Dev Watercooler -- Number of Abilities

‘Dev Watercooler’ is a blog series that provides an inside look into the thoughts and discussions happening within the World of Warcraft development team. In our first entry, Lead Systems Designer Greg "Ghostcrawler" Street laid down a few ground rules:
- No promises.
- Don’t read too much between the lines.
- No whining about the choice of topics we cover.
How Big Is Your Spellbook?
How many abilities should a max-level class have? This is something I ponder at least once a day and is a regular topic in nearly all of our class design meetings. Even if you pick a magic number, how many of those should be core rotational abilities versus abilities that are used rarely?
Each class has a lot of spells and abilities -- the hunter has over 60, including the various forms of tracking. Despite our pruning abilities for many classes, there are still probably too many overall. In vanilla, most classes had one ability they used much of the time for damage or healing. Other abilities were situational or, to be honest, not used at all. In more recent expansions, we’ve tried to develop actual rotations for all 30 talent trees so that you’re hitting more than one button most of the time.
When we talk about class “rotations” we’re just using that term as shorthand for the abilities you tend to use often, as opposed to situational abilities. In this context “rotations” aren’t limited just to classes who cycle through buttons A, B, and C in that order. It just means “stuff you use a lot.”
Kidney Shot is a situational ability. You wouldn’t want to use it every time it was off cooldown. Envenom is a rotational ability. You might not want to use it the moment it’s off cooldown, depending on what else is going on, but you’ll still get around to it pretty quickly. Cold Blood straddles the fence. It’s rotational in that your DPS will drop if you ignore it, but you can’t spam it because it has a cooldown. All three buttons require space on your action bar. You might scoot Kidney Shot off to the side if you’re a raiding rogue, but it probably commands a prominent hotkey if you PvP a lot.
What's the Magic Number?
There isn’t a magic number for how many rotational abilities a class needs, but we find that about four is the sweet spot. (Warning: four is not a magic number. Please don’t “helpfully” point out classes with more than four abilities as candidates for immediate design overhauls.) Elemental shaman, for example, get most of their damage from Lightning Bolt, Lava Burst, Flame Shock, and Earth Shock.
Many more abilities than four and it’s hard for us to carve off niches for them. Fewer than that, and the characters can become boring to play. We’ve tried to make it clearer about which are your rotational abilities (e.g. Overpower is for Arms warriors, not generally for Fury or Protection warriors), and we’ll try to get even better about this in the future.
We generally think of rotations as mechanics for DPS classes, but they apply to tanks as well and to a lesser extent, healers. Protection warriors use Shield Slam, Revenge, Devastate, and Heroic Strike as their single-target threat abilities. They also use Demoralizing Shout, Thunder Clap, and Shield Block, pretty much on cooldown. Given the number of situational abilities warriors also have, and that they prioritize different abilities when attacking multiple targets, you can argue that Prot warriors have too many abilities. To my mind, Demoralizing Shout is the least interesting one and the first candidate to cut. (We would have to cut the equivalent debuffs from all sources in order to prevent this from just being a warrior nerf of course.) We could also have Devastate completely replace Sunder Armor (i.e. Sunder Armor vanishes from your Spell Book) so there is no confusion about whether Sunder should ever be used again. That would help to get a few buttons off the bar.
Healers have less of a rotation, since much of what they are doing is always highly situational. However, Holy paladins do have builders and finishers, and other healers want to get their HoTs up before switching to cast-time heals, etc. All healers still have a group of core spells though. For a Holy priest healing a single target, these are Heal, Flash Heal, Greater Heal, Renew, and Holy Word: Serenity. If we gave healers a new healing spell, it would need to distinguish itself from those spells in some meaningful way, else it or one of the existing spells risks getting crowded out. Flash Heal is often the heal that risks getting crowded out most often, since so many of the healer talents give them more situational-ish emergency buttons, such as Penance and Power Word: Shield for priests.
It's Complicated
I’ve stuck with long-ish single target rotations -- the kind you’d use against a dungeon or raid boss -- for the most part, but of course it isn’t always that simple. As you’re leveling, you’re killing things very quickly, so applying long DoTs isn’t always worth the effort. A Feral druid could stealth behind every quest mob and open with Shred (or even Ravage), but for the most part it’s easier just to Mangle targets down and spend combo points on Savage Roar or possibly Ferocious Bite, since the target won’t live long enough for Rip to really do its job. These “quick kill” rotations can also come into group play where you’re dealing with adds that can’t be AE’d down for whatever reason (such as the risk of breaking CC). A Shadow priest might use Mind Spike in these scenarios rather than their full dot and Mind Flay rotation.
On the topic of AE, some specs have some fairly interesting AE rotations, such as Fire mages (Flame Orb, Flamestrike, Combustion, Living Bomb) and Survival hunters (Serpent Spread, Explosive Trap and Multi-Shot). Other specs have really simple rotations, such as channeling a targeted spell over and over. Boring. Going forward, we’re going to make more of an effort to make sure everyone has a reasonable AE rotation that at least involves more than one button. Part of the reason we don’t want groups just AE’ing down everything in dungeons that they don’t yet overgear is because we think the gameplay is less compelling. Adding a little more depth than just channeling Blizzard would encourage us to add more situations where AE is the right thing to do.
The Human Factor
Rotations are very different in PvP as well, where uninterrupted time to sit there and do max DPS is in very short supply. On the other hand, all of those situational abilities (crowd control, dispels, cooldowns etc.) are at a premium in PvP and very often have an even bigger effect on the outcome of a fight than the core abilities do. It is tempting, and to be fair sometimes appropriate, to solve class balance problems by handing out new abilities to make a particular class or talent spec more attractive to a team or at least more viable overall.
We can do this sometimes by tweaking existing abilities, but there is also a risk of “kitchen sinking” an ability. If a button does too many things, then you’re sometimes asked to say use an offensive ability for defensive utility or apply a debuff you don’t really want to mess with in order to get an ancillary benefit. We can cut down on potential confusion by giving similar or even identical abilities to multiple classes (now you only need to learn the name, icon and spell effect of one ability instead of a half-dozen), but too much of that risks class homogenization as well.
Because there are so many different scenarios (PvP, AE, quick kill, and long kill), classes end up with a lot of different rotational and situational abilities that you all are asked to manage and master. Your action bars fill up. Now add in potions and other consumables, mounts, trinkets, professions, and a potential host of macros, and your action bars get very full. Designers also feel a lot of pressure to fix neglected abilities rather than cutting them, even though pruning is often the wiser (but unpopular!) solution. An additional complication is that players expect (and rightfully so!) to gain a new ability or two whenever we increase the level cap. Very powerful situational abilities can serve this role, such as Ring of Frost, but players often react more positively when they gain a new rotational ability that changes up their second-to-second play style, like say Colossus Smash or Unleash Elements.
Too Many to Handle?
So when do we cross over from having “enough” cool abilities to “too many” cool abilities? The depth that comes from lots and lots of content can feel cool to a veteran player, but even for them, the intended role and nuance of every ability can become blurred. For the new or returning player, it just becomes incomprehensible.
A warrior who took some time off after Lich King and then came back to Cataclysm recently would have to relearn her rotation. Raging Blow? What’s that about? Yeah, it might be more interesting than just spamming Bloodthirst, Heroic Strike, and Whirlwind (even on single targets) like Fury warriors did in Icecrown Citadel, but it’s also just one more thing to learn. Even if the new rotation itself isn’t all that complicated, the fact that the design changed over time makes it feel more confusing than it really is at any one moment in time.
Also remember, that to be the best that you can be, you need to understand the abilities of every class, not just your own. Yikes. We designers have to be vigilant to keep complexity at a manageable level, not just for veterans who are active on the forums, but for returning players who want to see what changes Cataclysm brought to the game.
Greg “Ghostcrawler” Street is the lead systems designer for World of Warcraft. He prefers Greek mythology over Roman. Cooler names.

Deathwing
The Venture Co
Blackrock
You
Gave
Them
Every
Single
Move
In
This
Game
Misha
Echo Isles
Ysondre
Now please, everyone who is currently having fun, please remove yourself from Imdeadlol's lawn.
Coilfang
Dragonblight
Norgannon
Runetotem
So if you wanna whine don't do it here plz.
Fizzcrank
Uldum
On the situational side, I prefer a smaller set of the big cooldowns (5-6 counting trinkets), and about 3-4 added side abilities (little to no cooldown). Beyond that, I find the situational buttons are too easy to forget about (especially when they fit a very narrow niche).
And on a related note, I find situation abilities with cooldowns greater than 3 minutes to be too infrequent in their use and would be high on my pruning list under my own designs (though restructuring the best ones around shorter cooldowns would likely be my first attempt).
Sen'jin
Sen'jin
but... i notice complexity doesn't always = fun. i dunno its been a min since i've been combat but... recup for energy and rupture? its... like forcing the builds into something their not. ex: mut = timer watchers/refreshes, combat = cd management - throwing timers on top of cd/buff(insight) management with bad combo point gains(like assassination can proc cp) is in my opinion frustrating rather than fun (not saying i can't do it or manage it... just... why?)
and healers went from boring to frustrating in my opinion. its like this, dps: beat on boss, watch mechanics - tanks: beat on boss, watch mechanics - healers: watch all players for heals, watch mechanics, throw in sc%@!%%! for mana, mana gaining cds. again its all do-able and manageble but... does that really help the "fun" content?
Sen'jin
Ravencrest
This is an ergonomic problem rather than game play theory. Have you considered how hard it is to get your wife or grandkids (not hardcore gamers) to remember and use more than 15 instantly needed spells?
You have to consider not just the main rotation but shields, interrupts, and other quickly needed spells. And I am not including any movement keys because I do not use any keys to move.
Feathermoon
Feathermoon
Azuremyst
Seriously people..... Its. Just. A. Game. This is the Devs informing us about what is on their minds, not what theyre gonna do to the game. Thats patching.
Azuremyst
Azuremyst
Ysera
1. Starfall (Cooldown)
2. Force of Nature (Cooldown)
3. Moonfire
4. Insect Swarm
5. Starsurge
6. Wrath
7. Starfire
Rinse, repeat. And either wrath or starfire gets completely taken out of your rotation for half of the time. That leaves you with a total of 6 (really 4 not counting long cooldowns) abilities you're spamming at all times.
Ysera
Mug'thol
Also, Explosive Trap's initial damage does not scale with gear and only deals around 200 damage. Only the ticks scale with RAP.
Ner'zhul
Khaz Modan
Korgath
Nothing found.
Thorium Brotherhood
Madoran
Massive number of abilities is actually one of the reasons that I loved WOW. It's like a 3D fighting game. You can see the move roster is soooo massive but the most effective combo or spam move are usually a few. But, the fun comes when you find interesting stuff that you can do with your current character's repertoire.
Some of the best players found their flow from experimenting and this what keeps the game fresh. Limiting the number of possible move actually limits experimenting and will make the game less appealing in the short term.
If you fear the number of moves can be overbearing, that's where the community comes in. It's only a few clicks away from finding the simplest and most effective rotation on the web. And users will basically crop the move list by them selves. And WOW continuously updates the effect of the move so it will always stay fresh.
Right now I think the number of abilities are still manageable.
Chromaggus
Jaedenar
Bonechewer
Argent Dawn
For example, Heart strike could start out single target, gain ability to hit an extra target at few levels later, gain ability to hit a third target a few levels later, and finally become a cleave (hitting all targets) at max level.
You could also add effects or abilities based on spec. Blood boil could be simple AE attack a low levels, but have the ability to spread debuffs for a blood tank, have the ability to amplify howling blast damage for extra AoE damage in frost DPS, and refresh diseases for unholy DPS. Gets rid of the single-spec use Festering Strike as well.
So I don't feel it's that difficult. Just like Thrash replaces Mangle at high level for Bears. All you need to do is automatically swap out the icon and inform players and they can carry on. I think there is a lot of potential to scale abilities as you level instead of relying on talents. Blizzard at low levels could be a straight AoE attack. At higher levels, it could slow targets movement and/or attack (the degree could be affected by talents). At max level, maybe it adds a 1-2s snare.
Talents should never be how classes turn on abilities, imo, like Ret Paladins who have to talent for their CC or Resto Druids who have to talent for their dispel. Talents should only improve or modify the degree of extisting abilities. Save adding "new stuff" for leveling to close off the few gaps where there is no new gift upon leveling (mid 50-60 druid leveling is a sad and lonely experience, spell wise). And save it for next time you have to bump the level cap.
Stormrage
However, I feel the real focus you might want to turn your attention to is the TIMING of abilities as a whole rotation, rather than the sheer number of them. Sure, having a multitude of different abilities can be a daunting task to use properly, and reading what some warriors have to say, they seem to be suffering from this. I would argue though that a 'normal' rotation of 6 or 7 abilities wouldn't be an inherently bad thing so long as A) each ability truly contributes to your fight in a unique and worthwhile manner, and B) the resource regeneration/ ability cooldowns support this cycle, such that the player doesn't feel that they're losing battle contribution by being "forced" to choose one less desirable ability over another. Rather, the availability of the abilities should be directly proportional to the uptime that they are realistically going to see, give or take a couple of "proc'd" abilities thrown in. Which of course leads to a murky ground of balancing that I'm not really qualified to comment on, but I'd think my timing premise is rock-solid.
To further comment though, I do feel that my list of 'all possible' abilities vastly outnumbers the list of practical ones that are going to get use on my action bar... though I withhold judgment at the moment on whether that's necessarily a bad thing. For example, Necrotic Strike is for all intents and purposes a purely PvP ability, as is Dark Simulacrum to a degree, since it sees so little end-game functionality on bosses and such. Blood boil and rune strike are purely tanking abilities, Festering Strike is never going to see use on a Frost DK b/c it is functionally a really resource-expensive, gimped-duration Plague Strike... and the list goes on and on.
Does it bother me that I have a lot of abilities that I'll never use in a given talent spec? Well, yes and no. So long as the abilities are so spec-specific that they literally have no place on my action bar, then I really don't care whether they're cluttering my spellbook, since I know they'll have use if and when I try a different spec out. If you do go the route of trying to streamline abilities by combining existing abilities to be more useful for multiple specs, I would urge caution though, as this could needlessly cloud the waters of what is currently two clear-cut, separate bodies of water. Hopefully that analogy makes sense. Which direction upholds the ideals you guys originally set out with for the different classes is up to your discretion, just... make sure that you commit to a direction, and that the job is done right. That's a fair request, yes?
Hellscream
Wildhammer
Sigh.....
-Hosen-
Alexstrasza
How every, being reasonable towards new players, it's extremely overwhelming.
I feel a good solution would be to keep all the current abilities (even add more); but add a default "easy" button to the interface that can be turned off if wanted. This would give new players a preset toolbar (spec specific) with only the spells they need to use and know about.
Ex for a healer: it might mean not having any dmg spells on your bars.
Ex for a mage: it might mean only having fire spells, but no arcane or frost.
Again, this could be turned off, but would give new players a nice template to work with.
Ysondre
About the other things sound like you want to make this game simpler so new people find it more appealing. Well, this isn´t pac-man; this wow, for example, when you play chess you have many pieces, maybe you don´t use them all in every game; and some players would prefer to use some pieces while others don´t; well, that doesn´t mean you should reduce the number.
Well, happens the same in wow, the game needs a high level of complexity to remain being what it is. When wow was originally realesed it was much more harder, need to go to arathi highlands to queue for bg, complicated attunment quests to enter raids and much more. Now a lot of those things have been simplified, and our friend ghostcrawler says that also the class abilities have to be more simple; excuse me but wow complexity (maybe it´s the most complex game every) is what made it what it is now.
I know that your angle is that if the game is easier you can attract more new noob players; but that will only result in a mediocre game. Keeping the veteran players is more important that attracting casual new players. Firs of all because veterans have been here supporting your project for many years so you owe them some loyalty; and second because casual players may play a couple months here and then will leave to play some other casual game; so you can´t realy on them.
BTW, why you never answer to our posts crawler? looks like you create the thread and then don´t even bother reading what we write.
One last thing, if mages are soo OP why there aren´t more mages in high ratings of the arenas as there are warriors for example?
Wyrmrest Accord
As for responses, they might be reading, but it's more constructive for people to banter amongst themselves and make suggestions, as it'd be too time consuming for them to answer every single post.
Draka