#205 - March 13, 2009, 6:27 a.m.
Q u o t e:
ignore the fact that you're doing damage below that of most hybrids...
You’re not in 3.1.
Q u o t e:
Can we see this in other classes perhaps or maybe more so? Or Is the Dev team happy with with 90% of talents?
No, we’re probably happy with 10% of the talents. I think that is often a disconnect between the community and the developers. We are much harder on our stuff than you guys are (and you guys can be pretty hard). That’s just the way Blizzard rolls. We are our own worst critic and don’t believe there is a thing in the game that couldn’t be improved. So when you say X is broken, our response is often: yes, we know, but there is an awful lot that we also want to work on.
Q u o t e:
Combat PvE is largely fine now, but HfB and HaT are the only things propping up their respective trees and that's terrible game design.
That is one definition of game design, but another way to look at it is that HfB gets rogue PvE dps where it needs to be while keeping PvP dps also where it needs to be. In that regard, that single talent is responsible for a lot of balance. In that sense, it’s a good design. A bad design would be “Well, Mutilate rogues just can’t PvE” or “Well, rogues are just going to own in PvP because their CC and escape mechanism, which are of limited value in PvE, are huge in PvP.”
HaT is a different story. There are things we like about the talent (getting flooded with cps is fun without being a huge balance problem) and things we don’t like (stacking hunter pets). The thing that we would most like to improve is having more synergy with the rest of the tree. Ideally, it would also be a raid mechanic instead of a party mechanic, but certain things still can’t scale from 5 to 25 well under our current paradigm (or even 2 to 5 in the Arena case).
Q u o t e:
I don't understand your reasoning, Ghostcrawler. With all due respect, the way you're saying it is simply "we are lazy". That's how it's sounding to us.
"Risk adverse" might be fairer. It is far too easy with bad choices to make rogues terrible or dominant in PvP. We can solve most issues for PvE because that is much easier to theorycraft and test. PvP testing takes a lot more time and ideally the participation of a lot of skilled PvP players, which are just hard to attract for a patch beta compared to an expansion beta.
With a game that has as many players as WoW, part of the design has to include risk analysis. We think we have 3 viable PvE specs and 2 viable PvP specs in 3.1, compared to less than 1 viable PvE spec for 3.0. Being willing to eject that to redesign a few talents is not responsible game design, at least in our opinion. We want to see what these changes do. If rogues overwhelmingly shift to Combat because it’s easier or more fun to play for about the same dps, then we’ll have to try something else.