Dev Watercooler - Rate of Change

Dev Watercooler - Rate of Change

How the Developers Decide What Needs to Be Changed and When
My previous two blogs spelled out some upcoming changes. This isn’t going to be one of those blogs. If you care mostly about WoW news, and less about the design process behind the game, then you might want to skip this one.

A lot of game design is striking a balance, and I use that term not only to mean making sure that all the various classes are reasonably fair, but also to mean that it’s easy to go to one extreme or the other. You even have to strike a balance in how many changes you make. On the one extreme, if you don’t change anything, then the game feels stale and players understandably get frustrated that long-standing bugs or game problems aren’t addressed. On the other extreme, too much change can produce what we often call the “roller coaster effect,” where the game design feels unstable and players, particularly those who play the game more sporadically, can’t keep up. I wanted to discuss today some of our philosophy on change, how much is too much, and when we think a change is necessary.

First, Some Technical Background
World of Warcraft is a client-server game. The servers (which are the machines on our end) handle important, rules-y things like combat calculations and loot rolls. There are a couple of reasons for this. First, it makes it much easier to share information across groups. When a rogue stabs your priest, it’s helpful for both your computer and the rogue’s computer to agree about when and where a hit occurred and how much damage was caused (and what procs went off as a result, etc.) Second, we can trust the server in ways that we can’t trust home or public computers.

Over time, as our programming team has grown more experienced and picked up additional talented engineers, we have been able to make larger and in some cases bolder server updates without also having to update your client. Updating the client (the game on your computer) requires a patch. This can be a large patch, such as 4.2, which introduced the Molten Front questing area and the Firelands raids, or it can be a small patch, like 4.2.2, which fixed some bugs. Client patches are fairly involved. They take a lot of time to create and test, and they carry some amount of risk, because if we botch anything, we have to issue another client patch to fix it.

Changing the game code on the server has become much easier for us. There is still risk involved, but it’s also much easier for us to fix any mistakes. We call these server changes hotfixes, because often times we are able to deploy them even while you are playing. If we hotfixed Mortal Strike’s damage, you might suddenly do more or less damage in the middle of a fight. Players sometimes call changes like these stealth nerfs or buffs if we haven’t announced the hotfix yet (or in rare cases, if we don’t intend to announce them at all). We generally can’t hotfix, at least not yet, things like art, sound, or text, so we won’t, for example, add a new boss or swap a weapon’s art around without a client patch (though we could enable a boss that had been previously added via a client patch).

I mention all of that just to explain that one reason you see so many hotfixes these days is because we have the technical ability to do so. That doesn’t mean that the game has more bugs, more boneheaded design decisions, or more class balance problems than previously. It just means we can actually fix those problems today while in the past, we (and you) might have to wait for months until the next big patch day. Overall, we don’t think it’s fair to our players to make you all wait for things that are quick for us to fix. Whether or not players are excited about the change depends a lot on the nature of the change. If we fixed a bugged class ability, that is often greeted with gratitude by players playing that class… unless the fix lowers their damage, or requires them to swap out gems and enchants to benefit from the newly repaired ability.

With Great Power Comes…
That’s the challenge in all of this. If your hunter is topping meters by a small fraction, you might ask: what’s the rush? And many players do. But you have to consider that other players are miffed that their raid leader might sit a warlock in the interest of bringing a third hunter (since their damage is so awesome) or might be really frustrated that they are so likely to lose to your hunter in PvP. “Necessary change” is absolutely in the eye of the beholder.

We try to gather a lot of voluntary information from players -- when they are cancelling their subscription, for example -- about why they feel the way they do. Over time, we have seen concerns about class balance decrease and concerns about frequent game changes increase. Clearly there is a risk that we can change things too much and drive players away. The roller coaster effect of too many changes can be wearying to the community, even if each individual change is made with a noble goal. We have to balance the goal of providing fixes when we think they are warranted with the whiplash or fatigue that can come from players feeling like they constantly have to relearn how the game works. We debate constantly whether a change needs to be made immediately or whether we can sit on a problem for an extended period of time.

There are no hard and fast rules that help us resolve these conflicts, so I thought it might be easier to just give you a few examples of the kinds of things we might be tempted to change in a hotfix, patch, or expansion, and the kinds of things we would not.

Example One: Spec Parity
After looking at many raid parses, we conclude that Arcane mage damage now routinely beats Fire mage damage. (There are a lot of elements to this discussion that I’m ignoring right now in the interest of keeping the scope of the decision to something I can reasonably discuss.) For example, if Fire is better than Arcane on AE fights, that has to factor into the decision. If Fire is harder to play or if Fire is more inherently random, then that also has to factor into our decision. Even if you ignore all of those confounding issues, this is still a really tricky call. Ideally, we want players who like Fire to be able to play Fire without feeling like they are holding back their friends.

The extent to which Fire can fall behind Arcane and still be “viable” is very dependent. For some players, having the two specs within 10% damage of each other is close enough. Others will swap specs for a theoretical (i.e. not even proven empirically) 1% gain. If we could make a number of tweaks to Fire and be very confident that they bring Fire up to Arcane’s level, then we feel like we owe it to players to do so.

There are a number of risks with this decision though. If our buffs to Fire made them more dangerous in PvP, then we’d have to be very careful about the change. If more mages going Fire meant that some utility or raid buff brought by the Arcane mages was now harder to get, then we’d have to be careful about the change. But the worst outcome, from our perspective, is if we overshoot our goals. If that happens players who like Arcane might feel like they have to swap to Fire, which might involve regemming, reforging, and re-enchanting and might make them mad that they had rolled on that item that dropped last week. It just puts players in a bad position.

When players talk about being on a design roller coaster, this is often what they mean. Last week, Arcane was the spec to play. Before that, maybe it was Frost. Next week, who knows what it will be. We’ve absolutely screwed this up before, where we thought we were creating more parity between say hunter or warrior or DK specs, but the actual result was that it made players feel like they needed to respec. Given enough time, we can get pretty close on our balance tuning, but hotfixes and often even patch changes can’t always benefit from sufficient testing.

Remember, it’s not about how much damage the Fire and Arcane mage do against target dummies. What matters to players (and us) is how they do on individual encounters given a wide range of player skill, raid comp, and constantly shifting allocations of gear, PvP comps, etc. We will often take larger risks when there is a major difference in play style. It’s harder to ask an Enhancement shaman to swap to Elemental than it is to ask a Demo lock to go Destro. That may not seem fair to the player who really likes Demo, but we have to weigh the risk to the game and to the player base as a whole with even small changes that appear totally safe at first.

Example Two: Creative Use of Game Mechanics
A lot of smart people work on World of Warcraft, but there is still no way that we can compete intellectually or creatively with the combined efforts of the millions of you. Despite our best efforts, players are frighteningly brilliant at coming up with creative solutions that never occurred to us. There are a wide variety of examples here: A player finds a very old trinket, set bonus, or proc-based weapon that works really well on new content; a raid comes up with a strategy that makes a boss much easier than we intended; an Arena team finds a way to layer their crowd control or burst damage that is virtually impossible to counter.

A lot of the fun of World of Warcraft is problem solving. Our general philosophy is not to punish players for being creative. We try to give groups the benefit of the doubt as much as we can. If a boss ends up being slightly easier because players group up when we expected them to spread out, or they crowd control adds much better than we thought they were able to do, then we just silently congratulate the players for being clever. If a boss ends up being much easier than intended, then we might very well take action. (Overall though, we hotfix and patch in far more nerfs to encounters than buffs.)

Where we are more likely to take action is if it forces players into odd behavior, especially behavior that they won’t enjoy. If raids feel like they have to go farm really old content for a particular trinket, or if the raid feels like it has to sit six players in order to bring one particular spec who has an ability that trivializes a fight, then we’re more likely to do something. These kinds of changes are really subjective and involve a lot of internal discussion. Just remember that our litmus test is usually “Are players having fun?” and not “Are they doing something we didn’t expect?”

Example Three: Encounter Difficulty
With encounters, the decision almost always comes down to whether to make a hotfix or not. Waiting until patch 4.3 to make significant changes to 4.2 encounters once the focus for a lot of players moves on to 4.3 isn’t necessarily development time well spent. When new dungeons or raids launch, our initial philosophy is just to get all of the nails in the board at the same height, which means prying some up to be taller and banging a lot down to be shorter. After a week or so, we hardly ever buff encounters to make them more difficult. We tend to bundle several of these changes together, often when a new week starts, so that they tend to feel like a micro patch and not just a constant stream of boss nerfs.

For raids, we look at curves indicating the number of new players who beat an encounter each week. That slope tends to be steep at first as the most talented guilds race through the content, and then slows down as other players make progress. It’s time for us to step in when the lines flatten out and no new players are beating the content. It’s a bit easier for the five-player dungeons because we want players to prevail almost all the time. Nobody wants to go back to Throne of the Tides week after week until they finally beat Lady Naz’jar.

The statistics we look at the most are number of attempts to beat the dungeon boss, how many kills the boss gets, and how long the dungeon took to complete. Bosses such as Ozruk in Stonecore at Cataclysm launch were strong outliers. Sometimes we can handle these changes by tuning alone (lowering boss damage for instance) and sometimes we need to change encounter mechanics to the extent we can via hotfixes, which actually gives us a pretty big toolbox since almost all creature information is on the server.

Example Four: Class Rotation Change
There are a couple of sub-categories here: intentional and unintentional changes. Often we make fixes to make a class more fun to play. Allowing Arms warriors to refresh Rend without having to constantly reapply the debuff was a quality of life change to make the rotation a little less obnoxious to play. It also ended up being a moderate DPS buff as well. It forced Arms players to relearn their rotation slightly, but it was an improvement overall, and not too many players complained.

Example Five: Overpowered Specs
This would seem to be a pretty cut-and-dried case, but is one of the most controversial, because the community will never agree on when someone is overpowered or when someone is so overpowered that the developers need to step in. Being nerfed sucks. Period.

Players would typically rather we buff everyone but their spec rather than nerf their spec, even if the outcome is the same. It’s totally human nature to want other specs nerfed immediately, but when it’s your own character that’s in question, you wonder: what’s all the rush, man? Again, it comes down not to the developers being cold-hearted bastards (though we are) but to whether or not players are having fun. It’s fun for you to be a one man army. It’s not fun when the one man army rolls over you. It’s fun for you to top meters. It’s not fun for when you feel like you have no hope of competing with the guy topping meters.

Also keep in mind that when we make class adjustments via hotfix, we want to make the simplest fix possible that addresses the problem so we minimize the risk of us breaking something else and minimize how much testing we need to do before we can deploy the change. This is the main reason we are more likely to nerf via hotfix than to buff everyone else, because it’s just fewer changes. (Remember, that if we buffed everyone up to the DPS of the outlier, that we might very well have to buff creatures as well to keep you from trivializing content, which adds a lot more overhead to the change.)

I also want to point out that we virtually never make stealth class nerfs these days, at least not intentionally. It just makes players really paranoid to think their damage might change from under them. At worst, our programmers will manage to deploy a change before the community team gets it documented in the latest hotfix blog, but that situation shouldn’t usually last more than a few hours.

Example Six: Exploits
There is a gray area between when players know they are doing something they shouldn’t be doing and when they’re not sure if the developers would consider what they’re doing to be crossing the line. As I said above, we generally give players the benefit of the doubt. If they found something clever to do and it doesn’t give them an unfair advantage or make other players feel underpowered, then we will often do nothing, at least in the short term.

Unfortunately, there are a lot of bad guys out there who attempt to break the game in the name of personal profit or just because they have a malicious nature. We feel like we owe it to the other players to stomp out these abuses when they happen. Understandably, we also don’t want to publicize these changes too much. If one guy figured out a way to solo a boss to reap huge gold profits, we don’t then want to give ideas to thousands of other players by pointing out the loophole he found and how we fixed it. These also aren’t changes that we feel like we can sit on for very long. We need to get them out quickly.

I just wanted to point this out because sometimes players scratch their heads about a patch note that we made to prevent or discourage exploitive behavior. “Was anyone really doing this?” is a common reaction. Just remember that by their very nature, these kinds of changes are going to be on the down low, and they need to stay that way.

Example Seven: Expansions
We generally save up a lot of design changes for expansions. We know even this is too much for some players who don’t want to have to relearn their character’s rotation, let alone how glyphs work or what the new PvE difficulty philosophy is. However, we feel like we ultimately have to fix the problems we perceive in the game design if we want to keep players playing the game. In this case, we think some reasonable amount of change for change’s sake is desirable.

We hear from players who say “My dude hasn’t fundamentally changed in years,” and they want something, anything, that makes them look at their character in a new light. We don’t want to fix things that aren’t broken of course, but we do want to make sure that a new expansion feels all new. Expansions are opportunities to reinvigorate the player base and the gameplay itself. Therefore, you shouldn’t always view a class revamp as meaning your character is horribly broken and adrift on a sea of designer ignorance and apathy. We probably won’t ever reach a point where a particular class has reached perfection and no additional design iteration is necessary. Change, in moderation, is healthy.

Stuff like this is why I say game design is an art and not a science. Given the opportunity, there is no doubt various among you would make individual design decisions differently, and in some cases I have no doubt your decision might have been better. We’d love to see discussion on this issue, though. How much change is good? When can a problem chill for a few months as opposed to needing immediate attention? How much risk should we undertake to bring small, quality of life changes? Are we on the right track? Insane? Is this just more propaganda from the Ghostcrawler Throne of Lies?

Greg “Ghostcrawler” Street is the lead systems designer on World of Warcraft. He has an unnatural disdain for the male night elf shoulder roll.

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Comments (3,924)

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Helvete
Bonechewer
Helvete
4/18/2013
!@#$ you, and your helpers, Ghostcrawler. There is no sense of equality in-game anymore, what the %^-*... Invincible on BMAH? That's insanity.

You !@#$ing "developers", definitely think highly of yourselves, and abuse the limited power(s) you have. It's time for you, and your helpers to be dethroned.
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Arsôn
Mannoroth
Arsôn
1/23/2013
if anyone needs a buff its balance druids, our sustained dps is way to low and now your nerfing our only strong point, the changes you are making are not going to help the sustained dps of a balance druid at all, just the more reason to re roll something else because it is not going to be fixed any time soon
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Indigomoon
Grizzly Hills
Indigomoon
4/1/2012
Ok, so a lot of blah, blah, blah. You aren't going to please everyone, and I will go with the flow, butI would like to have something to counter silence and stun besides a one shot use of my trinket to halt all impairment. After it's spent, wham I am toast for the stun happy rogue...arghhhhhh...and I love raid finder for the two raids we can do so can we have more please???? I dislike having to find raid parties since they take forever to get going or disband before it's over and it's frustrating. I wish raid finder was like the BG finder and was for all raids 70 and up for those of us, like me that would like to make up for lost opportunities when at a lower level. Ok, my whine is over. Not relevant to the current topic, but oh well. lol
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Hugabull
Tichondrius
Hugabull
4/1/2012
THIS DAMN CRAB WONT SHUT UP ABOUT ME LEAVING A BLOG COMMENT! HERE YOU GO CRAB! IM POSTING! NOW LEAVE ME ALONE
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Patchamama
Malfurion
Patchamama
4/1/2012
the elemental shammy changes are not compatible with DS. period. DPS IS HIGH EVERYWHERE ELSE IN THE GAME...but the CURRENT RAID!!!!????####
NOT COOL. PERIOD. I shouldn't have to gear for haste suddenly when I am told to gear up mastery for mists. Not fun. I have to spend more time do algorithms and wasting gold and time than playing. Why make a player of only almost two years spend time and tons of that to not be able to participate in the current raids?
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Shikage
Dragonmaw
Shikage
4/4/2012
@Patchamama: In the nicest way i can say this. I play ele sham and I do not experience your problem No I am never #1 on the dps charts but I am often #3. Ele takes a decent amount of focus to maximize your dps but they are solid for the current raid content. Second, I want to point out I spend at least 2x the time preparing for a raid than actually raiding. It is part of the fun of being the best, and I personally enjoy it. If you don't then do not expect to be a top dps'r.
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Dragonflame
Bronzebeard
Dragonflame
4/1/2012
If the classes were different like the old days this chat wouldn't be needed. You used to have to plan raid groups carefully to get the abilities you needed, (battle rez). You would never bring 3 or 4 hunters, locks or any other class. Bring back thinking!!!!!!
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Nokomia
Bonechewer
Nokomia
3/30/2012
I've been playing since Nov 2004 and still enjoy the game. Have I been happy with all changes? Absolutely not. I'm still miffed when they nerfed the hell ouf of Alliance Paladins way back in vanilla. :( But, overall, I believe Blizzard has done a good job of managing the game. I've tried other games but still play WOW more than others. There are so many different facets to the game and so many ways you can play it. My only regret is I was too entrenched in my current career to try and get in on the ground floor as a game developer with Blizzard (too much relearning!). I bet it has been a ton of fun for Ghostcrawler as well as all of the other guys on the development team. :)
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Kaitetsua
Firetree
Kaitetsua
3/23/2012
Looking at the logs I see that mages and locks are very powerful (rogues with legendaries but that is understandable). My main is a feral, love the class, play it well but my class simply can't keep up with pretty much any of the other dps classes now.
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Helvete
Bonechewer
Helvete
5/3/2013
@Kaitetsua: That's utter bull!@#$. If you play a feral right, you'll always be top. You definitely shouldn't be losing 2's with a healer, either. Feral = the best spec in the game.
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Obliviøn
Deathwing
Obliviøn
3/21/2012
So how about fixing warrior's kiting problem?
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Chacobo
Frostwolf
Chacobo
3/21/2012
I've silently read through all of the Dev Watercooler series. Believe it or not, knowing I've almost reached the most updated post saddens me. Each one of them was a super cool read.
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Flybuy
The Venture Co
Flybuy
3/9/2012
I like pie :)
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Sausagefest
Velen
Sausagefest
3/5/2012
You know what you can do, read the qq threads.

Boomies need a buff for pvp survivability

rest does too.

Warriors need more survivability

DKs have no mobility

Feral druid heals suck

Assasination and combat should be pvp specs

Elemental shamans should get some survivability buff.

Mages need a nerd

Locks needs dots damage reduced by like 10%

Rogues backstab should be nerved

hunters need a buff for damage overall

Oh and you need to create something to where if you spec into PVP spec then you get pvp talent specs. then you can only use that spec in PVP. Not PVE.
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Sausagefest
Velen
Sausagefest
3/5/2012
@Sausagefest: Resto does too*
Mages need a nerf*
Backstab should be nerfed*
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Values
Ner'zhul
Values
3/4/2012
"We hear from players who say “My dude hasn’t fundamentally changed in years,” and they want something, anything, that makes them look at their character in a new light."

If you want a fundamentally different character, roll a fundamentally different class. I don't understand this.

"Hey Blizz, I'm getting really sick of Rogue mechanics. Remove stealth and give us plate and charges." is the mentality you're worried about?
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Elädamri
Kel'Thuzad
Elädamri
3/5/2012
@Values: yeah seem kinda dumb doesnt it?
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Bluntaxe
Khaz'goroth
Bluntaxe
3/3/2012
Vanilla WOW's Orc shrunken shoulder bug .... longest wait time to a bugfix EVER.
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Shoulia
Mal'Ganis
Shoulia
2/22/2012
plz give achievs or something to reflect that we kill bosses with optional nerfs turned off, because if someone tries to go from a casual raid to a more progression based raid but not a top 250 raid because obvious they would reject you on the spot, i have little faith that upon applying to a more-progressed raid, that most would even know to look at the WoL's and see the boss was in fact killed at its max health and not with the debuff on.
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Yurdina
Lightninghoof
Yurdina
2/20/2012
NERF PALLIES >=O lol
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Blizzo
Farstriders
Blizzo
1/31/2012
What i would like to see is a enchant a JC can make that they can sell because they are they only ones that can enchant their rings and yet there is no special enchants for any of the other professions
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Shikage
Dragonmaw
Shikage
4/4/2012
@Blizzo: Are you trolling? Allow me to list a few
Ench: enchanting their rings
Tailor: exceptional cloak ench
JC: 3 special gems
BS: gem socket bracer and gloves
eng: had cogs now idk (i dont have an eng)
LW: idk this one but i remember it being good.
Inscr: exceptional shoulder ench
Alch: extended flask effect, ability to make first tier epic trinkets;
Idk I may have missed a few here the point is EVERY profession has some personal bonus that makes the profession very viable. The key is to know what is best for your play style and class.
I will mention that getting the JC recipes does suck...
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Fearghail
Barthilas
Fearghail
12/19/2011
Hello again Greg,

It feels as if I struck a neural pathway with my posts of 9/15 and 9/29 if you care to review them. I wasn't expecting LFR25 to come into being, but it's a tool with the potential to repair some subscriber damage.

My posts mentioned high organisational requirement for 25s, which is clearly not an issue with LFR. Sometimes we see a few screwy comps with five mages and one DPS druid who rolls Need on everything... However my belief that people are happy to run content twice (or more) per week, on each character they want to raid with, appears well-held.

LFR gives the exposure for teaching and the extra shot at tier gear I was asking for. It helps prevent so many keen people missing out on raid content and LFR may help to reproduce some of the friendlier social aspects of WoW servers from years past.

I spoke about human greed for limited loot, a need to encourage casual WoW participants and crucially the return of separate lockouts of different difficulty levels with half tiers of loot. You listened, thank God.

I'm pretty sure the people who may !@#$% about LFR will still take part, while those who only get to see LFR will rejoice. It would be awesome to see LFR extended to Rated Battlegrounds next, as they seem to have died once people got their titles in Season 10.
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Code
Shandris
Code
3/3/2012
@Fearghail: I only take part because Blizzard forced the raiding community to use it for set bonuses. As soon as I had that I praised God I never had to set foot in that cesspool again.

I'm glad you find the mind-numbing content engaging.
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Shikage
Dragonmaw
Shikage
4/4/2012
@Code: Actually you could have just run 10m or 25m non LFR and gotten your set bonuses as well. The decision to run LFR for set bonus is all on you. I for one love going into LFR to beast the dps charts and chuckle that I can /pass on all the loot.
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Fluxvodka
Bleeding Hollow
Fluxvodka
12/11/2011
"We hear from players who say “My dude hasn’t fundamentally changed in years,” and they want something, anything, that makes them look at their character in a new light."

Why not keep that gear ,but make more Rare of the gear... like for say.. Just any piece of armor. Make the same armor... as in.. Stats and effects. Change the look.. Make it a harder drop rate.. And people have new things to go for.. Simple. (Treasure hunting is fun. Pretty sure 80% of WoW players that are committed to the game would go for it.)
~Happy gaming.
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Corilan
Nagrand
Corilan
12/11/2011
@Fluxvodka: I dont think the gear not changing is the issue the people have about their toons. Its that its been seven years and still Frost Bolt is the main Frost Spell, for example. I myself dont really care cause you chose to play that toon. Live with your decision. Or find another game to play.
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Textan
Thunderhorn
Textan
12/12/2011
@Fluxvodka: I love the thought of treasure hunting. I would definatly go for it if it was available to me.
PS. I'm on TBC and don't have CATA.
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Jonydruidbir
Madoran
Jonydruidbir
12/10/2011
I would just like to say one thing. How you explain blood dks? Doing too much damage right now. And heals for 60k. Not balanced for pvp.
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Corilan
Nagrand
Corilan
12/11/2011
@Jonydruidbir: lol I was in a Heroic with many many adds yesterday and Druid was using swipe only for 80k DPS....dont worry mate every class has its ups and downs, You (and blood DK's) will get the nerf bat eventually, and on the point of class balance in PvP, well more healing spec imbalance. What the hell is with hitting a holy pally with 34k DPS and he still standing there at full health...Nerf Healers (just a little cause I like healing in PVP) please Blizz.
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Beretosman
Sen'jin
Beretosman
3/31/2012
@Jonydruidbir:
1. DON'T FIGHT BLOOD DKS IN MELEE RANGE!! They're not that hard to kite
2. The only way they can heal for 60k is if they took 300k within JUST A FEW SECONDS!!
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Keefers
Sentinels
Keefers
12/4/2011
PS. Alot of people play this game which means some VERY intelligent players. Most of the players are not that good leading in a lot of under qualified !@#$%ing. Ok thats all.
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Fluxvodka
Bleeding Hollow
Fluxvodka
12/11/2011
@Keefers: Take a look at my post. 2 Above yours tell me what you think of my idea. Thanx.
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Keefers
Sentinels
Keefers
12/4/2011
No need to write a response as long as your well thought out- and well written- blog was. I have always sided with Blizzard and just wanted to say over all you guys have done a great job in game balancing. To be honest, it is most likely one of the biggest reasons the game is in total control of MMORPS. The mechanics are better than any game out there. Keep it up Blizzard!
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Shikage
Dragonmaw
Shikage
4/4/2012
@Keefers: I second this.
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Nicetail
Dalaran
Nicetail
12/2/2011
I'm going to find the forum that some1 reads yet! JC's are out right screwed NO new recipies to compare with other armor makers. yes we cut gems but if we don't have access to those gems it is the meager tip (if not stiffed) that we make!!! I have the ability as proven in other expansions yet I should be penalized for being in a social guild and not an end gane raiding guld how is that fair???? JC's didn't recieve the 365 patterns others did the 378 patterns and I should be happy to recieve the 10G offered by some1 for cutting a gem he will make 8-25K for??? what the hell are you thinking!!!! This is FAIR or EQUAL WTF makes the decisions Fire him and get someone who understands the game!
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Shikage
Dragonmaw
Shikage
4/4/2012
@Nicetail: I fail to undrstand you arguement I make much easier gold on my JC than any other profession. Ench is a close second. If you are not making load of gold with JC you are doing it wrong.
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Jaim
Vek'nilash
Jaim
12/2/2011
I appreciate all the thought and effort behind that post Ghostcrawler. I'd like to talk about example seven.
Players have different experiences of WOW. Some, I'm sure have been hardcore players for seven years. They like their big, old toons and want new things to do. Maybe some feel like they have done all the exploring and questing there was to do, and maybe that was part of the motivation for the changes to many low lvl areas in Cata: to inspire people to make new toons and explore it again.
I started playing about 3 years ago, and there is much I had not done yet. At the time Cata occured the toon I am posting under was lvl 58 and questing in the Plaguelands. The changes were overwhelming.
The talent system was changed in a way I disliked (i reveled in tinkering with "early hybrid builds", looking for clever, unorthodox ways to build an effective toon I liked). Some of my gear had to be changed. (Defense rating, which I prized was now gone, and agility had much less value).
I had earned the achievement "500 quests", yet tracking for "1000 quests" showed fewer than 200 completed, presumably because many of the quests i had done no longer existed. And the thematically perfect area in which I had been questing was now populated with foes so much weaker, that they would practically fall over dead at the sight of me.
In short, I felt that my main toon was ruined. I have not really played him since. I have gained my past 20 levels playing battlegrounds to farm honor to buy BOA gear for new toons.
Now that I have gotten used to Cata (mostly. there are a few changes i will never like) and am enjoying my new toons, I see another expansion looming on the horizon that promises more changes in the talent system. Again the changes will offer less choice. Is the goal to make it child-proof, or genius-proof? Perhaps both.
The rate of change, and by that I mean expansion level change, is far too fast for my taste.
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Corilan
Nagrand
Corilan
12/11/2011
@Jaim: You are in the minority. Im not an amazing leveler of toons but even for me you gaining only 20levels in 1 year is pretty slow. I would understand your argument if everyone leveled as slow as you do...But I'd say 95%+ level faster than you...And we wana see more stuff...Cataclysm is old bring on MOP...Again Im not one of the hardcore types that has been playing wow for years actually I probably started playing about the same time as you. I have 7 lvl 85's.

Cata is old and boring. Bring on MoP.
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Heröd
Blackrock
Heröd
12/1/2011
I've been playing WoW for several years it seems like now. Despite all the ups and downs, you Devs are doing a GREAT job, made a LEGENDARY product, and I hope to continue to play EPIC blizzard games. Keep up the great work! Hold yourselves to the highest standards!