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 ImmerAspiring GentlemanPremium join:2010-01-07 Evans, GA kudos:3 Reviews:
·Comcast
| [Theory] Dev Watercooler with GC - the Role of role I pulled this from Icy-Veins
Blizzard Official WoW Blog Dev Watercooler -- The Role of Role The Deluge
A monsoon is coming. We will soon inundate you with Mists of Pandaria information, starting with the upcoming media event and everything that follows. It's going to be a very exciting time for World of Warcraft, and we are all super impatient for it to happen.
But... we're not quite there yet. I want to make that clear upfront, because this blog isn't directly Mists of Pandaria related. You won't find any announcements here, just a philosophical discussion that you may or may not find interesting. If you're looking for thrilling announcements, you know what I'm going to say: Soon. Multiple DPS Roles
I said this blog isn't directly relevant though, because I want to discuss a topic that we did struggle with a lot during Mists development, and indeed through most of World of Warcraft. We have classes with multiple DPS specs, and for mage, warlock, hunter, rogue, warrior and death knight, there isn't even a melee vs. ranged distinction between those DPS specs. The question comes up all the time: "what is the role of these roles?" I don't think there is a right answer here, and we've even changed the design a few times over the last several years. Again, I'm not couching this in terms of an imminent announcement or anything. This is fundamentally one of those designs that could go in a lot of different directions. It's something we discuss a lot, and we figured given the strong opinions of our forum-posting community, many of you probably do as well.
A paladin can choose from among specs that let her be a tank, melee DPS or healer, and can shift around which role she fills in a raid or BG team from week to week. Through the Dual Spec feature, she can even do so within a single evening. If her group doesn't need another healer, or if she needs a break from tanking, she can become a DPS spec fairly easily without having to swap to a different character. A warlock doesn't have that luxury. Yet, the warlock still has three specs. Is the idea, then, that you are supposed to swap from Destruction to Demonology and back depending on the situation? Is the idea that you play Affliction if you like dots and Destruction if you like nukes? Or do you just switch to whatever theoretically does 1% more DPS for the next fight?
Players are sometimes cavalier about throwing around the claim that there's a "lack of design direction" when they want their character buffed. Of course, classes always have a design direction; players just sometimes disagree with it. My point is that just because we debate whether the current design is the best possible one doesn't mean there isn't a design at all. That distinction is important. And of course, we do have a directive for which DPS spec you should play: whichever one you enjoy the most. But that doesn't mean that is the best model or that it can't ever change. There are other models we could try. Model One Everyone is equal all the time
If your DPS and utility are the same across specs, then you just play whichever one you prefer. Maybe you like the kit of the Frost mage, or maybe you like the rotation of the Fury warrior, so you play them. As I said above, this has been the model we have used for a while now, with mixed success. The challenge is that "all the time" caveat. We can get all of the DPS specs pretty close together on target dummies, and indeed they actually are very close on target dummies today. Our encounters aren't target dummies though. Having some adds increases the damage of dot-specs. Having lots of adds increases the damage of strong AE specs. Having to move on a fight, and how often and far you have to move, can cause DPS to go up or down differently. Even if DPS is only off by a few percentage points, many players will respec to the one with the highest DPS (even if it's theoretical, even if for them they will do lower personal DPS than if they had stuck with a more familiar spec). A mage who just loves Fire might be frustrated if he ever has to go Arcane, while another player might be happy that he gets to try different specs for different fights.
The class stacking we've seen on the Spine of Deathwing encounter relates to the need for massive burst damage in a specific window, such that the difference between a one minute DPS cooldown and a two minute DPS cooldown matters. Even if we could make sure every spec had the same AE vs. single target damage, do we now need to also ensure every spec can do the same DPS in burst windows of various lengths? Is that even mathematically possible? Or do we just test every spec for every raid encounter of the current tier and tweak class mechanics around for whatever is the current status quo? That implies a high rate of change, and I wonder if we'd lose a little bit of the fun of experimentation and theorycrafting if it was basically accepted that you could take any spec to any fight and do about the same damage. It's more balanced, yes, but does it lack depth or flavor? Is it fun? Model Two Everyone has specialties and you match the spec to the situation
Under this model, we would establish spec specialties. For example, Arcane could be good for single-target fights while Fire is great at AE fights. Some of that design already exists in the game, but we try not to overdo it. If you really like playing one mage spec, or really detest constant spec swapping, then this model isn't going to be to your liking. Furthermore, we don't want to overstrain our boss design by having to meet a certain quota of AE vs. single target fights and movement vs. stationary fights and burn phase vs. longevity fights or whatever. It is also really hard to engineer these situations in Arenas or Battlegrounds (for example, both mobility and burst are extremely desirable in PvP), so in those scenarios there still may just be one acceptable spec. Model Three You swap specs to gain specific utility
If we used this model, then you might switch out to a different spec to gain a specific spell. Again, we have some of this today. A DK might want Unholy's Anti-Magic Zone for a certain fight. Hunters might go Beastmaster to pick up a missing raid buff. Mages might go Fire for situations where Combustion shines. Druids might go Balance when they need the knockback from Typhoon. A little of this sort of thing goes a long way though. As in Model One, not every player wants to have to swap specs. If you just like Survival, you might resent having to go BM to just to buff someone. If knockbacks are too potent, then it really constrains your raid composition and makes even casual guilds feel like they need to keep a stable of alts or benched players for every fight. If, for example, there wasn't a boss in the current raid tier for which warrior abilities really shine, then warriors start to feel like a third wheel, yet trying to make sure every boss in a tier has a moment for every spec to shine is a pretty daunting task.
The extreme case of this is the "utility" spec who does middling DPS, but brings a lot of synergy and utility that improves all of the other specs. This was the Burning Crusade model, where classes like shaman and Shadow priests were brought to raids just to make the pure classes (and warriors, who were always treated as pure classes back then for some reason) do better DPS. In Lich King, we changed the design to make different raid buffs and abilities more widespread and give groups much more flexibility in their raid (and to some extent dungeon) comps. We heard from Shadow priests that they wanted to do competitive damage, not just be there to make everyone else more awesome. But even today we get a lot of requests to improve the utility of someone's spec so that they are more likely to get invited to a group. Model Four There is just a best spec for PvP and PvE
This was the model of vanilla World of Warcraft, and we understand some players wouldn't mind it returning. In this model Arms and Frost and Subtlety (and other specs) were designed to be good for PvP, while others, Fury and Fire and Combat perhaps, were designed to be good for PvE. The PvP specs might have better mobility or survivability or burst damage, while the PvE specs have better sustained damage over the course of a 6-10 minute boss fight. A lot has changed since vanilla. We don't make many raid or dungeon encounters these days where DPS specs can just stand in one place and burn down a boss. Mobility, survivability, and burst damage can all be really useful on particular encounters, sometimes trumping the higher DPS offered by a competing spec. (There's that old adage that dead do zero DPS.) In addition, if there is a PvP spec and a PvE spec, then for pure classes that implies that your third spec lacks much of a role. (The good leveling spec? Is that exciting?) Furthermore, our Mists of Pandaria talent tree design explicitly takes away some of the tools from the traditional PvP specs and makes them available to other specs in the class. If this works out, then you can take your Frost mage raiding, or have an Arcane mage for PvP who uses some of what traditionally were Frost's control and escape tools. That's great if you PvP and love Arcane, or PvE and love Frost. It's less cool if you were the kind of player who was totally comfortable with the simpler (and possibly easier to balance) design of having dedicated PvP vs. PvE specs. Model Five Don't have multiple DPS roles
This is the most controversial model and the one that would require the most change, meaning we are almost certainly never going to do it. For sake of completeness though, you can argue that classes never should have been designed with multiple specs that fill the same role. In this model, either Arms or Fury goes away and gets replaced with something. (Archery? Healing?) Warlocks and other pure classes would need a massive redo to end up with say a melee and tanking warlock. Everyone becomes a hybrid. The hardest decisions becomes whether you want to be the ranged or melee DPS version of your class (like druids or shaman). This idea is elegant from a design perspective because it un-asks all of those questions about how much more damage pure classes should do than hybrids to justify their narrower utility. But, perhaps counter-intuitively, elegant designs often aren't the strongest ones (I could write a whole blog on that topic alone). Model Five is the kind of rhetorical question you could go back in time and ask before WoW launched, but not the kind of thing we could change today without taking an enormous amount of effort, to say nothing of the irate players who would feel bamboozled that we were so dramatically changing their character out from under them. I try to never say never, but this model isn't the kind of change you make in a mature game. It's here only for completeness and because I suspect some of you will bring it up. But Which is the Best Model?
Hell if I know! I fundamentally believe that none of these models is, without question, the obvious right one. All of them have advantages and disadvantages, and there are probably other models you could come up with that are variants on these five, or perhaps even something new. Like I said, we're not announcing a philosophy change yet. If we get enough feedback for one model or another, we might eventually change our minds. Also for this blog we're going to lock the comments and ask that you post your replies in this forum thread. Just remember that even we don't believe that there is one correct answer, so please keep that in mind when you're composing your feedback.
Greg "Ghostcrawler" Street is the lead systems designer for World of Warcraft and holds the world record Wild Strike crit... at least until beta starts. -- Immergruen (resto/kitty) on Nathrezim Server (US) Guild leader for Pride and Ego "You never truly know someone... until you fight them"
| |  mettachainGentleman join:2011-09-27 Bellevue, NE kudos:1 | Ghostcrawler says, "Shut up and color!" | |  saillawPremium join:2007-05-08 Houston, TX Reviews:
·AT&T U-Verse
| reply to Immer TBH I think they should go with the fifth Model. I've never agreed when bliz says they don't want to do something because it takes too much work (like they did for a long time with flying in Azeroth), we pay a lot, get it done bitches. I also don't agree with not wanting to tinker too much with the current feel of a class. They've felt free to do that in the past, getting rid of hunter mana comes to mind.
I don't have the answer for what the distinct role should be for each spec within each class, but I do feel that they should be drastically different. For example, a hunter should choose between a ranged spec, a melee spec, and BM (with much more emphasis on dps coming from the pet than is currently the case). Shammans may be ok as they are (although the tanking shaman might be a good replacement for the melee shammy). Druids and pallies also already fit this mold. They'd need to work on rogues, locks, priests, mages, warriors and DK's though as I'm not sure what would be the best "1 dps with two other roles spec options". | | |
|  mettachainGentleman join:2011-09-27 Bellevue, NE kudos:1 Reviews:
·Cox HSI
| said by saillaw: I also don't agree with not wanting to tinker too much with the current feel of a class. They've felt free to do that in the past, getting rid of hunter mana comes to mind. Best change ever. Switching from Aspect of the Hawk to Aspect of the Viper was a serious pain in the ass and a huge dps loss in BT/Sunwell. Focus management similar to rogues. -- I'm not loafing. I work so fast I'm always finished. If idiots could fly, this would be an airport. | |  | I liked the focus change as well. Getting rid of mana as a resource for a class with no caster spec was a good idea. Enhancement and protection/retribution do fine with their minimal mana pools due to an innate mechanic to regain mana. It also allowed them to itemize gear a bit better. The only thing that doesn't really fit still is caster plate, as it is only for one spec. Unfortunately, there's no easy way to fix that. -- When the ship lifts, all bills are paid. No regrets. | |  ImmerAspiring GentlemanPremium join:2010-01-07 Evans, GA kudos:3 Reviews:
·Comcast
| said by stonhinge:The only thing that doesn't really fit still is caster plate, as it is only for one spec. Unfortunately, there's no easy way to fix that. I vote to grant disc priests the ability to use caster plate where Smite is an actual melee attack (rather than spell) that grants atonement heals. that would rock. Holy fire is fine as a ranged spell with cast time and CD. I really like this idea... -- Immergruen (resto/kitty) on Nathrezim Server (US) Guild leader for Pride and Ego "You never truly know someone... until you fight them"
| |  | reply to Immer Ret pallies should use int plate. Solves the gearing problem. They can still use Strength 2H weapons, but strength gets converted to spell power. They do that kind of stuff with enhancement shamans as is.
I mean, it's all just numbers.
On this topic: I like the current model of everyone can do some sort of reasonable approximation of what's required. But I'm not bleeding edge, and that's probably why. By the time I get around to killing something, either we're geared enough through farming, or its been nerfed. | |  ImmerAspiring GentlemanPremium join:2010-01-07 Evans, GA kudos:3 Reviews:
·Comcast
| said by nickdres:Ret pallies should use int plate. Solves the gearing problem. They can still use Strength 2H weapons, but strength gets converted to spell power. They do that kind of stuff with enhancement shamans as is. yeah... that's the more intelligent approach. I just wanted a battle-priest spec(plate) and a holy spec (cloth), lol. | |  cymraegBeth an? join:2011-06-07 Dodge, NE Reviews:
·Great Plains Com..
| reply to nickdres we used to be able to actually get something out of int plate, anyone remember shockadins, int plate was good for us, in some slots not all though, i loled through that time just crushing ppl -- Hen Wlad Fy Nhadau! I've lost the bleeps, I've lost the creeps and I've lost the sweeps. | |  saillawPremium join:2007-05-08 Houston, TX Reviews:
·AT&T U-Verse
| reply to Immer I hated the change for hunters from mana to focus, although I do recognize I'm in the minority for feeling that way.
But the point is that it did completely change the play of the class and they had no fear in doing that. So why shy away from doing similar things with other classes if they think the "new" design is better? | |  ImmerAspiring GentlemanPremium join:2010-01-07 Evans, GA kudos:3 Reviews:
·Comcast
| said by saillaw:But the point is that it did completely change the play of the class and they had no fear in doing that. So why shy away from doing similar things with other classes if they think the "new" design is better? I think its because the wounds are still fresh (so to speak) from the whole-sale changes of 4.0. They may still make huge changes down the road... but probably not until they need to re-balance monks with the rest of the classes somewhere around 5.3ish. -- Immergruen (resto/kitty) on Nathrezim Server (US) Guild leader for Pride and Ego "You never truly know someone... until you fight them"
| |  | reply to saillaw There's a big difference between saying "you still shoot arrows but instead of waiting for short CDs you wait for a resource to regenerate" and "you now shoot arrows at your friends to heal them" (which still trips me out in TOR ... stupid mercs).
I mean, for all their "class changes" they've put in, each class has the same three trees they've always had, with at the very least similar concepts if not execution (if my WoW history holds true; I don't think they've basically retooled their vision for any spec). Arms is still for 2Hers, Survival is still for traps, Destro is still for nukes.
The change to finally give druids a 4th tree is about as large a paradigm change as they've ever done, because they've untethered the spec symmetry of 3 specs/class. But that was as GC said at BlizzCon, "druids have always felt like they had 4 specs, so now they do". They didn't change the vision of the druid specs; they just made them a lot less kludgy (shit I got Mangle(cat) on my bar instead of Mangle(bear)).
more notes: Personally I like the new talents making utility class specific instead of spec specific. The spec determines the playstyle, which is what matters most in terms of long term enjoyment. The talents determine the utility, which matters most in terms of what you're expected to do in a particular fight. | |  saillawPremium join:2007-05-08 Houston, TX Reviews:
·AT&T U-Verse
1 edit | reply to Immer Originally DK's were going to be only a role specific tank, i.e. the tank you used for Magic damage intensive fights.
Way early in Vanilla it was possible to tank as a shamman and they indicated that it would be a viable playstyle (to balance out the fact that they needed to be equal to pallies since only Ally had pallies and only horde had shammies).
The survival hunter was originally more focused on melee damage improvements than on trap improvements... Traps sucked back then. You couldnt shoot them, they had a long cast time, and you could only use one at a time. | |  | reply to nickdres Plus, while certain talents may be good for certain fight (which already happens), every base spec will do the same damage - or close enough to matter a whole deal.
You can now spec at random and do decent dps/tanking/healing. While that is currently tougher to do, it's still possible to gimp yourself. New players - and there will always be new players as long as the servers stay up - don't have to do any research for the basics. They'll be able to improve themselves by doing research, but now the baseline is much closer to equal than it is now.
I've never really liked the talented abilities anyways. Currently a fire mage could skip Blast Wave, Combustion, Dragon's Breath, and Living Bomb. Since 2 of those are a large portion of fire dps, they should be mandatory. And now they will be.
Also, much like druids, specs are much easier to add. If there was enough demand for it, there could be a shaman tank spec added. They don't have to make a whole 36+ talents for a spec - or try and mash it in to an existing one. Wotlk DK talents come to mind. You could have any of the three trees as tanking or DPS, and it didn't really work. They fixed that with Cataclysm. -- When the ship lifts, all bills are paid. No regrets. | |  Reviews:
·Bell Fibe
| I think there is the 6th model.
That is the indiscriminate over use of the Nerf/Buff hammer to constantly ping-pong different specs up and down during the same tier of content.
I like it when during the same arena season or during the same tier of PvE they will make huge changes resulting in specs. I even more like bugs that result it unexpected buffs.
EX: Double SHoR for prot paladins in WotLK. Ret paladins in BG's ast start of WotLK. The nerfing of prot-healers in arena. The buff to Spriest Mind Sear in WotLK.
All those crazy things that just over night change the way the game is played. | |  KearnstdElf WizardPremium join:2002-01-22 Mullica Hill, NJ | reply to stonhinge said by stonhinge:I liked the focus change as well. Getting rid of mana as a resource for a class with no caster spec was a good idea. Enhancement and protection/retribution do fine with their minimal mana pools due to an innate mechanic to regain mana. It also allowed them to itemize gear a bit better. The only thing that doesn't really fit still is caster plate, as it is only for one spec. Unfortunately, there's no easy way to fix that. when you say caster plate do you just mean that a mana bar shows in the raid window? -- [65 Arcanist]Filan(High Elf) Zone: Broadband Reports | |  mettachainGentleman join:2011-09-27 Bellevue, NE kudos:1 Reviews:
·Cox HSI
| reply to Threatco said by Threatco:I think there is the 6th model.
That is the indiscriminate over use of the Nerf/Buff hammer to constantly ping-pong different specs up and down during the same tier of content.
I like it when during the same arena season or during the same tier of PvE they will make huge changes resulting in specs. I even more like bugs that result it unexpected buffs.
EX: Double SHoR for prot paladins in WotLK. Ret paladins in BG's ast start of WotLK. The nerfing of prot-healers in arena. The buff to Spriest Mind Sear in WotLK.
All those crazy things that just over night change the way the game is played. I liked tanking heroics as Holy in my prot gear spamming Exo and HS toward the end of wrath lol. Freaked me out the first time I tried to heal a Tankadin doing that but then I tried it. No need for a healer in those heroics lol. -- I'm not loafing. I work so fast I'm always finished. If idiots could fly, this would be an airport. | |
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