Why 1000 changes at once?

#0 - March 24, 2009, 12:34 p.m.
Blizzard Post
I don't understand why the people in charge of this game change so many things at the same time.

If I know something is broken, but I'm not sure why, I'll tinker with it. I make one change, and I mess around with it to see if that solved the problem. If it still is not working, I make another change. If that doesn't work, I try something else.

For whatever reason the people in charge of classes in this game don't understand this method. Instead of making minor changes, or one big change to try and fix a problem, it's like they have 15 people working on the problem seperately and they're all allowed to make changes without consulting each other on what changes were made. By the time everything has been changed around you may have fixed the original issue, but you've created a dozen more, or you've nerfed one thing from 15 different sides and now it's completely broken.

It gets annoying having to keep up with 1000 changes every patch and try to regear, regem, respec, etc.

Please, someone ask for some help before this problem gets even worse.
#14 - March 24, 2009, 5:22 p.m.
Blizzard Post
Q u o t e:
They are never going to win the player base over with how they implement changes. Some will think they make to many changes, and other think that they make to few.


Yes.

Typically you also see underpowered classes saying "This must be hotfixed now!" and overpowered classes saying "What's the rush? Just make a few changes and see how it stands?"

I don't expect every patch will have this magnitude of changes. The first major patch after an expansion is the first real opportunity to make corrections after seeing how all of the classes function at their new max level.
#61 - March 26, 2009, 4:21 a.m.
Blizzard Post
Q u o t e:
Yes, but why are there such massive changes from one build on the PTR to the next?

That's what really scares me. I mean shadow priests got some love then had it taken away. Blood DKs were given a decent 51pt talent when fully specced for it only to have it's duration crushed by 50% (while the damage was already down by 50%). It's not like blood was even a top dps spec for DKs to begin with.


You are imagining every PTR build is what we call a release candidate -- a build that potentially might be the one that goes live. Instead the PTR builds are just snapshots of whatver the data look like at that time. Sometimes they catch us in the middle of a change or a bug fix. DRW is one of those talents we change, test, change and test. The alternative is we don't put the PTR up until all of our changes are in. But then it's only up for like a week.

Q u o t e:
What I'm getting at is if you do a small patch every week on Tuesdays, changing only one or two small things about classes, you can better pinpoint what the problems are. If one of your changes took it too far, or there is an unforseen consequence you can hotfix it later that week before the issue is compounded.


We would love to do that. Unfortunately, on the production side, we just aren't set up to handle patches that way. Getting out a patch is a huge undertaking that involves literally hundreds of people. Many of those people have to put in long hours and be away from their homes and families. We have to test things very thoroughly. While your class being unbalanced may seem like a pressing concern to you, we are far more concerned with making sure our changes don't crash the servers or mess up characters.

It would be great to get to a point where we can make smaller patches more frequently (and we have made a few - 3.09 was one). I am in no position to promise anything on this front, but I think it would be good for balance in the long run.

Q u o t e:
When you have a problem within a system and you aren't sure how to fix it, you change one variable, run some tests, and see if that solves the problem. If it makes it worse, you revert the change and make another change. You continue doing this until you've pinpointed the problem. Once you know what the root of the issue is, you can make drastic changes from an informed perspective.


I was trained as a scientist. Isolating variables is something I actually understand pretty well. However, we don't have the luxury with many of these issues of making a change, then testing it for awhile and making another change. If players feel hopeless you risk them quitting the game. We owe it to the players to get things fixed as quickly as we can and not let them drag on for weeks or months (though we are well aware there are some things that undeniably have).

Q u o t e:
Cmon GC, you know how to spell "too" :P


Oops. That wasn't me. I just forgot the quotes. Fixed.

Q u o t e:
I think what the main concern here is GC. Is a lot of players right now ( both long time players and new ) are trying to understand why classes that are not considered OP in anyway by players in PvE, or classes that are not even close to being top represented in high end arena,,, get any kind of nerfs at all.


Forgive me for putting words in your mouth, but what you saying here is essentially "Why are you balancing the way you want instead of what the players want?" We're not asking the community to balance the game for us. We invite the community to give feedback so we can make informed decisions. Perhaps we are trying to head off a potential problem before it mushrooms. Perhaps we know of a bug that is going to be fixed that will cause issues down the road. Many of the changes we make are not for balance reasons. There is more to game design than just number tweaks (though there is a lot of that too).
#62 - March 26, 2009, 4:23 a.m.
Blizzard Post
Q u o t e:
Let's look at how you handled DW DKs for a second since the 0/32/39 esque builds actually show both of those flaws the dev team makes in the name of "balance". First you guys change Killing Machine so it's a nerf to the DW spec and a buff to the 2hander specs (btw this was an actually smart and well done change). Ok, thats a nerf to DW. Then you guys go and change the cooldown on Howling Blast which is a buff... Wait you buffed a spec's damage output capabilities that you think could still be too high?


Because maybe we wanted Howling Blast to be useful to DKs other than DW dps? Once we moved Impurity far away from Howling Blast and made a few other changes, we were free to undo some of the HB nerfs. (In the name of "balance" as you put it.)

Q u o t e:
What I find funny is that some of the glaring issues I always see responses "We mentioned this in beta" "this was a huge problem in beta" "we told them this in beta" ...


Yes, this definitely happens. The other side of it is cases like hunters telling us they won't be viable in PvP and DKs telling us they won't be able to tank. In those cases the community was wrong. It happens.