Ghostcrawler discusses Mists of Pandaria buff and debuff design

First, Ghostcrawler outlined the main design goals of the new buff and debuff categories, saying that making the player feel more powerful in a group as well as making group-building easier were two of the biggest reasons for the changes. DPS classes should be excited to know that buffs and debuffs will vary per role rather than spec, so a DPS warrior will bring the same utility whether he is arms or fury.
After discussing the design goals, Ghostcrawler gave some notes with regards to the new categories of buffs and debuffs, with the new categories as the big finish. Check out all of the categories in Ghostcrawler's post after the jump.
We recently released an update to the Mists of Pandaria talent tree. Since the expansion is still in development, these updates represent a snapshot of where we are at any given moment and not a final design where we step back and say "Ladies and gentlemen, we have achieved perfection. Let us not change a thing." If you've been playing the game for a while, you've probably realized by now that we never think we'll hit perfection, and we probably never will.
One design that we haven't focused on much yet is the plan for various group buffs and debuffs. Some specs have their buffs in place and some do not. Rather than trying to describe each omission, we thought we'd just dump the whole design on you here. As with the rest of the expansion's systems, we're not even in beta yet, so there's plenty of time for things to change.
First, some underlying design goals, so you might understand where we're coming from. Our main goals for group buffs are:
Buffs
Stats
Attack Power
Spell Power
Haste
Spell Haste
Critical Strike
Mastery
Debuffs
Weakened Armor
Physical Vulnerability
Magic Vulnerability
Weakened Blows
Slow Casting
Mortal Wounds
Greg "Ghostcrawler" Street is the lead systems designer for World of Warcraft. He was unsuccessful in convincing the rest of the class team to change Arms warrior mastery to decreased falling damage taken.
One design that we haven't focused on much yet is the plan for various group buffs and debuffs. Some specs have their buffs in place and some do not. Rather than trying to describe each omission, we thought we'd just dump the whole design on you here. As with the rest of the expansion's systems, we're not even in beta yet, so there's plenty of time for things to change.
First, some underlying design goals, so you might understand where we're coming from. Our main goals for group buffs are:
- Make you feel more powerful when grouped with other players.
- Give you lots of freedom to invite whom you want. This gets to be a problem when there are too many mandatory buffs spread out among too many specs. . .
- ...But not offer too many incentives to class stack. If you can achieve every buff with, say, only three players, then there might be a tendency to fill all of the other slots with whoever is best for a particular situation. Some class stacking is inevitable at the cutting-edge level, but to some extent, the players on the cutting edge of raiding enjoy extreme min-maxing. For the rest of us, we try to make sure you can finish all of the encounters without feeling like you need a huge roster of folks waiting in the wings for their one fight.
- We tend to be more generous to DPS specs, since groups -- especially raids -- already have ample reasons to bring tanks and healers.
- We generally don't want a DPS spec to have to switch to a different spec in the same role just to bring a different buff. An example would be a Combat rogue who has to go Assassination just for a buff. In our experience, players are less likely to switch from a ranged to a melee DPS spec just for a buff, so DPS shaman and DPS druids might bring different buffs.
- The list only includes what we consider "traditional" buffs, such as Prayer of Fortitude. It doesn't include utility like being great at snaring, battle rez, knock backs, high DPS while moving, and other mechanics. Those ultimately all factor into a raid or Battleground comp as well.
- The matrix is a little more complex than it appears. A paladin, for example, can only offer one Blessing at a time, while a warrior can only do one shout at a time. You can't assume one character can cover every buff or debuff listed below at the same time.
- Some of these are active (you must cast them, like Prayer of Fortitude) while others are passive. Note that totems no longer bring passive buffs as a rule.
- You'll see several categories consolidated or gone. Bleeds no longer made sense, since everyone who cared about bleeds already buffed themselves. Magical resistance we just removed from the game, though there are some abilities that provide magical damage reduction.
- We are still likely to use the design that hunters, especially Beastmaster hunters, can fill in for missing buffs or debuffs by using certain pets.
- As always, we'd love to get your feedback on this design.
Buffs
Stats
- Effect: +5% Strength, Agility, and Intellect
- Example: Blessing of Kings
- Brought by: Any druid, any monk, any paladin
- Effect: +10% Stamina
- Example: Power Word: Fortitude
- Brought by: Any priest, any warlock, any warrior
Attack Power
- Effect: +10% melee and ranged attack power (which will be the same value again)
- Example: Battle Shout
- Brought by: Any death knight, any hunter, any warrior
Spell Power
- Effect: +10% spell power (there will no longer be a 6% version)
- Example: Arcane Brilliance
- Brought by: Any mage, any shaman, any warlock
Haste
- Effect: +10% melee and ranged haste
- Example: Improved Icy Talons
- Brought by: Frost and Unholy death knights, any rogue, Enhancement shaman
Spell Haste
- Effect: +5% spell haste
- Example: Moonkin Aura
- Brought by: Balance druids, Shadow priests, Elemental shaman
Critical Strike
- Effect: +5% ranged, melee, and spell critical chance
- Example: Leader of the Pack
- Brought by: Guardian and Feral druids, any hunter, any mage
Mastery
- Effect: +5 mastery
- Example: This is a new category
- Brought by: Windwalker monks, any paladin, any shaman
Debuffs
Weakened Armor
- Effect: -12% armor
- Example: Sunder Armor
- Brought by: Any druid, any rogue, any warrior
Physical Vulnerability
- Effect: +4% physical damage taken
- Example: Brittle Bones
- Brought by: Frost and Unholy death knights, Retribution paladins, Arms and Fury warriors
Magic Vulnerability
- Effect: +8% spell damage taken
- Example: Curse of the Elements
- Brought by: Any rogue, any warlock
Weakened Blows
- Effect: -10% physical damage done
- Example: Previously Demoralizing Shout; now Thunder Clap
- Brought by: Blood death knight, Feral and Guardian druid, Brewmaster monk, Protection or Retribution paladin, any warrior (any tank)
Slow Casting
- Effect: -30% casting speed
- Example: Mind-numbing Poison
- Brought by: Any death knight, any rogue, any warlock
Mortal Wounds
- Effect: -25% healing received
- Example: Mortal Strike
- Brought by: Arms or Fury warrior, any rogue, any hunter
Greg "Ghostcrawler" Street is the lead systems designer for World of Warcraft. He was unsuccessful in convincing the rest of the class team to change Arms warrior mastery to decreased falling damage taken.
World of Warcraft: Mists of Pandaria is the next expansion, raising the level cap to 90, introducing a brand new talent system, and bringing forth the long-lost pandaren race to both Horde and Alliance. Check out the trailer and follow us for all the latest MoP news!
Filed under: Blizzard, News items, Mists of Pandaria






Reader Comments (Page 1 of 4)
jdhorner Mar 8th 2012 9:46PM
Since I run a caster-heavy 10man, I'm sad to see that boomkins have lost their 8% spell damage taken debuff. We don't have any warlocks or rogues.
But otherwise, it all seems pretty straightforward!
Pyromelter Mar 9th 2012 12:29AM
Just remember, all design decisions aren't final until 5.0 comes out. Plus, it could have just been an oversight to not include it in the above list.
Phredreeke Mar 9th 2012 7:39AM
It's possible that debuff will be covered by a hunter pet (currently wind serpents and dragonhawks have it)
Nirobi Mar 8th 2012 10:48PM
Noo, why they take away my resto shammy's 5% haste buff D=. I don't like playing ele ='(.
But in all seriousness I can see how this will further emphasize the bring the player not the class mentality.
Elwoods Mar 9th 2012 5:15AM
Except that the 3 specs that bring the +5% haste buff are also those that can heal.
I know in my guild it is almost impossible to get the 5% haste buff as one by one our priests and boomkins have gone heal (and its almost impossible to find a shammy)
Aurilia Mar 9th 2012 7:23AM
Plus they're changing the totems (again) - no more buff totems. The only totems in the class list so far without CDs are the two damaging fire totems and healing stream totem.
TimR Mar 9th 2012 11:00AM
The 5% spell haste buff seems to have the most problematic makeup. Only 3 specs, vs. 3 classes in most other cases. This is such an important buff for any class with haste break points as well. (I'm mainly a resto druid, so I'm biased, but I know this affects others as well.)
Srslyyeswai Mar 9th 2012 3:16PM
@omedon666 I thought you made some very good points. However I wanted to discuss the "invalidation" of your efforts. I'm finding myself agreeing with you for the most part, but I think it needs to be said that invalidation of any progress you make on a character in this game is constantly being invalidated as patches and expansions roll out. All the work I did to get heroic gear from T12 means nothing now in T13. This can be demoralizing, especially if new content is released too quickly. At the same time, no one wants to spend a year on any particular raid instance.
The point I'm trying to make is that because WoW is a fluid, open-ended game, this will always happen. Mastering your rotation (formerly a feral druid), maximizing your stats (hello armor pen cap), upgrading your gear... none of it will be permanent. The game will continue to evolve and Blizz will try to refine the experience for players and try to improve.
I like the challenge of trying to master my class all over again and put in the work to be the best player I can be. It's the great players that can keep coming back again and again and put in the effort to reap the benefits. There's nothing wrong with hating the changes, and each player has the freedom to decide when it's time to hang it up.
omedon666 Mar 8th 2012 10:00PM
Hey! It's a new expansion! Time to learn a new game again!!
*sigh*
MikeLive Mar 8th 2012 10:09PM
I disagree. I say
"Hey! It's a new expansion! Time to learn a new game again!!"
*pumped*
How does a game stay just as fun over nearly 8 years? By changing things up from time to time.
omedon666 Mar 8th 2012 10:18PM
Oh, I know, Mike, I'm still a fan, just, as an "info hub" guild officer type, while representing iteration for the sake of improvement, it also represents more clarification for those adapting that don't read patch notes or get interested in these "nut and bolt" issues.
RGSmith Mar 8th 2012 10:17PM
I totally don't understand when people hate any change to the game. Without these changes each expansion, the game would be so completely boring. Change is what keeps an old game like WOW feeling fresh.
If Blizz never changed a thing each expansion and just added more levels I would have left a long time ago.
I can't wait for mists.
SamLowry Mar 8th 2012 11:22PM
There's a big difference between tinkering with a class and reworking a class until it's unrecognizable, like retadins.
I really had no idea what to do with my retadin during Cata so I got him to 85 and parked him. Now he only comes out for holidays and the Faire.
Hob Mar 8th 2012 11:42PM
I agree with omedon666. It's understandable to do some tweaking with a class or a spec here and there, but a complete redesign every expansion gets "not fun". If you like learning your class all over again, you could always change your spec... ???
There have definitely been some great quality of life improvements. I don't miss the old soul shards. I don't miss 2-minute seals. I love that my rogue can use one-handed axes. I really love choosing a spec at level 10.
I guess for me, the fun in Warcraft is interacting with the world rather than theorycrafting and min/maxing every step of the way. Mists will be my third expansion, and I'm feeling like an old, old dude. Instead of energized and excited, I'm a little bit worried that Mists will be the expansion where I won't be able to program my VCR. No wait... I won't be able to install Windows 98 on my 386. No, dammit, what do I mean... I won't be able to reddit on my Facebook?
jealouspirate Mar 9th 2012 12:09AM
I'm with omedon666 on this one too.
Not that I'm against any change or improvements, and many are great. But it really can get tiring to relearn entire systems all the time, and knowing that what you do learn can and will change at any time.
And as others said, some classes have gone through *multiple* complete redesigns. I find that in particular really tiring and frustrating, because you may have rolled a class specifically because you enjoyed its playstyle... and then Blizzard takes it away. Will you still like the feel afterwards? Well, maybe not.
Ragen Mar 9th 2012 12:38AM
Here's some food for thought:
About seven months ago, I decided to recheck out the game that really got me into the MMO Scene, Ragnarok Online.
It was, at the time, a very fun game and I had experienced only a small portion (the grind was difficult, to say the least) and I wanted to come back as an older, more experienced individual....
I was unpleasantly surprised that the core mechanics presented were wholly untouched, with the only improvements towards easier leveling and more content.
Yet, the entire combat system felt like the same old piece of crap that I left for WoW so many years ago. Things were not implemented that had been there for 6-8 years, the system was still flawed, and overall, the game felt stagnate.
I'm sure the player base of RO would vehemently defend it, but compared to WoW, the constant change really does prevent stagnation. It's why we come back with each new patch, each new expansion, and still play: You will not be bored.
Hob Mar 9th 2012 1:52AM
@Ragen
But isn't it the content that keeps you from being bored? I *always* felt like there was something to do in BC and in LK. I still go to Outland and Northrend all the time. In contrast, Cataclysm has been very stale and boring, and that has nothing to do with the mechanics of playing the classes. I love the warlock changes, especially. It's great!
If the change is a quality of life improvement, hey, great. But a lot of times, I feel like they're not really sure what they want to do, other than make the classes more complicated. "Easy to learn, hard to master," that's the design goal, right? With a customer base of 10 million, yeah, they're not going to make everyone happy. But sometimes I think they forget that "fun" is a design goal, too. And one of the things that's fun is to have class mechanics that are reliably the same so you can always pick up and go out and play.
What if mages had to keep a shield up and generated mana by getting hit, like warriors generated rage? Well, okay, that would be different and maybe fun. You'd learn a whole new playstyle and learn how to be good and effective in that manner. Oops, next expansion, now mages have a mana-focus bar and have to cast spells the same way hunters use their abilities. Well, okay, so you're a ranged DPS like a hunter, only casting spells instead of firing arrows or bullets, and you have no pet. No biggie, off you go. Oh wait. Another expansion looms on the horizon. You're back to mana, but now you have a secondary resource called Mage Eclipse that flip-flops between doing more arcane damage or more frostfire damage. You're totally gimped if you don't manage that resource correctly, so have fun with that.
At what point do you look at an expansion and say, "Can I just go out and cast spells and play the stupid game?"
Noyou Mar 9th 2012 2:09AM
Yeah. omedon shouldn't get downranked. This is a little ridiculous. I am all for making things better and I do feel most of the time they change things for the better. However, some of these changes seem to just complicate things. It's great if you play mainly one class and can just concentrate on your own little piece of turf. But when you play all 10 classes it makes it 10 times harder to figure things out. Even little things like art changes on your spells (paladin) takes a long time to get used to. Not at all happy that paladins are losing the stam part of their buff and not sure why tanking druids have a crit buff. But I'm sure it will all work out.
omedon666 Mar 9th 2012 3:41AM
I will be the first to admit that I probably shouldn't have been such a negative nancy without further explaining my stance, but I was on my phone at the time.
Now then, from home...
Wow is a game that demands (on the "difficult to master" end of the spectrum) the cultivation of a skill set. Those investing timewise and interest-wise in the game, make this decision for themselves as to whether or not the game is worth such an investment as this cultivation entails.
Every time the game shifts direction, that investment is somewhat invalidated. Over the course of a few alterations, the skillset thusly cultivated is entirely useless.
I'm an old dude like Hob. I was proud of myself when my skillset had filled itself out many years, and classes ago. I even adapted a few times, enthusiastically looking forward to changes.
Now, there are other games competing, successfully, for my time, and my full-on investment in WoW, given its betrayal in the past, is looking less and less like a mountain I want to climb again. There comes a point where I want to rest on the earned laurels of "I know what I'm doing" and enjoy the world, and the game as a whole. I can't reach this with the same efficient investment when the progress I made before is invalidated constantly.
Do I respect the iterative process? Absolutely. Are Blizzard entitled to my returning over and over again to re-invest, and then have that investment of learning and effort invalidated? No, they are not.
This is different from the "why should I raid for epics when epics will end up on everyone" fiasco, because that's just gear progress, the core of how these games work. The core systems that we invest in learning have had years to coalesce, and I think those old farts like Hob and I have earned the right, after watching the drawing board get wiped and re-written on so many times, to be mildly annoyed that my ascension to "I know what I'm doing" is not raised like a gear progression, but completely re-written with an expectation to be re-learned before I can get back to, as Hob puts it, playing the stupid game.
Oftentimes, it's not even a "quick refresher" (admittedly, in the case we are discussing, this is peanuts next to some of the crazy 180's they've taken with design), but often with WoW, it's a complete "you were good, now you know nothing" betrayal.
That, (and feeling like I have to teach/inform all of my less interested in details but still desiring to not feel like noobs friends/guildies) is what annoys me. Yes, this buff issue is a minor infraction, but it all adds up.
Now get off my lawn. :P
shatnerstorm2 Mar 9th 2012 8:46AM
On the one hand, I personally love it every time when the game changes. It gives me something to look forward to, and gives me more stuff to read up on - I love learning new things in general so this "relearn the game every expansion" thing appeals to me quite a bit.
On the other hand, I can understand how if I was a bit more pressed for time and/or was an officer in a raiding guild and had to explain it to others (I gave up organized raiding halfway through FL, and LFR was pretty much the nail in the coffin), I would find it annoying.
To each their own.