#168 - May 28, 2010, 6:55 p.m.
Q u o t e:
Personally GC, I wish Blizz would go back to a pve spec, a pvp spec, and an all-around spec. Balance wise, it would lead to less problems. If you are a Mage and like fire, but fire isn't viable in pvp and you do it anyway, you are a bad. Just because you chose the wrong spec doesn't mean that Blizz should fix it for you so it is, imo. The best or most competitive players will choose the spec that has the highest chance of success.
That might work for mages, but it doesn't work well for paladins. We'd have to either decide paladins can only heal in PvP or support all 3 of their specs, but only 1 mage spec.
It was definitely a lot simpler to balance PvP when Arms warriors and Frost mages were the only trees of those classes anyone expected to be viable, but then players rightfully asked why we even had talent trees for Balance druids and Arcane mages if they really weren't going to be supported.
Q u o t e:
What if all the mandatory talents across the board wherent so game-breaking? Wouldnt you be in a better place as a designer to make changes if you didnt have these giant sharp pointy objects in the trees waving a big sign that says "DONT LEAVE HOME WITHOUTIT"
If talents aren't mandatory (for PvE or PvP) then they are considered marginal. If your talent decisions don't actually matter, then that feature becomes a lot less compelling. You could advocate I suppose a design where each individual talent point is even with every other, but given the enormous diversity of situations that you can find yourself in, that's a pretty tall order.
Q u o t e:
I'm disappointed you take this view.
I don't take that view, and I tried to take great pains to point that out in my post. But many players do. It's not like it comes down to a vote or anything, but I was trying to present why it's not as simple as just piling on PvP abilities to e.g. Fire mages until they show up in a lot of high-ranking comps.
Q u o t e:
I'd call it bad design.
No one forced you to make 3 specs. in fact, I know my group of friends believe you should have never gone past 2 specs and some feel you should have just stuck with 1 spec and let players choose X amount of abilities out of X total (like GW).
You could easily just make ONE spec per class in arenas so there is balance.
Just because you started one way, doesnt mean you could have changed the design, even after 5 years.
If you came and said, you know, we're going to chop every class down to 2 specs, Im sure you would have a riot on your hands from some and others would be cool with it. And those that riot would still play the game.
It was before my time, but the talent trees were developed in response to beta feedback that all say warriors played the same and players weren't making any decisions about how to improve their character beyond a certain point. Maybe 3 wasn't the right number, or maybe the designers should have said that paladins and priests are healers and don't have a damage-dealing mode.
In any case, those decisions have been made. While we aren't afraid of making a really controversial change if it improves the game, I'm not sure sacrificing some talent trees really does improve the game. It might make PvP or even PvE balance easier to achieve, but it cuts down on the number of ways to play the game or even sheer depth. For every number-obsessed power gamer there are thousands of players who just like their BM hunter or Frost mage and don't care if they can't top meters or win Arena because they're never going to do that content anyway. Those guys could very well be devastated by just taking away the class that they love. I think it's the kind of thing that might cause a big loss of subscribers. It's really had to support as logical any change that might be "good for the game" but causes a lot of people to quit. What does that even mean?
Q u o t e:
GC I think it's one of the best and insightful posts you have ever made...good job. The post really helped me understand the design choices that have been made.
Cool. I'm always a little reluctant to make the posts that I know might lead to a lot of flaming. This one wasn't as bad as I suspected, though clearly there are some unhappy players that just want their dude to be Arena awesome and aren't as concerned with other considerations.
Q u o t e:
How much importance do you place on the roles of specs when looking at balance though? I'll avoid my obvious bias with paladins and look at shaman instead. They can fill 3 different roles in PVP. Do you guys try to balance shaman around being able to fulfill each role? Druids would be another one. When looking at druids do you guys prefer to balance just around resto or do you take balance and feral into account as well? Even a class like priests that can heal or DPS. Where's the balancing point?
We do place emphasis on role. A player who loves her Shadow priest may have no intention of ever healing and may be really frustrated at the thought of a hybrid tax at all. Telling that player to go heal or go home feels worse than telling a Blood DK that they need to go Unholy to PvP. DPS specs can play very differently from each other, and it's awesome when players just end up preferring the abilities or even nuance of one over the other. But you're still filling the same role.
Q u o t e:
So, I think there are two paths you can take with arena balance, and they run two different risks. You can try to make all 30 specs viable and in doing so, run the risk of making one or more of those far stronger than they're supposed to be. Or, you can focus on a smaller subset of specs and run the risk of alienating players who don't like or want to play that subset and want viability outside of it.
There is also a hybrid strategy, where players can generally play whatever they want to for purposes of winning some matches and getting gear, but in the rarefied tournament-level air you still need to gravitate towards certain classes / specs / comps to really be competitive. I'm not saying we're going to do that, but it might be better than just declaring some trees will never be supported in PvP or nerfing say RMP every time it gets chosen too often for a tournament.
One of the first things you see after a tournament though are the "Big surprise -- none of my class" posts, which suggests that won't be good enough for some folks.
Q u o t e:
#2 A lot of players can't help but feel that WoW politics plays a roll in this. In that, if too many classes exist with a certain spec (such as Ret vs Holy), then the most popular and least contributing spec gets nerfed. It's obvious that a Holy Paladin would be contributing to the WoW community then a Ret, since healers aren't as popular as DPS. Why must the player be punished for choosing to be a spec that would be involved with WoW politics?
This smells like persecution complex. There is no "WoW politics" with regard to class balance. It's not good business sense to beat up one tenth of our classes or one thirtieth of our specs for arbitrary reasons. We want you to like your class because then you'll tend to stick around and play more. Giving you a reason to quit isn't smart.