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Liveblog of the August 23rd Battle for Azeroth Q&A with Ion Hazzikostas
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23/8/2018 em 12:45
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Game Director Ion Hazzikostas is back with another developer Q&A and answering questions about Battle for Azeroth! We'll be liveblogging all the answers from the Q&A and highlighting any important questions and answers from the stream.
You can watch the VoD below.
Watch WoW Live Developer Q&A w/ Ion Hazzikostas from Warcraft on www.twitch.tv
As usual, we created a BINGO card for this Q&A. Play alongside us!
Highlights
Azerite Armor will be tradeable starting with the next Weekly Reset.
Artifact Knowledge will begin with the next Weekly Reset.
Liveblog
There has been a lot of discussion about class discussions. They made changes to Arms and Feral but they're not done making changes yet. The changes were made to Arms because mastery was basically worthless, and the changes to Feral Druid, while they aren't AoE kings, were very behind. As they get more data, they'll be making more changes. Right now, the end game is 2 minute bosses from Mythic 0s; there's no ranged cleave or 6 minute patchwerk fights.
Any plans on curbing back the PvE world mob scaling?
This is something that hasn't changed in 15 months. It was rolled out in Legion and now mobs don't increase in damage with your Item Level, only their health does.
Why do they do this? Because the way the outdoor world works. Rewards scale with your item level, so they want to world to keep pace, at a much slower race. Another reason, is that as player damage goes up, a mob can be sniped right from under your noses, in the middle of a single cast.
From when you hit max level and start getting into Mythics, you're probably getting 60-70% stronger, while the mobs only get 15% more health.
What are your thoughts on Leveling? I feel weaker while leveling.
It's a concern that they share. It's an awkward aspect of World of Warcraft for every expansion as an expansion is basically a reset. Previously, when the world didn't scale with you, once you reached max level, most of the world was irrelevant while is why the world currently scales with your level.
They're aware of it but once you start gearing up again, they think it's worth the sacrifice. They're looking for the silver bullet in future expansions.
Level scaling has odd consequences, such as 110s dominating 120s in WPvP and players more powerful at 110 rather than 120. Thoughts?
Item level should matter, but they also wanted to make sure that lower level characters had a chance. They made 110s a little too powerful and they made a recent hotfix to try to address that.
What is the design philosophy behind item level increasing so rapidly from the start of an expansion? Should we expect a squish every or every other expansion?
Probably not every expansion. Maybe every other expansion, which is why they made the tech changes to scaling.
It's proven necessarily over time for difficulty progression and item level progression that the rewards need to be meaningful. They've found that the sweet spot is 10 to 15 item levels per difficulty. They've played with the numbers over the years, but it seems to work and are happy with it.
Do you feel that the removal of auto-accept and searching for groups by addons was worthwhile?
There is value in a button. The problem they had was it created a huge gap between people who used the addon and who didn't. When they're giving rewards such as Artifact Power, they're comparing it to other systems that award it, like Skirmishes, Island Expeditions, or Dungeons. In a world where a World Quest can take between 2 minutes to 15-20 seconds depending on whether or not you're using an addon, that's impossible to balance.
If you're using an addon doing World Quests, you're basically just running around the world, rather than spending time completing the objective. World Quests shouldn't be 90% travel time, 10% questing.
Are there plans to fix the AH and Guild Bank features for high pop realms?
Their technology has improved over the years and they have more people on each realm than ever before. The AH system is falling behind. On the engineering side, they're looking at optimizations that they can do.
In addition, they have some tweaks likely coming to PTR first, but they're making a change to the way deposits work to try to address the 300 single stacks of trade good(s). In short, it'll cost a way larger deposit to post single stacks rather than larger stacks. Full details in a post coming soon.
Are you going to put guild permissions back to how they were pre-communities?
Guilds are the backbone of community in WoW. They've made some changes already -- Players are able to edit their own note, guild leaders are able to edit ranks.
Why did this change? This stuff had to go through the Battle.net backbone. There's some upsides such as Voice chat and groups on Battle.net. But this also meant rebuilding the guild interface.
Are there plans to expand on the Communites feature to make them usable for larger communities?
Moderation tools are definitely being looked at for the next patch -- Permanent bans for public communities are coming at the account level. They rolled it out with basic functionality and they're sitting back and watching to try to guide what the plan is for communities going forward.
Island Expeditions seem to be very unrewarding. Any chance of having their rewards improved?
There were a bug that was hotfixed recently that caused Islands to reward less Azerite than normal. But the Weekly quest is there to create an Exit point -- once you get your 40k Azerite, you can be done with Islands for the week.
That being said, Island Expeditions are the most rewarding source of Artifact Power per time spent.
As an aside, generally when you get a piece, they are aiming for you to have the Outer Ring available right away.
Will there be any change to Azerite gear and it being untradeable?
That sucks. They made a mistake and that's something that they're going to change. With the next weekly reset, they're planning to be rolling out a hotfix that allows Azerite Armor to be tradeable.
Explain the catch-up mechanic with Artifact Power.
Over time, the
Coração de Azeroth
gets more attuned to the energies of the planet and so it takes less Artifact Power to level up. This is planned to start with the next reset.
Any plans to increase the rewards for Warmode?
The bonus for Warmode is a difficult balance. They want it to be a good carrot for those who like World PvP, but don't want it to be so rewarding that they want people to opt into a system they don't enjoy.
War Mode on RP Realms. Are you phased with other servers?
No, you're just on your server. They're considering RP sharding with other RP realms, but they'd love to hear feedback as they know Realm Identity is important.
When deciding on the gearing system for PvP, why did you choose a fixed rewards schedule?
In the past, it almost felt like there was a fixed rewards schedule even with vendors, due to rating requirements or other systems. There were some mistakes you could make with vendors as well, especially with new players. BFA's system will hopefully prevent that.
Are there plans to allow targeting of specific high item level Azerite pieces?
There's a little less control from the Weekly Mythic+ Chest as it pulls from every dungeon and they don't have a good system currently to fix that, but it's already a much more controlled system.
Some dungeons feel like they have too many trash mobs. Are there plans to reduce them?
Not currently. They're looking at completion times and it doesn't seem too different than Legion. As people learn the dungeons, the time spent in dungeons will continue to speed up.
How do you plan on keeping World Quests relevant once reputations have capped?
They're going to be a great source of Artifact Power and War Resources. It's totally OK if you're a high end raider / Mythic+ and have less reason to do World Quests.
Update on new Worgen and Goblin models?
They're still committed to doing it. They look forward to sharing more information when they have more information to share... while will be in the form of pictures and videos.
Horde aren't getting Honorbound for the Wanted quest in Kul Tiras. Is this intended?
They're still looking into the details. Some of them do give War Campaign reputation, some don't. They're looking at the overall balance there. If it is skewed, they'll probably add reputation to the quests and reset quests.
Emissary Rewards are different between factions, why?
Because it's random. There's a system that is pseudo-random that makes sure that the same emissary don't show up too often.
Is there a reason for the overwhelming amount of quests in the latest zones?
Kul Tiras and Zandalar have a lot of problems and they need heroes.
One of the criticisms of Legion was that some of the zones felt too on rails and were only there to tell the story. One of the things that they want to do is differentiate main story vs side quests, so that you don't need to do every side quest, not knowing which will continue the main storyline.
Will we see the social impact of the faction war on other races of Azeroth? e.g. Pandaren deal with the conflict.
Definitely. Both the Alliance and Horde are comprised with different races, and this conflict means something different to each of them.
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