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Warlords of Draenor System Changes, General Class Changes And More!

Blizzard just came out with a new blog to discuss some general changes coming up in WoD. So check it out below!

Quote from: Blizzard
Development on World of Warcraft: Warlords of Draenor is progressing well, and we’ll soon be ready to enter the first phases of public testing. To help prep you for battle, let’s break down some of the upcoming changes we’re making to stats, abilities, and crowd control for the expansion.

Stat Squish

Character progression is one of the hallmarks of any role-playing game, and naturally that means we’re always adding more power for players to acquire. After multiple expansions and content updates, we’ve reached a point where the numbers for health, damage, and other stats are so big they’re no longer easy for players to grasp. What’s more, a lot of power granularity is tied up in tiers of older content, from Molten Core to Dragon Soul—and while it was once necessary for your character’s power to spike up suddenly when you hit level 70, that’s not the case anymore.

In order to bring things down to a more understandable level, we’ll be reducing the scale of stats throughout the game and smoothing out those obsolete spikes, so that power scales linearly through questing content from levels 1 to 85. This applies to creatures, spells, abilities, consumables, gear . . . everything. And while that means your numbers for stats and damage are being reduced by a huge amount, the same goes for creatures’ health and damage output. For example, a Fireball that previously hit a creature for 450,000 out of his 3,000,000 health (15% of its health) may now hit that same creature for 30,000 out of its 200,000 health (still 15% of its health).

It’s important to understand that this isn’t a nerf—in effect, you’ll still be just as powerful, but the numbers that you see will be easier to comprehend. This also won’t reduce your ability to solo old content. In fact, to provide some additional peace of mind, we’re implementing further scaling of your power against lower-level targets so that earlier content will be even more accessible than it is now.

We’re also removing all base damage on player spells and abilities and adjusting attack power or spell power scaling as needed, making it so that all specializations will scale at the same rate.

Racial Traits

We want races to have fun and interesting perks, but if some of those traits are too powerful, players may feel compelled to play a specific race even if it’s not really the one they want to play. For example, Trolls’ Berserking ability was extremely powerful, and their Beast Slaying passive was either completely irrelevant or tremendously powerful, based on the situation, compared to other racial traits. On the other end of the spectrum, many races had few or no performance-affecting perks. On top of that, a number of racials that currently grant Hit or Expertise will soon need replacing, since those stats are being removed in Warlords of Draenor.

To keep racials more in line with one another, we’ve decided to bring down the couple high outliers, then establish a fair baseline and bring everyone else up to that. We’re accomplishing this by improving old passives, replacing obsolete ones, and adding a few new ones where necessary. Ultimately, our goal is to achieve much better parity among races.

Ability Pruning

Over the years, we’ve added significantly more new spells and abilities than we’ve removed, and the game’s complexity has steadily increased. We’re to the point now where players are starting to get overwhelmed, sometimes feeling like they need dozens of keybinds (in a few extreme cases, over a hundred). While the game is loaded with niche abilities that could theoretically be useful in some rare scenario, in reality, many of these are barely used at all—and in some cases, the game would simply be better off without them.

For Warlords of Draenor, we decided that we needed to pare down the number of abilities available to each class and spec in order to remove some of that unnecessary complexity. That means restricting some abilities to certain specs that really need them instead of being class-wide, and outright removing some other abilities. It also includes removing some Spellbook clutter, such as passives that we can merged with other passives or base abilities.

This doesn’t mean that we want to reduce the depth of gameplay or dumb things down. We still want players to face interesting decisions during combat, and we still want skill to matter . . . but we can achieve that without the needless complexity in the game now, and we can remove some of the game’s more convoluted mechanics while maintaining depth and skill variety.

One type of ability that we focused on removing is temporary power buffs (aka “cooldowns”). Removing these also helps achieve one of our other goals, which is to reduce the amount of cooldown stacking in the game. In cases where a class or spec has multiple cooldowns that typically end up getting used together (often in a single macro), we merged them, or removed some of them entirely.

The process of determining which spells and abilities to cut or change is a very complex one—we know that every ability feels vital to someone, and we don’t take this process lightly. Even if we ended up cutting your favorite ability, we hope you’ll understand why we did so in the context of our larger goals for the expansion. Ultimately, the point of these changes is to increase players’ ability to understand the game, not to reduce gameplay depth.

Crowd Control and Diminishing Returns

One other big takeaway from Mists of Pandaria is that there is currently simply too much crowd control (CC) in the game, especially when it comes to PvP. To address that, we knew that we needed an across-the-board disarmament. Here’s a summary of the player-cast CC changes:

  • Removed Silence effects from interrupts. Silence effects still exist, but are never attached to an interrupt.
  • Removed all Disarms.
  • Reduced the number of Diminishing Returns (DR) categories.
  • All Roots now share the same DR category.
    • Exception: Roots on Charge-type abilities have no DR category, but have a very short duration instead.
  • All Stuns now share the same DR category.
  • All Incapacitate (sometimes called “mesmerize”) effects now share the same DR category and have been merged with the Horror DR category.
  • Removed the ability to make cast-time CC spells instant with a cooldown.
  • Removed many CC spells entirely, and increased the cooldowns and restrictions on others.
    • Pet-cast CC is more limited, and in many cases has been removed.
    • Cyclone can now be dispelled by immunities and Mass Dispel.
    • PvP trinkets now grant immunity to reapplication of an effect from the same spell cast when they break abilities with persistent effects, like Solar Beam.
    • Long fears are now shorter in PvP due to the added benefit of a fear changing the players position.

Additionally, we’ve significantly reduced the number of throughput-increasing cooldowns and procs in order to further reduce burst damage.

Whether your favorite class is losing an ability or taking a hit to its CC potential, we hope this discussion helped you better understand why we’re making these changes. It’s important to remember that other classes will be getting some of their CC removed too. We think this entire package will make exploring Azeroth and PvPing a more enjoyable experience for everyone, and we’re looking forward to having you try them out when we open up the expansion for testing.

In the next Dev Watercooler, we’ll explore the changes coming to health and healing in Warlords of Draenor.

Raiding Currencies Possibly Dissapearing In WoD!

Ion Hazzikostas, lead encounter designer recently talked to PCGamesN about the raid currencies (Valor and Justice). Ion had the following to say:

Quote from: Blizzard
We are planning on simplifying our currency structure. The traditional role of valor was to offer compensation for bad luck – and that goes all the way back to badges in Burning Crusade, where you’d go, “Okay, I’ve run this raid 15 times now and never seen a shoulder piece dropped – so I’ll take this currency and buy a shoulder piece for myself”. The bonus rolls system that we have these days actually goes a long way towards helping counteract that.

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.

What about PvP?

We are trying to get rid of one of the two, but at the end of the day a purely random system probably would not work as well for higher PvP gear. Conquest makes a lot of sense.

So we could possibly see Valor Points and Justice Points dissapear. As far as Valor is concerned, it hasn’t been used for extra items in Siege of Orgrimmar, but instead just the item upgrading. So does this mean item upgrading is going to dissapear again as well? And then there’s the question of Justice Points, whose relevance are really when you just reach the maximum level and you can use them to buy items to gear up quicker for raiding when items don’t drop in Heroic Dungeons. Will that helpful stepping stone dissapear as well? Only time will tell.. until Blizzard does!

Blizzard Confirms $60 lvl 90 Character Boost

Blizzard spoke to Eurogamer about the $60 price for the instant lvl 90 boost. Ion Hazzikostas had the following to say:

Quote from: Blizzard
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 leveling. 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. But leveling 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 maximizing price. That was not our aim here. The intent here isn’t to create a world where no-one levels. It’s just to allow people who want to purchase additional level 90s, maybe they want a second or third alt and they don’t have time to level it themselves because they have a family or etc – it’s to allow them to do that.

If you haven’t yet seen it, check out Mezzy’s editorial on why $60 is a perfectly acceptable price for the instant lvl 90 boost.

More WoD Press Tour Information

More information has come out in the past few days as the fan sites, who were lucky enough to attend the press event, are posting the results of their time there.
First off buffed.de actually posted a video interview with lead encounter designer Ion Hazzikostas:

Some highlights from the interview:

  • There will be a total of 17 raid bosses (7 in Highmaul and 10 in Blackrock Foundry) and possibly up to 3 world bosses
  • World bosses will be released over the course of the patch (so 1 will get released first, a few weeks later the next one and further into the patch the last one)
  • The raid instances will be nonlineair. Highmaul more like firelands where you can choose which order you do them in and Foundry like the 2nd part of ICC with the wings.
  • There will be two progression paths.
    • Normal Dungeon -> LFR -> Normal Raiding
    • Normal Dungeon -> Heroic Dungeon -> Normal Raiding
  • Doing the random challenge mode daily quest will reward you with an epic item with LFR quality item level.
  • Other than max lvl Scenarios, there will be scenarios during the lvling process to end epic quest lines. For example to fight in an epic battle.
  • Gul’dan could possibly become an ally against the Iron Horde

Up next we have the actual interview from mamytwink.com the french site we reported on last.
Again the (new) highlights of the interview:

  • Garrisons are specifically a feature for Warlords, they are bases that players use to help int he fight against the Iron Horde. You want to build up an army. However the technology we use to create Garrisons will most likely be used again in the future.
  • Heroic Dungeons will be in the difficulty range of easier heroic dungeons in Cataclysm such as Vortex Pinnacle and Lost City of the Tol’vir.
  • Patch 6.0 will include an in-game event, however I can’t say anything about it yet.
  • We will continue to add bonus bosses or phases in Mythic Mode raiding where we see fit. One of the bosses in Patch 6.0 will have an important difference in Mythic Mode. A nice surprise is waiting for you.
  • To reduce ability bloat we’ve removed about 20% of class skills and abilities, even if we will probably have to add a few more. Players will probably ask for it during the beta.
  • Karazhan was originally planned to be used for the event pre-WoD however we eventually decided against it and the developers then had fun with the dataminers from MMO- Champion.
  • The beta is of course.. soonTM

And then finally, another french site, JudgeHype, also released some new information. Again the highlights below:

  • Highmaul will open in the 2nd week of the expansion, just like MSV in MoP. Blizzard wants players to experience the lvling content without feeling rushed to start raiding as soon as possible.
  • Highmaul will be located in Nagrand.
  • All bosses in all difficulties will be available when a raid opens, except in LFR where wings will unlock progressively like they did in Siege of Orgrimmar.
  • One of the world bosses will be an ancestor of the gronns we know, but 3 or 4 times bigger. He’s made of stone and will attack players with stone shards and other earth-based attacks.
  • The second world boss will be a giant plant that lives in the jungle of Draenor.
  • The lvl 90 character boost will work differently if you already have a high lvl character or not. If it’s your first character and you boost it to lvl 90 directly the game will offer you 3 or 4 skills first, to familiarize with the game. It will then give you more abilities progressively.
  • They admit it’s a flaw of the system. Blizzard wants players to be able to use the feature but also understand that there’s a danger to see poorly played characters because of a lack of knowledge.
  • The world PvP zone Ashran will be somewhat based on the classic Alterac Valley. Where it could takes days for one side to win. Things such as resource collecting and summoning creatures to help the fight will be part of the zone.

Podcast Episode 23

This week in Warcraft: Warlords of Draenor PvP gets an overhaul, a silver medal will be needed to queue for a random group for Heroic Dungeons, and is $60 a fair price for an additional instant lvl 90? Additionally note that next week there will not be a podcast.

Proving Grounds Silver Medal Required for Heroic Dungeon LFG in WoD

There’s more information coming in from the different press interviews and now Ion Hazzikostas, Lead Encounter Designer, has posted a clarification about one of the interviews. He says the following:

Quote from: Blizzard
To at least get everyone on the same page in terms of information, since a summary of a translated version of a translation of a few sentences in a single interview may not be the best foundation for a 24-page discussion, here’s an overview of our current thinking:

  • We will have Normal and Heroic versions of our max-level dungeons. (Note that we did not have Normal level 90 dungeons in Mists.)
  • There will be no special requirement other than basic level/ilvl requirements on queuing for Normal dungeons or LFR.
  • Level-up quest gear will get you into Normal dungeons/scenarios, and Normal dungeon/scenario gear will get you into LFR.
  • Heroic dungeons will be more challenging than the Normal version (not brutally difficult, mind you — just somewhat more demanding).
  • You will need a Silver Proving Grounds medal in a given role in order to queue for random matchmaking for a Heroic Warlords dungeon. If you form a premade group, you can zone in regardless and no such requirement applies.

In the past, challenging content and random matchmaking have often not gone so well together. Relying on item level does nothing to prevent a random group from getting, for example, a tank who may literally have never tanked before. Everyone has to learn somewhere, but we’d rather not have that learning come at other players’ expense. One option would be to require a full premade group to do Heroic Dungeons, as we do with Heroic Scenarios, but that would present a very high barrier to entry (finding 4 other people with rigid role requirements is much harder than finding 2 other people with no role requirements). This solution represents a compromise in order to allow the content to see a broader reach via matchmaking, while minimizing frustration.

And yes, we realize that by formally using Proving Grounds as a qualification, it will be incumbent upon us to further refine their balance and mechanics. We’ll be updating them for Warlords, and we’re confident that we can make them a fair test of baseline ability within a given role.

His second to last paragraph really explains the reasoning well, let’s hope the proving grounds update will provide more interesting game play!