Blog Archives

Repost: What’s wrong with melee moonkin (part 1)

Note before I move onto my post: Falling Leaves & Wings has a great post about this issue that is a little more succinct (and resto-oriented) than my version is going to be.

The new 5.0 talent focus on bringing role-shifting and form-shifting back to druids would be great if it worked in the first place. However, we spent years fighting against being the “jack of all trades, master of none” because being the “master of none” in PvE totally sucked. So, instead, we became the “Master of One at a Time”. Moonkin focus on DPS (and spend most of their time in moonkin form). Healers focus their energy on healing. Feral druids are really the most hybrid of the specs, since they have a greater opportunity to swap between DPS & Tanking.

“Master of None” becomes “Master of One at a Time”

So, let me tell you a story. Back when I first started the game in Vanilla, I leveled up as restoration. I enjoyed leveling, but I mostly leveled by healing in instances. This is because my soloing experiences looked like this:

  • In Hinterlands, pull a non-elite mob. Root mob. Cast moonfire. Cast starfire/wrath a couple times until roots breaks and I’m low on mana. Go cat form to regen mana. Get Omen of Clarity Proc. Shift out. Heal. Root Mob. Rinse & repeat until Mob finally dies 1 to 2 minutes after I pulled it.
  • While doing this “rotation” on my mobs in Hinterlands, in the same amount of time it took me to kill one non-elite mob, a mage (around my same level) ran by, aggro’d 5 of the same mobs, AOE’d them down in like 10 to 20 seconds, and managed to pull everything else in the camp I was at while I worked killing my one troll. I have a very strong & clear memory of this event.

Was this a fun play style back then? Well, not really. If you wanted to raid, you had to go restoration because being a cool hybrid that could shift between forms wasn’t wanted by your raid at all. They just wanted you to spam Rank 4 Healing Touch so that you could innervate a real healer and maybe battle-res someone. You were primarily there as support utility and that was it. A lot of things have changed since then, but the fact remains that the “jack of all trades, master of none” model sucks. It’s also true that you can’t be the “master of all trades” (because then why would you bring anything else?).

  • So, druids started become more specialized in PvE because that’s what we need to do to be viable and wanted. No one wanted someone who was 2/3rds DPS and 1/3rds healer. So, we ran around in raids as healers (the one thing we could do well enough and we bribed people with innervate to keep our spots), and patch 1.8 started to bring us some abilities to make tanking or DPS more viable. However, that specialization came with costs (including balance druids not being able to heal in moonkin form).

We interrupt this post to bring you a message from Alamo (Nov 2005)

Why the Original Melee Moonkin Experiment Failed

Let me tell you another story about Burning Crusade and the Melee-Moonkin model. Moonkin didn’t come into the game until patch 1.8 (shortly before the Alpha/beta testing phase of Burning Crusade). Back then, moonkin had to melee things with our staff to get mana regen (even in raids), since both moonkin form’s mana regen and Omen of Clarity required you to hit things for them to proc. I spent all of Burning Crusade beta fighting against the melee-moonkin design (and kept fighting during Live TBC).

The real problem with melee moonkin wasn’t just that casting & hitting things with our staff was incompatible, but also that ranged DPS don’t want to be in melee range in PvE, except for very specific stack-up fights where the fight mechanics require us to come in close. In fact, Hunters are having their entire melee weapon removed in 5.0 because Blizzard has found over time that they don’t WANT to use it. With moonkin, the ability to mix melee DPS into our caster DPS is totally and utterly just unnecessary, and we spent so much time fighting to let moonkin stay at range and focus on being a great Ranged DPS class.

Why the 5.0 cat-bear-healer-moonkin PVE experiment will fail for moonkin

What other caster DPS wants to run up into melee range and wack things with melee abilities in PVE raid encounters? Answer: None.

Some of the melee classes have gotten ranged DPS spells and benfit from those (I remember when paladin tanks didn’t have a ranged pull – it sucked), and self-healing is something every class can use. So, feral druids CAN use things that give them more spell power because more spell power equals more survivability through being able to cast bigger self-heals when needed. So, feral druids definitely benefit from the vast majority of the new “hybrid shapeshifting” talents in 5.0.

However, there is no world conceivable where a moonkin is going to need to go DPS in cat form during PvE raid encounters (without having mangle or shred or any of the other feral specialization abilities). In situations where moonkin might need to tank a boss, it may actually make more sense to just stay in moonkin form and self-heal or pray to Elune for protection than to invest in a talent that increases our attack power. It would make more sense to pray on the spirit beasts to increase our moonkin form’s defense than it would be to shift into bear form and try to hold threat without any of the Guardian specialization threat increases.

Restoration druids won’t benefit from attack power either, since (unlike monks), doing melee attacks is unlikely to do a lot of healing to make up for the loss of main-spec effectiveness (unless they plan on making druids monks).

Ranged DPS/Healer hybrid models work better than mixing ranged DPS & melee for casters

They should focus “hybrid” talents around the type of hybrid models we know works. Back in TBC, we had Restokin Specs that were hybrid ranged DPS & moonkin specs. While mostly for PvP, moonkins sometimes stepping up to save their raid with healing spells is a model for druids that makes sense (I use tranquility as a moonkin quite frequently in raids even in Cataclysm). However, I’ve never EVER wanted to hang out in cat or bear form as a moonkin in raids. Being close to the boss inspires fear and likelihood of death.

If healers need to do damage, it’s much easier to cast a few wraths (though DPS talents in the healing tree have been hugely unpopular for raiding druids in Cataclysm), and going cat to put yourself at risk of getting hit by melee-unfriendly boss mechanics in raids is just totally mind-boggling as to why healers would want to shift into cat & bear form (where they don’t have access to heals) to do some sort of utility or DPS.

For tanks & feral cats, they have always worked fine as a spec that swapped between melee DPS & tanking. They can also really benefit from access to more healing spells. So, when thinking about making hybrid talents, it makes more sense to give healer & caster things to cats & bears than to be giving dozens of cat & bear things to casters.What would make sense is to make the talents give casters the ability to do feral-type things without having to go in cat or bear form, and then take purely feral abilities (like Bear Hug) and make them specialization abilities.

It would be more interesting for Tireless Pursuit to let dash be used in moonkin & caster form (maybe also with the ability to cast while moving), rather than giving us a second dash that requires us to be in cat form (what caster PvE druid needs two dashes in cat form that prevent us from casting spells of any type while moving in cat form?). Why can’t we get rid of Tireless Pursuit and put Wild Charge down in it’s place? Why not just make Demoralizing Roar useable in all forms? Why not nuke some of the feral-form specific talents and replace them with things that give all druids access to more healing (something every spec could agree is useful?).

I’ll probably post part 2 over the weekend.

More wisdom from Alamo (12/2006)

Posted in Moonkin Balance DPS, Written By Lissanna

Repost: What’s wrong with Melee moonkin (part 2)

This is the second in my series of posts on the 5.0 hybrid talents in relation to moonkin druids. If you still aren’t convinced, you can read Tyler (Murmur’s) post on the 5.0 moonkin shapeshifting problem here.

So, I keep talking about how some of the new talent direction is problematic for moonkin. A lot of people don’t really believe me. So, now I’m going to take a few of the talents that I feel are the “worst offenders” and I’m going to tell you why they are bad for the druid class as it stands and what we should have in their place.

Example 1: Tireless Pursuit and the Level 15 movement talents

Tireless Pursuit (V1): Removes all root and snare effects, and increases your movement speed by 70% while in Cat Form for 15 seconds. Does not break Prowl, and using this ability activates Cat Form. 3 min cooldown.

Why is this bad for any PvE spec besides cats? Well, the devs said in the last Q&A that we’ll still have Dash in cat form. So, this basically gives you a second dash in cat form. In addition, Disentanglement is going to also provide a root break (and how many PvE fights have required us to break snares/roots?). While in cat form, we can’t cast spells or heal. It’s unlikely that during this second dash you’d want to run up and melee something. So, this is a movement buff that comes with a 12 second silence, rather than a movement buff that allows us to cast spells while moving. Mages, on the other hand, get an entire talent tier dedicated to letting them choose how they want to cast while moving (whereas moonkin don’t have an option of what to do while moving – we can only cast instant-cast spells while moving, and most of our movement talents require us to be in cat form where we’re not doing any damage at all).

What talent would work better in place of Tireless Pursuit?

  • Replacement Option 1: One option would be to reduce redundancy and make Tireless Pursuit the cat version of Wild Charge and move Wild Charge (a movement talent) down into the movement tier. You can’t really take wild charge over Incarnation or Force of Nature because gaining 20 solar/lunar energy will never be a DPS increase over the other 2 talents.
  • Replacement Option 2: Another option would be to make tireless pursuit less cat-specific. This new version could look more like: Tireless Pursuit (V2) Removes all root and snare effects, and increases your movement speed by 50% for 15 seconds. Usable in any form. While in cat form, does not break prowl. In addition, Wrath, Starfire, and Healing Touch can be cast while moving. 3 min cooldown.

 This version 2 of Tierless pursuit sacrifices some of the movement speed (because I care about class balancing), and instead, you get the ability to cast certain spells while moving. This version is way more fun for everyone, since even feral druids could benefit from casting healing touch or wrath on the move while they can’t be in cat form (cats could actually shift out of form and cast stuff – still a hybrid talent!). (Update- removed armor bonus since the tank feedback said it made the talent too strong for them. That’s why I like collaborative work on feedback).

There’s nothing inherently more interesting about Tireless Pursuit (V1) over the two options I presented here just because it shifts you into cat form. Just being in cat form isn’t more fun than being able to draw upon your feline spirit to cast while moving, or being able to choose to spec into Wild Charge on a tier where it’s balanced versus other movement talents. None of these changes would hurt bears (they’d be able to actually keep feral charge instead of having to lose it to Incarnation’s likely far superior survivability increase, since they can’t dash in cat form while tanking anyway). They don’t hurt PvP (in fact, I believe either of the two versions would be better for PvP). Everyone wins, and they aren’t overpowered versus any other talent other classes get.

  • Fix the whole Tier 1 selection – Option 3: In fact, maybe Displacer beast should become baseline specialization for cats (they really need it since they’re losing a lot of survivability from bear talents with the spec swap). Then, have Feline Swiftness, Wild Charge, and Tireless Pursuit (V2) as your tier one options. Suddenly, all 4 specs would have three viable talent choices – all of which would give the option of having more fun than Tireless Pursuit (V1) provides. See how easy it is to take mediocre choices and turn them into really awesome talents you can be excited about? All you have to do is accept the notion that being shifted into a form isn’t actually more fun than the alternative of having utility that still allows options for specialization. There are ways to do hybrid talents, and I don’t really see how “shifts you into X form” really works for our talents in general.
The first healing moonkin

Master Shapeshifter:

Master Shapeshifter: Improves your effectiveness at swapping between forms; melee attacks grant a 10% buff to spell damage, and cast-time spells grant a 10% buff to attack power. Stacks up to 3 times, and using an ability that benefits from the buff reduces it by 1 stack.

This is the other talent that really bothers me the most, and what has spurred my concern of not wanting to return to the status of Melee-Moonkin that I fought so hard to end in TBC. Out of the level 90 talents, this one really doesn’t have a place at all as they released it at Blizzcon. I could even live with HOTW if they changed Master Shapeshifter into a viable alternative. On the Q&A recently, they said:

…So, interesting functionality themed around the different combat roles has been introduced. Some players have objected that they aren’t good at the other roles, and those abilities aren’t worth the global cooldown they cost. To address this, we are making the existing Nurturing Instinct talent baseline to both Feral and Guardian Druids, and making a new talent/baseline ability which grants attack power based on Intellect for Restoration and Balance Druids. That will make the occasional use of core class abilities that require other forms useful even to the Restoration Druid….

Increased Healing Power is good for bears & cats. The Nurturing Instinct part (getting spell power from Attack Power) is essentially required for making the healing ability talents worthwhile for feral druids (the argument was that things like Nature’s Swiftness couldn’t be useful to feral/guardian druids if they didn’t heal for enough). Anything that increases healing gone gives you a survivability increase, and is useful for any spec (pure or hybrid alike).

I’ve argued in the previous post that the reverse isn’t true: There is no reason for restoration and balance druids to have increased attack power to boost, well, anything. So, moonin & resto druids have both a talent option and a baseline ability that would give us attack power, to increase the amount of damage done by melee abilities. In what world is a moonkin ever going to want to melee a boss?

In addition, the current version of master shapeshifter gives a spell DAMAGE increase (not spell power) so it won’t buff healing even for feral druids (relegating the talent useless to any spec in any situation, except maybe for cats in PvP or for ranged pulling for bears using moonfire or hurricane). That makes it a DPS increase to the DPS abilities that the specs won’t use. This is not interesting utility, and there’s no reason for a moonkin to ever want to CLAW a boss (because the talent doesn’t give you access to mangle or shred) and a 30% buff to melee (combined with a 30% buff to spell damage when you shift back) is totally useless to resto druids – and won’t provide enough of a DPS increase to moonkin druids without over-complicating the spec to the point of being ridiculous. The talent as-is would probably need to provide a total of a 100% DPS buff to make switching worthwhile, and then moonkin would become a spec that spent half of its time in cat form and half of its time in moonkin form to benefit from the damage buffs. NOT FUN GAMEPLAY. It’s either a DPS increase (mandatory and used all the time) or it’s totally useless. There is no in-between for moonkin.

So, what should master Shapeshifter it be replaced with? Well, the devs keep using healing as their example for why druids would want to shift. So, make it another healing-increase ability.

  • MSS replacement possibility: Casting non-instant healing spells generates a buff increasing attack power and spell damage by X%, stacking up to 3 times and lasting for 15 seconds. In addition, when restoration druids cast wrath, their spell power and mana regen is increased by X%, stacking up to 3 times and lasting for 15 seconds.

So, if you pop out of form to cast a healing spell, you get to make up for some of that damage lost when you go back into your form. Healers can throw out some damage spells and get a healing buff. That gives you some cross-spec utility without having to lose a talent choice. That would be much more interesting “utility” without forcing moonkin to melee. Moonkin will heal when we need to, and we do things like pop tranquility fairly regularly in raids. Moonkin won’t melee. Ever.

These are just two of the many examples of how calling the talents ‘shapeshifting’ talents don’t inherently make them better just because you say ‘shapeshifting’ is more fun.

Posted in Moonkin Balance DPS, Written By Lissanna

Repost: My thoughts on Stat inflation

So, Ghostcrawler put up a post about Stat Inflation and concerns about the exponentially increasing stat values on our gear. This post assumes you read the original article here.

So, what is the Stat problem? Well, it’s been one that people have been worried about for a while: Big numbers are harder for people to understand than little ones, and big numbers are harder for the computers running the game.

With larger numbers, the difference between 100,000,000 Hit points and 100,000,010 Hit points is so small that you have to keep increasing the stats exponentially to feel like getting more gear had an effect. When your max hit points were 1,000 then having 1,010 was an increase you thought was worthwhile.

The bigger the numbers get, the more Blizzard has to make larger ilevel jumps for your gear upgrades to feel substantial. It has been a problem for the last several expansions, but has finally hit a point where Blizzard will really need to do something about it for Cataclsym.

Option 1: “Mega Damage”

The first option Ghostcrawler describes is truncating the numbers and calling it something like “mega damage” (the example being 12 Mega Damage instead of 12,000,000 damage, or 12K instead of 12,000).

The benefit of “mega damage” is that 12 K is easier to understand than 12,000. Being “mega” might also make you feel good. 🙂 Apparently, other games used this type of system to deal with their stat inflation.

The problem with “mega damage” is that it will end up feeling awkward and is a band-aid solution that actually leads to you needing larger stat inflation for upgrades to feel worthwhile. For example, instead of being able to upgrade from 12,000 to 12,500 – you now have to upgrade from 12 K to 13 K (and everything between feels like not an upgrade). Anyone actually wanting to evaluate items will still need to know that the damage is 12.425 Mega (12,425) instead of 12 Mega. Changing the scale just makes everyone have to work in decimals or in very large numbers and there will be a lot of confusion and inconsistencies in reporting.

What happens when we hit 500,000 Mega Damage? With this system, it would probably only take 1 or 2 expansions for Mega Damage numbers to get over-inflated since this just changed the display of the stats and didn’t change the rate at which the stats were accelerating.

That feels like more of a compounding problem rather than a solution and I really don’t think it will be good for the game to band-aid the stat inflation this way. Also, at lower levels, you would still be doing 100 damage and so going from 999 damage to 1K damage (or wherever the breakpoint is) would be incredibly awkward.

<font color=990000Item Level Squish

I prefer this second option – You just roll back the stat inflation and squish all the point values back down to a more reasonable level so that a level 85 is now doing 100 damage in place of 1,000 damage… or maybe 100 damage instead of 10,000 damage.

The benefit of ‘squashing’: If you squash everyone back down, then it gives more room for the numbers to grow (allowing for a slowing down of the stat inflation), it puts the numbers back in a place where people are familiar with, and allows for the numbers to grow higher over the next few expansions if they are squished far enough.

The drawback of squashing: One day, you will wake up and be doing 100 damage instead of 10,000 damage. Now, everything was squashed by the same amount (so your relative power versus other people hasn’t changed, and the bosses will be doing less damage to you), but it’s hard to feel like you are weaker than you were before.

While potentially frustrating at first, I’m pretty sure we could get used to doing smaller numbers again, especially if they give us like 3 to 6 months advance notice to mentally prepare ourselves and the community. With the “feels like you are driving on the wrong side of the road” analogy: That feeling goes away after a while with enough practice and experience. Refusing to ever travel from the US to England just because you are worried about having a funny feeling while driving isn’t really a reason to stay home.

I say… Scrap Mega Damage and proceed with squashing. We’ll get used to working with smaller numbers after a couple weeks of playing with the new system. However, I have one caveat:

The Stat Squashing needs to happen when the expansion launches (ie. when we’re starting to level up in Pandaria) and NOT done during the pre-patch. If you pre-patch and we are walking into Deathwing’s fight doing 100,000 damage one day and 1,000 damage the next, there will be pretty harsh psychological effects.It won’t be as bad if we’re doing 100,000 damage to Deathwing one day and then 1,000 damage while questing in Pandaria the next day. The change in content will mitigate a lot of the psychological impact and give us a few days/weeks to adjust to the numbers before we start doing end-game content again. Lower damage numbers won’t feel so awkward if we are getting used to them while leveling.

Posted in Written By Lissanna

Repost: Why you should be excited about Pandaria

Most of my posts here are really critical because that aspect of theorycrafting and “backseat driving” is something I enjoy. However, people who have known me for a long time will realize that I have a lot of trust and respect for the game’s developers. For as much as we all criticize, there are a lot of things they do get right. So, lets look at why I’m excited for Pandaria and why you should be, too (Anne touched on some of these reasons in her post, but I wanted to talk more about it here because that’s just how excited I am):

1. No Story Spoilers!

While a lot of people are upset over not knowing who the end-boss of Pandaria is going to be, this is one thing I’m actually incredibly excited about. When the game originally came out, you didn’t know who the end-bosses were going to be until they released the patch information. You were excited about every raid tier because every raid tier had the “big bad” end-boss and defeating them left you with a strong sense of accomplishment. In every other expansion, we have been chasing that thrill and have been left disappointed. Why? Because having someone spoiler the end-chapter of your mystery book before you start reading it sucks. Sure, the book can still be great, but you know what is coming in the end and the surprise or anticipation of what might be lurking around the corner is totally dead. You know the end-chapter of Cataclysm is Deathwing and so you know every other raid is less important because their end-bosses don’t really matter – they are just designed to get you closer to killing the only boss that actually matters. There is no surprise or anticipation when you know the end of the story. There is no excitement without the unknown.

Withholding information from us about the upcoming raid encounters just means that we have something to look forward to – they can unveil the chapters of Pandaria slowly over time without having to beat us over the head with their punchline in every quest we do. They can let the story unfold naturally and make it feel more alive by allowing the players to be surprised. While everyone worries about that story being too child-like, I trust Blizzard to do their lore Blizzard-style, and that means it’s going to be awesome. Blizzard has written some great storylines over the years and I expect their new storylines in Pandaria to be just as epic as the ones that have come before, only this time, Blizzard gets to surprise us. This allows them to do totally crazy things like making our beloved faction leaders into PvP-themed raid encounters without having to spoiler the whole thing for us a year and a half in advance, or to invent totally new monsters that we haven’t heard of before to invade our darkest nightmares. It  makes total sense for us to NOT know in advance what kinds of dangers lurk in a forgotten land. I can’t wait to see what new evils lurk in the shadows in the seemingly friendly land of Pandaria. Not knowing what lives under your bed is much more thrilling than knowing what is really there. It’s not going to be all cute & cuddly. It’s still Blizzard, the people who brought you Illidan, the Lich King, and Deathwing – they know how to make epic encounters. However, they have to introduce NEW lore so that we don’t have to kill Onyxia again in MoP (I mean how many times can people duct tape her back together?). They just want to make all the raiding tiers feel more epic again by introducing NEW story lines and NEW bosses with NEW lore. For the return of “new” exploration, I’m most thankful of all.

2. Things to do outside of raids and BG/Arenas

Blizzard has usually focused on the leveling experience (Vanilla, Cataclysm) or end-game experience (TBC, WotLK), but the focus has never been on what awaits us outside of raids. There have been PvE daily quest hubs that are entertaining for a week or two and then quickly become grindy & stale – or repeating the same handful of instances over & over again until our brains go numb. Pandaria brings us new things to do outside of our raids or PvP focus and they give us more opportunities for advancing our own characters on our own terms.

  • While some people won’t like pet battles, you can’t fault Blizzard for wanting to come up with creative ways of giving you something to do that feels less like the same-old-grind. At the very least, you get to name the 150 pets you have picked up over the years, and for the ability to run around with “Miniliss” the baby moonkin and “leafy” my trusted baby tree. They give new options for pet collectors to do something with their non-combat pets, in a system that was probably pretty easy to design, and is totally optional (the pet battle stuff won’t have any effect on your main character at all, but they provide an outlet for advancing in the game in a totally new way).
  • The Scenario/skirmishes allow for small group play without needing to wait in an hour long queue for a tank and healer to grace your DPS players with their presence. This gives you something short & fast that you can do without much of a hassle. They’ll never get the LFG system to force people to play on tanks & healers, so it is nice to be able to circumvent that system when you just want something quick to do. You want to run something fast as a DPS player without two hours to sit around in the game? Sure, just hop in a Scenario and fill some time! If the scenarios drain some of the DPS away from the main instances in the LFG, then the LFG queues get shorter. Giving people something to do other than sit in queue may actually help shorten the queue times for the  5-man Heroic Dungeons. If this holds true, then everyone wins, and the 5-man system we use now with fixed roles (tank/heals/DPS) may become secondary to a more fluid and flexible system so that our poor tanks & healers don’t have to be overworked all the time.
  • The timed Challenge-mode dungeons give people a way to earn their sense of accomplishment in a way that doesn’t come from out-gearing content (and they have better replay-ability since you can always get faster, whereas achievements are something you can only earn once). I can see guilds having Challenge-mode contests, within their own guild or against other guilds to see who can be the fastest. The rewards from this are purely cosmetic, but they also have public rankings to allow people to see who is “best” and this is likely going to provide hours of entertainment for people who can use this (rather than having killed X boss) to feel a sense of real accomplishment. The most hard-core players now have a way to show a badge of just how hard-core they really are.

You may not really think these options will make much of a difference. Maybe they will get stale after a while, but they show that Blizzard is trying to make a game that is fun for everyone. You’ll still have your Raids and BGs and Arenas if that’s all you really want to do,  but for people who want more than those three things, you finally aren’t being ignored anymore.

3. They are focusing on solving class “quality of life” issues.

Getting rid of the old talent trees doesn’t seem like a big deal, but it really is. For as critical as I will be over the next X years about the new talent tree, I love the fact the old talent tree is getting nuked. This is the one thing that makes me all giggly bouncy happy: They aren’t locked into certain class design problems because of a failed talent system. Lets look at some examples.

  • They need druids to be 4 specs instead of 3? Well, the old system wouldn’t let them (the UI and coding really wasn’t set up in a way that could let them separate cats & bears). With the new system? BAM 4 specs! Problems fixed! Now, you get to choose and specialize and not be limited just because your off-role was too good. They don’t have to constantly fight & struggle with the feral druid spec because they have more design control over what makes cats and bears different (you may even see specialized tier gear for cats & bears, and bears won’t have to get unintended nerfs because of trying to limit things cats can do).
  • They want to get rid of ranged weapon slots and relics? BAM! No more ranged slot and relics! What did this have to do with the talent trees? Well, they’d have to go thru and change every single talent from every single tree that related to this ranged slot, and make sure there are new talents to fit with the new system  and new spells/abilities that would come along with the change. Every time they make a mechanic decision, they have to look at how it effects thousands of different talents. Well, no more. They get a chance in 5.0 to deal with quality of life issues for the classes that allow them to make more changes because they have fewer unintended consequences.
  • They can change/remove any spell or ability for any class without having to change a dozen talents that were based around that spell/ability (ie. changing hunters to focus instead of mana in Cataclysm would have been easier on Blizzard if they didn’t have to do all the supporting talent changes).

Even if the new talent system leave a lot to be desired, I’m overall much happier with what I feel will come out of the change. We haven’t seen what the classes will feel like in Mists of Pandaria, but I’m really excited to start that adventure. It’s a whole new way of class design for the developers that opens up a lot of opportunities to make this game more fun. Now, they may mess up a long the way, and they can’t make everyone happy. However, Mists of Pandaria brings with it a lot of exciting opportunities to make the game more fun for everyone. I miss the sense of “new” and “exciting” that have been lost along the way, and I can’t wait to see what is around the corner.

(and if you aren’t convinced, there are more reasons why you should love MoP that Anne wrote on Wow Insider)

Posted in Blizzcon, Written By Lissanna


Featured Blogs