Live Q&A Saturday, June 13 w/ Ion Hazzikostas

General Discussion
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Excellent job communicating with the customer base. Long overdue, but I understand, now, why the delay.

I was very impressed with Ion's articulation skills. Silly perhaps, but when someone enunciates, I assume that they're intelligent. Wealth doesn't inspire me, but educated individuals do.

It's crucial to let us, the players, know what's going on...even if what's going on is a difference of design philosophies.

There are employees who's main concern is not about profit, but whom try to create the best possible game experiences within the parameters of allotted resources.

Community managers do a pretty good job of disseminating news, but it's hardly a discussion if it feels like a one-sided conversation.

It was a galvanizing interview.

I do have one criticism however: Alts and their purpose. According to Ion, he regarded alts as entities NOT to be played to enhance one's main character, but instead, alts are to be played to do something one does not do on one's main. His personal views on alt characters had no place in this video. Period.
I appreciated you answering some of the tough questions, even though I disagreed with some of your rationalizations. I would urge you to reconsider nerfing Demo into the ground and instead get the other 2 specs up to that same level.
I thought it was a great Q&A. However, I disagree strongly with Ion's attitude towards alts and the plan to nerf garrison gold from missions.

People play the game in different ways and some people enjoy alts for the sake of alts. For me, my family of alts (Horde and Alliance) is a central part of the game that I really enjoy. I've spent a LOT of time, effort and gold levelling my alts, getting them flying and building level 3 garrisons with 25 ilvl 675 followers with good traits and abilities. It's very unfair to negate all that hard work because you have different opinions about alts. If Blizzard only thinks we should have 2 alts (Ion gave the example of warrior main, healer and pvp'er) then whey did they give us 11 character slots (up from 10)?

Some people don't enjoy playing the AH and for them the garrison missions are an enjoyable way to make money. Why nerf garrison gold income and not AH income?

Let people play the game the way they enjoy as long as it's not hurting others or breaking the rules.
06/14/2015 06:37 PMPosted by Drkillemquic
06/14/2015 06:09 PMPosted by Ræyne
Probably should have asked this before the Q&A but it just occurred to me: Once we earn flight in Draenor, will we also be able to fly as ghosts? (I just fell to my death in Spires and landed on one of the mountain flanks and had a tough time reaching my corpse lol)


I feel it should not matter what zone you are in. A ghost should be able to fly maybe not on a mount but fly/float non the less.


It would be nice if they could at least float up the sides of cliffs and such, like mobs are able to do.
06/14/2015 06:09 PMPosted by Ræyne
Probably should have asked this before the Q&A but it just occurred to me: Once we earn flight in Draenor, will we also be able to fly as ghosts? (I just fell to my death in Spires and landed on one of the mountain flanks and had a tough time reaching my corpse lol)


When you die in some Zones in Northrend especially, you get a mount. If running up a near vertical cliff or rock face while you're a ghost trying to make your way back to your body is to hard to program then, could you please give dead players a Mount so that they can return to there bodies by flying.

Spires of Arak especially around Skettis has caused myself and I am sure many other players a lot of grief.

Maybe you could make this part of a Meta-Achievement, where you have to kill a certain number of Rare Creatures with the Silver Dragon, and Elites with the Gold Dragons, but not the Direfang Wolfs and other Elites that Players Team up to hunt to Cage for their Barns!

Once this Meta-Achievement has been obtained you can choose whatever mount you have in your collection to fly back to your body. One of your favorite mounts will spawn Randomly when you die, in an area where mounts are aloud normally.

This is a quality of life feature, that might be considered by some to be a cheat. If you Achieve the Meta-Achievement, you can dismiss the mount by right clicking on the buff token that should be displayed up in the top right hand corner of your screen along with any other Buffs that persist through death that may still be active. In Laymen's terms you don't have to use the mount if you don't want to.
While it's likely a stupid question to ask here since it likely won't be answered anyway, but will any other questions here get answered or should we just be creating new threads to get answers (then bumping those threads when they fall off the main page unanswered)? Ion said more would be answered later but never specified if questions in this thread would be answered, if we had to re-ask those questions in another thread (that apparently doesn't exist), create new threads, ask on Twitter, etc. While Tuesday's only just starting, I have yet to see any more questions answered anywhere.

I still have a number of questions I want answered. One of which I've been asking for like a month now and I keep getting ignored on it. It's getting rather old. If I only got a response to that one question, I'd be happier. Not happy given other events, but happier at least.
I had a great time doing the Q&A this past weekend, and look forward to more opportunities to speak directly with the community and field your questions. I wanted to take some time to clarify a couple of my responses. I’d also like to address several questions that were in the queue, but which we weren’t able to reach before we ran out of time.

The infamous Demonology warlock response: We’ve heard from many players that they don’t enjoy the spec but feel pressured to play it because it has so clearly been the all-around best warlock spec in current raiding, and we’ve seen masses of warlocks who started out favoring Affliction or Destruction migrating steadily towards Demonology. We feel the spec has several elements that are awkward and unintuitive (it’s not just a matter of sheer “complexity” – it’s fine for some specs to be more challenging to play optimally, especially for pure DPS where players can choose to opt into that complexity while having alternatives available), and we have plans to rework (and hopefully improve) the spec, but those changes are beyond the scope of a patch. In the meantime, we want to make sure we’re alleviating the pressure to play Demonology over other specs, which means making sure that it isn’t the best warlock spec. The goal of our 6.2 changes is not to make Demonology terrible or unplayable, and I’d expect Demonology to still be quite competitive on some types of encounters, and viable everywhere. If it isn’t, we’ll make further adjustments to compensate. But we did intentionally make changes to ensure that it isn’t the single best warlock spec in patch 6.2, and I wanted to make it clear that this was our intent, rather than simply a mathematical error.

Healing priests: In the Q&A, I fielded a question about absorbs, and have seen feedback about a seeming contradiction between our stance on Demonology warlocks (“we don’t want all warlocks to feel obligated to play Demo, so we’re nerfing Demo”) and my comments about Disc (“you’re probably doing it wrong if you only have one priest in the raid and that priest isn’t Disc”). To be clear, we don’t think the current state of priest healer representation is a desirable one – I was describing the present reality, not stating our design goal. But the Discipline problem isn’t one that is solvable with simple numbers changes – we’d have to nerf Discipline to the point of complete uselessness in order to meaningfully affect their representation. The issue lies in their nature as an absorb-based healer, offering a unique benefit that neither Holy priest nor any other healer can provide, and often doing so at the expense of the fun of other healers (whose core gameplay lies in refilling health bars that now empty less, or not at all, due to absorbs). Absorbs are still interesting as a mechanic, and we’re not looking to prevent Disc from feeling unique, but the spec’s niche in multi-healer situations probably shouldn’t be mechanically blanketing allies with absorbs. In short: we acknowledge that there is a problem, but we don’t have a solution to discuss just yet.

Now, Lore gave me a list of questions that we didn’t get to on Saturday, and I’d like to take a stab at answering a few more. Some of these are things I could probably ramble on about for pages, but I’ll try to stay concise to keep the responses in line with the content of the rest of the Q&A.

Q: “How has itemisation in WoD worked out thus far? Are you happy with new stats? Bonus gear properties? Enchants?” - @MagdalenaDK
A: Overall, we’re happy with how most of the changes have played out. Bonus gear properties in particular keep “farm” content potentially rewarding and create some extra moments of excitement, as designed. Tertiary stats were too weak initially, but since the 6.1 changes they’re in a good place – I’ve seen people get more excited for a huge Speed or Avoidance bump on a primary gear slot than they would have been over a socket, which is pretty cool. As far as stats go, and this may surprise players somewhat, we’re pretty satisfied with how Versatility has turned out – it’s a simple baseline stat that’s easy to understand, and has some depth to it especially in PvP. It may not be the favorite stat of any damage-dealing raiders, but that’s okay – it’s a solid baseline. Multistrike is probably the weakest of our current stats from a design perspective. Mechanically it’s very similar to crit, except where we’ve added specific class mechanics to hook into it and bolster it as a stat. There may be a visceral feel at times to firing extra missiles, but when you’re firing a ton of projectiles all the time, that also comes at the expense of lessening the impact of each individual missile and cast.

Q: Any plans on another stat squish? This last one didn’t seem to do much. - @RippleTideWoW
A: Well, players are currently dealing damage roughly on par with what we saw at the end of Dragon Soul almost 4 years ago, which is fairly significant. If not for the squish, we’d be seeing DPS values in the millions, player health well into the millions, gear having 5-digit amounts of each stat, and so forth. So the squish did do quite a bit. Experience has shown, however, that if a full tier of gear doesn’t increase player stats by at least 10-15%, upgrades feel unrewarding. The compounding nature of that growth does mean that numbers will get unwieldy over time. We don’t see the need for another stat squish in the very near future, but we’ll likely end up doing one again eventually.

Q: Will the kick tool be improved to be less prone to abuse? - Evangelia
A: The vote-to-kick system in our Group Finder is definitely due for some improvements. The system was designed alongside the original introduction of the LFG tool years ago, in a world where the default loot method was Need/Greed and a major issue was people abusing the kick feature to eliminate competition for loot. Nowadays, there are far fewer selfish motivations for initiating a kick, and so it makes sense for us to reevaluate that design. In Raid Finder in particular, one person who is griefing is having a negative impact on the gameplay experience of up to 24 other players, and we should make sure we’re weighting the protections provided by the system accordingly. We are working on making some subtle adjustments to the logic involved that should address some of these issues: for example, just because you’re in combat doesn’t mean you shouldn’t be able to kick someone who deserves it – that restriction used to be in place to prevent loot abuse, but now loot is mailed to players who aren’t around to receive it. We’ll continue to keep an eye on the system and make additional tweaks aimed at reducing player frustration.

Q: When kill Ele/Enh Shamans get the rework we deserve? Totems are so outdated and irrelevant. - @STVN214
A: Totems could definitely use some love. I’m not sure the core rotations of either spec need an outright “rework,” though there are certainly some issues (Ele Ascendance being numerically underwhelming, Enhance having so many different sources of damage that few individual button presses feel rewarding). Totems historically provided irreplaceable benefits (e.g. Windfury providing extra attacks) that were balanced by the spatial constraint of being tied to a killable totem in a fixed location. Now that drawback often feels unwarranted. There isn’t much that’s cool about an ability like Searing Totem. Powerful area effects like Earthgrab, Windwalk, or Healing Tide fare better, but that isn’t a very long list. We agree that totems need to either be overhauled as a mechanic or that their importance to the shaman class needs to be reduced.

Q: What do Fire and Frost Mages, Ele Shamans… have mana bars for? Will mana matter again at some point? - @Crowvyn
A: For many hybrid casters, mana is little more than a constraint on ability to heal, allowing for hybrid offheals to be potent, but limiting their sustainability so that they clearly fall short of a dedicated healer. Beyond that, we agree, there isn’t much point to the resource for several specs. Mana works well as a healer resource, where mana management and efficiency are designed to be a core part of every healer’s gameplay (some specs’ current situation notwithstanding), but we moved away from having it as a meaningful constraint on DPS output because it generally served as a frustrating constraint in a world where many if not most other DPS specs were not similarly constrained. Arcane mages stand as the exception, but they have a toolkit specifically designed around controlling their mana pools. I don’t think we’re likely to return to a world where Elemental shamans can run themselves out of mana and end up unable to cast Lightning Bolt, but perhaps there are more interesting things that could be done with DPS resource bars in place of mana.

Q: Complex encounter design (positioning) is being trivialized by player-created tools (See: Kromog) Are there plans to curb this? - @jsutan
A: Clever players have been using add-ons to assist with raid coordination since the earliest days of WoW raiding. When these add-ons have crossed a line and approached automating player activity or decisionmaking entirely, we have stepped in to disable or limit the underlying functionality that made that possible. Beyond that, players’ ability to use mods to help keep track of non-random abilities isn’t particularly concerning – as a raider myself, I downloaded Thogar Assist as a reference, but found that by the time my guild defeated the encounter I had long since memorized the train schedule. It is something for us to keep in mind, however, and we do occasionally alter our designs when we realize that a mod would completely trivialize the intended gameplay. Kromog, for example, could have had another dozen or so hand spawn points, and randomly picked a subset of them each phase, preventing any sort of fixed 1-to-1 assignment.

Q: Legacy buff for MoP content, When? - Vert
A: Never. (Or at least not until next time we do a stat squish, technically.) The “legacy buff” that applies to enemies below level 90 once you exceed that level was designed specifically and solely to offset the 6.0 “stat squish,” which compressed the exponential scaling in the items available from level 61 to 90, into linear scaling. Pre-squish, a level 90 player with Pandaria raid gear was literally a dozen times more powerful than they had been at level 80 with Wrath gear. Post-squish that is no longer the case, so we have a special combat modifier in place to preserve the expected gameplay, so that soloing old content does not become harder. Gear higher than item level 463 wasn’t squished, so endgame Mists content designed to be tackled by players of that power level wasn’t affected and no combat scalar is needed. Mists content will increasingly become doable with fewer players than intended, as player power continues to rise, as has always been the case. People already are soloing large chunks of Mists content, and that goal will only become more and more attainable as time goes on and gear continues to improve.

Q: Will hunters and mages get a new raid utility in 6.2? - @Garfurion
A: No. At this point, while we may still be making numerical adjustments, I wouldn’t expect new abilities or class functionality in 6.2. We removed Aspect of the Fox from hunters because they simply did not need it to be unique, viable, and in fact highly desired. It also contributed to elevating ranged classes above melee in many cases, by offsetting one of most casters’ main weaknesses. One of the strengths of melee classes is that they can move along with their target and continue to deal full damage while on the move, while most casters’ throughput suffers if they can’t stand still. In encounter design, we create mechanics and phases with this constraint in mind, with the expectation that a ranged-heavy raid will have its throughput suffer during something like Hans’gar and Franzok’s Stamping Presses phase, or Blackhand’s Massive Demolitions. Each additional Aspect of the Fox eroded this natural melee advantage, and contributed to raid composition and balance issues.

Even without Fox, Hunters are unique in that they are the only ranged DPS that can do nearly everything while on the move, which naturally makes them well-suited to specialized roles on a number of encounters, aside from naturally thriving in high-movement environments. On top of that, Deterrence, Feign Death, Misdirection, and Disengage all allow them to assist with handling mechanics in ways that many other classes cannot. As for Mages, Amplify was not nearly as impactful, but neither was it necessary to justify the inclusion of a class that already brings a versatile toolset, burst damage, control, and useful immunities. A particularly odd feature of both Aspect of the Fox and Amplify Magic is that neither ability had any apparent use whatsoever when solo, which contributed to their awkwardness.

In short, we added those abilities in 6.0 because we were concerned that mages and hunters might not be well-represented without some new and unique raid cooldown, but having observed how they have played out in practice, those concerns were likely unfounded, leaving us with two new niche abilities at a time where we have otherwise been trying to streamline the contents of class spellbooks. Thus, we’re removing them in 6.2.
Holy follow up, was not expecting that Big Blue!
Now for the real question, how long do you realistically want us to crawl on the ground until 6.2.x is released?

My sub is running out and walking is not fun.
06/16/2015 01:13 PMPosted by Watcher
I had a great time doing the Q&A this past weekend, and look forward to more opportunities to speak directly with the community and field your questions. I wanted to take some time to clarify a couple of my responses. I’d also like to address several questions that were in the queue, but which we weren’t able to reach before we ran out of time.

Thank you for the followup!

I'd love to hear more about the whole "diminishing returns for garrison gold on alts" thing. Preferably far, far in advance to it ever making it in-game, so I know whether or not to spend 25k+ gold on decking out alts' garrisons. ^_^ Thanks!
06/16/2015 01:13 PMPosted by Watcher
Healing priests: In the Q&A
That's all fine and dandy but I'm not getting nerfed right
06/16/2015 01:13 PMPosted by Watcher
Enhance having so many different sources of damage that few individual button presses feel rewarding


I'm also pretty sure this was pointed out by the devs before 6.0 as something that they wanted to change. I was looking forward to some much-needed changes so I enjoy playing my enhancement shaman from 5.x to 6.x -- oh? what's that? The only change was replacing Earth Shock on my bars with Frost Shock?

Okay.

At this point, I'm in a "I'll believe it when I see it" status w/r/t enhancement changes.
How can you have perspective on it though? You're 9/10 mythic. It's incredibly hard to put yourself in someone's shoes who finds normal mode Oregorger difficult.
06/16/2015 01:26 PMPosted by Ningjing
How can you have perspective on it though? You're 9/10 mythic. It's incredibly hard to put yourself in someone's shoes who finds normal mode Oregorger difficult.
But in Normal people aren't expecting you to min/max your spec or class to its fullest potential. They probably wouldn't know what the fullest potential even is.

Why butcher a spec for the sake of players who don't care to play it to the fullest anyway? If they don't know what they're doing, that's because they don't care -- not because it's confusing.

I also am not a fan of separating players based on what they do. I raided LFR casually up until roughly a year ago. Are people who raid Normal a different species of human? No...? Then why act like they are?

If they're bad at it, it's 'cause they never cared to work on it. Should we also let Mythic become flexible for the sake of the people who don't want to recruit on a full-time basis (which is what it requires)?
06/16/2015 01:13 PMPosted by Watcher
But the Discipline problem isn’t one that is solvable with simple numbers changes – we’d have to nerf Discipline to the point of complete uselessness in order to meaningfully affect their representation.


This would not be the case if your team had not completely dropped the ball on Disc Priest design during WoD beta. You were warned throughout all of beta of this outcome - that Disc would play too one-dimensionally unless substantial spell changes were made within its toolkit. There's a reason why Disc has vacillated between exclusively spamming one spell to another throughout the entire beta cycle till now (for the record, it went CoW -> PW:S -> HN -> PW:S).

The major reason why you can't solve this with simple number changes without gutting the spec is because Disc has nothing in its toolkit that you could adjust to adequately address this problem. PW:S needs to be nerfed obviously, but buffing Disc's core heals in the form of CoW, HN (with Crit stacking) or PoH would just lead to the same problem eventually. Buffing Atonement to compensate would just lead to an already bland spec becoming even duller, so that's not an ideal option either.

That being said, it would be nice if certain temporary measures could be implemented to at least prevent scaling issues in 6.2. For one, there is no reason why the absorb Mastery for Disc should have an excessive 1.6% scaling per point. Secondly, the double dipping of Divine Aegis with Mastery (it has multiplicative benefit from both the 0.8% scaling from the healing Mastery and the 1.6% scaling from the absorb Mastery) will just cause problems with more Crit. There's really no reason for that interaction to exist.
We are working on making some subtle adjustments to the logic involved that should address some of these issues: for example, just because you’re in combat doesn’t mean you shouldn’t be able to kick someone who deserves it [...]


It's about bloody time! Actually, LONG overdue - but better late than never at all. =)

As for Mages, Amplify was not nearly as impactful, but neither was it necessary to justify the inclusion of a class that already brings a versatile toolset, burst damage, control, and useful immunities[...]


I main a mage. If not for the Ice Floes talent, keeping up with chain-pull maniac tanks in lower level dungeons would be neigh impossible. It's also true that keeping up some form of DPS in raid environments constantly forcing me to move without Ice Floes would rely on instant casts weak enough to be meaningless.

Thus, I propose a baseline change for casters, in a general sense: Make the main spam-spells able to be cast while on the move. To offset the added mobility, the damage could be reduced comparatively (e.g., 75% of max capable if cast while on the move, 100% max value while flat-footed.) The redesign of the talent trees was supposed to push away from talents feeling mandatory - yet the encounter designs forcing near constant movement (e.g., Blackhand) pretty much make talents like Ice Floes mandatory. That goes from being a fun, optional choice to "if you didn't take the talent, you're doing it wrong."

I hope you'll consider the last bit there. I do appreciate the vote-kick adjustment.
06/16/2015 01:26 PMPosted by Zulfon
I'm also pretty sure this was pointed out by the devs before 6.0 as something that they wanted to change. I was looking forward to some much-needed changes so I enjoy playing my enhancement shaman from 5.x to 6.x -- oh? what's that? The only change was replacing Earth Shock on my bars with Frost Shock?

Okay.

No, that wasn't the only change.

They removed passive sources of damage (e.g. static shock entirely + heavily nerfed windfury and flametongue), dinky sources of damage (unleash flame+wind), and reduced our reliance on fire elemental totem.

This gave them room to make our rotational button presses feel more meaningful on the one hand; however, other changes they made worked directly against this goal (e.g. the huge nerfs to ascendance and elemental blast gutted the only abilities we had that actually hit hard in MoP), and for whatever reason they also decided to push us into the AOE niche for WoD, in the process turning what used to be an above-median single target spec into a below-median single target spec, so a lot of the damage we lost from the earlier mentioned changes was never actually compensated back into our not-fire-nova kit.
06/16/2015 01:13 PMPosted by Watcher


The infamous Demonology warlock response: We’ve heard from many players that they don’t enjoy the spec but feel pressured to play it because it has so clearly been the all-around best warlock spec in current raiding, and we’ve seen masses of warlocks who started out favoring Affliction or Destruction migrating steadily towards Demonology. We feel the spec has several elements that are awkward and unintuitive (it’s not just a matter of sheer “complexity” – it’s fine for some specs to be more challenging to play optimally, especially for pure DPS where players can choose to opt into that complexity while having alternatives available), and we have plans to rework (and hopefully improve) the spec, but those changes are beyond the scope of a patch. In the meantime, we want to make sure we’re alleviating the pressure to play Demonology over other specs, which means making sure that it isn’t the best warlock spec. The goal of our 6.2 changes is not to make Demonology terrible or unplayable, and I’d expect Demonology to still be quite competitive on some types of encounters, and viable everywhere. If it isn’t, we’ll make further adjustments to compensate. But we did intentionally make changes to ensure that it isn’t the single best warlock spec in patch 6.2, and I wanted to make it clear that this was our intent, rather than simply a mathematical error.


No offense but you literally just repeated what you said in the video. You say that you dont want ppl to feel pressured to play demo...but havent you done the exact opposite? Now the players who actually love Demo and want to play it are going to be pressured to NOT play it.

In actuality, what you've done is worse.

And other specs are suffering from the same problem. Unholy DK is WAY behind DW Frost (10k+ behind in some cases). This goes for other specs as well. Inevitably when all the balance concerns we bring up are correct, we will likely see mid-tier buffs or nerfs. Yet again.

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