The latest Dev Watercooler is out concerning major changes in the upcoming WoW expansion, and yet it is one of the most content-free ones I have ever read. I’d say it was all bones and no meat, but you can usually suck some marrow out of bones. But this? This tells us nothing. And so we’re going to have to fill in the blanks with our own rampant speculation.
There is but one new morsel concerning the Stat Squish (emphasis added):
It’s important to understand that this isn’t a nerf—in effect, you’ll still be just as powerful, but the numbers that you see will be easier to comprehend. This also won’t reduce your ability to solo old content. In fact, to provide some additional peace of mind, we’re implementing further scaling of your power against lower-level targets so that earlier content will be even more accessible than it is now.
That is just about the only possible concern there was with the Squish, so I’m glad it’s taken care of.
To keep racials more in line with one another, we’ve decided to bring down the couple high outliers, then establish a fair baseline and bring everyone else up to that. We’re accomplishing this by improving old passives, replacing obsolete ones, and adding a few new ones where necessary. Ultimately, our goal is to achieve much better parity among races.
Know what would be really nice? What they consider a fair baseline.
I almost wonder though, if I am parsing that paragraph correctly: is anyone else getting the sense that perhaps activated racials are being left alone? Blizzard did mention Berserking (a Troll racial) as being “extremely powerful,” but I find it difficult to imagine how, say, Every Man for Himself could be redesigned to be equivalent. Unless maybe every race is getting some kind of PvP-ish active racial and then the passives will be the PvE knob. All I can say is that I’m happy this is getting looked at, as I have regretted rolling my paladin as a Draenei since pretty much the beginning – Gift of the Naaru has consistently been the most useless active racial in the game.
For Warlords of Draenor, we decided that we needed to pare down the number of abilities available to each class and spec in order to remove some of that unnecessary complexity. That means restricting some abilities to certain specs that really need them instead of being class-wide, and outright removing some other abilities. [...]
One type of ability that we focused on removing is temporary power buffs (aka “cooldowns”). Removing these also helps achieve one of our other goals, which is to reduce the amount of cooldown stacking in the game. In cases where a class or spec has multiple cooldowns that typically end up getting used together (often in a single macro), we merged them, or removed some of them entirely.
Two interesting bits here. The first is a sort of roll-back of the “bring the class, not the spec” theme of the last two expansions. It’s possible that they’re not talking about the sort of active/passive raid buffs that made it easier to get a 10m raid together, but it’s a bit hard to imagine how else it would work in practice. I mean, are we talking about removing Heroic Strike? Slice N’ Dice? Only letting Frost DKs have Dark Simulacrum while Unholy DKs get Necrotic Strike? This is way too vague. But my point is that if these currently-class-wide abilities have any utility at all, only allowing one of the specs have them is going to create a demand for that specific spec. Which is fine in the abstract, I suppose, but it’s definitely a movement away from specs being more of a play-style decision than a mechanical one (outliers aside).
The second part about cooldowns is both welcome and terrifying simultaneously. Some cooldowns are simple macro-bait, but others… well. I hate to fall back on sacred cow terms like “iconic” and “class defining” but some actually are. I don’t think Blizzard would remove Avenging Wrath, for example, but that is almost always paired with Guardian of Ancient Kings. In fact, that’s pretty much the most classic (and visible) example of cooldown stacking I can think of. Perhaps both will stay in the game, but Ardent Defender/Divine Protection will be removed or rolled into Prot’s version of GoAK. What of the many Hand spells though? Lay on Hands? Could we see Devotion Aura go the way of the rest of the Aura spells? I could see Devotion Aura absorbing Divine Protection pretty easily…
At some point though, this is definitely something that can end up hurting.
Crowd Control and Diminishing Returns
The diminishing returns list up to this point has been a study in Rules Lawyering gone amok. “No, no, no. That’s not a Fear, that’s a Horror. And Controlled Stuns are nothing like Random Stuns.” All in all, there are 11 categories and 2 additional abilities that only DR with themselves. Which is not to say that the various categories didn’t serve an important function – making a wider variety of class/spec combinations viable in Arena – but the prospect of being locked in a CC chain almost indefinitely is a high price to pay.
Here is the shakedown according to the post:
- Removed Silence effects from interrupts. Silence effects still exist, but are never attached to an interrupt.
- Removed all Disarms.
- Reduced the number of Diminishing Returns (DR) categories.
- All Roots now share the same DR category.
- Exception: Roots on Charge-type abilities have no DR category, but have a very short duration instead.
- All Stuns now share the same DR category.
- All Incapacitate (sometimes called “mesmerize”) effects now share the same DR category and have been merged with the Horror DR category.
- Removed the ability to make cast-time CC spells instant with a cooldown.
- Removed many CC spells entirely, and increased the cooldowns and restrictions on others.
- Pet-cast CC is more limited, and in many cases has been removed.
- Cyclone can now be dispelled by immunities and Mass Dispel.
- PvP trinkets now grant immunity to reapplication of an effect from the same spell cast when they break abilities with persistent effects, like Solar Beam.
- Long fears are now shorter in PvP due to the added benefit of a fear changing the players position.
It’s difficult to get a read on how the DR merge will play out right now, especially considering we’ll supposedly see CC get cut altogether from certain classes/specs. At a glance, I can say that melee classes are likely getting the bigger end of the stick here with the removal of Disarm effects + ranged class CC nerfs. The Druid vs Paladin match-up won’t be so one-sided now that we can bubble out of Cyclone. Hunters are getting screwed with Scatter Shot + Freezing Trap being on the same DR. Warlocks are getting especially hosed with their panic-button instant-cast Horror effects diminishing the follow-up Fear, which is itself getting nerfed again anyway. What is that, 10 years of Fear nerfs in a row?
In any case, that’s about all the blood I could squeeze out of that Dev Watercooler stone. I appreciate birds-eye dev articles as much as the next guy (and probably a bit more), but I felt this one was really lacking in specifics. I suppose we’ll start connecting the dots once everything is data-mined on MMO Champ, although by then it’s likely everything will have changed again.
Words cannot describe my disappointment.