes in the game (soon 11) instead of 30 (soon 34). A common complaint we saw about the Cataclysm talent design was that hybridization was greatly downplayed. Now it's easy to dismiss going down two trees as never really having worked out, but it's clear that many players are in love with the idea of doing so.
We also just want to keep the total number of talents under control, since the intent is that they have pretty big effects. If you're facing a Frost mage in PvP in Mists of Pandaria, you'll have even less of an idea of what is in their toolbox than you do today. If you're a raid leader, you won't be so certain what abilities your Discipline priest has to deal with the upcoming boss. A little of that keeps gameplay feeling fresh, but too much of it can be overwhelming. If each of the three mage specs, for example, had different talent choices, then we would have 612 total talents in the game instead of 198. Even 198 is a lot to learn. We also have the suspicion that coming up with 612 really awesome talents will be much more challenging. One of our design philosophies is concentrated coolness: have a few awesome things instead of a lot of mediocre things.
Now in some ways we are strengthening the concept of a spec by really pushing rotations and some other signature spells to specific specs. Immolate is Destruction only. Backstab is Subtlety only. Given that, talents are a great vehicle to make sure that your character still feels like a warlock or a rogue at the end of the day.
We really want to avoid talent synergies where only one talent on a tier makes sense for your character. This would be the case if say Fire mages did bonus damage with only Fire spells, or there was one healing talent on a tier competing against two DPS talents for your priest. Please continue to bring up concerns you have in this regard (though not necessarily all in this thread) and we will try to address them.
We also just want to keep the total number of talents under control, since the intent is that they have pretty big effects. If you're facing a Frost mage in PvP in Mists of Pandaria, you'll have even less of an idea of what is in their toolbox than you do today. If you're a raid leader, you won't be so certain what abilities your Discipline priest has to deal with the upcoming boss. A little of that keeps gameplay feeling fresh, but too much of it can be overwhelming. If each of the three mage specs, for example, had different talent choices, then we would have 612 total talents in the game instead of 198. Even 198 is a lot to learn. We also have the suspicion that coming up with 612 really awesome talents will be much more challenging. One of our design philosophies is concentrated coolness: have a few awesome things instead of a lot of mediocre things.
Now in some ways we are strengthening the concept of a spec by really pushing rotations and some other signature spells to specific specs. Immolate is Destruction only. Backstab is Subtlety only. Given that, talents are a great vehicle to make sure that your character still feels like a warlock or a rogue at the end of the day.
We really want to avoid talent synergies where only one talent on a tier makes sense for your character. This would be the case if say Fire mages did bonus damage with only Fire spells, or there was one healing talent on a tier competing against two DPS talents for your priest. Please continue to bring up concerns you have in this regard (though not necessarily all in this thread) and we will try to address them.
Bashiok -- Intellect plate
The situation with intellect plate is an ongoing discussion among the designers, but we have yet to come up with a solution that's better than just continuing to make intellect plate.
- Let Holy paladins wear Strength plate – This would require a lot of conversions. Does hit become Spirit? What happens to expertise? Do all Strength items convert or just actual armor pieces? Can paladins mix and match with Intellect jewelry and trinkets? Do Holy paladins also hit really hard in melee, or do they lose that ability? Does it make paladins too effective as hybrid classes if they can share much of their gear across three different roles?
- Let Holy paladins wear mail – Our mail is designed to look like shaman or hunters, not paladins. It's cruel not to let a paladin wear the paladin tier armor, and also weird that a given tier piece could be plate or mail even though it looks identical.
- Let priests wear plate – We like the design for priests as cloth-wearers, we would not want to drop less cloth overall (since only mages and locks would need it at that point), and we don't want priests to look like warriors, DKs or paladins.
- Individually these aren't difficult problems, and we have the ability to solve each of them, but at the end of the day the designers don't think any of those solutions are preferable to just keep on making Intellect plate for Holy paladins. Maybe someday there will be a new class that also uses Intellect plate.
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Filed under: Today in WoW
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Reader Comments (Page 2 of 4)
Alysandir Jan 27th 2012 12:41PM
All joking aside (and, yes, my first post was intended as tongue-in-cheek), I believe it makes more sense to do away with spell plate than to try and redesign othe classes to use it. Or even better, how about redesigning loot drops such that items usable by classes not represented in raid either not drop, or receive a roll penalty that makes the likelihood of them dropping less? There are few things more aggravating than downing a boss with 8 of 10 classes represented only to have the drops be usable by one or both of the classes not present. (I've had this happen on many occasions.)
Teaspoon Jan 29th 2012 7:33PM
Unholy DKs are another good alternative for a plate DPS class that could be converted to prefer Int. With their focus on disease-dots and necromancy I feel they're the most castery plate DPS spec. Outside of lore reasons, though, retties are probably the best candidate as it would allow one character to use the gear for two specs the way ele/resto shamans work now. Paladins currently use three types of gear (tanky, smashy and casty) and it would be sensible and not even particularly horrible from a lore perspective to cut them down to two like pretty much every other class. Even druids with their three-and-a-half specs only have two gear types.
monotype Jan 26th 2012 9:39PM
I still maintain that allowing unholy to wear intellect plate would be an elegant solution. Indeed, it would mirror the death knight's status as sort of a fallen paladin; paladins and DKs would then both have two strength- and one intellect-plate spec. Blizz seems pretty foursquare against the notion of unholy as the caster tree, though, so...meh, I can only dream.
Massumma10 Jan 27th 2012 12:59AM
Amen, brotha. Best possible solution I can see.
Ilmyrn Jan 26th 2012 10:23PM
One word: Battlemage.
That is all.
Arrohon Jan 26th 2012 10:29PM
That would really suck for Unholy when it first happened. Finding an Unholy DK would be nigh-impossible until MoP. Switching to a different major stat would be horrifying because NO ONE would be wearing it (and all DK tier has strength). I still support that idea. They focus on a lot of magical damage. Enough that they scale badly and got a 5% strength buff.... twice. Short-term it would suck, but I'd love it for flavor.
GhostWhoWalks Jan 26th 2012 10:40PM
What is this, I don't even-?
So your solution to the problem of trying to convert all the DPS stats on strength plate into healer stats...is to convert all the healer stats on intellect plate into DPS stats? Unholy still needs expertise, where would we find conversion stats for that on caster gear? And I highly doubt that trying to tell a third of the game's Death Knights, many of whom rolled the class to be melee DPSers, that they are now ranged casters would go over well; condensing all of their tanking ability into one tree got enough of a backlash, I can't even imagine how bad that one would be.
GhostWhoWalks Jan 26th 2012 10:49PM
@Arrohon:
Emphasis on magical damage =/= must be a ranged class. Ret Paladins use tons of Holy damage in their attacks, Enhancement Shamans throw lots of spells around. Also, bear in mind that changing Unholy into a caster would require a substantial reworking of the class, since 75% of Death Knight mechanics function around using a weapon and being in melee range.
monotype Jan 26th 2012 11:01PM
Unholy already depreciates expertise like whoa because of its emphasis on diseases. My DK has something like 8 expertise, and it's a rare combat log where he's not top three DPS. (He doesn't have a 397, nor does he have Gurth, but he keeps up with my guild's heavier hitters, some of whom have their 390s already.) I bring this up not to brag, because I'm an average DK at best; I bring this up because if a middling DK like myself can perform well with little to no expertise, then that tells me that expertise isn't that important of a stat to unholy's design. And I didn't say that unholy would need to be ranged -- I wouldn't mind it, don't get me wrong, but I love the feel of standing on top of a supercharged death & decay, while my diseases roll all around me. All I'm saying is that unholy's primary damage dealers are magical in nature already, so allowing them to scale off an intellect coefficient would be an interesting design area, and one that I think Blizz has closed off prematurely.
andysdavis Jan 27th 2012 1:50AM
This would defintely be a cool idea, as an unholy DK I like the idea of playing a caster/melee hybrid, something akin to a dark battlemage, but the problem I see with allowing unholy DKs to use intellect plate along with holy paladins is that the artists at blizzard are going to have to design 2 seperate styles of intellect plate to match both holy paladins and UH DKs. The way it is now, all intellect plate pieces have skins to match paladin gear, and this is fine because only holy paladins have a need for them. But if UH DKs are allowed to use intellect plate, now the artists have to design twice as many skins (and whoever is in charge of designing the items themselves have to make twice as many int plate items) to accomodate UH DKs. The way I see it, and correct me if I'm wrong, is even though we've doubled the number of specs that can use int plate, we've also doubled the number of int plate items leaving us at the same 'int plate items to specs that can use them' ratio. I think the proper idea would be to instead, like posters above me have mentioned, allow holy pallys to use str items and convert the melee stats to healing stats. This would add a little more competition for str plate, making the 'str plate to specs that can use them' ratio a little smaller, but it would avoid doubling the number of int plate items that we'd come across. And some of the non-tier str plate items that would already be in a boss' loot table can be reskinned to look like paladin gear, so that ret paladins will finally be able to wear gear that looks like a paladin would wear instead of being geared out in a hodge-podge of pally, warrior and DK armor /hurray! (although, admittedly, transmog does alleviate this problem to a degree)
Perhaps I'm wrong on my assumptions and it's not the way I'm making it seem, but those are my thoughts.
nbayens Jan 27th 2012 2:14AM
@andysdavis
Why would they have to redesign offset pieces to match DK gear? Currently, ret pally offset pieces match DK or warrior tier, not pally gear. Why can't an unholy DK wearing only offset look like a pally? (Incidently, if they managed to get all their tier, they'd end up looking like the DK tier set, not like a pally.)
Spellotape Jan 27th 2012 3:10AM
While this would be great for spreading the use of intellect plate, it would be pretty terrible for the existing ten caster specs to have yet another spec rolling on their rings, trinkets, and whatever else.
Arrohon Jan 27th 2012 6:13AM
It's pretty simple in how they could make Unholy use int plate while remaining melee. You need expertise? Make it a passive spec bonus. Melee swings are going to hit like wet noodles. Add a rune that does unholy damage and scales with intellect. Instead of melee strikes being a major source of dps, it'll be say Rune of the Blight. The only issue I see are weapons. Unless Blizzard were to start making 2H int swords, maces, and axes, Unholy would have to dual wield.
Brouck Jan 27th 2012 7:41AM
@arohan, one solution is to have a one time reformer in the dk area that allows you to transfer strength to int.
Teaspoon Jan 29th 2012 8:12PM
"Unless Blizzard were to start making 2H int swords, maces, and axes, Unholy would have to dual wield."
Blizzard ought to start making 2H int swords, maces, and axes. Also polearms. They'd pretty much just be staves, of course, except with different models and a different list of who can equip them.
Paladins and druids can use polearms. Paladins and shamans can use the maces and axes. Maybe they could open up 2H swords for priests or something too rather than having them pally-only. Or, yes, unholy DKs could share the full set with holy paladins. Ditto for retribution if they were the ones rebuilt to use caster stats.
Frank-potato Jan 26th 2012 9:43PM
Woah...maybe someday there will be a new class that uses Plate Intellect? You better be joking bro' NO ONE touches my plate intellect! Say sorry! NOW!
Khirsah Jan 26th 2012 10:21PM
I agree with poster that said naming a land of pandarens Pandaria was unimaginative.
While we're on the subject, I have a bone to pick with all of you unimaginative Canadians, Australians, Italians, Germans, Californians, New Yorkers, Texans, Englishmen, Japanese...this could take a while.
Lucky for me, I'm a Coloradan from my home state of Awesomeland (the actual name on your map may differ.)
Matt Jan 26th 2012 10:44PM
i'm sorry, i don't know you, and i don't mean to be cruel...but zarhym's logic in addressing that poster's complaint was bass-ackward, as is yours: it is in fact pretty unoriginal to name the continent after the things that inhabit it. that poster had him dead to rights.
zarhym's attempt to analogize the Pandaren/Pandaria question to real world nationalities was a logical failure: most countries' names pre-date the self-identification of their citizens. America isn't called America because the English, French, Dutch, and other European settlers who called it their home identified themselves as American. They identified themselves as American because the land was named after Amerigo Vespucci - the land's name came first, the people's identity came afterwards. Neither is Australia called Australia because the English criminals deported there in the 19th century collective voted to call themselves "Australians" on the boat ride over. Etc, etc...world without end, amen.
the inverse is true with Pandaria - the Pandaren originated as a joke, cobbled together from an idealized Eastern hero (the drunken master, which in turn is a modern cinematic interpretation of the zui quan style of fighting [see 70s kung fu movies]) and a real animal. the continent came as an afterthought....and as such is unoriginal. it would have been better for zarhym to just say, "a wizard did it" than to attempt to explain it away using a real world comparison - in the latter, the logical doesn't follow...at least you can't argue with the former.
Thawed the Orc Jan 26th 2012 10:55PM
Pandaren did not originate as a joke.
My god, how dense are some of you who will not let that go?
Kaphik Jan 26th 2012 11:43PM
@ Thawed
"The pandaren started as a creation of the Blizzard artist Samwise Didier and an April Fool's joke, but they got a massive response from Warcraft fans. In the first BlizzCast episode launched on Jan. 10, 2008, Samwise recalled the process to the creation of the Pandaren April Fool's page: "But so we put that up in there and everyone was like “Oh my God! A PANDA RACE? That’s kind of cool!” And I’m like “Are you kidding me, really? You want to see pandas in Warcraft III or whatever?”" Soon, they were included in the Warcraft III expansion and Chris Metzen began to write them into the game lore. Due to this popularity, pandaren were rumored to be the new playable Alliance race to be introduced in the Burning Crusade expansion. "
http://www.wowwiki.com/Pandaren
Truth?