- Currently, with healers able to heal everyone so quickly, fight damage has to almost kill them instantly to get healer attention, which is a design they want to get away from.
- The goal is for every healer to have a triage-capable healing kit without feeling the same.
- No, they're not just trying to repeat Cataclysm's healing game.
- Shamans have too many smart heals. But they have less instant cast healing that other healers.
- The changes to crit damage and healing in PvP mentioned in the watercooler are indeed PvP only.
- These changes are intended to affect all healers - this is a start for beta iteration to follow.
- Healers may have time to put DPS attacks into their rotations while healing in the new healer paradigm.
- Baseline mana regen will be higher, but you'll still use spirit to boost it when you get it on gear.
Posts with tag ion-hazzikostas
@Mrpyrostorm Yes, we can do that -- good suggestion.- Watcher (@WatcherDev) March 6, 2014
This would be a very positive change in my opinion - it was easier for me to just level via quests than it was to try and queue for Cata dungeons when leveling up my tauren. Not that I miss all the dungeons we had back then, but it would have been nice to see a few places.
@Vigilate_MW Still on the table.- Watcher (@WatcherDev) March 3, 2014
This makes me very excited, especially with the change to Mythic raiding (20 man total cap) meaning that some current 25 man groups are going to have to bench players once they make the step into Mythic - I do, however, hope a little downward flexibility is also introduced at some point to allow 10 player raids to progress when that one key player is unavailable.
I'd like to see this change actually get implemented - here's hoping we get it by Warlords of Draenor release.
- You cannot apply the 90 boost to a level 90 (and presumably above) character. So don't worry about that happening.
- You can apply the boost to an existing character on your account, or you can create a new level 1 character at the time you apply the boost.
- If you boost an existing character who is at or above level 60, you get a Veteran's Bonus that boosts your professions to 600. You won't have to go back to level them, which is nice.
- You pick a specialization during the process, which informs the starter gear you get.
- You do not have to apply the boost immediately upon purchase. If it is not applied, there's an icon on your selection screen that tells you it's ready to be applied.
- Until the boost process is completed, you cannot log in that character. This seems common sense to me, but it's still worth mentioning.
- We still don't know how much it's going to cost, but recent statements during last week's press event make it seem likely that it will be at the $60 we saw briefly.
@Glommerwort We'll have more info soon. We do want to streamline our currency system overall, though.- Watcher (@WatcherDev) February 25, 2014
Clearly this topic came up during this interview with PC Games N, which emphasized a bit more the idea of the complexity of current currency systems. The bonus roll system currently in play in Mists of Pandaria was mentioned as an alternative to valor. "We think we can take the bonus rolls system and make it a little bit more intelligent, so that it tries to avoid giving you duplicate loots - and allow that to be the way players counteract bad RNG. It removes a little bit of the grind and a little bit of the awkwardness of the current valor system."
While no announcement has been made yet about how Blizzard will streamline its currency, it's good to know they're aware of and focused on the issue.
When pressed on the price, he responded as follows:We realised as soon as we came out with Warlords of Draenor boost to 90, we knew that there was going to be demand for more than 1. It's tremendously awkward to tell someone that you should buy two copies of the expansion just to get a second 90. That's odd. So we knew at that point we were going to have to offer it as a separate service.
In terms of the pricing, honestly a big part of that is not wanting to devalue the accomplishment of levelling. If our goal here was to sell as many boosts as possible, we could halve the price or more than that - make it $10 or something. And then hardly anyone would ever level a character again.Ion's explanations make sense, but it does not alter the fact that $60 is a huge amount of money, more than almost anyone ever thought the service would cost. Ion's interview with Eurogamer certainly implies although doesn't confirm that the $60 price point is correct, or at least was intentional at the time.
But levelling is something that takes dozens if not over 100 hours in many cases and people have put serious time and effort into that, and we don't want to diminish that.I am not an economist, I'm not the one setting the dollar value myself, but it's not the profit maximising price. That was not our aim here.
[Thanks for the tip, silvertongue0!]
- Level 100 talents are being designed around the idea that one talent can/should be different things to different specs, and this philosophy is being used in redesigning other talent tiers as well. He uses the example of the mage level 75 tier and says they've discussed taking all three of the current talents and making it one talent, which gives you one of the three spells (Nether Tempest, Living Bomb or Frost Bomb) based on spec.
- The difficulty of Mists of Pandaria heroics was hampered by the decision to not have max level normal mode dungeons, but Warlords will have level 100 normal and heroic dungeons, and LFR in Warlords will not require gear from heroics, just normals. If players want an involved, cooperative challenge, heroic five mans will be more of this.
- Challenge modes will see one change -- doing the random daily challenge mode quest will automatically give you one epic for completing the quest -- this gear will be as good as or perhaps better than LFR, even before LFR opens, so you can gear up via challenge modes.
- Highmaul is 'very similar to Firelands' in layout - an open area with several nonlinear bosses that you can clear or skip, and two final bosses that must be completed, while Blackrock Foundry is a three wing dungeon that you can clear in any order you wish.
- "Gul'dan is not the threat... and he might even be an ally against the Iron Horde."
- Sha of Anger was the most successful world boss of Mists of Pandaria in terms of the difficulty and experience, and other world bosses didn't quite work out as planned.
(Thanks to Adam, Julian and Mintie for tips and Susanne Braun for correction)
- We're going to see world bosses again, including one described as a giant ancestor of the gronn named a Fomor, with powers over earth and stone. I'm surprised it's named Fomor and not Grom, but the name's mythologically sound enough. I find myself wondering if they're big enough to build a town in, like that dude up there.
- The first raid open (about a week after Warlords launch) is Highmaul, an ogre raid open in Nagrand. Blackrock Foundry will open a few weeks after that, and LFR will be gated as it was in Mists of Pandaria.
- We're not fighting Garrosh in Warlords. "Garrosh will be around but I don't think... we have really no plans to fight Garrosh again. That's the fight the players have already had and they have won. I don't think there's really much appetite for Garrosh to be a boss you face off again."
- Ion mentioned the linear aspect of raiding as the biggest down side of raid design in Mists of Pandaria and that they're hoping to make raids less linear in Warlords.
In short, if you want to join the dungeon finder queue for level 100 heroic dungeons, you will need to get a silver medal in the proving grounds for the role you want to queue for. That means if you want to heal, your DPS silver medal isn't good enough. You'll need to go back and get it for healing as well. This applies only to the random queue. If you're going straight in with friends, no medal is required. Normal dungeons will not require any proving grounds experience at all, and normal dungeon and scenario gear should be enough to let you queue for the raid finder.
There were several encounter mechanics where the numbers scaling for 10-man meant that the difficulty was higher than in 25-man. Watcher particularly notes the interaction between Malice clumps and Iron Star triggering. In 25-man, the Malice groups, a total of six players, were never large enough to trigger the Iron Star, when they inevitably overlapped with Bombardment in the fourth Malice. On 10-player heroic, the Malice clump size of three in total would also trigger an Iron Star in the fourth Malice. Now, in 10 Heroic, the Iron Star trigger clump size is four, bringing it in line with 25 Heroic.
Additionally, Garrosh's health is reduced by around 5%, and Minion of Y'Sharrj health is reduced by 10%. DPS checks for 10 Heroic were causing guilds to try to single-heal the fight, and 25 Heroic players are able to kite the adds while 10 Heroic guilds don't have the spare manpower. These changes show the process Watcher has discussed in the past, specific targeted nerfs, and will bring the two sizes in line. Hit the break for his full post.
@oliviadgrace Proving Grounds serve a different purpose and will be updated for WoD. We think of CMs as a PvE analogue to arena seasons.- Watcher (@WatcherDev) February 13, 2014
Proving Grounds, conversely, do not work the same. While there are titles available, there is no ranking, and they do not offer similar rewards. While Challenge Modes are designed to be challenging content that is for players at their best, Proving Grounds are for learning. This may well make them easier to update for the new systems, as well as the fact that they focus on one spec at a time.
Filed under: Warlords of Draenor
@Featherkin Varied layouts, but aiming for nonlinear where possible. Highmaul layout resembles Firelands; Blackrock Foundry more like ICC.- Watcher (@WatcherDev) February 12, 2014
We can see the map for Blackrock Foundry above, and understand what Watcher means with regard to the ICC-esque layout. The circular room at the top is likely to be the room you're looking to unlock by completing wings. And a Firelands-ish layout has much the same effect on raiders. While the world first progression guilds will dislike it, as they thrive on assessing who's behind and who's ahead in the race, they're a tiny percentage of the total raiding playerbase. For the rest of us, it's incredibly frustrating to get stuck on a boss, for whatever reason, and feel like there's nothing you can do but repeatedly throw yourselves at that same encounter.
Along with the greater frequency of 5-mans, we'll be seeing new Challenge Modes appear too, and they'll feature new rewards. I'm wondering what the rewards will be -- were the transmog sets and a little Valor enough for players to feel motivated to do Challenge Modes? Or should there be additional rewards for the most tricky of difficulties? Too much good stuff and they become "mandatory", too little and the proposed harder heroics will replace them.
We will have to wait and see what happens to the Mists Challenge Modes. Personally I hope they're scaled up to max level, or altered to reward big chunks of XP, or they will be abandoned forever. Bumped up to level 100, with new gear scaling added, they could continue to be enduring content for Warlords.
.@naquadah007 We're actually going to convert SoO to the new raid system in 6.0, so current Flex will just be Normal and won't be going away- Watcher (@WatcherDev) February 3, 2014
While we knew these changes would be coming in 6.0 via screens shown at BlizzCon 2013, what we didn't know is that this format will be applied to Siege of Orgrimmar, as well as all raids going forward into the new expansion. A later tweet by Hazzikostas pointed out that there will be plenty of advance notice before the change goes live, and there will also be more information on the topic at a later date. Considering we're just now seeing patch 5.4.7 on the PTR, we shouldn't expect Mythic modes to be dropped on us immediately.
In addition to the excellent PvP discussions, the interview features some talk of Warlords of Draenor and the future--some of which we've already heard about, but I am so excited for garrisons and a toys tab that I could listen to this stuff all day long. Do you know how many bag spaces I'm going to get back once that toys tab goes live? In the words of the Diablo Templar companion, it will be glorious! There's also some really fun discussion on the philosophy and practice of encounter and mechanics design, and how the WoW team goes about building raids and bosses. This was perhaps my favorite part of the interview, because I am a hopeless PvPer and am much more at home among WoW's raid bosses. In any case, no matter what part of the game you enjoy, there's something in this interview for you. You can check out the full transcript and podcast episode at Ready Check's own website, so make sure to click on over to the whole thing!