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Posts with tag dev-watercooler

Dev Watercooler: Mists of Pandaria looting explained

Ghostcrawler is back on the blog with a comprehensive look at how the new loot systems are going to work in Mists of Pandaria. This newest blog post reads like a lesson in loot design and is valuable if you are interested in the development process of these systems. One of the most interesting things to come from the new design is that there will be no rolling on loot in the Raid Finder, eliminating the "callous jerk" problem. The game chooses who gets the loot, not any of the potentially trollish players (not to offend any actual trolls in the raid, taz'dingo, etc.).

While rolling for transmog stuff is definitely an issue when the game decides who gets what, Ghostcrawler flat-out states that Raid Finder is not the place for vying for transmog loot. There are other places for that. This new personal loot system will be used for world bosses as well.

Ghostcrawler also revealed the bonus roll system, where players will be able to earn tokens from various factions in Pandaria to spend on (among other things) a bonus roll when attempting to get loot off of a boss. This system will award tokens through tasks and dailies, giving people who prepare for Raid Finder a bit of an advantage if they choose to spend a token earned. Faction rewards, enchantments, epic items, and factional gear can also be purchased with these tokens.

The valor points system is also undergoing a revamp, with points taking on a new role of upgrading existing gear, but the final system is not really ready for much discussion. And, yes, the explanation for AoE looting is priceless. Hit the jump for the full post.

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Filed under: Blizzard, Mists of Pandaria

Ghostcrawler talks game systems in final Cataclysm post-mortem

Blizzard's Cataclysm post-mortem blog series has seen Dave "Fargo" Kosak discuss quest design and Scott "Daelo" Mercer discuss dungeons and raids; today, Blizzard wraps up the series with a look at Cataclysm's game systems. As with Fargo and Daelo, Greg "Ghostcrawler" Street, WoW's lead systems designer, talks about what worked (the 1-to-60 revamp, choosing a spec at level 10) and what didn't (a long list of other things). GC is surprisingly candid in this particular blog entry, and it's definitely worth a read to get a bead on what Blizzard learned from World of Warcraft's third expansion.

The full interview is after the break.

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Filed under: Blizzard, Cataclysm, Mists of Pandaria

Ghostcrawler explains stat changes in Mists of Pandaria

As promised, Greg "Ghostcrawler" Street, the Lead Systems Designer for World of Warcraft, has returned to the official WoW blog with an explanation of stat changes in Mists of Pandaria. Here's a quick rundown of some important changes, with the full blue post after the break.

  • Spell resistance is gone, and so is spell penetration.
  • The chance to block will be handled by a separate combat roll for each attack that is not avoided.
  • Resilience will be renamed "Defense (PvP)" or possibly "PvP Defense." All players will have 30% base Defense, the same way all characters have some base Stamina.
  • All spells and abilities will crit for double damage, baseline.
Lots more after the break.

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Dev Watercooler: Ghostcrawler on class roles

With the Mists of Pandaria press event still a month down the road, Lead Systems Designer Greg "Ghostcrawler" Street has posted a new Dev Watercooler to keep us busy. This time, he philosophizes on the role of class roles. He cautions up front that this is not meant to be any sort of announcement or even hint at what's to come in Mists of Pandaria.

But at the same time, the struggle of what to do with class roles is one that's always relevant and ongoing within the game, and that includes Mists of Pandaria. Ghostcrawler gets right into the meat of it with this blog, asking questions and discussing various methods of balance. Do we strive for perfect balance among all DPS specs? Is it fine to leave certain specs with specialties? Should we return to the days of the solid divide between PvP and PvE specs, as it was in the vanilla era? Should each class just have one DPS talent tree? Read on for all of Ghostcrawler's comments.

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Filed under: Blizzard, News items

Dev Watercooler: Faction favoritism

Fargo
Lead Quest Designer Dave "Fargo" Kosak has just posted the latest Dev Watercooler. This time, the topic is faction balance. In the wake of BlizzCon, this perennial topic has flared up pretty brightly. While the devs did indicate they wanted to give the Alliance a bit more good stuff during some panels, some other incidents during and after BlizzCon (including the news that Theramore, one of the most iconic Alliance cities, will be razed to the ground) has left some doubtful, leading to intense debates and 100+ page forum threads on the subject.

The way Kosak explains it, the devs definitely want to make sure that there is faction pride for both sides, and, he argues, while the Alliance may be getting beat up, the Horde has taken its share of lumps too. But in the long run, heroes are not born out of easy times. The Alliance will go through tough times, but it will give heroes the opportunity to arise. The Alliance's time is coming.

One thing he did admit to is that Blizzard needs to do a better job of making sure people can interact with their heroes. He acknowledges that the Alliance may not think of Thrall as theirs or part of their story, and he promises that once Cataclysm as over, we will catch up with other characters.

Whether you agree with all of his reasonings and conclusions or not, it's a good read, and it does prove that Blizzard is hearing us and is at least planning to try to address some of the complaints of faction parity and Thrall overload. Check after the break for the complete text of Kosak's post.

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Filed under: Blizzard, News items, Lore

Ol' Grumpy and the grimoire of gear inflation

Hello again, everybody. I'm Ol' Grumpy. You might remember me from such posts as Ol' Grumpy and the Goblet of Firelands adjustments or Ol' Grumpy's guide to outdated content and you. This time, we're going to be talking about what gear inflation is, how it happens, and why something eventually has to be done about it.

Gear inflation has actually been a concern of mine since about halfway through Wrath of the Lich King's expansion cycle. Back then, it was armor penetration that really set off my gear inflation warning bells, a stat that's since gone the way of the dodo. If you remember ArP, you remember that it start acting extremely weird at higher gear levels and often had to be adjusted and capped to keep it from doing things like reducing target armor into the negative.

In essence, for a brief period after Ulduar dropped, ArP could actually cause your target to have negative armor values so that their damage taken was increased by a percentage instead of just reduced by a percentage. This was very wonky. It was quickly capped and the stat adjusted. But by ICC levels of gear, it was possible again to reach 100% ArP, and doing so was absolutely your best bet as a melee DPS.

Now, let's be honest: Gear inflation is the inevitable by-product of a game where one increases in power via leveling and gaining new gear. It must happen. If you simply look at gear from original World of Warcraft's 1 to 60 game, you'll see that gear steadily increases in power and that raid gear from MC to BWL/AQ and to the now-vanished Naxxramas-40 steadily increases in power. Indeed, Naxx-40 gear was such an upgrade in power that it was roughly as strong as blue drops from level 70 instances. You could raid Karazhan in Naxx-40 gear. The Burning Crusade dealt with gear inflation differently than its successors did because it could.

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Filed under: Analysis / Opinion, News items, The Burning Crusade, Wrath of the Lich King, Cataclysm, Mists of Pandaria

Dev Watercooler: Ghostcrawler on balance in patch 4.3

Lead Systems Designer Greg "Ghostcrawler" Street has posted his latest Dev Watercooler, this one explaining the reasoning behind various changes in Patch 4.3. If (like me) you play melee DPS, you may be excited, unless (like me) you play a fury warrior, in which case you'll see those often-repeated words that make your gut clench up yet again. The patch 4.3 PTR notes are up, and here we have a discussion of trends you might be noticing.

The changes made are being done to balance out melee and ranged DPS going forward, to get enhancement shaman to stop using caster weapons and mail (the huge changes to Mental Quickness, for instance) and to use Lava Lash to spread the Flame Shock debuff around in order to simplify enhancement's AOE. Resto shaman also get a bit of a buff, which should be nice for them, while DKs see some quality of life simplifcation.

Overall, the post is worthwhile reading (and the first of more posts to come) to get an idea of where Blizzard is going with design in 4.3.

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Filed under: Druid, Paladin, Priest, Shaman, Death Knight

Dev Watercooler: Rate of change

Lead Systems Designer Greg "Ghostcrawler" Street's newest Dev Watercooler just went live today, discussing all manner of timing and the design process behind updating the game. This Dev Watercooler is perhaps my favorite Ghostcrawler has ever written because it eschews the wrappings of a news post and instead focuses on the actual mechanics and thought processes behind the trials and tribulations of updating and changing such a massive game.

The post starts off with some general technical information about how WoW works based on its client-server relationships and why the game works the way it does. From there, Ghostcrawler begins to discuss different time frames that Blizzard looks to when deciding when and how to update the game. Time frames run the gamut from patches to exploits, which get little to no attention in terms of announcements, and class balance, which mixes parts of expansion announcements and brand new changes that fundamentally alter a class.

If you've ever had an inkling of interest in how game design works and the thought processes that go into keeping a game like WoW running as smoothly as it does, this is the post to read.

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Filed under: Blizzard, Cataclysm

Dev Watercooler: Bloody mitigation

In Ghostcrawler's last Dev Watercooler blog entry, tanking and threat were given a new focus when it came to World of Warcraft encounter design and gameplay experience. Threat for tanks was greatly increased, and the focus for tanks in the future seemed to hinge on active mitigation versus a combination of threat generation and damage mitigation.

Today, Ghostcrawler (lead systems designer Greg Street) posted more thoughts about overhauling tanking. He delves into what active mitigation means for the WoW team, some potential models that the future of tanking can hold for many tanking classes, and a deep, introspective look into what it means to hit buttons as a tank. Plus, he goes in-depth on how these major changes ahead will affect death knights first.

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Filed under: Blizzard, Cataclysm

The new tanking threat paradigm and you

If you're wondering what all the fuss about Ghostcrawler's latest dev watercooler post is about, well, you should probably go read it. Some of these changes have already gone live on the realms, while others won't until the next patch. The basic gist is as follows:
  1. Threat generated by tanks has been increased from 300% of damage dealt to 500%. What this means in practice is if your tank is doing 5k DPS, you'd need to do over 25k DPS to pull threat off of him or her. (You need to do roughly 110% of tank threat to pull once he or she has aggro, so you'd actually need to do 27.5k DPS to pull off of a tank doing 5k DPS.) This change was hotfixed in, so if you're noticing your tank is suddenly doing a lot more threat per second, that's why.
  2. The way Vengeance stacks is going to be streamlined. Vengeance currently ramps up somewhat slowly. In the current model, every time you take damage as a tank, you gain 5% of the damage you take as attack power. So if you're hit for 20,000 damage, you gain 1,000 attack power. As you take more and more damage, this stacks up to a maximum of 10% of your health, so for a tank with 165,000 health, this caps at 16,500 attack power. In the new version, when a tank takes that 20,000 damage, he or she will gain one-third of the damage of the attack as attack power immediately, or 6,600 AP. This is more than six times as much attack power gained as in the current model. Vengeance will otherwise work the way it does now.
These two things combined by themselves mean that, except in cases where the DPS simply blows all their cooldowns immediately upon seeing the trash coming or as soon as they see the boss while the tank is sitting down to eat, threat will be almost trivial for a tank to gain and maintain. In addition to this revelation (which we are already starting to play with right now, as I experienced in a recent pickup Zul'Gurub instance), Ghostcrawler talks about how tanking will be redesigned to remain active with this new design philosophy.

This is really groundbreaking stuff, and it means that patch 4.3 will see the complete dismantling of the legacy of vanilla WoW tanking design. Once, gaining and keeping threat was the most important role of the tank, more important even that survival, and many endgame tanks were warriors 31/5/15 specced into Defiance in the protection tree to ensure threat. These changes can be seen as driving a final nail into that kind of tanking's coffin.

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Filed under: Druid, Paladin, Warrior, Death Knight

Dev Watercooler: Ghostcrawler discusses massive changes to threat

The Dev Watercooler returns with a long, meaty, and controversial post from Lead Systems Designer Greg "Ghostcrawler" Street all about threat stats and the ever-changing role threat plays in World of Warcraft encounter design. In this newest blog, Ghostcrawler muses about last December, when he and his team were preparing to revisit and rework threat stats to make them more compelling for tanks. Since then, the developers have changed their minds about the role of threat completely, almost eliminating threat altogether.

Ghostcrawler addresses the biggest point with the most passion -- threat isn't fun. It never has been, and threat stats aren't fun to balance. Personally, as a tank, the most contempt and frustration I have for World of Warcraft comes from my inability to control DPSers who can't stop pressing their buttons for a second. It's just not fun to get mad at unskilled players. Ghostcrawler wants interaction between new and experienced players to be positive, and when DPSers blame undergeared or new tanks for threat issues when they have successfully beaten Ragnaros to a pulp and taken his gear, it doesn't make for a positive experience.

With patch 4.3, threat is going to become largely a non-issue. Threat is being increased to five times damage, up from three times damage. Each tank will be given new active defense cooldowns, much like death knight's Death Strike. Warriors, it seems, will be getting the biggest redesign of the bunch, with rage causing a big problem with how warriors need to spend resources to maximize survivability. DPSers will largely be unaffected and will, in fact, have less time when they have to stop attacking or stop their rotations, because threat will be less of an issue.

Check out the full blog post for more information on the huge changes coming to threat in patch 4.3. There is a lot coming in the future, and we will be testing this stuff heavily on the PTR and have more information when it becomes available.

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Dev Watercooler: Content for the casual 85

The newest Dev Watercooler column gives King Crab a break and instead lets us peek into the mind of Dave "Fargo" Kosak, lead quest designer for World of Warcraft. You might remember Fargo from Flintlocke's Guide to Azeroth and GameSpy days. Fargo's Dev Watercooler is all about experiencing World of Warcraft as a non-raider and what Blizzard's expectations are for level 85s who aren't bashing down Ragnaros' door.

One of the weirdest statements that I have to make to many people who are new to the MMO genre is that "the game begins at 85." While we know that isn't factually correct, since there are 85 levels of content previous to hitting the magic number, it still makes sense from a "never-ending world" point of view. There is no end, so the game begins at the "current" end.

Fargo makes the case that all players are entitled to an epic storyline, engaging content, and a feeling of continual power growth. The new patch 4.2 Firelands daily quest hubs in the Molten Front and the Regrowth are tailor-made to hit these points and provide a personal, continuing experience for players who don't participate in the raid game. With dailies being randomized and your personal tree growing at your own pace, players are rewarded based on their efforts alone.

Personally, I like this direction for solo questing experiences. The Molten Front and the Regrowth seem like better, more advanced, and more evolved versions of the reputation grinds we were previously chugging away at to open up gear and other rewards, but with less of a "watch a bar go up" mentality. Here, we have engaging choices and rotating sets of random tasks that keep us coming back for more, all the while physically changing the world around us. Now we just need to care about the cause. I think Firelands is going to push us a good way forward in that regard.

Check out Fargo's first contribution to the Dev Watercooler series, after the jump.

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Filed under: Blizzard, Cataclysm

Dev Watercooler: Ghostcrawler discusses the number of player abilities

In his continuing conversational blog series Dev Watercooler, Greg "Ghostcrawler" Street (lead systems designer) muses about the number of abilities players have, what the sweet spot is in terms of quantity, the need for all classes to have a viable AoE rotation, and the difference between rotational abilities and situational abilities. From a game design perspective, this might be the coolest Dev Watercooler yet.

Read this full Dev Watercooler after the break, or check out the other Dev Watercoolers with Ghostcrawler:

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Filed under: Blizzard, Cataclysm

Dev Watercooler: Ghostcrawler talks critical hits (and misses)

The Dev Watercooler, Ghostcrawler's conversational community blog series, continues with a look at the theories behind critical hits. After a bit on the history of critical strikes in WoW, Ghostcrawler gets down to business with an awesome discussion about the homogenization of classes, the issue with healer critical hits, and the pros and cons of homogenizing critical hits across the board.

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Filed under: Blizzard, Cataclysm

Ghostcrawler chats about interrupts at the Dev Watercooler

Ghostcrawler (WoW lead systems designer) is blogging up a storm over at the WoW community site, with a new series called Dev Watercooler. The aim of this new column is to have candid chats with the community discussing game mechanics and pose questions that relate to the ongoing development of World of Warcraft. I think I speak for a lot of people when I say that this is pretty cool.

In his first Dev Watercooler, Ghostcrawler talks about interrupts, where interrupt mechanics are going, and what he hopes they can look like over time.

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Filed under: Blizzard, Cataclysm

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