Ghostcrawler talks game systems in final Cataclysm post-mortem

The full interview is after the break.
Cataclysm Post Mortem -- Greg "Ghostcrawler" Street
As part of our World of Warcraft: Cataclysm post mortem series, we sat down with World of Warcraft Lead Systems Designer Greg "Ghostcrawler" Street to talk about his thoughts on World of Warcraft: Cataclysm.
Q. What were your main goals going into Cataclysm?
A: Westfall was a seven-year-old zone with seven-year-old trees and seven-year-old quests. It naturally felt old. It felt tired for players going back to level up an alt, and it wasn't inspiring for new players coming to the game. We just felt like it was time to give all of those old 1-60 zones some attention again. Beyond that though, we wanted to update the classes at low level as well. The spell flow, by which we mean the level you get certain spells, just hadn't aged well. You would get some very group-focused buffs at low level and some powerful leveling tools at high level, which would have made more sense reversed. There were some specs that just weren't functional at low level before because they lacked the damage abilities or tools to effectively solo. Similarly, we took a look at all of the quest rewards at 1-60 because some specs just didn't have adequate itemization to support them.
A second goal, from the systems design point of view, was to improve the class talent trees. We thought the trees had become bloated with filler instead of legitimately interesting talents. We also embraced the notion of class specialization to a much greater degree, by letting you choose your spec formally at level 10.
We also knew we needed to provide more content to players focused on maximum level, which meant we couldn't just re-do 1-60, but we had to provide questing zones, class mechanics, and new PvP and PvE content for players who would be at level 85 too.
Finally, we wanted to deliver all of this content more aggressively. We know players can only wait so long for something new to do before they start to get bored. This has been a goal for some time, but it has been a challenging one for us. When you compare the graphic fidelity of a raid like Firelands to an older raid like Molten Core, you can imagine how it takes both more time and more people to make a raid these days. That's exactly the opposite of what we want to be doing though, which is providing players content at faster rates.
Q. What do you think worked best in Cataclysm?
A. We're really happy with the 1-60 revamp. Each zone looks amazing, we improved their quest flow, and they all have a story that has a (hopefully) meaningful climax, often with a blue item reward. Zones that didn't have much going on before have an actual plot now, many of which are related to Deathwing's return. We also did a better job of integrating the dungeons in a zone into the questing experience for that zone, so you feel like you have a good reason to explore them.
We really like how having players choose a spec at level 10 worked out. I'd say nearly every single design decision we make ends up being at least somewhat controversial in that some players agree with them and some players disagree with them -- that's just the reality of having such a large and diverse player base. But choosing a spec at level 10 was as close to universally acclaimed by players as anything we've ever done. It just works. You get a meaningful choice early on, and powerful, useful, and fun abilities to go along with it. It leads to each spec having a stronger sense of identity, even at higher level.
We're pretty happy with the level 80-85 content that we offered. The zones looked great and the stories were good. We offered several new dungeons, raids, and Battlegrounds. Late in the cycle of Cataclysm, we introduced Raid Finder, which provided a new type of content to players who historically weren't raiders. We're at the part of the lifespan of the game where some original features no longer have the cachet they used to -- you can only roll up so many alts, and by this point you might very well be done with achievements or convinced yourself that that type of gameplay isn't for you. When we can offer a whole new way to play the game -- in this case provide raids to non-raiders -- it's a big win.
Transmogrification is another one of those features -- it opened up an entirely new avenue of gameplay. One of the great things it's done, aside from giving players more tools to personalize their characters of course, is make a lot of old content relevant again. Now players are doing old raids and dungeons looking for Transmogrification pieces, and that's really cool.
I could name a few smaller features we thought worked out as well. The Justice / Honor badge system in Cataclysm cleaned up the crazy system from Lich King. All things considered, we're happy with the healing model. We encountered issues with mana being in short supply at lower gear levels and conversely too abundant at the higher levels, eliminating much of the challenge for healers when the content is supposed to be the most difficult, but overall the model did what we wanted, and we'll be refining it in Mists.
Q. What didn't work out as planned?
Everything else! Seriously though, we tend to be our own harshest critics, so it's actually easy for us to point out things that didn't work out as expected.
While zones like Uldum and Deepholm look fantastic, they didn't fit together as well as we'd have liked. In the planning phases, we didn't think that having scattered end game zones would be a big deal. It turned out to feel a lot weirder than expected. Players ended up teleporting to nearly every destination, and it gave Cataclysm a disjointed feeling, detracting from that feeling of exploration and discovery. We learned that giving players a land to explore, a sense of place, is valuable. Ultimately, the scattered zones and the portals both served to kind of shrink the world, when we want to make the world a place you want to go out and be in. We're definitely looking forward to getting back to a continent in Mists. We underestimated how important that was.
In addition, while we liked that each zone has a story, questing ended up being too linear. It didn't feel like you could fly into a zone, find some quest givers, and explore. Instead, you kind of had to start at the beginning and follow all the quests to the end, and if you didn't like a quest, well, you had to stick with it to get to the next one. We want zones to have an identity, flavor and a story, but we don't want to railroad players through a zone either.
The difficulty at which we pegged our heroic dungeons and raids was controversial. They were designed to be about as tough as the dungeons were back in Burning Crusade, but the game has changed since then. Coming out of Lich King, we'd gotten the message loud and clear from players that they wanted tougher challenges. They liked the convenience of Dungeon Finder, but they missed using their crowd control and survival abilities and having to strategize about how to beat a given encounter. We designed the Cataclysm heroics with that in mind, and the players who wanted challenging content were thrilled.
The problem was that we had this whole group of players who felt like they couldn't make any progress on their characters. Even if they wanted to end up raiding with their friends, they couldn't earn the gear they needed to get into those raids (especially in the absence of Raid Finder). I don't believe that the instances were too hard; it's obvious there are players who enjoy that content. I believe the problem was that there were no alternatives. With such a diverse community, the goal is to have experiences that players from all over the spectrum can enjoy. We don't want to shut anyone out. So, we're addressing that with Challenge Modes in Mists. You'll have normal and heroic mode dungeons, and then Challenge Modes, for players who are looking to prove their mettle. Likewise, you'll have normal and heroic raids, and Raid Finder for players who don't enjoy wiping on a boss week after week until they can master it.
While choosing a spec at level 10 felt great, we weren't very happy with the rest of the talent tree overhaul. We definitely pruned some dead wood from the trees and got rid of some talents that weren't a lot of fun, but players felt like they weren't getting anything out of the bargain. Having simpler trees is a good goal, but it would have felt better if players felt like they got something cool in return for losing some boring fluff. Unfortunately, as is the case with many compromises, this one didn't fully solve the original problems it was intended to solve, while it created new ones.
Fundamentally, taking into account what we've learned about talent trees over the years, we've come to the conclusion that the talent tree model where you pick up tiny performance increases here and there (and where there's, mathematically, nearly always a 'right' answer and a 'wrong' answer) is not a great model. The Mists talent design is a major revamp that should fix this problem once and for all. Talents should be meaningful game-changers. At absolute worst a given talent may be the right one only situationally, and at best, players will have a lot more customization to make their play-style stand out. Furthermore, the fact that you'll have more flexibility to change your talents should help keep gameplay fresh, even with that character that you play most often.
I feel like I should mention Abyssal Maw again. As with many cancelled features, it somehow took on a life of its own in the minds of players. Believe me, though -- you just don't cancel things that you think are going to be awesome. It was three bosses inside Nespirah, with no unique art. The reason it was originally appealing to us was because we had so many Vashj'ir assets that we could use. But by the time it was time to do the work, we felt like we (and many players) had Vashj'ir fatigue. Now don't get me wrong -- I loved Vashj'ir. I was an oceanographer, remember? Vashj'ir delivered on the promise of an underwater zone, but we feel like most players were ready to be done with it by the time they had quested through that. (Individuals will feel differently -- it's that diverse player base thing again.) Firelands received a lot of new art, from bosses to environments, and we just didn't feel like Abyssal Maw was going to compete. Who knows, though! We haven't totally given up on the idea of cool underwater experiences, so maybe there's potential we'd visit it again someday. (For my money, the zone I am personally saddest about cancelling is not Abyssal Maw; it was the Azjol-Nerub quest zone in Wrath of the Lich King.)
Speaking of raids, we also weren't particularly happy with how accessible legendary items became in Cataclysm. Multiple characters in a single raiding guild were getting, and worse, expecting a legendary weapon. Legendaries are supposed to be rare and exciting, not a bar you fill up like some reputation grind, and certainly not something you feel entitled to get because it's "your turn." Dragonwrath in particular was usable by a large variety of class specs, which coupled with the guarantee to completion, just made them too ubiquitous. In the future, legendaries will be more legendary, perhaps so much so that not every raiding guild will have one. In that model, there might be those who almost, but not quite, complete one, but there will also be those who finish one and feel truly honored.
I have mixed feelings about Archaeology. I feel like it's a good addition to professions and offers more, and more varied, gameplay than our existing professions. Still, it's clear that some players wanted more. We wanted Archaeology to be hard to complete. We didn't want it to be one of those professions you can max out by buying up mats at the Auction House. But random reward systems whose long-term goals are more interesting than the short term ones can feel grindy. Archaeology had too much travel time. It could be punishingly random, especially for players who imagined that it would be a guaranteed delivery mechanism for Zin'rokh (which was never the intention). Players missed a lot of the lore, which was delivered in the Archaeology journal and not as part of the survey or digging experience. We think the Mists of Pandaria expansion will be really good for Archaeology. Players will be focused on a couple of new races on a single continent, so travel and randomness will be reduced automatically, and leveling Archaeology should be a bit more convenient since there will be more opportunities to dig at a single site. We have other tricks up our sleeve too.
Q. What lessons have you learned and what are some of your top goals for Mists of Pandaria?
There are four big goals for Mists:
Get players out into the world. We don't want to totally eliminate convenience, so it's fine to queue for some features from capital cities, but we also want players to see other players out in the world, questing, trying world bosses, engaging in PvP, and just travelling from place to place.
Give players plenty to do. It's a sad feeling, and a real failure on our part, whenever someone says "I want to play WoW this evening, but I just don't have anything to do." Like I said above, achievements and alts were great in their time, and we'll continue to support them, but we understand the need for new ways to play as well. The new expansion will have entirely new systems, like scenarios and challenge modes. We are designing the initial zones to have features similar to the Molten Front daily area, so you don't feel like questing is something you finish at level 90 (and so you don't feel like daily quests are synonymous with 'boring' or 'grind'). We want to make the Pandaria factions interesting. We want Exalted to be something you earn for bragging rights, not something every player has. We are adding a lot of mounts that will be hard to get, and awesome-looking armor that you'll want just for transmogrification. We're considering ways to let you increase the number of Conquest points you can earn per week or a way to translate questing into bonus loot from instances. We want to hide lots of cool little things all over Pandaria. Some will offer your character more power and some won't. And if you really like achievements and alts, well hopefully we've got you covered there too, with account-level achievements and a new race and class.
Appeal to a broad audience. I'm always surprised by the number of players who want the game to be easier and the equal number who want the game to be harder (and can't understand why anyone would disagree with them!) We approach the issue in a different way -- we think that what all of those players are really saying is that they want content for them. Message received. We'll be offering Raid Finder versions of all of our raids going forward. We'll be offering brutally difficult challenge modes of dungeons for players who thought the Cataclysm heroics were too easy. We're experimenting with some tricky boss encounters for players who loved the hard-mode Ulduar achievements. We want to provide more cross-over between PvE and PvP, for those who are interested, so that it doesn't feel like you have to play two different games to progress your character. We want to continually add new Battlegrounds, so those players have fresh experiences to look forward to. We'll provide players with ways to upgrade their gear incrementally, while reserving tier sets for actual boss kills.
Get great content out faster. Enough said.
************
We hope you've enjoyed this entry in the Cataclysm post mortem series and that this has proven to be an enlightening opportunity to take in our perspective on what worked, what didn't, and some of what's coming. If you missed the chance, you can join us in looking back at Cataclysm by checking out the other entries in the post mortem series with Lead Encounter Designer Scott Mercer and Lead Quest Designer Dave Kosak.
Now it's time to look forward, since we have more to share about World of Warcraft: Mists of Pandaria coming on March 19. Stay tuned!
Q. What were your main goals going into Cataclysm?
A: Westfall was a seven-year-old zone with seven-year-old trees and seven-year-old quests. It naturally felt old. It felt tired for players going back to level up an alt, and it wasn't inspiring for new players coming to the game. We just felt like it was time to give all of those old 1-60 zones some attention again. Beyond that though, we wanted to update the classes at low level as well. The spell flow, by which we mean the level you get certain spells, just hadn't aged well. You would get some very group-focused buffs at low level and some powerful leveling tools at high level, which would have made more sense reversed. There were some specs that just weren't functional at low level before because they lacked the damage abilities or tools to effectively solo. Similarly, we took a look at all of the quest rewards at 1-60 because some specs just didn't have adequate itemization to support them.
A second goal, from the systems design point of view, was to improve the class talent trees. We thought the trees had become bloated with filler instead of legitimately interesting talents. We also embraced the notion of class specialization to a much greater degree, by letting you choose your spec formally at level 10.
We also knew we needed to provide more content to players focused on maximum level, which meant we couldn't just re-do 1-60, but we had to provide questing zones, class mechanics, and new PvP and PvE content for players who would be at level 85 too.
Finally, we wanted to deliver all of this content more aggressively. We know players can only wait so long for something new to do before they start to get bored. This has been a goal for some time, but it has been a challenging one for us. When you compare the graphic fidelity of a raid like Firelands to an older raid like Molten Core, you can imagine how it takes both more time and more people to make a raid these days. That's exactly the opposite of what we want to be doing though, which is providing players content at faster rates.
Q. What do you think worked best in Cataclysm?
A. We're really happy with the 1-60 revamp. Each zone looks amazing, we improved their quest flow, and they all have a story that has a (hopefully) meaningful climax, often with a blue item reward. Zones that didn't have much going on before have an actual plot now, many of which are related to Deathwing's return. We also did a better job of integrating the dungeons in a zone into the questing experience for that zone, so you feel like you have a good reason to explore them.
We really like how having players choose a spec at level 10 worked out. I'd say nearly every single design decision we make ends up being at least somewhat controversial in that some players agree with them and some players disagree with them -- that's just the reality of having such a large and diverse player base. But choosing a spec at level 10 was as close to universally acclaimed by players as anything we've ever done. It just works. You get a meaningful choice early on, and powerful, useful, and fun abilities to go along with it. It leads to each spec having a stronger sense of identity, even at higher level.
We're pretty happy with the level 80-85 content that we offered. The zones looked great and the stories were good. We offered several new dungeons, raids, and Battlegrounds. Late in the cycle of Cataclysm, we introduced Raid Finder, which provided a new type of content to players who historically weren't raiders. We're at the part of the lifespan of the game where some original features no longer have the cachet they used to -- you can only roll up so many alts, and by this point you might very well be done with achievements or convinced yourself that that type of gameplay isn't for you. When we can offer a whole new way to play the game -- in this case provide raids to non-raiders -- it's a big win.
Transmogrification is another one of those features -- it opened up an entirely new avenue of gameplay. One of the great things it's done, aside from giving players more tools to personalize their characters of course, is make a lot of old content relevant again. Now players are doing old raids and dungeons looking for Transmogrification pieces, and that's really cool.
I could name a few smaller features we thought worked out as well. The Justice / Honor badge system in Cataclysm cleaned up the crazy system from Lich King. All things considered, we're happy with the healing model. We encountered issues with mana being in short supply at lower gear levels and conversely too abundant at the higher levels, eliminating much of the challenge for healers when the content is supposed to be the most difficult, but overall the model did what we wanted, and we'll be refining it in Mists.
Q. What didn't work out as planned?
Everything else! Seriously though, we tend to be our own harshest critics, so it's actually easy for us to point out things that didn't work out as expected.
While zones like Uldum and Deepholm look fantastic, they didn't fit together as well as we'd have liked. In the planning phases, we didn't think that having scattered end game zones would be a big deal. It turned out to feel a lot weirder than expected. Players ended up teleporting to nearly every destination, and it gave Cataclysm a disjointed feeling, detracting from that feeling of exploration and discovery. We learned that giving players a land to explore, a sense of place, is valuable. Ultimately, the scattered zones and the portals both served to kind of shrink the world, when we want to make the world a place you want to go out and be in. We're definitely looking forward to getting back to a continent in Mists. We underestimated how important that was.
In addition, while we liked that each zone has a story, questing ended up being too linear. It didn't feel like you could fly into a zone, find some quest givers, and explore. Instead, you kind of had to start at the beginning and follow all the quests to the end, and if you didn't like a quest, well, you had to stick with it to get to the next one. We want zones to have an identity, flavor and a story, but we don't want to railroad players through a zone either.
The difficulty at which we pegged our heroic dungeons and raids was controversial. They were designed to be about as tough as the dungeons were back in Burning Crusade, but the game has changed since then. Coming out of Lich King, we'd gotten the message loud and clear from players that they wanted tougher challenges. They liked the convenience of Dungeon Finder, but they missed using their crowd control and survival abilities and having to strategize about how to beat a given encounter. We designed the Cataclysm heroics with that in mind, and the players who wanted challenging content were thrilled.
The problem was that we had this whole group of players who felt like they couldn't make any progress on their characters. Even if they wanted to end up raiding with their friends, they couldn't earn the gear they needed to get into those raids (especially in the absence of Raid Finder). I don't believe that the instances were too hard; it's obvious there are players who enjoy that content. I believe the problem was that there were no alternatives. With such a diverse community, the goal is to have experiences that players from all over the spectrum can enjoy. We don't want to shut anyone out. So, we're addressing that with Challenge Modes in Mists. You'll have normal and heroic mode dungeons, and then Challenge Modes, for players who are looking to prove their mettle. Likewise, you'll have normal and heroic raids, and Raid Finder for players who don't enjoy wiping on a boss week after week until they can master it.
While choosing a spec at level 10 felt great, we weren't very happy with the rest of the talent tree overhaul. We definitely pruned some dead wood from the trees and got rid of some talents that weren't a lot of fun, but players felt like they weren't getting anything out of the bargain. Having simpler trees is a good goal, but it would have felt better if players felt like they got something cool in return for losing some boring fluff. Unfortunately, as is the case with many compromises, this one didn't fully solve the original problems it was intended to solve, while it created new ones.
Fundamentally, taking into account what we've learned about talent trees over the years, we've come to the conclusion that the talent tree model where you pick up tiny performance increases here and there (and where there's, mathematically, nearly always a 'right' answer and a 'wrong' answer) is not a great model. The Mists talent design is a major revamp that should fix this problem once and for all. Talents should be meaningful game-changers. At absolute worst a given talent may be the right one only situationally, and at best, players will have a lot more customization to make their play-style stand out. Furthermore, the fact that you'll have more flexibility to change your talents should help keep gameplay fresh, even with that character that you play most often.
I feel like I should mention Abyssal Maw again. As with many cancelled features, it somehow took on a life of its own in the minds of players. Believe me, though -- you just don't cancel things that you think are going to be awesome. It was three bosses inside Nespirah, with no unique art. The reason it was originally appealing to us was because we had so many Vashj'ir assets that we could use. But by the time it was time to do the work, we felt like we (and many players) had Vashj'ir fatigue. Now don't get me wrong -- I loved Vashj'ir. I was an oceanographer, remember? Vashj'ir delivered on the promise of an underwater zone, but we feel like most players were ready to be done with it by the time they had quested through that. (Individuals will feel differently -- it's that diverse player base thing again.) Firelands received a lot of new art, from bosses to environments, and we just didn't feel like Abyssal Maw was going to compete. Who knows, though! We haven't totally given up on the idea of cool underwater experiences, so maybe there's potential we'd visit it again someday. (For my money, the zone I am personally saddest about cancelling is not Abyssal Maw; it was the Azjol-Nerub quest zone in Wrath of the Lich King.)
Speaking of raids, we also weren't particularly happy with how accessible legendary items became in Cataclysm. Multiple characters in a single raiding guild were getting, and worse, expecting a legendary weapon. Legendaries are supposed to be rare and exciting, not a bar you fill up like some reputation grind, and certainly not something you feel entitled to get because it's "your turn." Dragonwrath in particular was usable by a large variety of class specs, which coupled with the guarantee to completion, just made them too ubiquitous. In the future, legendaries will be more legendary, perhaps so much so that not every raiding guild will have one. In that model, there might be those who almost, but not quite, complete one, but there will also be those who finish one and feel truly honored.
I have mixed feelings about Archaeology. I feel like it's a good addition to professions and offers more, and more varied, gameplay than our existing professions. Still, it's clear that some players wanted more. We wanted Archaeology to be hard to complete. We didn't want it to be one of those professions you can max out by buying up mats at the Auction House. But random reward systems whose long-term goals are more interesting than the short term ones can feel grindy. Archaeology had too much travel time. It could be punishingly random, especially for players who imagined that it would be a guaranteed delivery mechanism for Zin'rokh (which was never the intention). Players missed a lot of the lore, which was delivered in the Archaeology journal and not as part of the survey or digging experience. We think the Mists of Pandaria expansion will be really good for Archaeology. Players will be focused on a couple of new races on a single continent, so travel and randomness will be reduced automatically, and leveling Archaeology should be a bit more convenient since there will be more opportunities to dig at a single site. We have other tricks up our sleeve too.
Q. What lessons have you learned and what are some of your top goals for Mists of Pandaria?
There are four big goals for Mists:
Get players out into the world. We don't want to totally eliminate convenience, so it's fine to queue for some features from capital cities, but we also want players to see other players out in the world, questing, trying world bosses, engaging in PvP, and just travelling from place to place.
Give players plenty to do. It's a sad feeling, and a real failure on our part, whenever someone says "I want to play WoW this evening, but I just don't have anything to do." Like I said above, achievements and alts were great in their time, and we'll continue to support them, but we understand the need for new ways to play as well. The new expansion will have entirely new systems, like scenarios and challenge modes. We are designing the initial zones to have features similar to the Molten Front daily area, so you don't feel like questing is something you finish at level 90 (and so you don't feel like daily quests are synonymous with 'boring' or 'grind'). We want to make the Pandaria factions interesting. We want Exalted to be something you earn for bragging rights, not something every player has. We are adding a lot of mounts that will be hard to get, and awesome-looking armor that you'll want just for transmogrification. We're considering ways to let you increase the number of Conquest points you can earn per week or a way to translate questing into bonus loot from instances. We want to hide lots of cool little things all over Pandaria. Some will offer your character more power and some won't. And if you really like achievements and alts, well hopefully we've got you covered there too, with account-level achievements and a new race and class.
Appeal to a broad audience. I'm always surprised by the number of players who want the game to be easier and the equal number who want the game to be harder (and can't understand why anyone would disagree with them!) We approach the issue in a different way -- we think that what all of those players are really saying is that they want content for them. Message received. We'll be offering Raid Finder versions of all of our raids going forward. We'll be offering brutally difficult challenge modes of dungeons for players who thought the Cataclysm heroics were too easy. We're experimenting with some tricky boss encounters for players who loved the hard-mode Ulduar achievements. We want to provide more cross-over between PvE and PvP, for those who are interested, so that it doesn't feel like you have to play two different games to progress your character. We want to continually add new Battlegrounds, so those players have fresh experiences to look forward to. We'll provide players with ways to upgrade their gear incrementally, while reserving tier sets for actual boss kills.
Get great content out faster. Enough said.
************
We hope you've enjoyed this entry in the Cataclysm post mortem series and that this has proven to be an enlightening opportunity to take in our perspective on what worked, what didn't, and some of what's coming. If you missed the chance, you can join us in looking back at Cataclysm by checking out the other entries in the post mortem series with Lead Encounter Designer Scott Mercer and Lead Quest Designer Dave Kosak.
Now it's time to look forward, since we have more to share about World of Warcraft: Mists of Pandaria coming on March 19. Stay tuned!
Filed under: Blizzard, Cataclysm, Mists of Pandaria
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Reader Comments (Page 2 of 6)
Stilhelm Mar 7th 2012 4:42PM
I'm just saying that ret paladins were capable of not being a hindrance to even hard mode 10-man raid teams. I will admit that I did not prefer the new play style any more than the old, so my pally spent most of the expansion as prot/holy, never anything more than my jewelcrafter and reasonably geared alt I could choose from depending on the needs of my guild alts raids. That being said, I do know that ret went from a first-come-first-serve rotation that could have easily been put into a single macro that would give at least 90% of the dps a skilled ret could do, to being a little too random for most people's liking.
Many have said the 2-pc T13 makes it feel a whole lot better, and our main pally tank said the same thing when he finally put a ret set together. He is now just under our main-spec dps, right about where any of the rest of us would be with the same level of gear.
And, 10k single-target dps in a 5-man at 357 ilvl isn't that terrible. You're missing a variety of buffs, and some classes gain more from those than others. If you're doing kings, for example, because there is no druid in the group, you're likely missing buffs including 20% attack power, melee haste, 8% increased magic damage, 5% crit, etc. Survival hunters, on the other hand, are likely to be dropped into a group including kings and attack power, and possibly even the 8% magic damage, and can provide whatever crucial buff they may want themselves via choosing their pet wisely. Also, survival hunters scaled very well at lower levels of gear, and now they scale very well at high levels of gear as well.
eel5pe Mar 8th 2012 12:47PM
@violet: Clcret is an amazing addon for ret paladins in PvE. You won't reach your maximum DPS with it, but you'll do better than most. Give it a try.
And stilhelm's response was kinda dickish, but he's right- old ret was dumb and faceroll. They did some math and proved that even though there was supposedly a "priority system", as long as you hit a skill off cooldown you'd only be doing about 20% less DPS than someone who hit all the "right" buttons. That may be enjoyable for people who don't like to try too hard when they DPS, but it's not good class design.
The new ret is not that random honestly. You have two procs and you have one buff you have to keep up. If you're struggling to beat 10k at ilvl 357, it's either a problem with your rotation (so download the addon I mentioned) or you're not using your cooldowns. Ret with their cooldowns is VERY bursty so if you're not using your cooldowns (Avenging Wrath + GoAK + Zealotry) your DPS will suffer a lot.
Also like Stilhelm mentions, take your DPS in 5-mans with a grain of salt. You'll see a lot of variance depending on your buff situation.
SamLowry Mar 8th 2012 6:15PM
"I don't believe that the instances were too hard; it's obvious there are players who enjoy that content."
And it's obvious there are players who enjoy cutting themselves, and huffing spray paint, and yakking up their lunch so they don't get fat, but luckily they're a small minority, just like the folks who complained that Wrath was too easy. And yet the devs caved in to them because they were SO FRIKKIN LOUD IN THEIR COMPLAINTS.
I see a lot of this message as further proof that GC just doesn't get it.
SamLowry Mar 8th 2012 8:06PM
So what's the difference between "faceroll" and "hitting all the "right" buttons"? In each case you're just hitting the same buttons over and over, it's just that in the second case the layout keeps changing every time some theorycrafter tries something different at the target dummies and posts it on Elitist Jerks.
eel5pe Mar 9th 2012 12:09PM
@Lowry: you only have anecdotal evidence to support your view that people who enjoyed the difficulty of the five-mans are a "small minority". Personally I really enjoyed the challenge in the early Cata heroics and especially with the Zuls. In my guild I don't think I ever heard anyone complain that the dungeons were too hard; the complaints were always to the tune of "other players in the group are unable or unwilling to deal with fight mechanics", leavened with some swearing. Do I think most players feel the same way as me? No, but I would wager that we're not a "small minority" and I don't appreciate being compared to druggies and people who engage in self-destructive behavior.
In any case the question is largely academic as they are keeping the difficulty level of early-Cata heroics for players like me (challenge modes) and then heroic dungeons will be tuned to the difficulty level of the End Time heroics for those who don't want to try as hard.
As for DPS rotations: faceroll means I hit any of my abilities, as long as it's one off cooldown. "Hitting the right buttons" refers to a priority system, where what matters is that the ability you hit has the highest damage to cooldown ratio. It should be immediately obvious that if you want to design a system that rewards "good" players (and if not, why not just go play some slot machines or something?) then mode 2 needs to deal significantly more damage than mode 1 (otherwise again why not just play a game of chance?).
It may sound complicated, but luckily there are other players out there willing to model it out for us (EJ) and, unlike Wrath, there has actually been very little flux in Cata in terms of rotations and priorities. If you're having trouble keeping up with the priority system, there are addons to help you. The bottom line is that if you're not doing reasonable DPS, you're not trying hard enough.
Mr. Crow Mar 7th 2012 1:17PM
This was what I was hoping for from all the post-mortems; a frank look at what they intended, what worked, what didn't work, and where they plan to take it from here. Mercer's Dungeons & Raids PM really didn't do any of the reflection, but Street completely covered for that.
The admission about Abyssal Maw definitely answers a huge frustration I had with the previous entry, so I have to admit that I'm really overjoyed that it was addressed.
Cephas Mar 7th 2012 1:32PM
GC's answer is fine, I guess, I don't really need or want to play through another Vashj'ir dungeon either, but the lore-loving part of my brain is still screaming "What about Neptulon!!!" This was the single most important expansion for the elementals - taking out Al'Akir and Ragnaros, and gaining favor with Therazane and then the Neptulon story just goes poof at the end of Throne of the Tides with a massive cliffhanger! Don't leave me hanging here, Blizz!
Sarducci Mar 7th 2012 1:40PM
Nep and the Kraken eloped and are raising a couple of tadpoles outside of Reno.
loli.gigis Mar 7th 2012 1:42PM
Well the whole Azshara thing isn't resolved. We haven't really come up against her so it's still entirely possible that we will get a story resolution with him in the next expansion or after MoP. My money is at the end of MoP, Azshara will come at us in an attempt to reopen the portal between Azeroth and Argus. Eventually we will end up on Argus in order to defeat Sargeras and probably be near the end of the life of the game.... so another 4-6 years if they are keeping the expansion schedule every 2 years or so.
briker Mar 7th 2012 4:28PM
Yes, exactly with regards to Azshara. You know we are on a collision course with her as a big bad. Whether it comes through a full Naga invasion (maybe with the return of the Burning Legion) or we go track her down in her lair to rescue Nep, it will be coming.
Noyou Mar 7th 2012 1:21PM
"Now it's time to look forward, since we have more to share about World of Warcraft: Mists of Pandaria coming on March 19. Stay tuned!"
But- the info thing is the 13-16? I know the NDA isn't supposed to be lifted until the 19th. I'm hoping they don't go all radio silence for 6 more days. Not 6 more days!!
Awesome post by GC though. He is the best.
Silversol Mar 7th 2012 8:55PM
With time to process and prepare the info the sites get; I think there will be more clarity when the material is presented to the public.
It also gives an even footing for interviews. Site A interviews people first, they get to put up stuff first if no NDA was in place.
omedon666 Mar 7th 2012 1:22PM
"We want to make the Pandaria factions interesting. We want Exalted to be something you earn for bragging rights, not something every player has."
This has the potential to fall on its face. Of all the elements of WoW, the one that should remain free of "competitive" bragging rights culture is ye olde reputation grind.
I spend my time, you spend yours. Where's the room to brag?
Reputations are about grinding, which means they are about inevitability. There's not a lot of wiggle room for "bragging rights" in there unless you totally break it.
Otherwise, I agree with a lot of what GC said, and am actually looking forward to playing WoW again. :)
Noyou Mar 7th 2012 1:46PM
The old timbermaw rep was kind of like that. The Kalu'ak rep was kind of like that too. You could only get a limited amount of rep. So I get that part. There is the danger of making it too long or grindy to get. Since I don't do many dungeons, I have only got exalted with one faction outside of Bardin Wardens from Cata. If they do make it more challenging, I hope at least they make dailies or alternative ways to get rep other than making tabards from dungeons.
Revynn Mar 7th 2012 1:52PM
What I believe he's getting at is this:
In BC we had Netherwing, Skyguard and the dreaded Aldor-then-Scryers grind.
In Wrath we had the Kaluak and Scholozar Basin.
In both of those situations, there were reps to grind that were purely for bragging rights and toys. Mounts, parachute cloaks, transformation items, minipets, epic fishing poles, etc.
In Cata, as a warlock, I HAD to do Ramkahen for the boots. I HAD to do Dragonmaw for the neck piece. I HAD to do Therazane for the shoulder enchant. I HAD to do Hyjal at least to revered for the head enchant. I HAD to do Tol Barad for the trinket. The only one I wasn't REQUIRED to do was Earthen Ring and, even then, I was still passing up decent starter gear by not doing it. Reputations in Cata were just another thing you HAD to do in order to get raiding early.
What it sounds like they're planning is adding more reps in MoP that provide fun items, mounts or toys that aren't required by any stretch of the imagination. Things that you can go back and finish later on in the tier/expansion and not get crap from your guild about it.
omedon666 Mar 7th 2012 1:56PM
Revynn, that is genius, and I really should have looked at it that way. Serves me right for posting before the first coffee.
I really hope that's what they mean, because as someone who likes "visual fluff" that can be pursued on my own time, I'd be all over applying my time to that sort of thing. :)
Homeschool Mar 7th 2012 2:15PM
I most certainly hope that Revynn is correct. I can remember feeling proud of my Kaluak and Oracles exaltation, but getting alt #1 to 85 and realizing that I was going to have to go grind 3-5 reps was a little soul-crushing.
DarkWalker Mar 7th 2012 2:17PM
I believe what he meant about reputations is that anything actually needed to progress the character would be available at an earlier point, and that getting exalted would be purely optional.
Elmo Mar 7th 2012 1:28PM
At least Ghostcrawler is realistic, in his goals and the mistakes that were made in Cata.
the previous Post Mortems just felt like "We delivered the bestest expansion EVER!"
GC is more like "Cata was ok, but MoP must be better"
Ata Mar 7th 2012 3:32PM
Funny, I kind of felt that in the dungeon/raid one they at least admitted that the dungeons were bad (and then made no more mention of the dungeons in the rest of the interview) where here GC seemed to tell me that because some people liked the challenge they presented it wasn't a huge fault and that 'oops, we need to make content for the other people too', and kind of sounds like he's talking down to those of us who could do that content just fine, just hated having to spend hours in a single dungeon for little reward.