Dev Watercooler -- Number of Abilities

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:
 

  1. No promises.
  2. Don’t read too much between the lines.
  3. 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.

Report Post # written by
Reason
Explain (256 characters max)

Reported!

[Close]

Comments (841)

Login to rate
Garthoneeye
Bleeding Hollow
Garthoneeye
3/6/2012
@Angelwatched: for more action bars, check out the addon, buttonforge from curse
Login to rate
Values
Ner'zhul
Values
3/4/2012
"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"

Cloak of shadows!

If you complain Rogues have few closers, people say CloS.
If you complain Rogues have no way to handle DoTs or Faerie Fire, it's CloS.
If you complain about Rogues needing a way to handle spellcleave? CloS.
Need to secure a vanish? CloS.
Oh wait, CloS shares CD with CR. That's interesting, because CR doesn't help any of those cases!

Really screwed the pooch on it, Blizz.
Login to rate
Clix
Burning Blade
Clix
3/3/2012
every character seems like they have stacking debuffs.
5% crit 5% spell power 10% ranged ap 20% attack speed, blahblahblah.

every class has the same buffs and debuffs so a lot of that entire mechanic has been removed as well by trying to make raids more even. and class friendly.

but now theres no real class building, or needed debuffing or buffing. everyone has the same thing.

every healing class even has the same heals now, non of them are their for a purpose other then to spam aoe or hit a tank big.
you need to re iinvent your style of play to make classes UNIQUE again.

sure it sucks being left out of a raid cuz people want a priest instead of a pally, but when the only guild in the world killed YOGG no lights, they used 15 affliction warlocks.
cuz it got the job DONE.
bam.
Login to rate
Clix
Burning Blade
Clix
3/3/2012
@Clix: also bring back 40mans. problem solved
Login to rate
Garthoneeye
Bleeding Hollow
Garthoneeye
3/6/2012
@Clix: /agree with the giving every class everything, for instance, mages dots, like locks, shamis hex like mages, rogues aoe, EVERY class self healing abilities and so on. You wanna be able to do something class specific, roll that class.....
Login to rate
Clix
Burning Blade
Clix
3/3/2012
you have done a great job at making spells more usefull.
for example searing pain for a warlock was prettty much always useless. and i guess still is. but you can find ways to use it and even talent it if you want.

the problem you guys should be having and fixing immediatly for MOTP is making 'situational spells' effective in either environment.

i dont suggest making kidney shot and slice and dice the same button, based on weather your in a raid or in pvp.
but,
a spell such as searing pain could be re looked and adjusted to make effective for pvp and pve alike, without "removing it" for the sake or minimizing abilities/talents as well.

you have to keep classes unique and intersting. if every class just had a few buttons to spam then rotation would mean nothing. any dps class would be the same, the only diffrence being ranged and melee with stil button spamming on cd.

(i just read your removing spell pen and resistance) which i think is a horrible idea, but hey lets shoot an exmaple.
searing pain: no longer causes high threat, now burns target armor reducing their armor slightly and fire resistance. stacks 3 times blah blah. (i sound like a mage)
however logical and now if (there wasnt so many overstacking abilities in raids) this could be raid usefull and very pvp useful since its a quick spam attack and is a debuff, rather then just a nuke.
however the crit chance and burst mechanic (i think) is the most fun part of the spell and should remain.
Login to rate
Cursèd
Llane
Cursèd
3/3/2012
Honestly, this is one of the more interesting topics and probably the solution to many of your problems. I can see why you spend at least part of every day thinking about the spellbook sizes.

Each ability you give to a class increases the depth of that class. I believe that a spellbook of 100 abilities actually provides for a more interesting character experience. But what WoW specifically lacks, regardless of spellbook size, is the method of teaching the player when/where/how to use each ability in a practical sense. Learning new abilities in WoW should involve a process of tutelage before the character/player masters the ability. This is so briefly addressed when the player learns his or her first new ability from the trainer, but never again afterwards.

The problem right now is that YOU are creating the (rough) spell rotation. This is not ideal. Instead, give us the tools to create our own unique rotations. I direct you to the difference between a game with cards and a collectible card game. The designer in the former painstakingly creates a balanced environment because he knows every possible situation. The designer in the latter creates balanced pieces that have potential to be used in many different combinations.

As a DPS class, for example, having 40 different methods of dealing damage is not ridiculous. They just need to actually be different, and a player should have reasons for choosing any or all of them. What would be interesting for Blizzard to provide would be a means of allowing a player to make their own scenario-based damage systems. I point you to the Shamans and their Calls. These are prepared packets for the Shaman to interact with three potential situations. A system can thus be proposed which allows the players to create preset action bars. Imagine before a raid, a player prepares 8 actions bars, one for each boss and one for the trash. This is just an example of how to interact with 100+ abilities, including damaging abilties, which are much more situational.

There is a lot of meat to the topic, obviously. But I don't disagree that in a given short-term situation, 10 abilities is probably the most a player wants to imagine dealing with...but! in a preparatory manner, a player can plan with many many more than that.
Login to rate
Backstabingu
Gilneas
Backstabingu
3/3/2012
I completely agree with averone. This new talent system you guys are implementing is horrible. It is time to stop catering to new people or the people who aren't....intellectual enough to figure out how to spec and play their own class...we are tired of too easy content being put into the game. Cata was fun...until you added dragon soul. Easiest raid ever and that's just sad. Raids should get harder and harder as you progress not easier. Do not change our talent system. It's perfect the way it is. I have yet to find a class that you had to put points into something useless to get to where you want.

Also, we in no way shape or form have too many spells/abilities...useless ones yes. About the only thing i agree with in this discussion is adding more useful spells so that some characters I.e. rogues/mages have more than a 2-4 button rotation. We want it like unholy dk's with like a 10 button rotation if not more depending on the situation. Also Arcane mages need more aoe spells designed specifically for that spec. Frost has 2. Fire has like 5...arcane=1 arcane explosion. WTF blizz.

Last thing i have to say is directed at averone. WTF are you thinking. We do not need cross class talents and spells....if you want that go play rift which is just a horrible knockoff of wow with like 3 differences. Just leave the talents how they are...leave the stat and health progression like it is.
Login to rate
Avellin
Nazgrel
Avellin
3/3/2012
@Backstabingu: Blizz stated in the past, beyond level 85 talents are unstable. That's why they are constantly redesigning talents to help stabalize the system.
Login to rate
Angelwatched
Gnomeregan
Angelwatched
3/4/2012
@Avellin: well I feel destabilized every time a new expansion is released. I don't know what is new and usually I'm ticked off at what I lost. The fact that people are leaving the game should be a huge concern. People are voting with their pocketbooks. Improvements like multishot are appreciated but nerfing or removing abilities usually causes people to be angry because they have worked hard to get where they are only to have a toon that you don't know in it's place.
Login to rate
Strikers
Kul Tiras
Strikers
3/3/2012
if they atleast increased the number of characters per realm to 11 you can atleast play every class in the game
Login to rate
Angelwatched
Gnomeregan
Angelwatched
3/4/2012
@Strikers: make it 12 so we can have a banker toon ;-D
Login to rate
Vaellidor
Uldum
Vaellidor
3/3/2012
I should have said increase the amount of characters per realm to 15 to be more clear
Login to rate
Vaellidor
Uldum
Vaellidor
3/3/2012
This is completly off topic , but add 5 possible characters per realm so people can actuslly make a Panda or monk of some race w/o having to delete one of the 10 they already have worked on
Login to rate
Gurog
Kul Tiras
Gurog
3/3/2012
Too many abilities, maybe combine 2 into one
Login to rate
Averone
Scilla
Averone
3/3/2012
ok heres my 2 cents. I do not think we could ever have to many spells. If they no longer fit on the bar we will find ways to macro them so we still can use them. That being said there is still no reason to add pointless abillities we don't or won't use. primal strike being one of these examples. With the new talent system coming out there are a lot of cons with very few pros. We are losing out on a lot of customization in this change. With already losing out in customization we don't need to simplify our spells by removeing them or "triming the fat". Idealing Whenever you remove customization you should add just as much. No class likes to lose spells.

One of the better ideas out of all of this forum I have read is a spell mastery system. I dont know if I am thinking of it the same way or not, but my vision is arcane missles does the same amount till lvl 90 then you do some quests to make it leave a 5 yard radius pool under the target for 3 seconds ticking each second. Another example would be rogues poisonn mastery they can now put 2 poisons on thier main hand weapon.

My personal Idea would be to do a cross class setup. Where you choose a second class at lvl 90 (optional). Choosing so you give up a few of your classes abilities to gain a few from another class.
Example Mage primary lock secondary
Mage gives up pyroblast arcan missles and mana shiled, They gain conflagurate and immolate or they get to pick 2 lock spells to add to thier arsenal.

Yes I know this would make balancing almost impossible but would be very fun to have different possibillities. This would however allow you to limit number of skills in the game while introducing new play styles.

Just think of it every class could be OP a dk that can blink, a rogue that could fear, a pally that can charge/intervene, or even the scariest a druid that can pally bubble.
This could help with the issues on number of tanks in the game example mage with blood presence to reduce damage taken and increase threat . MAGE TANK lol

Yes that was an intended reminder of gruuls.
Login to rate
Spivel
Scilla
Spivel
3/2/2012
I play many different classes. I find that the diffeert play styles is why I switch characters. It is silly to make them all the same 4 button rotations. Yes I know you said not to read into that but I am using it as an example as well. Sometimes after playing my destro lock wheich which for best dps is a 6 base abillity rotation with little addition every now and then, it becomes nice to play my arcane mage with it's 2 button rotation. I do agree that adding abilities is the primary reason why we like expansions.

On the topic of returning players. They wouldnt have a hard time if they didn't have to completely relearn thier toons. Example (at one point I had a 38 twink warrior. I stopped playing it for awhile, came back and half his abilities he no longer had because they got moved to higher levels. Also when you continually change what spec options do and abilities do it makes it harder to relearn characters. This same concept applies to "in order to be the best player you need to know all classes". I'ts hard to know them all when they are always changing. Adding an ability is easy to learn, but relearning a toon because half of thier abilities changed is a pain.

Adding an extra abilities in new expansions isn't so much of a problem as what your making it out to be. Yes if we put all of them on our bar it would be full, however most of them only apply to a certain spec. Your not gonna use pyro blast as arcane or frost. I have yet to have a toon that is completely full and that is including mounts hearths macros ect. Also if we run out of room we make a macro to take up some of the slack (like a buff up button which uses trinkets mirror images arcane power engineering gloves)

It is really irritating that some classes just dont have enough spells for some specs like arcane mages. Also annoying that some classes barely even touch thier action bar spaces like rogues.

Also keep in mind I do both pvp and raids on all of my toons. So I have all spells on my bars including situational only spells.

Lastly when you lose players faster than your gaining them change up you focus to maintain the ones that you have. If the players playing aren't happy they won't recruite anymore for you. If they are happy the word will spread like the plague.
Login to rate
Spivel
Scilla
Spivel
3/2/2012
@Spivel: and yes my spelling and grammar is horrible
Login to rate
Säväge
Thrall
Säväge
3/2/2012
i dont know weather to like this or not.. im kinda on the fence about it but i dont like that you are removing alot of spells even if it is ones you rarely use....aka in a bad spot....all these dungeons are easy/raids i use almost all of my healing spells in any given situation please dont take em away from me D:D:
Login to rate
Daimonstorm
Stormrage
Daimonstorm
3/2/2012
It is kind of funny when I look at the bars for my lock I have most of my slots filled up. I then look at my DK have plenty of extra space. Even if I add spells to the DK's bar that are rarely used.
Login to rate
Nightblood
Wyrmrest Accord
Nightblood
3/2/2012
They forgot Arcane mages' rotation, Arcane Blast!
Login to rate
Ahsirol
Ner'zhul
Ahsirol
3/2/2012
I would say make it as big as possible and add learned abilities (Like say Master Spells) that you would only learn from pvp / pve fights instead of from trainers, but the person choosing to do this must master one side of there class or another. For example you have a Frost mage. The only way you would learn these new abilities is to master the use of your frost spells and far when to use them and when not to. Kinda like a reputation for yourself, but this reputation of learning can go up and down depending on how good you are.
Login to rate
Kiroluth
Moonrunner
Kiroluth
3/3/2012
@Ahsirol: so you are saying that you want it to be like how bethesda made star wars?? they cant just go and make a huge change like that and if they did it would be really stupid and they might get in trouble depending on how obvious it is. swtor has advanced classes for every class and each one has a light/dark choices and a bar for it like in mass effect. js..
Login to rate
Zunido
Azralon
Zunido
3/2/2012
I was amazed how WoW went more simple in this perspective as Cataclysm. Paladins have less auras, seals and blessings (if I'm not mistaken), and skills are better distributed through specs. Diminuting spell book will make classes more accessible and easier to be played, specially in PvP.
Login to rate
Jjlock
Earthen Ring
Jjlock
3/2/2012
2 of my 85s are a demonology warlock and an arcane mage. Let me just sum up the differences here -

Demonology warlock:
123456789990-9394959=]2590-91

Arcane mage:
12000000000000000000300000400015005000500500005005
Login to rate
Fyersing
Maiev
Fyersing
2/16/2012
The fact of the matter is World of Warcraft has such a large skill set per class that the game becomes mechanically imbalanced in favor of those whose external hardware allows for more ease of execution.

The player with a more ergonomic keyboard or 12-button mouse has distinct advantages over the player who does not. This is something that is, for the most part, uniquely an issue with World of Warcraft.

If you compare this external hardware issue against other successful titles (especially those oriented on PvP, and thus, excesses of the human component) like League of Legends, DOTA, Starcraft I & II, etc. you will find that the reason gamers flock to them is what matters if the players abilities and not their accessibility to high-end, all-purpose gaming hardware.

It is infinitely more likely that all players will have the keybinds Q, W, E and R available to them, and thus be on equal grounds regarding hardware, than would be that case if the keybinds 1, 2, 3, 4, 5, 6, 7, 8, 9, 0, -, =, Q, W, E, R, A, S, D, F, f1, f2, f3, f4, f5, f6, alt, shift, space, tab are all used.

The worst part: in PvP, the listed keys all typically have between 2-5 modifiers meaning that count can be as much as tripled in size compared to the QWER method of balance.
Login to rate
Gorthezar
Maiev
Gorthezar
2/18/2012
@Fyersing: i agree
Login to rate
Dredhammer
Shadow Council
Dredhammer
3/2/2012
@Fyersing:Equipment superiority of player A is no reason to simplify things for Player B. Expenses come with a hobby and the more dedicated excel. This is not angry birds.
Login to rate
Gelum
Sargeras
Gelum
3/2/2012
@Dredhammer: Unfortunately, I do not have any hardware for gaming. But I agree 100% with Dred. If you want to succeed truly at your hobby, you will invest more time, and money into it. I'm not the best frost mage in the US, not even close. And I never will be, but I still enjoy a game that offers limitless increase in skill, trying different play styles, etc. etc. And I think a lot of people are in the same boat as me.

I've been playing for 3 years, and yes, I still get adrenaline rushes in WSG or Arena from time to time.
Login to rate
@Dredhammer: what you my friend need to get on your have not taken a showe in 30 days head is the this is a GAME
Login to rate
Spivel
Scilla
Spivel
3/2/2012
@Fyersing: I don't agree. I use an unusual setup on a LAPTOP keyboard. I have a 6 button mouse and only use 4 for pvp. The other 2 of my mouse buttons are for marking targets skull and x. I rule in pvp on almost all of my toons. Part of your problem is your spaceing out most of your abilities to far. instead of haveing to move your hand from 1 to your next attack at = set it up to where you have the 12 keys on the left side of your keyboard. Example mine is 1234qwertasdfghzvb then my situationals are my number pad. when it is a heated battle I keyboard turn frequently to save on human reflex lag.

My point being its not your hardware its your keybindings.
I also find the characters that have more abilities are able to handle more because you have a lot more ability to change with your situation.

And regardless of how much they simplify it for you, you will still be owned by the ones that can play thier character better. Just learn how to over come your problem instead of complaining that its to complex.

If things being to complex meant that we should stop adding to them, we wouldn't have computers to begin with. They would still be calculators.
Login to rate
Zilver
Shandris
Zilver
12/31/2011
My problem with the wow of today is that they have made the characters too complex, while making the game too easy. when i first started playing the actual game was much harder ( i'm talking pve), and more of a challenge to play. now pve is so easy that it kinda sucks. when i first started you could actually do a bg when you got bored with pve, youdo that now and you have everyone mad at you for not having pvp gear. and the fact that now without pvp gear you get 1 shotted all day. so yeah, i want less abilities, more challenges in pve, no flying mounts, no pvp or boa gear, and a return to when this game was a game and not some peoples life.
Login to rate
Draenicus
Aman'Thul
Draenicus
3/3/2012
@Zilver: you know if you want all those things that make life easier gone so you can play the game "your way" dont buy boa gear dont use a flying mount, simple tho the rest of us use these things to get through all the boring stuff faster, so if you dont want them dont use them we DO want them so bugger off
Login to rate
Angelwatched
Gnomeregan
Angelwatched
3/4/2012
@Zilver: For the most part I don't have the time to put into a game to be told by those who make it my life that I don't play well. You are quite right that there are some of us who see it as a game and want to enjoy ourselves. I don't want flying removed however and am not pleased about the removal of portals in Shatt and Dalaran as I don't want to spend what precious time that I have to play traveling. You need to acquire the type of gear for the game that you play. I don't like doing dungeons with PvP geared players and wiping. I am mediocre and find the content challenging. I don't like my toon's abilities nerfed every time we have an expansion. I have been playing for about 5 years and some improvements have been made but there have been some real bad choices made in those ivory towers. I stay for the people and fundamentally I enjoy the game. I just don't like things being catered to any one level or class. I will never be an end game ninja--consumed and rude to those who have lesser skills.
Login to rate
Cryllonn
Ghostlands
Cryllonn
11/18/2011
Why not combine abilities at higher levels, such as u did with frostfire bolt awesome spell. Eliminates the need of fireball and frost bolt both being on the action bar, and has a dot to boot. All the different seals a pally has isnt needed making them choose between extra dps or better mana management isnt to cool. Why not combine Seal of insight and seal of truth as a say level 87 abilitie your not adding a new abilitie just making two seperate and awesome abilities into one making the toon feel more powerful and not crowding the spell book another icon.
Login to rate
Spivel
Scilla
Spivel
3/2/2012
@Cryllonn: If your using frostfire bolt your not getting your best dps. This is the diffence between the ones that want to try and be the best regardless of number of abilities and the ones that just want to hit one button and do ok.

as for seals this could be used in conjunction burn your mana switch seals get it back and rotate again. Same with mage armor and molten armor for arcane mages.

A lot of us would rather have it complex so the ones that just want to be ok are just that OK. The ones that want to be awesome will try harder to be.
Login to rate
Obliterate
Stormrage
Obliterate
11/12/2011
After a few years of Everquest and Dark Ages of Camelot, I was ready for a new MMO and after the release of WoW I thought I would never turn back. The first couple of years I played religously but with work and family responsibilities increasing, my free time has been declinining. Now I find myself going through bursts of involvement. With my latest return after about a 6 month break I find myself overwhlemed with the complexity of this game. Theres such a learning curve I feel that by the time I'm confidently reaquainted with my character it will be time for another break! I find myself yearning for the simplicity of the classes I played in Everquest but I remember the frustrations of soloing and also of assembling a viable group, both of which are trivial in WoW. So yes, for my current play style, a reduction in abilities would be a dream come true!
Login to rate
Sïmba
Darkspear
Sïmba
11/12/2011
As a PvPing feral, I have about 90 binds between my keyboard and mouse. Yes, 90. Admittedly I have five (Count 'em) five binds for cyclone (Cyclone, Focus cyclone, cyclone arena1, cyclone arena2, cyclone arena3) that I couldn't live without. I think as a feral, I have mangle (Used once per minute), shred, rip, rake, savage roar, tiger's fury and berserk for main PvE skills and a whole mess more for PvP. I think I honestly need more for PvE because it's too boring and a hell of a lot more for PvP. More skills! NOW!
Login to rate
Ramalina
Ravenholdt
Ramalina
11/9/2011
I find that interface wise I can have about 15 abilities with instant access in term of not have to reach for keys on the keyboard or having to hit an un-ergonomically located modifier key. Using /changebar macros gains me another 6 to 8 keys that are quick, but not instant. A this point I feel that on my Druid, Rogue, and Hunter, characters I am swamped by more abilities than I can effectively hotkey.

The trouble is that in challenging play situations; PvP, bleeding edge Raiding, "you soloed WHAT?!"; needing an extra 250-300 ms to access an ability can feel like an eternity. This is because the situational abilites are often the things that save the day, BUT only if used in time or at the exact right time. It's incredibly frustrating to miss saving the day by less than a second be cause triggering situational ability 43 required to much button pressing to get to. This was actually an issue as far back as Burning Crusade for Druids, as in PvP one could realistically use Feral, Healing, and Balance abilites (and a few oddballs like putting pets to sleep) to great effect. Depending on how un/balanced PvP was from patch to patch being able to use ALL of those abilities effectively made a huge difference in how successful you were.

Cata has really broken the viability of mixed talent tree specs which does help somewhat in reducing the desirability of some buttons.

I wonder if it might be possible to have some sort of actionbar/hotkey paging system. Right now I can use macros to page through 6 action bars, but beyond two action bars from my home action bar is too slow, and really beyond one is sort of marginal.

I think rather than cycling through 6 bars or hitting one of several modifer keys, it might be better to be able to page from one set of action bars to another, and have the option at least of having hotkeys map within the action bar sets rather than globally.

For example instead of action bars 1-6; action bars 1a 2a, 1b 2b, 1c 2c and if I hit Q it does something different depending on which set of bars a, b, or c is currently paged to.

In essence if I am touch typing with one hand I want to get to all my abilities without stretching, hitting modifiers (my other hand is busy with the mouse which makes modifier keys clunky), or hitting more than one or at most two keys to page through an interface.

To a certain extent you can get around some of this by purchasing hardware, but that doesn't get you all that much more, not to mention that it may cost almost as much as the game.
Login to rate
Hatsuyume
Rexxar
Hatsuyume
11/9/2011
I believe whatever develops with the current and new expansion(s) will be wonderful. I find people are going to whine and moan regardless - the end results will be when this goes live and you have players actually playing.

There are always fixes, patches, perhaps a new " light bulb " moment or two. We have seen continued upgrades, improvements and continual support from the WoW team throughout the life of WoW which makes playing so much fun.

I know, there will be continued revisions with each expansion. I'm not worried about the PVP or PVE right now. I'm just excited that WoW is an always evolving entity ( yes, it seems to have a life of its own). lol. Great in game experiences and fun. The little bumps will work themselves out. ( Happy Camper here). I rambled on and on!!

Thanks for everything in WoW!!