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Chronowarden Evoker Interview with Preheat & Jereico - Preserveration & Augmentation Hero Talents
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Publicado
18/12/2023 a las 13:14
por
Jaydaa
Evoker Theorycrafters & Wowhead guide writers, Preheat & Jereico, sat down with Blizzard developers George Velev (Game Producer) and Jade Martin (Lead Combat Designer) to discuss the new Chronowarden Hero Talents coming in The War Within expansion. They break down the new talent system including what exactly a Chronowarden is, thematic design, and balance.
Developer Interview Summary
Chronowarden Hero Talents (Preservation & Augmentation)
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Players struggled with Covenants in Shadowlands, so how do Hero Talents compare? What lessons were learned about Covenants that you're iterating on for Hero Talents, especially in regards to balance?
In past design systems, there was a lot of disparity between class fantasy and power and having to make that choice. Looking to remove all of that friction. System is meant to be learned while leveling up and you'll be able to put talents in all of your hero talent trees with only 1 active at a time completely able to switch your choice nodes at any time like the normal talent trees. Players can play what they want when they want.
For balance, we're setting up a guidelines to hone this in for each spec. You'll see similar number of nodes for single target vs. AoE, utility vs. damage, PvE vs. PvP. You'll be picking a lot based on the fantasy as well as how that fantasy is being delivered. Total package should roughly be the same. Won't be balanced like normal class trees since the player will be receive the entire package with the exception of a few choice nodes.
Each column has a different theme and we'll get into those, but which talents were your favorites and were there any talents that drew inspiration from early Evoker concepts that didn't make it into the game?
Warp is sick! It's one of the more gameplay impactful talents in the tree due to dealing with movement and blink. You see an Evoker Warp and can immediately recognize them as a Chronowarden but that also puts on a lot of pressure for that ability to be done right. Pulls from this ability to control and manipulate time, similar for Flow State and Timeskip.
Is the idea that Hero Talents should fundamentally alter your rotation or how do they impact your actual gameplay?
They should feel impactful without injecting a lot of complexity that complicates your rotation or creates a playstyle that you're not looking forward to. Should be excited to use Chronowarden abilities but it's a fine line. We want to open up this feedback loop early to see if we're hitting those complexity notes; is it too much or too little? Want the core spec and class to still play as you'd expect. You are still an Augmentation Evoker, but this is just injecting a little bit of gameplay into the spec. There are 39 of these, so there will be a range of complexity.
Warp talents are awesome especially as a mage veteran. Does it mean I can teleport over hazards and what happens when I do it in a neutral position?
Similar to blink and it does allow you to teleport over hazards. The difference here is were discussing what Warping in place looks like since it's a little bit of a new concept but it is something they want to add since Hovering in place is integral to Evokers.
Blinking while in the air immediately transports you to the ground, could we see that for Warp. Could we see Warp breaking you out of roots? I know that would make PvPers more excited.
Those are great questions. I'm not sure exactly how it functions right now, but this something we can probably figure out really quick. Right now I don't think it does, but this is something we want early feedback on to have discussions internally to see if that's a potential change we can make.
It's mentioned in the blog post that some talents will be adjusted based on what spec you're playing. For example, Augmentation now has access to this low cooldown large damage reduction ability, what considerations are being made for Devastation to equalize some of that power?
Obviously Chronowarden is Augmentation & Preservation, so when looking at Interdimensional Phase that value might even be different between the 2 specs. When looking at Devastation, it would be reasonable to expect that you might see a similar damage reduction in their Hero Talent trees. The number there is also not final. For some of these we just wanted these to be somewhat sane for internal playtesting.
Tip the Scales has felt a bit underwhelming, so it's good to see it get love with Chronowarden. Will Threads of Fate use targeting priority that already exists with Augmentation spells and if so what lessons have been learned for Augmentation that will be carried over to Hero Talents.
At this point no it won't use Augmentation targeting. It's going to be auto-targeted to allies preferring the DPS role. For Preservation specifically, we didn't want you to have to focus your healing spells to buff specific DPS players. If it needs targeting adjustments, we'd be happy to take feedback and discuss potential changes.
With the addition of Augmentation, we've seen how difficult it can be to balance the two DPS roles when one of them is more of a support role. Are Hero Talents meant to help bridge that gap or add additional support/utility? Will Scalecommander have support buffs/utility?
Not really, they're primarily here to add new gameplay opportunities to specs. We can allow Preservation and Devastation to dip into support abilities, but the idea is to provide additional gameplay and flavor. The support oriented talents in Chronowarden are primarily throughput oriented rather than utility or defensive buffs and that is part of the tuning budget. Scalecommander will also share Augmentation, so both will have some support-themed talents but they aren't required picks.
How do you intend to design these Hero Talents especially support buffs so they don't just become the default pick?
Support buffs will be primarily throughput oriented and will part of the tuning package for both Scalecommander and Chronowarden. Ruby Adept will focus largely not on support since it focuses on Devastation & Preservation. Since players will have guaranteed access to the entire package, they're working to ensure they're as close in performance as possible.
Players tend to be very sensitive to additional abilities and button bloat so it's cool to see how current abilities are getting new utility and a fresh coat of paint. What's being done to ensure that too much isn't being layered on a single ability like Warp or Tip the Scales?
We're continually monitoring that and want that feedback. We wanted these to be nice bonuses to your abilities that don't fundamentally alter how you specifically utilize that spell. Want to avoid mental gymnastics. Tuning is not final and these abilities are being heavily iterated on.
So Prescience is a buff but also acts as our buff targeting ability. Could Golden Opportunity and the Prescience resets be disruptive or could we see some changes to buff targeting in the future?
Currently there are no planned changes for buff targeting and would not be something we'd make at the Hero Talent level. We do think Prescience resets could be really cool for Anachronism procs and a more casino style of gameplay, but I can understand there are concerns. I think that's why we offered that on a choice node with Mastery of Destiny that is more cut and dry.
Any last minute thoughts or things you'd like to add?
We're incredibly interested in player feedback. Our hope is that once these go live we can get feedback from the wider community. How do you feel about the fantasy? Do the talents embody that fantasy? How the talents impact your play and rotation? Pushing to get the majority of these in for our first public testing in the future. Please give us that feedback. This is just the beginning, we'll be doing a ton of these going forward. If you make a TikTok for Chronowarden, I'm going to send it to everyone, but we also appreciate forum posts.
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