Ghostcrawler
Patch 5.3 Not This Week
Can we get a heads up as to VP incoming patch, will it be reset or can I have it stored ready?We will give you notification before 5.3 ships.
Content in MoP
We like to encourage lots of different paths towards a goal rather than e.g. raid or die.
Optimal tends to become the only . We try to make the most optimal path the most diverse one (but again not the only one).
MoP is fun, in fact lots of fun. Why MoP >>> Cata? Because I feel like I'm a part of the world That was a big goal. Cataclysm's "continent" was fractured and the experience for many was Org / SW and queues.
What if raiding was an option, daily questing was an option and dungeons were an option?Then my expectation is players would choose the most efficient path (not the most fun) and tunnel on that one.
I think immersion and fun just have different connotations. Tetris may be fun but you're less likely to get "lost" in that world.
We like to encourage lots of different paths towards a goal rather than e.g. raid or die.
What we don't like is that the current system is fairly opaque. Nothing tells you "Go here for a good belt upgrade."
Also, the system gets more convoluted when tiers advance. Should I do
Mogu'shan Vaults LFR or
Throne of Thunder LFR? Is the DMF trinket still good?
New Dungeons
We know some like dungeons. But players burn out on a couple of new dungeons in a week or two. Raids keep them engaged for months.
We'd like to figure out some way to do both, but that means a dungeon that doesn't get stale after 20+ runs.
A raid boss might also get stale after 20 kills, but that's 20 weeks with weekly locks. Dungeons encourage faster burn out.
Again I am talking about trends overall. I understand players are individuals with their own desires.
And even if we could double our art team tomorrow, I'd then ask do you want 1 raid + Silvermoon or 2 raids?
Prioritization is just a part of this or any business. It's not a questions of being cheap. It's a question of bang for the buck.
get it can remove the fantasy of the world to portray things in terms of artist hours, but those are very real considerations.
Classes and Abilities
Talking a lot about class cooldowns. We could lower CDs or lower magnitude and buff sustained.
This could have both PvE and PvP benefits. The CD effects would be harder to notice though. Thoughts?
Imagine
Recklessness as a 10% crit buff or a nerfed GoaK on a 2-3 min timer along with sustained DPS buff.
If we could do it all over again, those specs would be really different. Maybe it's not too late.
We think so. We were just too generous with
. We were nervous
Burst of Speed would be more popular.
We like Aff rotation in PvE, but we're worried that
and Soulburn:
Soul Swap hold them back in PvP. Would rather just have strong dots.
We don't put much faith in class comparisons from sims. Different people with different skills work on the various components.
So even if e.g. the hunter simming is strong, it may not mesh with the shaman simming.
Sims are better for helping you determine gems, rotations, reforge etc. for your character.
Brian may answer differently, but I would say mages are hard to counter for average players but easy for great players.
So historically a nerf to say
or poly risks making them dead at the high end.
Yep. But in the
Atonement case, we've heard from a lot of players who like it.
Now maybe there are 1000s of players who hate it that we don't know about. Much of this job is making judgment calls.
will fail to rez released players who are not in the caster's 5-player party. Fixed in 5.3. In the meantime, just cast a few.
5.3 hunter: Considering reverting the DR change on
but might nerf hunter pet CC cooldowns instead.