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 3 of 4)
rmikes213 Mar 9th 2012 3:03AM
Dude you'be never seen that at the inn at... Ah I'm too drunk to even knows where I's is....
splodesondeath Mar 8th 2012 11:08PM
Nice to see Critical Strike get consolidated into one buff, but I'm sad to see how few classes bring debuffs. You might as well make ranged bring buffs and melee bring debuffs (which, admittedly, would be a way of getting groups to have both).
Jack Mynock Mar 9th 2012 12:26AM
Shaman don't bring any at all. Maybe shaman, or at least dps shaman, could bring Curse of Elements since its specific to only locks and rogues. Plus, you know, ELEMENTS. In fact they should just give Curse of Elements to shaman and rename the lock spell... something moody and depressing.
Lemons Mar 8th 2012 11:25PM
"Mortal Wounds...Brought by: Arms or Fury warrior, any rogue, any hunter"
As God intended.
Greg Mar 9th 2012 7:12AM
Hope Blizz changes the Enhancement spec enough to make melee haste actually beneficial to shaman.
Jack Mynock Mar 18th 2012 12:31PM
I totally agree. I've pretty much decided to put my enh shaman down, at least as my main, if haste scaling isn't addressed. I don't think I can play another 2 years popping Hero for little to no personal benefit.
Leethax Mar 9th 2012 12:13AM
"He was unsuccessful in convincing the rest of the class team to change Arms warrior mastery to decreased falling damage taken."
What? But... It'd be so much more useful!
silveredchains Mar 9th 2012 12:20AM
I saw 'buff' and 'fury/arms' and I just about lost it.
Then I read on. Always too good to be true.
Orrine Mar 9th 2012 12:49AM
Oh, my Mage will provige 5% crit buff! Yay.
Also I'm sad that Slow lost casting speed reduction part and it seems that this change is very much intentional :\
thedoctor2031 Mar 9th 2012 1:10AM
Although I agree with the overall design philosophy, this makes my BM hunter one sad soon-to-be panda. I understand this list isn't fully comprehensive but it looks like a lot of the buffs we could provide have vanished. Hopefully there are still changes that will make this not seem like a nerf to BM hunters.
Apple Mar 9th 2012 1:29AM
"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."
You're good.
Artificial Mar 9th 2012 3:22AM
Yeah, they're not planing on changing that, they simply mention it in the bullet point above the list to avoid having to list hunter on each and every buff/debuff.
Stella Mar 9th 2012 1:45AM
It occurs to me that we've got our single biggest info-dump on Monks since Blizzcon.
monotype Mar 9th 2012 2:07AM
At level 85, +5 mastery is worth about 896 mastery rating. That is a _lot_ of freed up points if you value mastery or are otherwise trying for a cap (though sigh, goodbye complete block CTC), and astonishingly versatile no matter how you look at it. I like it.
Leorad Mar 9th 2012 7:13AM
I nearly fainted with the thought of what my Blood DK would do with 5% bump to Mastery. That is incredible.
corey.waters Mar 9th 2012 8:04AM
This may just be my opinion but I wonder why Feral Druids are doing Crit Buffs. Yes it's important and accounts for a large part of my dps (Currently sitting at 47% Crit) but for solo-ing AND for raids, I feel like a haste boost would be much more appreciated. Feral is a really hard spec to solo with at early levels and a nice Haste boost would do wonders there.
Bobby Earl Mar 9th 2012 1:08PM
As a shaman, I'll trade you buffs. We'll do it in secret and not tell Blizzard ;)
arawn.chernobog Mar 9th 2012 8:40AM
So...
Mages are the only class that can't debuff and their 2 buffs are also brought by other classes? :c
I'll go cry on my wizard's hat... while I make portals, food and water for myself.
priestessaur Mar 9th 2012 1:15PM
Shadow priests and shaman have no debuffs either. I doubt boomkins will be debuffing the -12% armor often as I suspect it will be tied to a feral form even though it is a base ability.
mibu.work1 Mar 9th 2012 8:57AM
While I know that these aren't set in stone yet, I'm still sad to look down a long list of debuffs and not see every single one say 'every hunter' or 'Beastmaster Hunters'. Still, that does mean that there might be some restructuring of hunter-pet abilities so we're not just using duplicates of what other classes have with half our pets =D