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 2 of 4)
Mega Mar 9th 2012 1:10PM
Its a balance, sometimes I feel they change to much to soon. Sometimes just a new spell would be enough to completely change a class.
Vortigern Mar 9th 2012 2:12PM
I agree that changes in game content and mechanics bring a breath of fresh air.
What I HATE about expansion and patches are changes to CORE abilities people have learned to love.
Example:
Mages: They used to have a POM+PYRO sepc, fun as hell, loved it. A patch came and they trashed it. WTF?
DKs: used to have a instant hungering cold, fun as hel, loved it. A patch came and made it a FRIKKIN CAST?!?!?!?! WTF?
So, I'm in favor of new content and mechanics, but please blizz, if you're going to change abilities, either scrap them and make something totally new or leave them like they are with minor tweaks (is this even possible?) but don't turn an ability people loved into something people can't even bare to see on their action bar.
Necromann Mar 8th 2012 10:01PM
Giving more buffs/Debuffs to more classes is a good thing.
Twill Mar 9th 2012 1:10AM
As a balance druid, im losing buffs and debuffs.
Don't assume they're giving us more, its actually the reverse for a lot of specs.
MikeLive Mar 8th 2012 10:02PM
I already see people bitching and complaining about Enhancement Shaman providing melee haste, but is currently a low-rated stat, as if it will always and forever be a low-rated stat. No-one remembers haste being a god stat for all Shaman specs in Wrath? Stat dominance changes. Preferably for the better, but one stat will always be the "worst", and Blizzard is getting much better at making the difference between best and worse smaller.
heffroncm Mar 8th 2012 10:20PM
I'm kind of annoyed that Enhancement no longer brings the 10% attack power buff. Outside totems, that and melee haste were what we had to offer.
Wilk Mar 8th 2012 10:33PM
Hey heffroncm, did you see shamans are getting a +5 mastery buff? I'd say that's as, if not more, valuable to a given group or raid than 10% ap.
Jack Mynock Mar 9th 2012 12:19AM
I realize that stat weights change all the time, especially between expansions, but any anh can tell you that Blizzard isn't necesarily getting better at reducing the difference between 'best stat' and 'worst stat.' Haste is just slightly better for enh than hit after spell cap.
Not only is 5 mastery a better buff for the raid than 10% ap, it's a far better better buff for an enh shaman. Good trade, imo.
Honestly, the biggest groaner for enh should be the sp buff. I mean, wtf, we bring a buff we don't benefit from?
Pyromelter Mar 9th 2012 12:35AM
This might be just because I have a shaman who I absolutely love, but I think that if blizzard actually made an effort to get dps shaman higher up on the raid dps charts, there wouldn't be as much need to grouse.
At least all shaman will have the 10% sp buff now.
Z Mar 8th 2012 10:17PM
Somehow I feel the buffs priests bring are very subpar to the rest of the classes. 1 stamina buff for all specs, and 1 haste buff for Shadowpriests. Compare that to all the other classes, who have more, and I feel left out.
It seems like Holy/Disc priests will really be the only specs that just bring one buff?
This would have been such a good time to change that!
Homeschool Mar 9th 2012 12:19AM
If you notice, Priests actually bring the least buff/debuff value - one buff across all specs, one buff limited to a single spec, and no debuffs. Monks are next, and everyone else brings at least two buff/debuffs.
By contrast, Rogues, Warlocks, and Warriors bring 4-5 buff/debuffs. Swiss Army knifes?
gloryan.ss Mar 9th 2012 8:42AM
@Homeschool
Some of the rogue 'buffs' are things we can't bring without sacrificing something else; a priest can set and forget his buffs but the rogue needs to swap his normal poison for one with lower dps, or spend gcds refreshing expose armor, for example.
Ilmyrn Mar 9th 2012 11:38AM
Gloryan's got it right. It's hard to see without a spreadsheet or something, but a lot of the buffs/debuffs that classes bring are mutually exclusive. For example, as a Ret Paladin, I can bring Kings (5% stats), or Might (5% Mastery). But I can't bring them both. Likewise, rogues will be using a single utility poison at a time.
priestessaur Mar 9th 2012 1:07PM
Holy and Disc priests bring a lot more to the raid then just the fort buff, and GC specifically referred to this when he said they were more generous to dps specs then tanks and heals.
Caylynn Mar 8th 2012 10:19PM
What about improved MB for spriests? It currently reduces healing. Are we losing that? :(
CDave Mar 8th 2012 10:22PM
After seeing them right next to each other like this, couldn't they consolidate debuffs even more by combining "Weakened Armor" and "Physical Vulnerability"? Don't they basically do the same thing? I never really noticed this before now.
Killik Mar 9th 2012 6:01AM
Double debuff is probably meant to buff melee damage in raids vs casters, so they don't have to change Trueshot Aura etc. all over again. I agree though, it does look a bit odd put like that. Also, Warriors seem to bring both debuffs.
Argojax Mar 8th 2012 11:01PM
Mages are losing slow I guess?
Joe Mar 9th 2012 10:15AM
If you mean "the target's movement is slowed", then I don't think that is a "traditional" buff/debuff of the sort that GC is talking about in this post.
I think target movement slow would be one of the "utility" type abilities that GC mentions in the first bullet point of the second list.
wollsmoth Mar 8th 2012 11:07PM
Is that picture of the crab with a wizard hat and sword an official Blizzard picture? I laughed way too hard when I saw it :D