Coffee With the Devs—Rate of Change

Coffee With the Devs—Rate of Change

How the Developers Decide What Needs to Be Changed and When

My previous two blogs spelled out some upcoming changes. This isn’t going to be one of those blogs. If you care mostly about WoW news, and less about the design process behind the game, then you might want to skip this one.

A lot of game design is striking a balance, and I use that term not only to mean making sure that all the various classes are reasonably fair, but also to mean that it’s easy to go to one extreme or the other. You even have to strike a balance in how many changes you make. On the one extreme, if you don’t change anything, then the game feels stale and players understandably get frustrated that long-standing bugs or game problems aren’t addressed. On the other extreme, too much change can produce what we often call the "roller coaster effect" where the game design feels unstable and players, particularly those who play the game more sporadically, can’t keep up. I wanted to discuss today some of our philosophy on change, how much is too much, and when we think a change is necessary.

First, Some Technical Background

World of Warcraft is a client-server game. The servers (which are the machines on our end) handle important, rules-y things like combat calculations and loot rolls. There are a couple of reasons for this. First, it makes it much easier to share information across groups. When a rogue stabs your priest, it’s helpful for both your computer and the rogue’s computer to agree about when and where a hit occurred and how much damage was caused (and what procs went off as a result, etc.). Second, we can trust the server in ways that we can’t trust home or public computers.

Over time, as our programming team has grown more experienced and picked up additional talented engineers, we have been able to make larger and in some cases bolder server updates without also having to update your client. Updating the client (the game on your computer) requires a patch. This can be a large patch, such as 4.2, which introduced the Molten Front questing area and the Firelands raids, or it can be a small patch, like 4.2.2, which fixed some bugs. Client patches are fairly involved. They take a lot of time to create and test, and they carry some amount of risk, because if we botch anything, we have to issue another client patch to fix it.

Changing the game code on the server has become much easier for us. There is still risk involved, but it’s also much easier for us to fix any mistakes. We call these server changes hotfixes, because often times we are able to deploy them even while you are playing. If we hotfixed Mortal Strike’s damage, you might suddenly do more or less damage in the middle of a fight. Players sometimes call changes like these stealth nerfs or buffs if we haven’t announced the hotfix yet (or in rare cases, if we don’t intend to announce them at all). We generally can’t hotfix, at least not yet, things like art, sound or text, so we won’t for example add a new boss or swap a weapon’s art around without a client patch (though we could enable a boss that had been previously added via a client patch).

I mention all of that just to explain that one reason you see so many hotfixes these days is because we have the technical ability to do so. That doesn’t mean that the game has more bugs, more boneheaded design decisions, or more class balance problems than previously. It just means we can actually fix those problems today while in the past, we (and you) might have to wait for months until the next big patch day. Overall, we don’t think it’s fair to our players to make you all wait for things that are quick for us to fix. Whether or not players are excited about the change depends a lot on the nature of the change. If we fixed a bugged class ability, that is often greeted with gratitude by players playing that class… unless the fix lowers their damage, or requires them to swap out gems and enchants to benefit from the newly repaired ability.

With Great Power Comes…

That’s the challenge in all of this. If your hunter is topping meters by a small fraction, you might ask: what’s the rush? And many players do. But you have to consider that other players are miffed that their raid leader might sit a warlock in the interest of bringing a third hunter (since their damage is so awesome) or might be really frustrated that they are so likely to lose to your hunter in PvP. “Necessary change” is absolutely in the eye of the beholder.

We try to gather a lot of voluntary information from players, when they are cancelling their subscription for example, about why they feel the way they do. Over time, we have seen concerns about class balance decrease and concerns about frequent game changes increase. Clearly there is a risk that we can change things too much and drive players away. The rollercoaster effect of too many changes can be wearying to the community, even if each individual change is made with a noble goal. We have to balance the goal of providing fixes when we think they are warranted with the whiplash or fatigue that can come from players feeling like they constantly have to relearn how the game works. We debate constantly whether a change needs to be made immediately or whether we can sit on a problem for an extended period of time.

There are no hard and fast rules that help us resolve these conflicts, so I thought it might be easier to just give you a few examples of the kinds of things we might be tempted to change in a hotfix, patch or expansion, and the kinds of things we would not.

Example One: Spec Parity

After looking at many raid parses, we conclude that Arcane mage damage now routinely beats Fire mage damage. (There are a lot of elements to this discussion that I’m ignoring right now in the interest of keeping the scope of the decision to something I can reasonably discuss.) For example, if Fire is better than Arcane on AE fights, that has to factor into the decision. If Fire is harder to play or if Fire is more inherently random, then that also has to factor into our decision. Even if you ignore all of those confounding issues, this is still a really tricky call. Ideally, we want players who like Fire to be able to play Fire without feeling like they are holding back their friends.

The extent to which Fire can fall behind Arcane and still be “viable” is very dependent. For some players, having the two specs within 10% damage of each other is close enough. Others will swap specs for a theoretical (i.e. not even proven empirically) 1% gain. If we could make a number tweaks to Fire and be very confident that they bring Fire up to Arcane’s level, then we feel like we owe it to players to do so.

There are a number of risks with this decision though. If our buffs to Fire made them more dangerous in PvP, then we’d have to be very careful about the change. If more mages going Fire meant that some utility or raid buff brought by the Arcane mages was now harder to get, then we’d have to be careful about the change. But the worst outcome, from our perspective, is if we overshoot our goals. If that happens players who like Arcane might feel like they have to swap to Fire, which might involve regemming, reforging and re-enchanting and might make them mad that they had rolled on that item that dropped last week. It just puts players in a bad position.

When players talk about being on a design roller coaster, this is often what they mean. Last week Arcane was the spec to play. Before that maybe it was Frost. Next week, who knows what it will be. We’ve absolutely screwed this up before, where we thought we were creating more parity between say hunter or warrior or DK specs, but the actual result was that it made players feel like they needed to respec. Given enough time, we can get pretty close on our balance tuning, but hotfixes and often even patch changes can’t always benefit from sufficient testing.

Remember, it’s not about how much damage the Fire and Arcane mage do against target dummies. What matters to players (and us) is how they do on individual encounters given a wide range of player skill, raid comp and constantly shifting allocations of gear, PvP comps, etc. We will often take larger risks when there is a major difference in play style. It’s harder to ask an Enhancement shaman to swap to Elemental than it is to ask a Demo lock to go Destro. That may not seem fair to the player who really likes Demo, but we have to weigh the risk to the game and to the player base as a whole with even small changes that appear totally safe at first.

Example Two: Creative Use of Game Mechanics

A lot of smart people work on World of Warcraft, but there is still no way that we can compete intellectually or creatively with the combined efforts of the millions of you. Despite our best efforts, players are frighteningly brilliant at coming up with creative solutions that never occurred to us. There are a wide variety of examples here: A player finds a very old trinket, set bonus or proc-based weapon that works really well on new content; a raid comes up with a strategy that makes a boss much easier than we intended; an Arena team finds a way to layer their crowd control or burst damage that is virtually impossible to counter.

A lot of the fun of World of Warcraft is problem solving. Our general philosophy is not to punish players for being creative. We try to give groups the benefit of the doubt as much as we can. If a boss ends up being slightly easier because players group up when we expected them to spread out, or they crowd control adds much better than we thought they were able to do, then we just silently congratulate the players for being clever. If a boss ends up being much easier than intended, then we might very well take action. (Overall though, we hotfix and patch in far more nerfs to encounters than buffs.)

Where we are more likely to take action is if it forces players into odd behavior, especially behavior that they won’t enjoy. If raids feel like they have to go farm really old content for a particular trinket, or if the raid feels like it has to sit six players in order to bring one particular spec who has an ability that trivializes a fight, then we’re more likely to do something. These kind of changes are really subjective and involve a lot of internal discussion. Just remember that our litmus test is usually “Are players having fun?” and not “Are they doing something we didn’t expect?”

Example Three: Encounter Difficulty

With encounters, the decision almost always comes down to whether to make a hotfix or not. Waiting until patch 4.3 to make significant changes to 4.2 encounters once the focus for a lot of players moves on to 4.3 isn’t necessarily development time well spent. When new dungeons or raids launch, our initial philosophy is just to get all of the nails in the board at the same height, which means prying some up to be taller and banging a lot down to be shorter. After a week or so, we hardly ever buff encounters to make them more difficult. We tend to bundle several of these changes together, often when a new week starts, so that they tend to feel like a micro patch and not just a constant stream of boss nerfs.

For raids, we look at curves indicating the number of new players who beat an encounter each week. That slope tends to be steep at first as the most talented guilds race through the content, and then slows down as other players make progress. It's time for us to step in when the lines flatten out and no new players are beating the content. It’s a bit easier for the five-player dungeons because we want players to prevail almost all the time. Nobody wants to go back to Throne of the Tides week after week until they finally beat Lady Naz’jar.

The statistics we look at the most are number of attempts to beat the dungeon boss, how many kills the boss gets, and how long the dungeon took to complete. Bosses such as Ozruk in Stonecore at Cataclysm launch were strong outliers. Sometimes we can handle these changes by tuning alone (lowering boss damage for instance) and sometimes we need to change encounter mechanics to the extent we can via hotfixes, which actually gives us a pretty big toolbox since almost all creature information is on the server.

Example Four: Class Rotation Change

There are a couple of sub-categories here: intentional and unintentional changes. Often we make fixes to make a class more fun to play. Allowing Arms warriors to refresh Rend without having to constantly reapply the debuff was a quality of life change to make the rotation a little less obnoxious to play. It also ended up being a moderate DPS buff as well. It forced Arms players to relearn their rotation slightly, but it was an improvement overall, and not too many players complained.

Example Five: Overpowered Specs

This would seem to be a pretty cut-and-dried case, but is one of the most controversial, because the community will never agree on when someone is overpowered or when someone is so overpowered that the developers need to step in. Being nerfed sucks. Period.

Players would typically rather we buff everyone but their spec rather than nerf their spec, even if the outcome is the same. It’s totally human nature to want other specs nerfed immediately, but when it’s your own character that’s in question, you wonder: what’s all the rush, man? Again, it comes down not to the developers being cold-hearted bastards (though we are) but to whether or not players are having fun. It’s fun for you to be a one man army. It’s not fun when the one man army rolls over you. It’s fun for you to top meters. It’s not fun for when you feel like you have no hope of competing with the guy topping meters.

Also keep in mind that when we make class adjustments via hotfix, we want to make the simplest fix possible that addresses the problem so we minimize the risk of us breaking something else and minimize how much testing we need to do before we can deploy the change. This is the main reason we are more likely to nerf via hotfix than to buff everyone else, because it’s just fewer changes. (Remember, that if we buffed everyone up to the DPS of the outlier, that we might very well have to buff creatures as well to keep you from trivializing content, which adds a lot more overhead to the change.)

I also want to point out that we virtually never make stealth class nerfs these days, at least not intentionally. It just makes players really paranoid to think their damage might change from under them. At worst, our programmers will manage to deploy a change before the community team gets it documented in the latest hotfix blog, but that situation shouldn’t usually last more than a few hours.

Example Six: Exploits

There is a gray area between when players know they are doing something they shouldn’t be doing and when they’re not sure if the developers would consider what they’re doing to be crossing the line. As I said above, we generally give players the benefit of the doubt. If they found something clever to do and it doesn’t give them an unfair advantage or make other players feel underpowered, then we will often do nothing, at least in the short term.

Unfortunately, there are a lot of bad guys out there who attempt to break the game in the name of personal profit or just because they have a malicious nature. We feel like we owe it to the other players to stomp out these abuses when they happen. Understandably, we also don’t want to publicize these changes too much. If one guy figured out a way to solo a boss to reap huge gold profits, we don’t then want to give ideas to thousands of other players by pointing out the loophole he found and how we fixed it. These also aren’t changes that we feel like we can sit on for very long. We need to get them out quickly.

I just wanted to point this out because sometimes players scratch their heads about a patch note that we made to prevent or discourage exploitive behavior. “Was anyone really doing this?” is a common reaction. Just remember that by their very nature, these kinds of changes are going to be on the down low, and they need to stay that way.

Example Seven: Expansions

We generally save up a lot of design changes for expansions. We know even this is too much for some players who don’t want to have to relearn their character’s rotation, let alone how glyphs work or what the new PvE difficulty philosophy is. However, we feel like we ultimately have to fix the problems we perceive in the game design if we want to keep players playing the game. In this case, we think some reasonable amount of change for change’s sake is desirable.

We hear from players who say “My dude hasn’t fundamentally changed in years,” and they want something, anything, that makes them look at their character in a new light. We don’t want to fix things that aren’t broken of course, but we do want to make sure that a new expansion feels all new. Expansions are opportunities to reinvigorate the player base and the gameplay itself. Therefore, you shouldn’t always view a class revamp as meaning your character is horribly broken and adrift on a sea of designer ignorance and apathy. We probably won’t ever reach a point where a particular class has reached perfection and no additional design iteration is necessary. Change, in moderation, is healthy.

Stuff like this is why I say game design is an art and not a science. Given the opportunity, there is no doubt various among you who would make individual design decisions differently, and in some cases I have no doubt your decision might have been better. We’d love to see discussion on this issue though. How much change is good? When can a problem chill for a few months as opposed to needing immediate attention? How much risk should we undertake to bring small, quality of life changes? Are we on the right track? Insane? Is this just more propaganda from the Ghostcrawler Throne of Lies?

Greg “Ghostcrawler” Street is the lead systems designer on World of Warcraft. He has an unnatural disdain for the male night elf shoulder roll.

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Galindra
Moonglade
Galindra
08/02/2012
And btw if you do care Blizzard which i dont think you do. I belong to the 20% Flairr is talking about, pandaria with the kung fu panda style iam out no way iam going to play a game based on kung fu panda.....Iam 24 not 5 years old..
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Galindra
Moonglade
Galindra
08/02/2012
I must say i got so bored on blizzard thinking thorugh half the text. Relearn the game? what kind of pure bull!@#$ is that? my friends son who goes to an english kindergarden can play wow on his own and has no problem and he is 4 years old.Game challenge for who? For a four year old? That tells ALOT of the challenges in the game which means none! This game was hard it was ok in TBC now i dont even look at the screen i have wow minimaliezed and watch sitcomes and eat dinner instead while i push some random buttons on my mouse.(MMO gaming mouse for wow). And class balance. Why has there be class balance? I loved when you had to use your brain and think which classes you needed for what boss. There was a meaning with having diffrent dps. Since now the main aim is thath every class is to be the same may i ask what is the point with classes? Why not only have warriors and a priest? And there you got tank, dps and healer. And why even bother with a talent tree? since everyone is to be the same. Todays talent trees are there to make it look like you are making a choice you dont. Everyone clicks the same talents since there arent enough talent to make a proper choice. For example back in the days you actually could do an ok priest with holy dmg if you did read and specc right. Today=impossible since you cant choose the talents you need for it cause they dont exist, and the trees are locked until you have on full, another obsticle for speccing individually. But with individual speccs also there is no class balance so therefor no more chosing in your speccs! I really loved WoW when there was a challange and a great big reward at the end, and when the speccs was a nut to crack. Now i play just beacuse there is no other game i would start over in again,cause are all the same %^-* as WoW, but as soon as there is bye bye preeschool-level-WoW.
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Bangfree
Bladefist
Bangfree
07/02/2012
I can agree with a lot of Flairr's comments and the comment about Rift as I have played it also and thinking strongly about going back. It has some nice features like continuing to advance your character after lvl cap with their planar attunement system. It prolongs the game further as just doing dungeons and raids becomes a little boring and stale. It would be nice to have a bigger goal to your character if you could advance him in your own way instead of just gearing him.
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Derijaal
Draenor
Derijaal
04/02/2012
Bring back 40 man raids. <3

Nuf said.
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Koyomi
Lightning's Blade
Koyomi
05/02/2012
@Derijaal: Everyone misses 40 mans but the thing is that sometimes its hard enough finding players for a 10 man, and with there being bigger and bigger numbers for computers to work with / fps issues...
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Lestele
Mazrigos
Lestele
31/01/2012
I vote with the person saying there should be a progression in gearing up - going through "old" raids to acquire gear for the "newer" raids.
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Flairr
Saurfang
Flairr
28/01/2012
I've played this game since release and have enjoyed it thoroughly for different reasons with each expansion. However, The development scheme for the game seems to be going down the route "is this easy enough for 10 year old's to understand?" instead of "are players having fun?" Of course your players are having fun, because the majority of your players are aged 16 and under, You've scared away the majority of the more mature players and even a significant amount of the younger players. Vanilla - fantastic, loved it, so did almost everyone else. Burning Crusade- Alot of people were sceptical at first but again it turned out fantastic despite the fact people were dumping epics for greens of the same level. Wrath of the Lich King - The descent began... Whilst alot of the content was fun and interesting and the implementation of the new class Death Knight was a great idea and seemingly loved by many including myself, This is where you made it evident that WoW is on it's way down. Cataclysm - The last step before the end, You've scared away countless players with your pointless boss and raid nerfs, You plan to continue with even more nerfing on dragon soul, You've already ruined the talent system enough. I understand you don't want people to put points into wasteful things, you think people shouldn't have to go through the whole rigmarole of mathematical equations just to find out the most viable gear or talent spec. You said it yourselves, People have done that for the majority of us, but even so. Being level 60, 70 or 80 with 51, 61 or 71 points to spend as freely as you'd like was one of the most fantastic features of the game. Now you're planning to simplify it beyond belief by giving us everything except for 1/3 total skills per 15 levels to a total of 6 individually chosen skills? You think you can cover up your desire to take away the false impression of freedom with "reforging" and "transmogrifying"? Sadly that isn't how it works... The more you dumb down the class customisation the closer you're stepping towards guild wars. Why diminish the quality of your game to be similar to another in some respects? World of Warcraft was the trend setter, Now it's starting to get shunned by it's more recent competitors. Look at Rift, Whilst it isn't the most popular game in the world, primarily due to it's lack of advertising, The amount of WoW players that moved there for the character customisation alone is unreal. Take a look at Trion as a whole, they seem to listen to their community far more than you have even attempted to demonstrate.

Disgust aside, Why exactly are you bringing in the panda's? they have no real reason to be implemented, at least not yet and not in such a comedic "i wanna be teh cung few pandar!" kind of way. Ok, worgen wasn't a particularly bad choice in terms of cosmetics, but with the images that have been shown of the panda's you're gonna start looking like perfect world... Think of something better, travel down the more appropriate routes, emerald dragons, think for the sake of your players and your game... Stop making rash decisions based on what a bunch of 10-15 year old DPS junkies or 10-15 year old's that roll tank because they want a feeling of self importance and the chance to make a guild and boss people around and shout when they don't get their way.. Spend more time listening to the people that spend the time working on these mathematical equations finding out the best specs and gear set-ups and continuously come up with idea's and suggestions to brighten the future of the game.

Do player's enjoy your game? yes, but for the wrong reasons... Most of your player's these days haven't even seen vanilla or burning crusade, they have missed the game in it's prime.

You should seriously reconsider your path of development and if you refuse to do so, you should at least do something special for the countless players you've driven away with your bad choices since burning crusade... Fire up a re-release of burning crusade and continue developing it in the same way you used to, forget about raising the level caps, focus on extending end game content, look at ways to make being cap more fun, give people things to work on to continually develop their characters without increasing their overall level grind... Stop making leveling so f~@#ing easy so people can thoroughly enjoy leveling whilst questing...

If panda's are the next thing you bring in, and you do completely destroy the talent system in the way you have planned, I guarantee at absolute least a 20% loss of your player base, That will be the last of your more mature players saying "you know what? i'm sick of all this crap they keep throwing out for the kids" Either way, If you do go through with it, One major suggestion: Block the name Po and any possible variation of it ever... Getting your !@# beat by a panda named Po would more than likely increase that 20% ...
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Ohtehnoes
Aggramar
Ohtehnoes
01/02/2012
@Flairr: i wanna have your babies
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Durexon
Eonar
Durexon
01/02/2012
@Flairr: Yes, and dont worry, maby in next expansion skills will use themselfs automatic, without player will...

Seriously, It's gona be a game for 14yo kids (Rich kids). Think this way: People who started plaing in WoW from begining, now have own kids, it's hard to get new players into game, what's have over 7 years. Maby it's time to lower pre-paid cost? then you will get 1 milion players back.
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Flairr
Saurfang
Flairr
01/02/2012
@Ohtehnoes: lol get in line :P
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Flairr
Saurfang
Flairr
01/02/2012
@Durexon: Good Idea, lets turn world of warcraft into an interactive movie... oh wait, that would require the players to put too much thought into the game... Let's just turn world of warcraft into a movie....

To be honest I really think making a step back in the direction they came from would boost ratings more than reducing the costs. I mean let's face it, the major reasons that people were quitting were A> because of the bad balancing issues, b> because of the bad stat scaling c> because of the destruction of the false freedom of character development...

I do however think they should reduce or remove the costs of switching servers or faction / race switches, I mean let's face it, for the price it'd cost to do any of those things, you may as well just buy a new game... I can understand that incurring a cost for server moves and faction changes is beneficial in terms of preventing gold farmers but let's face it, does it actually work? of course it doesn't. So blizzard either implemented it as a way to prevent such actions and then thought, sod it let's just profit from this! or just outright thought, Hey let's charge these addicted moron's for the dumbest of crap we possibly can, BUT make sure the rates are quite extortionate!

Blizzard supposedly claim that they want to make sure that their players are having fun yet seem to be incurring more ways to prevent it than make that possible...

Surely the dev's think negatively about many of the decisions that have been made? Aren't the majority of them avid gamer's too? Trion despite being new to the scene show significantly more promise as developers.

Don't get me wrong, I'm not saying that Blizzard can't do their jobs, I'm just saying that they're going the completely wrong direction and it's quite a disappointment...
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Koyomi
Lightning's Blade
Koyomi
04/02/2012
@Flairr: Flairr - you are right on the money! Completely nailed it with the Talent system. No-one wants a 4 talent spec system like this. Things should be getting more complex, not less. Sadly the new talent tree is going to look exactly like that whether we like it or not and just to be clear we do NOT - you hear that NOT LIKE IT! with the devs saying stuff like "change is scary" and "we dont want cookie cutter specs" (if you were at blizzcon 2011 you'll know what that means). Well then with your scary change you have scared away what about 4-5 million players? with most of the game's population now being in Asia. Dont get me wrong - Wrath brought some Brilliant things as well like the Dungeon finder system, Dual talent specs and Unduarr, If you kept the talent system and hybridization the same for Cataclysm and added Transmog. and reforging without changing it, this expansion would have bin just as successful. The sence of individuallity (which is a big and verry important element in this game for most people does not come from name/ Gear and outward appearance alone. It comes from the sense that you and you alone might have stumbled upon the tallent speciallisation to end them all, I enjoyed experimenting with different combinations alot - "Do i need Ghostly strike, or dont i?" through Hybrid specs i was able to solo some old content raid bosses that were impossible with a standard spec. The game should be becoming more complex and more diverse in this sence, not less. Devs talk about making you make hard choices, wll i was looking forward to making 90 at first but then 85 very hard choices in Cataclysm - only to start things off like this. An extra glyph level didn't make up for the simplified Un-hybridisable tree, not by a long-shot.

Another way of simplifying the game needlessly - Removing Paladin / druid Librams wands thrown weapons and making Hunter ranged into Main hand weapons - effectively removing th ranged slot for every class - when you should be doing exactly the opposite - Build on this, make it more important in the game! Dont just remove it because you dont like it or because you have to upgrade these things every tier and nothing more. Give them a more organic to the class visual like a Totem or holy Book hanging around your belt (Like Real Paladins in Warcraft III) Give these Usless range slot items a unique class / spec function that functions the same way as a racial ability. Make them MORE interesting but dont remove them for god sake! Oh and another thing - a rogue cannot "jsut throw both your daggers" in 20 different directions once every 1.5 seconds. Throwing your ranged weapon instead in cataclysm made allot more sense, and being able to apply poisons to it as well was a thumbs up from me, so why remove it? This post is not just some player's Rant, it is the combined oppinion of hundreds of devoted long term players i have personally spoken with and
im guessing alot of other people feel this way aswell. Sadly i know that these changes are coming and there is nothing to do about them.

Its this new talent tree that will be the final straw. It will take some time to stop playing this game but it will be better than seeing it like this...
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Tildeath
Saurfang
Tildeath
12/02/2012
@Flairr: to be honest id rather they just got rid of the talent trees to a really symple system or go back to being complex, i personally feel that anything you dont understand in wow you can look up.
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Wagly
Thunderhorn
Wagly
28/01/2012
i love word of warcraft...
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Trädpappa
Darksorrow
Trädpappa
25/01/2012
I miss all the outdoor pvping, I miss getting corpse camped don't get me wrong it sucks and it's infuriating but the whole idea of getting ur guildmates to help u out of that situation and then you corpse camp back making the other person having to get his guildmates and it all escalated, before u knew it was war it was awesome! :)
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Eradorius
Bladefist
Eradorius
25/01/2012
made good reading.

One thing I have always found is that you spend weeks or months grinding instanes etc to aquire a legendary item, which by the next patch is then outdated by an epic Item.

What would be nice is if the legendary weapons scale with level like Bind on Account items. So that Thunderfury would be worthwhile using once again in end game content.
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Elsius
Wildhammer
Elsius
25/01/2012
@Eradorius: Sounds like a good idea, but then every class would have a legendary by this point, and all the early legendaries are easier to get, but I agree that Legendaries no longer feel very... legendary :/
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Myamay
Bloodhoof
Myamay
11/01/2012
have played this game since its first release and still enjoy it just wish it wasnt so easy to gear up went from 350ilvl to 380 ilvl in 24hrs when long time ago it took me 7months to get the thunderfury, just a thought but couldnt we get a hard mode for thouse that want more of a challange even the new heroics arnt really 1 after the first week( love the game just need a challange ive now got 10 level 85's half are geared to a standard i can only raid now to do more and the rest will take me a month or less to get maxed can understand it needs to have been made easier for the wider customer base just wish there was sumthing in place for the veterans who enjoyed the old way of warcraft , but keep up the great work and i know u cant make everyone happy , and you all work very hard to try to thxs
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Darinda
Silvermoon
Darinda
10/01/2012
Hey Ghostcrawler,

Great topic, really interesting.
I think Blizzard should really use the public test realm a little more. Make sure you read what the players tell there, and perhaps update the public test realm patch notes on a daily/weekly basis?
Perhaps you can balance things better before actually launching things then.

Just my two euro's ;)
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Xinifnityo
Stormrage
Xinifnityo
09/01/2012
Sindse LFG came out, cross-realm, and in wow in General, People has lost RESPECT, i think Wow had reach his limit on the WOLK. from now on every thing wil be less and less fun. i Play quite some years now, i dont wanna bring old cows back to life BUT! Wow is history. Bring out new game instead of a Stupid Panada Expansion, After TBC it went down, if u wonder why i play?! i Like Twink BG alot, and i <3 my Boomkin. Cheers Xini
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Deathwigs
Twisting Nether
Deathwigs
09/01/2012
i honestly think pandara is a name for an age 7 game i mean come on pandas well annyway i call dibs on nameing mine (PO) from kung foo panda
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Darkenedhorn
Spinebreaker
Darkenedhorn
26/12/2011
Look, Blizzard I just dinged level 82 and whenever I go into PvP I get killed by a lower level Rogue, I get sapped and backstabbed and killed. Its always a rogue, never anything else, I think Rogues need to be 'Stealth Nerfed' because they are OP and everyone in a PvP match gets screwed by them. Reply to this comment if you also think this should happen everyone!
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Fairfax
Silvermoon
Fairfax
30/12/2011
@Darkenedhorn: It get balanced out when you hit 85.
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Amxalt
Earthen Ring
Amxalt
24/12/2011
please build in role bonus in instances, getting ninja`d is so anoying and if we go ticket we get a reply that it`s a social thing and nothing to do about.
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@Amxalt: There is a way round that, before you start, get all the respective plate wearers to agree in writing on party chat that they will not need on tank/holy/ret, them agreeing to that is a written agreement in principle, so if they do ninja gear, u report them to the gm with the time, instance, name realm etc, and since they breached that agreement, they get a ban and the item confiscated and rewarded to you.

I know it might sound long winded, but it guarantees that u will get the gear if it drops. I hate that peeps ninja, and most the time they have no intention of making an offspec, they ninja it for vendor spec, they r moronic scumbags, and if it happens then following my advice above will make life alot easier. :)
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Pinkpop
Stormscale
Pinkpop
24/12/2011
in pandaria, make the pve tbc'ish. u dont farm emblems for gear. right now, all u need is a day or two of farming after you ding and you can raid DS. In tbc we started of kara, went tk and then BT, even tho BT was out when i entered kara. It should me a progression not a simple visit to a vendor
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Sháman
The Venture Co
Sháman
17/01/2012
@Pinkpop: I never played vanilla properly but i played TBC the whole way through. And by gosh, it may have had less of a population but it was ALOT better. I think the new way of raiding ruins it, whether the people who like it easy agree. There are many ways this can be avoided. Like Pinkpop said many raids were released at once, provided a clear path to go and making sure gear wasnt instantly outdated through badges or justice points in the next patch. Since WOTLK the gear you get from farming heroics is rediculous. I never think that the gear you get from heroics should even be close to killing one boss in the 'final' raid out in the current patch. ITS MADNESS! When cata first started it was great. Blues from heroics, blues from Justice points, Valors were a bit to easy to get but it did take time and worked seeing as you couldnt get every peice. There wasn't as many raids as i could of hoped, and they didnt go high - higher - higher like the good old days. Next main patch wasnt bad either with zul'aman and ZG but after that when they release ilvl 359 gear with JP its just fallen. I also think the raiding tactics have gotten a bit over the top now, not in terms of hardness. When you used to get a simple tactic boss, like in TBC zul'aman dragon boss, people still wiped, alot. As they were simple but hard to master. Just my opinion :)
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Ghándi
Shattered Halls
Ghándi
19/12/2011
Nice article
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Heavykodo
The Maelstrom
Heavykodo
12/12/2011
Can we please have an ability / buff only available for helping noobs through a raid?

*Free Bloodlust. May only be cast if at least one player does not have the achievement for this raid. Does not share a cooldown with bloodlust.*

Make wow a community again.
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Alexeyalanki
Saurfang
Alexeyalanki
10/12/2011
i love this game, but if it was in italian for some ignorant italian player it's better for wow. lol
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Spongey
Dentarg
Spongey
01/12/2011
I think it's a good time to accept the idea of players being ported directly to the BG/instance was a bad one, in that it has depopulated the world. Queueing for BG can be done at the BG entrance without losing the battlegroup aspect, and it means there will be more people out there rather than sitting in their respective cities waiting for the next call. Instances the same. The faction specific ones, like RFC and Stockades, could be got to via the old goblin transporter method. This would stop the servers being deserted most of the time.
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Gnärk
Outland
Gnärk
01/12/2011
hmm, i dont like the mist of pandaria talents :p likes the wotlk talents better, because they were sandbox (:\) i mean.. ur talent build seemed special and u felt like u controlled what to have and everything, the msit of pandaria things are just insane! like really... insane, how much weed did u guys do before u came with this idea?
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Murge
Thunderhorn
Murge
01/12/2011
@Gnärk: you dont DO weed, rofl. "I'm doing weed"
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Tostie
Silvermoon
Tostie
11/12/2011
@Murge: doing weed, doing the garden.. all the same
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Sichdar
Grim Batol
Sichdar
29/11/2011
I enjoyed reading this :) and I believe this is the correct way to act. Balance is better than imbalance ;)
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Mindfacked
Outland
Mindfacked
29/11/2011
funny story about nerf mages as frost i might agree and arcane but fire needs buffing i was forced to play arcane to keep up since fire was so RnG and even with luck a good geared arcane mage would troll me around the meters.... arcane = too easy, for the nubs Fire= fun, scaled with a little luck on your crits but also skill frost = meh !@*@%@!@# in pvp not worth crap in pve
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Lithoniel
Outland
Lithoniel
29/11/2011
I agree you need to concentrate more on the PvP community!
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Dkpain
Outland
Dkpain
24/11/2011
lmao.nerf mages.period.and concentrate more on the pvp community.period.
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Eminnett
Aszune
Eminnett
24/11/2011
just to point out we're basically wastin our time here postin on EU forums - if u want an actual response get postin on US forums coz seems blizz cba answerin on EU any more...
amazin really considerin EU is currently a good 90+% of their player base but hey activision seems to be runnin the show now not blizz any more or we'd actually have answers to the posts on the EU forum like we used to do...
am i sayin this to #*@#*##%!@@@ off sum ppl. yes i am, coz i'm sick of goin thru threads on EU forum n not findin answers...............
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Drazekiel
Emerald Dream
Drazekiel
14/12/2011
@Eminnett: Yup, I know exactly what your saying :)