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 4 of 4)
Luotian Mar 9th 2012 9:17AM
Apparently, you didn't read it all. BM hunters are intended to bring them all still. They just didn't want to list it as it would make people like you, who didn't read, see it as unfair.
Shrikesnest Mar 9th 2012 9:53AM
Another round of controversial changes. Another round of representatives from nearly every class crying, "Why are we the only X that doesn't get Y!? WHY IS THIS SANDWICH FULL OF POOP, BLIZZ? ALWAYS SO FULL OF *POOP*!"
If you honestly think your class literally always gets nerfed instead of buffed, well, I mean, the game's been out for the better part of a decade now. Your DPS would have to be pretty incredibly low for that to be true.
One of the biggest problems with these big expansion-wide announcements when they make sweeping changes to big systems is that most players (understandably) think like players, not game designers, so the big picture is lost on them. All they see is whether the one class they really care about gained or lost something.
Mike Mar 9th 2012 10:32AM
Maybe this is a good Q for the Q but if Blizzard is trying to prevent class and buff stacking why don't hey make some buff's automatic and based on class variety in a group instead of class based? What harm is there in rewarding a group that is made up of 5 distinct classes versus a group that is not? 5 man pally/druid run for example.
For example:
For 5 mans:
3 classes - health buff
4 classes - spell/melee damage buff
5 classes - haste buff
For raids:
6 classes - hit buff
7 classes - mastery buff
8 classes - cakes and pie buff
Of course this can be based purely on raids instead as that is where the majority of class stacking occurs but I wanted to include 5 mans in the example.
The idea can also incorporate where different specs bring different bonuses as well for the I can tank/heal/dps classes that are filling different roles. It can even be as simple as this.
Did you bring a:
Warrior/Rogue/DK/Hunter - hit buff
Shaman/Mage/Warlock - spell buff
Paladin/Priest/Druid - health buff
I know it ain't perfect but then again what is?
AltairAntares Mar 9th 2012 10:38AM
The problem is that it ruins things for those that like min/maxing. It would mean class comp wouldn't mean anything as long as there were enough tanks and heals, which they can't do if they want to appeal to that segment of players.
And that's why Crab GC has no hair.
Sir Broose Mar 9th 2012 3:35PM
I don't think this accomplishes their goal. The idea is not to force a group to diversify, it's to make it easier for a group to bring whatever combination they like. That doesn't necessarily mean a group with the most diversification. That is just as limiting as the opposite.
For example, if you want to do a 5-man group with 2 warriors (and really, who doesn't?) Blizz thinks you should be able to make that choice without sacrificing too much advantage. They don't want you to have to say, sorry we already have a warrior tank, we need to find a different class for melee in order to get the proper buffs.
It's not about diversification, it's about wider options that make it easier to get the necessary buffs with whomever is available to you.
DarkWalker Mar 9th 2012 12:17PM
I find a couple of those interesting:
- Spell haste: only ranged DPS specs of classes that can heal (except Monks).
- Physical Vulnerability: only melee DPS specs of classes that can tank (except Druids and Monks).
Seems like Blizzard is trying to make sure groups don't shun DPS specs of classes that can tank or heal.
GEZUS Mar 9th 2012 3:05PM
It appears that this list is the 503'd such list I've seen on class balancing. It's stupid! Clearly Blizzard has no clue on what to settle for, and we all go round and round being buffed and nerfed, endlessly trying new techniques and spending resources to glyph, gems to socket, yada yada, only to find it can be made better and different again, and again, and again...
Good luck with the new scroll of resurrection there Blizzard. You have seen your best days gone by. Cataclysm was neat, but you made it suck with changes in difficulty, rage, balancing and compelling gameplay.
Shrikesnest Mar 10th 2012 10:16AM
I've got a zen koan for you: how many sock puppet accounts does one lame troll need? The answer: zero. Woooooah. Did I just blow your mind, or what?