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.

Bleeding Hollow
Ner'zhul
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.
Burning Blade
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.
Burning Blade
Bleeding Hollow
Burning Blade
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.
Llane
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.
Gilneas
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.
Nazgrel
Gnomeregan
Kul Tiras
Gnomeregan
Uldum
Uldum
Kul Tiras
Scilla
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.
Scilla
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.
Scilla
Thrall
Stormrage
Wyrmrest Accord
Ner'zhul
Moonrunner
Azralon
Earthen Ring
Demonology warlock:
123456789990-9394959=]2590-91
Arcane mage:
12000000000000000000300000400015005000500500005005
Maiev
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.
Maiev
Shadow Council
Sargeras
I've been playing for 3 years, and yes, I still get adrenaline rushes in WSG or Arena from time to time.
Scilla
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.
Shandris
Aman'Thul
Gnomeregan
Ghostlands
Scilla
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.
Stormrage
Darkspear
Ravenholdt
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.
Rexxar
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!!