Dev Watercooler: The View From 10,000 Feet

So how is the view from way up here? It’s great actually -- we’re really happy with how Cataclysm is going so far, and we have big surprises on the horizon. On the other hand, there are details you can see at ground level that you can’t make out from 10,000 feet.
When we started these blogs, the idea was to foster developer communication to the players without some of the inherent problems of posting in forums. Some players have pointed out recently, and we totally agree, that the blogs up until now have been from a very high vantage point. We looked for topics with universal interest that would feel important and newsworthy. That has worked overall, but we also feel like we’ve lost something from when I used to be down in the metaphorical trenches talking to players in the forums.
So we’re going to try something a little different. We’re going to unleash some blogs that are much more conversational and less proclamational (that's a word now). If we deliver on this, it will hopefully feel like you’re eavesdropping on our design meetings. You won’t always learn a lot about exciting new features coming to the game, but you will (ideally) learn something about the design process itself. (When we have big, exciting news to share, or ‘State of the Game’ style blogs, we’ll still do those as well.)
But to pull off this more casual blog style, let’s establish a few ground rules:
1) No promises. I’m going to be talking about a lot of things we might do or things we could do. You shouldn’t interpret this brainstorming as patch notes. Our creative process is insanely iterative. We might pitch dozens of ideas before we find one we like. That can be really exhausting if you’re not used to it. If you’re more interested in final decisions and not idea churn, then this style of blog won’t be for you.
2) Don’t read too much between the lines. I’m going to point out a lot of design flaws in our game. “Oh no! Goatcaller admitted WoW was deeply flawed! It’s shark-jumping time!” Look, Blizzard is very critical about our own designs. There is virtually nothing in World of Warcraft that could not be improved. That has always been the case and will continue to be the case. Just because I’m going to be sharing that more frankly with you doesn’t mean that the game now has more cracks in its foundation than it ever did. There is an old saying (misattributed, from what I understand, to Otto Bismarck) that laws are like sausages; it is best not seeing them being made. My old friend and mentor Bruce Shelley used to apply the same maxim to game design.
3) No complaints about the topic. If we didn’t have an interesting discussion about a topic recently, e.g. shaman mechanics, I’m not going to invent one. That doesn’t mean that the class is perfect, or that we don’t love shaman players, or that the shaman class has no direction, or that the class design is frozen in carbonite. I’m not going to keep hash marks next to every class and spec to make sure I’ve covered their "Very Important Issues" lately in a blog. World of Warcraft design being what it is, we’ll probably eventually get around to talking about everyone on here, but it may take weeks or months or years. My team is responsible for areas of the game including classes, items, encounters, trade skills, achievements, combat, and UI, so my blogs will probably stick to those topics.
Okay, all that preamble is out of the way now. I’ll probably refer back to it sometimes, if we have some players stomping all over the ground rules.
One topic we’ve been discussing lately is the role of Hit and Expertise on tank gear (or more precisely, plate tanking gear). The conventional wisdom is that Hit and Expertise are threat stats, and you may need to swap them out with some of your mitigation stats depending on the situation. Realistically, unless you severely overgear the content, we don’t think that is actually true. Tanks almost always worry about survival first and foremost, which totally makes sense, and are willing to trade off threat stats for better mitigation in almost all situations. It’s much harder to progress if the tank explodes than it is if the cat occasionally pulls aggro. (It’s not quite that simple, but I’m going to gloss over details and exceptions since I spent so much text on the preamble up above).
Once upon a time, taunts could miss, and so Hit was marginally more interesting than it is today. Once upon a time, having a boss parry your attacks could speed up its swing timer, which turned Expertise into a (often weak) survival stat. Boss parries felt very random though, both in the sense that sometimes the tank would suddenly take much more damage than anticipated and there was no easy way to know which bosses had parry speed up. (Today, you can assume none of them do.) Until recently, interrupts could miss, but asking a tank to stack a bunch of Hit just for those few opportunities when they were probably going to hit anyway but disaster would occur if they did not felt crummy too.
The problem is that there aren’t a lot of stats that are interesting to tanks. Stamina and Armor are great, but their stat budget is often in lockstep with item level. (It would be interesting to consider if we could make that not the case once again, but that’s the topic for another blog.) We got rid of Defense as a stat that tanks needed to worry about. We have managed to make Mastery pretty good to excellent for tanks, so that’s at least one stat they like to see. Dodge and (if you’re a plate-wearer) Parry are good, and slightly interesting because of talents like Hold the Line. But beyond that, it starts to go downhill. Sure Haste and Crit can sometimes be fun, but really they often aren’t worth the trade off. That leaves us with Hit and Expertise. We’d like to make them more interesting to tanks. But how?
One way is by turning them into defensive stats. They are defensive stats for Blood death knights, because the DK self-healing is tied into Death Strike, which can miss. It might be possible to do something similar for the other classes. Imagine if Shield Block had to actually hit the target. Presumably you raise your shield, but not high enough to intercept the incoming blow. Now hit becomes a mitigation stat for warriors as well. We might have to adjust the mitigation amount on Shield Block or give warriors a small Hit bonus so Hit capping wasn’t totally unreasonable, but you get the basic idea. You could do the same with paladins (make Holy Shield more interesting?) and druids as well (Savage Defense could proc on a hit).
Is this a good idea? We’re not sure yet. You won’t see this change in the 4.1 patch for certain. There are trade-offs to making Hit and Expertise more valuable. Gearing as a tank might be more fun for experienced players, but it also might be more challenging for less experienced players. The number of struggling tanks in your Dungeon Finder groups might go up. Some less knowledgeable players (and to be fair, this stuff doesn’t exactly explain itself on the character sheet) might stack Hit way too high at the expense of a more valuable mitigation stat, such as mastery.
It is the kind of thing we’re talking about though, and if you want to make a contribution to the tanking forums but aren’t quite sure on a topic, here is one potential possibility.
-Greg “Ghostcrawler” Street is the lead systems designer of World of Warcraft. He still has Buru’s Skull Fragment.

Onyxia
Onyxia
Alterac Mountains
Feathermoon
Kalecgos
Lightbringer
Baelgun
Crafting not useless. 525 Is a massive amount of materials and it feels like you guys just arbitrarily chose 500 base mats per 10 points after 500, for? Ability to craft two PVE epics. Of which would require 2 weeks of constant heroics to get the chaos orbs(and yes Chaos orbs should lose the BOP aspect). I actually came up with a good scheme for this.
Another issue is the complete lack of dailies for some factions, and yet again we are faced with heroic or normal grinds for weeks. And no rep tabard for tol borad, which makes it just one painful long road to exalted, and this is made worse by realms where faction or another dominates tol borad.
At least bring in some pve epic recipes, a rep tabard for tol borad, and some dailies for earthen ring, more for wildhammer, and of course ramkanen.
Rivendare
Doomhammer
Rivendare
Also, Druid/Warrior tanking isn't bad, at all. I have no issues at high or low levels. If you have a good group then you don't need AOE tanking (learn to CC, it REALLY does help), and they won't be pulling aggro if they focus-fire. In addition (not aimed at Ascension), people need to stop complaining about nerfs to other classes on EVERY SINGLE Blizzard post regarding game mechanics. There are forums dedicated to the general topic, and it's getting old.
Rivendare
Kul Tiras
Shandris
Dreadmaul
Blade's Edge
They have dedicated enough time to the development of the game around PvP. They need to focus on PvE as well. Not everyone out there is into PvP, so keep that in mind as well.
Before you go sugar coating yourself into thinking you made a productive post, think again. Instead of saying thanks for the hard work that you guys do daily to make a game I play enjoyable, you decide to slam one of the developers. Not a smart move there slick.
Just remember that $14.99 that you pay a month is not something that you are forced into paying. Maybe you should get something to do with your time other than play WoW and complain. They don't need you to pay it at all. They're doing just well without that one monthly subscription.
Azjol-Nerub
Doomhammer
Duskwood
Nagrand
Secondly, if you want the blog to feel less "proclomational" then perhaps throw up a few different solutions to the idea (in this example tank hit/exp) rather than posing the question and then going into great detail on one possible solution.
Finally, the idea of tying hit to say block to make it more of mitigation stat sounds terrible. For starters, its not more mitigation, its less (block multipled by hit/exp percentange instead of block + some mitigation from hit/exp). Furhtermore, it sounds boring and well bland. And last but not least "You could do the same with paladins (make Holy Shield more interesting?) and druids as well (Savage Defense could proc on a hit" - SD already needs to hit AND crit to proc so what does that even mean for bears? Quadruple roll for SD procs (hit, crit, 50% proc, new mechanic??).
How about make all tanks do DMG close to other DPS in a mix of mitigation and hit/exp gear, then we can chose if our raid needs more DPS or more survival and balance gear accordingly? Seems more fun to me and would encourage more ppl to tank. Just a suggestion, I'm sure there are other ways to skin the cat (or bear!)
Cairne
Cenarion Circle
Borean Tundra
the old rule was stamina spam first and just chant on the other stuff on
but now as a like 75 paladin I honestly dont know if i should keep with stamina or start looking into some other quest rewards and i will say that i am confused
if blizzard could make a cataclysm guide to healing/tanking how to's that would help so many of us confused almost 85's. I would be very grateful
because as far as us lvls 60-80s go we got left out in the cold as far as info was provided because these ex-expansions tell us one thing and then cata tells use a completely diff story
please blizz when you change the rules you have to inform EVERYBODY
Lightbringer
Ursin
This usually diffused those people that would say "what a nub" and kick me. Now that I'm experienced, when someone says that they are new, I just let them know that we all were at some point and I am glad to take my time and explain things to them. It just makes for a lot more fun and after all, isn't that why we play?
Also, if we wipe because someone @#$%ed up, they always apologise and I usually say "It ain't the first time I've died, is sure as heck won't be the last!" I also let them know that while leveling (vanilla wow) my character has INTIMATE knowledge of ALL the graveyards in Azeroth! That usually makes them feel at ease and again, we all have fun!
If you ever find me in a random with you, rest assured, I most likely won't vote to kick you (unless you are a complete a--hole, then...)
Muradin
Archimonde
Also, seriously tough to gear a tank at high levels if you haven't the gear already, dps and heals need only a quick stop at the auction house. think about it.
The Scryers
Resilience doesn't put players on a level where they don't need skill. If they're fighting people in PvE gear then the PvE geared player is going to deal more damage then them and they'll need some level of skill to not get outplayed and bursted. PvP geared player vs PvP geared player means they're on even ground so skill wins out.
"Gods walking among mere mortals in PVE gear." <--exactly what they intended I would assume. Want to have fun in PvP? Get PvP gear then or go back to dragon slaying. The days of PvP being "lol three spells and win" are gone. Resilience was implemented for exactly that reason as far as I can tell.
Please think before you post.
Sargeras
Far as pvp is concerned, everyone starts at the ground level, and bgs can take u to blues... one needs skills to get past that, and that requires skills....
Alterac Mountains
Mal'Ganis
I do not have a suggestion on how to turn us back into real tanks, but I just intensely dislike being just a meatshield that generates more threat than that warrior or rogue over there.
Blackwater Raiders
Sargeras
Silver Hand
Skullcrusher
With stats the way they are, it is already difficult enough for us tanks to get to our very comfortable 102.4% avoidance that we like to see so much. Putting another stat into the mix will only make us squishier--even if it does mean better threat.
In my opinion, tanks nowadays are overlooking hit and expertise as threat stats solely because Vengeance has become such a fantastic method of producing extra threat. If you feel that we should start having to consider our threat more, don't guide us to the water but, instead, give us a reason to start thinking that our threat is an issue as opposed to us having more attack power than half of the meelee dps in our raid!
Drenden
Blade's Edge
Mok'Nathal
Dragonmaw
Echo Isles
Get over it, just because there are alot of flaws to this game doesnt mean its the end of wow.
Bronzebeard