One of the certainties is that everything will be soloable eventually it just may take some classes more. Mages: huge difference for me to solo versus other classes. However, we've given you places in talents to diverge and we've given your personal playstyle options to have passive versus active options. We want basics to be intuitive without needing to consult guides. There are still complex choices, especially with some specializations and classes, but we want it to be accessible. We think there's still plenty of that, it's just more on the encounter rather than the class and character. What options do you have for those of us who like complex and more punishing gameplay? Are we favoring the optimization of the raid or are we favoring the entertainment of the individual? Right now, this system favors the individual.Ĭomplexity and depth-you're talking about simplifying things. "I won this, now it's my chance to see how it pans out." But we are thinking of it. We like the idea of loot being personal-e.g. If I want to give my best DPS a war-forged but my worse one a lesser one, any chance we could?
Historically it was very easy to give out loot for a raid officer, but now you have no idea if someone's going to roll or not. Changing it overnight could have hurt guilds during progression. We discussed about it, we didn't make the right call most likely-certain interactions were too problematic, by the time we realized how broken it was, guilds had built their rosters around it and made their progression based on it. With Holy you were OoM, Disc didn't need a lot of Spirit-why was the healing in Siege favored toward Disc over Holy?ĭiscipline stayed too good for too long. It's a cool fantasy for a Warrior, but we felt we could get away with just making it a talent-had it been any more complicated, we would have probably had to.Īre you going to go back to giving legendary weapons? Why did you guys make it a talent rather than a fourth spec?
Additionally, they found many abilities had been nerfed too hard, been overbalanced, and weren't satisfying anymore making them not worthwhile to have in the game (or in sore need of a redesign). Abilities that were situational were pretty tiring, like Druid's Nourish. Inconsistent fantasies were plaguing the game they weren't fun.They did this through item squish and numerical returns class ability prunes (removal of many spells) and crowd control reduction.
#Warlords of draenor mage time stop how to#
Healing became too frenetic, extremely harrowing-they wanted to analyze how to make healing more positive.Strike a better balance between class and encounter mechanics.Goal was to re-evaluate what defined classes and made them fun.Read more here-we have several awesome prizes to give out all weekend. BlizzCon 2014 has been awesome so far and now it's time for the Warlords of Draenor panel! We'll highlight what they talk about below and be sure to cover any relevant, new information.Įvery comment you leave on any BlizzCon 2014 post is entering you to win prizes like Ídolo de Ogro Entalhado.