Author Topic: Dev Watercooler--Cataclysm Talent Tree Post-Mortem
Vault_News 
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Subject: Dev Watercooler--Cataclysm Talent Tree Post-Mortem
Greg ?Ghostcrawler? Street posted:
You may have noticed we changed class talent trees for Cataclysm. We changed not just the trees themselves, as you might expect for an expansion, but the entire structure of the trees and the way you choose talents. Now that the Cataclysm model has been in play for several months, the team has been discussing what we like and don?t like about it, and I thought that might be of interest to some of you. As always with this series, this is design rumination, not a list of upcoming changes.
What Worked Well

The talent trees are simpler now, but without losing a lot of depth. Most of what we cut were passive talents that everyone took anyway, or really lame talents that did nothing.
Choosing your specialization at level 10 and not having to delay playing your character the way you want feels great. You can play your shaman as Elemental or Enhancement with the tools and bonuses to make either work.
Specs within a class feel different. This was a big challenge for the DPS warriors, warlocks, hunters, and rogues in particular. Nowadays those specs have different rotations, different strengths and utility, and a different flavor overall.
Mastery integrates into the trees well. We can delay the complexity until higher level, and we?re at the point now where it?s a competitive stat for many specs (though to be fair, not all yet).
There are some legitimate hard choices for many of the specs. Usually these come in two varieties: which talent you want before you can advance to the next tier of the tree, or where you want to spend those remaining talents after you?ve hit the bottom of the tree.
At the risk of catching flak for this statement, I feel that the game is as balanced as it?s ever been. When you look back at the vanilla or Burning Crusade days there were many specs that were just jokes and the difference between the highest performing and worst performing specs was on the order of 30-50% or more. Nowadays, players worry about 5-10% differences. Those are differences we still want to fix, absolutely, but we?ve come a long way. The talent trees have helped us do that.

What Didn?t Work

I?ll admit there are still a few clunker talents -- those that are undertuned or just not interesting enough. There aren?t many though, and they?re relatively easy to replace.
On the other hand, the talent trees still have traps for the unwary. For example, a Fury build that skips over Raging Blow is making a serious mistake. That may seem obvious to current players but it?s the kind of thing someone returning to the game after a hiatus might not understand immediately. (After all, you didn?t robotically take Ghostly Strike just because it was a gold medal ability.) While there is something to be said for safe choices, it would also be nice if the talents we expected players to have were talents they always had.
Some players miss true hybrid builds. (Hybrid in this context means spending near evenly in two trees -- I?m not talking about the more common use of ?hybrid? as a tank or healing class.) To be fair, these builds were either not very competitive or were just cherry picking a few powerful talents in order to create something that was likely overpowered, especially in PvP. In other words, the reality of the hybrid build never lived up to the myth. But it?s fair to say that it?s impossible now to have a hybrid build, and we understand some players want them back.
I said above that there are tough choices within the trees of many specs, but there aren?t very many of them within each spec. Often it can come down to where to spend those last 1-3 talent points. While that was our goal, it would be even more exciting if there were more of those hard decisions. Hard decisions can be painful when you?re faced with excluding an ability or mechanic that?s fun to have. But overall we think hard, exclusive decisions are a good thing. They encourage experimentation and discussion and give players a chance to try out different things, all of which can help keep them engaged.
Even worse, one potential place to spend those points is in the first two tiers of the other trees of your class, yet those talents are extremely design-constrained. First, they have to be attractive to the main spec using that tree, so chances are you?re not going to find much interest in the healing tree if you?re a damage dealer (unless you want to improve your limited healing). Second, those top-tier talents can?t affect higher level abilities since the talents are available at level 10. Finally, because those talents are available early, they should really be relatively simple to understand for new or returning players. You don?t want to put complex procs with lots of exceptions and internal cooldowns that high in the tree. All of those reasons mean that it?s rare that there?s a true game-changing talent available in those first two tiers. This would be totally broken, but imagine you could spend those last 10 points anywhere in another tree. Much more exciting, huh?
This is a personal pet peeve, but I don?t like the talents that have a 33/66/100% chance to do what you want them to do. That?s just an awkward way of making a valuable talent cost more than one point. The new Cataclysm talent tree design didn?t cause this problem, but it didn?t fix it either.

The Future
This is the part where I?d really love to share our ideas for how we could address these problems, but some discussions are still a little too rough even for the dev watercooler. When we?re a little farther along, we?ll be able to share more. In the meantime, this is a great topic for further discussion. Players like to evaluate the talents in their particular class, but it?s also useful to evaluate the talent tree system as a whole. It?s an iconic design for World of Warcraft for sure, but that doesn?t mean it can?t be improved.

Greg ?Ghostcrawler? Street is the lead systems designer for World of Warcraft. He once spent a summer capturing live radioactive alligators. True story.


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Kriegprojekt 
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Subject: Dev Watercooler--Cataclysm Talent Tree Post-Mortem
...

"Fury that skips over Raging Blow is making a serious mistake..."


If they feel this way, why even have talent trees where people can make "serious mistakes" and just make everything baseline instead. There is no choice. You almost have to take all of the crap in one tree now, just to meet the requirement to move to a second tree. There is no choice at all anymore. It would have been great if each tree had at least two choices of "specs". Something like elemental shaman being able to pick more "crit" talents on one side of elemental or go for more "haste" talents on the other side of elemental. As it is now, you really cant make a mistake and everyone is the same.


Sad, cookie cutter class specs.

 

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Ferrydust 
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Subject: Dev Watercooler--Cataclysm Talent Tree Post-Mortem
While there is something to be said for safe choices, it would also be nice if the talents we expected players to have were talents they always had.

That's the part that worries me.

 

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Subject: Dev Watercooler--Cataclysm Talent Tree Post-Mortem
Vault_News posted:
We are out of touch, have no clue what we are doing and actually believe the crap we tell people.


Fixed.

 

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Subject: Dev Watercooler--Cataclysm Talent Tree Post-Mortem
Nowadays,
players worry about 5-10% differences. Those are differences we still
want to fix, absolutely, but we?ve come a long way.


You want to fix 5-10% differences?! I think this is what bothers me most about WoW right now. The excessive seemingly minor changes and tweaks for the same of "normalization".

 

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Subject: Dev Watercooler--Cataclysm Talent Tree Post-Mortem
Ferrydust posted:
While there is something to be said for safe choices, it would also be nice if the talents we expected players to have were talents they always had.

That's the part that worries me.





Once again, just go baseline if they feel this way. We are obviously to stupid to make the "right" talent choice.

 

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kyrv 
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Subject: Dev Watercooler--Cataclysm Talent Tree Post-Mortem
While these are interesting they continually show a lack of clues.

 

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Voqar 
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Subject: Dev Watercooler--Cataclysm Talent Tree Post-Mortem
That was a lot of text...

-Peo- posted:
Vault_News posted:
We are out of touch, have no clue what we are doing and actually believe the crap we tell people.


Fixed.


...to basically say this.

 

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Boone-Eldar 
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Subject: Dev Watercooler--Cataclysm Talent Tree Post-Mortem
Overall I have to agree with him. There are a lot less useless specs than when the game first came out. Retribution, Shadow and Feral to name a few were useless trees in Vanilla and over time have become viable trees. Sure there are still some imbalances, but overall it has improved year after year.

 

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Trigeminal 
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Subject: Dev Watercooler--Cataclysm Talent Tree Post-Mortem
Sprawl-zero1eye- posted:
Nowadays,
players worry about 5-10% differences. Those are differences we still
want to fix, absolutely, but we?ve come a long way.


You want to fix 5-10% differences?! I think this is what bothers me most about WoW right now. The excessive seemingly minor changes and tweaks for the same of "normalization".


Ding! Ding! Ding! Couldn't agree more Sprawl.

Leave the classes alone already. Ever notice how almost every class touched in the 4.2 patch notes is in a full out whine on the official forums? People like their class. They don't want in changed. Quit trying to force certain playstyles. Are the classes perfectly balanced? No. Can they be perfectly balanced? No.

I cringe at WoW patches. Fix bugs and move on already.

 

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Arunne 
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Subject: Dev Watercooler--Cataclysm Talent Tree Post-Mortem
To be fair, these builds [hybrids] were either not very competitive or were just cherry picking a few powerful talents in order to create something that was likely overpowered, especially in PvP.


This pretty much sums up everything they did with CAT. We don't want players to get to creative with thier talents, because then it messes with our PVP E-Sport. So we are just going to force them into a mold so that our failing E-sport might catch on so we can milk some cash out of WOW.

Who cares if our PVP minded changes screwed up classes and made them unfun to play in PVE.

 

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Subject: Dev Watercooler--Cataclysm Talent Tree Post-Mortem
Arunne posted:
To be fair, these builds [hybrids] were either not very competitive or were just cherry picking a few powerful talents in order to create something that was likely overpowered, especially in PvP.


This pretty much sums up everything they did with CAT. We don't want players to get to creative with thier talents, because then it messes with our PVP E-Sport. So we are just going to force them into a mold so that our failing E-sport might catch on so we can milk some cash out of WOW.

Who cares if our PVP minded changes screwed up classes and made them unfun to play in PVE.



Pretty much what I was going to say. I also love how he says, "Some players miss true hybrid builds," implying that hybrid/one-off builds were rare. That's such bullcrap. What do players do when they get bored with the cookie-cutter builds? They go create one-off builds just to see what they can accomplish in out-of-the-box usage models. As I noted elsewhere, that mini-game was effectively killed by the over-homogenization in 4.0 talent trees.

How's that hope & change working out for you, GC?

 

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Fedup23 
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Subject: Dev Watercooler--Cataclysm Talent Tree Post-Mortem
Sprawl-zero1eye- posted:
Nowadays,
players worry about 5-10% differences. Those are differences we still
want to fix, absolutely, but we?ve come a long way.


You want to fix 5-10% differences?! I think this is what bothers me most about WoW right now. The excessive seemingly minor changes and tweaks for the same of "normalization".


I see what you are saying..but they ARE in a bad position because there ARE a vocal minorty that go absolutely bananas if Suzie Rottencrotch has the potential to do 20k DPS whereas Peter Picklepuller's dps is only ever going to peak at 19k. Im not saying they haven't made mistakes..its just a tough position for developers nowadays.

 

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Blisteringballs 
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Subject: Dev Watercooler--Cataclysm Talent Tree Post-Mortem
Wow, overall, these are the first informed sounding words I've seen come out of Ghostcrawler's mouth (well, fingers, I guess).

Though that bit about essential talents - yea, if you know there's a way for people to gimp themselves, why not hotfix it out and make that essential talent baseline somehow (such as unlockable at a certain level like many other talents are)?

At least he appears to be paying more attention now. And his restraint at not being a douche bag for once is commendable in an "well at least that Internet asshole wasn't an asshole for once" kind of way.

 

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Subject: Dev Watercooler--Cataclysm Talent Tree Post-Mortem
The devil is always in the details wink

 

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Azure-TheBlueOne 
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Subject: Dev Watercooler--Cataclysm Talent Tree Post-Mortem
Yea, just make the skill baseline... ugh

Better yet, why even bother with having trees - how about just letting us pick a spec at level 10, and then you assign our points automatically as we level up. That way no one can ever mess up and gimp themselves again (oh the horror that would be), and we'll pick up exactly what you see fit for our talent choice. rolling_eyes plain

Hell, why even give us spec choices?

 

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Subject: Dev Watercooler--Cataclysm Talent Tree Post-Mortem
Sprawl-zero1eye- posted:
Nowadays,
players worry about 5-10% differences. Those are differences we still
want to fix, absolutely, but we?ve come a long way.


You want to fix 5-10% differences?! I think this is what bothers me most about WoW right now. The excessive seemingly minor changes and tweaks for the same of "normalization".


Both Sprawl and Azure are absolutely right. The point isn't to streamline everyone. All that does is make everyone feel the same, and interchangeable.

 

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Subject: Dev Watercooler--Cataclysm Talent Tree Post-Mortem
Broken_Kayfabe posted:
Sprawl-zero1eye- posted:
Nowadays,
players worry about 5-10% differences. Those are differences we still
want to fix, absolutely, but we?ve come a long way.


You want to fix 5-10% differences?! I think this is what bothers me most about WoW right now. The excessive seemingly minor changes and tweaks for the same of "normalization".


Both Sprawl and Azure are absolutely right. The point isn't to streamline everyone. All that does is make everyone feel the same, and interchangeable.



Not only that, but in the process of trying to compensate for that last 5-10% they subject the whole playerbase to endless rounds of buffs, nerfs, and class redesigns that can be more of an impediment to having fun than being 5% behind on dps. It seems like there's a new list of hotfixes, buffs, nerfs, and radical class changes posted every couple days on MMO-Champion.

 

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Ferrydust 
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Subject: Dev Watercooler--Cataclysm Talent Tree Post-Mortem
TruthyID posted:
Broken_Kayfabe posted:
Sprawl-zero1eye- posted:
Nowadays,
players worry about 5-10% differences. Those are differences we still
want to fix, absolutely, but we?ve come a long way.


You want to fix 5-10% differences?! I think this is what bothers me most about WoW right now. The excessive seemingly minor changes and tweaks for the same of "normalization".


Both Sprawl and Azure are absolutely right. The point isn't to streamline everyone. All that does is make everyone feel the same, and interchangeable.



Not only that, but in the process of trying to compensate for that last 5-10% they subject the whole playerbase to endless rounds of buffs, nerfs, and class redesigns that can be more of an impediment to having fun than being 5% behind on dps. It seems like there's a new list of hotfixes, buffs, nerfs, and radical class changes posted every couple days on MMO-Champion.


Exactly. They are hellbent on nerfing fun. I now have every class at 85 (multiples of some) except hunter. I can play any OP class there is... and usually do. The rollercoaster nerfs and buffs though still make it unfun. It's unfun because they keep taking things away from ALL the classes. (except mage hehe)


 

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Subject: Dev Watercooler--Cataclysm Talent Tree Post-Mortem
Yea the excessive homogenization bothers me. It was pretty bad when I quit, now it's outright silly. And entire role, healer, is basically the same across all classes and specs capable now. Ret pallies are way too similar to rogues and druids. God it's just awful how badly the B-Team has messed up.

 

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Subject: Dev Watercooler--Cataclysm Talent Tree Post-Mortem
Broken_Kayfabe posted:
Sprawl-zero1eye- posted:
Nowadays,
players worry about 5-10% differences. Those are differences we still
want to fix, absolutely, but we?ve come a long way.


You want to fix 5-10% differences?! I think this is what bothers me most about WoW right now. The excessive seemingly minor changes and tweaks for the same of "normalization".


Both Sprawl and Azure are absolutely right. The point isn't to streamline everyone. All that does is make everyone feel the same, and interchangeable.



But is there truly any other way to achieve real balance other than to do so?

 

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chaddlock 
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*All the BS cut out*

To sum it up we took out customization, cut down on the theory crafting, and made it so you can press 4 buttons to be successful. Please now purchase our newest in-game pet, the bobbing water bird. Each bird also comes with a real bobbing water bird so you may have it play for you!

 

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Subject: Dev Watercooler--Cataclysm Talent Tree Post-Mortem
Boone-Eldar posted:
Broken_Kayfabe posted:
Sprawl-zero1eye- posted:
Nowadays,
players worry about 5-10% differences. Those are differences we still
want to fix, absolutely, but we?ve come a long way.


You want to fix 5-10% differences?! I think this is what bothers me most about WoW right now. The excessive seemingly minor changes and tweaks for the same of "normalization".


Both Sprawl and Azure are absolutely right. The point isn't to streamline everyone. All that does is make everyone feel the same, and interchangeable.



But is there truly any other way to achieve real balance other than to do so?
Since when did perfect balance make for a fun game?

 

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Subject: Dev Watercooler--Cataclysm Talent Tree Post-Mortem
Ugh_Lancelot posted:
Boone-Eldar posted:

But is there truly any other way to achieve real balance other than to do so?
Since when did perfect balance make for a fun game?


I am not advocating one way or the other. But what is one of the most common complaints in every MMO you have played over the years?

Class balance.

So do you just ignore it or do you cycle which class is the most powerful every so often? Or do you make everything the same with different skins/names/graphics?

Damned if they do and damned if they don't.

 

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Subject: Dev Watercooler--Cataclysm Talent Tree Post-Mortem
I dunno, their previous subscription rates never really spoke 'damned' to me. Certainly not over class balance issues.

 

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Subject: Dev Watercooler--Cataclysm Talent Tree Post-Mortem
Azure-TheBlueOne posted:
I dunno, their previous subscription rates never really spoke 'damned' to me. Certainly not over class balance issues.


Neither do their current really.

 

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Subject: Dev Watercooler--Cataclysm Talent Tree Post-Mortem
Fair enough, sort of... although, most everyone can agree that Cataclysm was the beginning of a noticeable and near immediate subscription decline for WoW*. Considering the watering down of talents, knee-jerk and heavy handed class balancing and rebalancing, and homogenization of all roles has been a large player in the Cataclysm expansion (I'd say it's fairly center stage as this expansion's major focus), I find it tougher than you to just say 'they're damned if they do and damned if they don't'.

I don't believe for one second they would've been this damned if they just hadn't.


* Taking into account all other expansion releases had Blizzard releasing a new press notice with at least 500k more subscribers than previously reported within 6 months of the expansions release, except Cataclysm, where it's been reported they've taken at least a 600k subscription hit since Cata released.

 

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Subject: Dev Watercooler--Cataclysm Talent Tree Post-Mortem
Azure-TheBlueOne posted:
Fair enough, sort of... although, most everyone can agree that Cataclysm was the beginning of a noticeable and near immediate subscription decline for WoW*. Considering the watering down of talents, knee-jerk and heavy handed class balancing and rebalancing, and homogenization of all roles has been a large player in the Cataclysm expansion (I'd say it's fairly center stage as this expansion's major focus), I find it tougher than you to just say 'they're damned if they do and damned if they don't'.

I don't believe for one second they would've been this damned if they just hadn't.


* Taking into account all other expansion releases had Blizzard releasing a new press notice with at least 500k more subscribers than previously reported within 6 months of the expansions release, except Cataclysm, where it's been reported they've taken at least a 600k subscription hit since Cata released.


Some would argue that the reason for that increased drop is because of the changes to healing in cataclysm, others would argue the increase in difficulty and time in cataclysm, others would point to a successful competitor in Rift releasing, while others would claim it is due to the game simply being almost 7 years old.

Who is right?

Beats me, but I do know this. No one can claim any of it with any real certainty since there is no data to back any of those claims up.

 

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Azure-TheBlueOne 
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Subject: Dev Watercooler--Cataclysm Talent Tree Post-Mortem
Well, I will give you that the reasons for people leaving are probably as numerous as there are cancellations. Their current development direction has still had a pretty obvious impact.

Funny enough you had similar arguments when ToA infected DAoC, and you were entirely wrong in that case as we can see now (Mythic has even apologized for ToA now, a few times over), and ToA really did end up driving DAoC into the ground despite the blinders you wore to that situation.

Oh, and those first two arguments you toss out are related exactly to what I'm speaking on (ie. Class changes). The other two...

As far as WoW declining simply because it's old. Funny that that would occur right at the release of a major expansion, No?

Also, Rift really isn't THAT successful. WoW has yet to have a competitor release something even remotely close to being able to compete on WoW's level.


But no, since I don't have all the data, and/or since there could be other factors, problems and reasons affecting WoW's subscription rate, I must be completely off base here... rolling_eyes

 

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Boone-Eldar 
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Subject: Dev Watercooler--Cataclysm Talent Tree Post-Mortem
Azure-TheBlueOne posted:
Well, I will give you that the reasons for people leaving are probably as numerous as there are cancellations.


Well I would certainly hope so lol. It is common sense.

Azure-TheBlueOne posted:
Funny enough you had similar arguments when ToA infected DAoC, and you were entirely wrong in that case as we can see now (Mythic has even apologized for ToA now, a few times over), and ToA really did end up driving DAoC into the ground despite the blinders you wore to that situation.


You think I defended ToA? I think you have me confused with someone else. I knew during beta of ToA that it was a huge mistake to introduce all the abilities they were planning in master/artifact abilities, many of which were grossly overpowered and I stated such openly on the DAoC forums.

Azure-TheBlueOne posted:
Oh, and those first two arguments you toss out are related exactly to what I'm speaking on (ie. Class changes). The other two...


Uhh one does, healing. The other was a change in dungeon length and difficulty. The latter being why I myself took a 3 month break from the game. But I am not foolish or self centered enough to think that just because I stopped playing for that reason that it is the reason for the decrease in subs lol.

Azure-TheBlueOne posted:
As far as WoW declining simply because it's old. Funny that that would occur right at the release of a major expansion, No?


There is a decrease after every expansion, it just so happens there was a larger than normal one after Cataclysm. Again the reasons why the decrease was larger this expansion are debatable and pretty much impossible to prove unless some sort of data is released explaining such.

Azure-TheBlueOne posted:
Also, Rift really isn't THAT successful. WoW has yet to have a competitor release something even remotely close to being able to compete on WoW's level.


Rift got to a million accounts created a month after it released. I have no idea where they are at now, but I would say that is pretty successful (making them the 2nd largest non ftp MMO in NA) and out of all he reasons for the larger decrease probably the most logical and the only one with some sort of evidence supporting it (although circumstantial).


Azure-TheBlueOne posted:
But no, since I don't have all the data, and/or since there could be other factors, problems and reasons affecting WoW's subscription rate, I must be completely off base here... rolling_eyes


*shrug* I have no doubt that people have quit over frustration to the changes in classes, just like they do in every MMO. Whether that portion is significant or any more significant than it has been at any other point in time can't really be said with any certainty can it?

 

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GutterSludge 
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Subject: Dev Watercooler--Cataclysm Talent Tree Post-Mortem
Boone,

You cannot prove that those changes aren't the reason either...


On one hand, we have many many many disgruntled players stating that healing is not fun, the game is not fun, and 45 minutes queues to run an hour dungeon sucks...coupled with a fairly large exodus from the game as reflected in 600k+ lost subs over 3 months....

On the other hand, you are stating that "they cant prove any of the above caused it", but still have a fairly large exodus from the game as reflected in 600k+ lost subs...



One of these sets of "statements" fits with the reality of what is going on, and is shared and stated by literally hundreds if not thousands of people.... the other is flat out denial, uttered by a single person, who demands "proof" yet has none to offer in his own right..


Keep living in denial, and I will keep pointing it out to you wink









 

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Subject: Dev Watercooler--Cataclysm Talent Tree Post-Mortem
Boone-Eldar posted:
Ugh_Lancelot posted:
Boone-Eldar posted:

But is there truly any other way to achieve real balance other than to do so?
Since when did perfect balance make for a fun game?


I am not advocating one way or the other. But what is one of the most common complaints in every MMO you have played over the years?

Class balance.

So do you just ignore it or do you cycle which class is the most powerful every so often? Or do you make everything the same with different skins/names/graphics?

Damned if they do and damned if they don't.

Forgive me if this comes across as baiting/etc. but I think this is a false dichotomy based on an invalid premise. I don't agree that the most common complaint among the entire actual playing population is class balance. We see repeatedly where the forum posts are noted by Blizzard and other games' devs to be a small minority of players. With that in mind, and considering that PVP-centric folks tend to be the most vocal when it comes to perceived class balance issues, I submit that in WoW's case, the overwhelming majority didn't feel like class balance was a major factor. Given the changes in 4.0, let's assume Blizzard added two polls on login that asked players what they thought were the most important factor in their enjoyment of the game:

Poll 1: Of the following activities, which do you enjoy the most (you may choose more than one):
A) PVP (arena, BGs, etc.)
B) Non-PVP activities in general (raids, 5-man instances, crafting, achievements, questing, etc.)
C) Raids
D) 5-man normal and heroics
E) Dailies and quests
F) Crafting
G) Achievements
H) Social activities (RP, etc.)


Poll 2: Of the following areas, which do you consider most important to your continued enjoyment of the game (you may choose more than one):
A) Class balance in solo/1-vs-1 PVP (i.e.: no particular class/spec is "overpowered")
B) Class balance group-vs-group PVP (i.e.: no particular group setup/comp is "overpowered")
C) Class balance in PVE 5-man content (i.e.: every class is roughly equally desirable in groups)
D) Class balance in PVE raid content (i.e.: every class is roughly equally desirable in raids)
E) The ability to choose "hybrid" or split talent choices that do not conform to "cookie-cutter" specifications, even if it makes those choices less powerful at any particular task
F) The feeling of being powerful in instances
G) More complex and engaging spell/ability "rotations" that require significant thought about which spells to use (e.g.: post-4.0)
H) Less complex spell/ability "rotations" that can be fairly easily worked into a combat macro system (e.g.: pre-4.0)
I) More powerful healing abilities
J) Less powerful healing abilities that require more decisions about which spells to use
K) More rewards from 5-man daily normal/heroic quests
L) More accessible raid content (i.e.: easier for pickup groups)
M) Harder 5-man/raid content


I suspect that the results would differ wildly from what we see complained about on the forums and overwhelmingly trend toward accessibility (i.e.: less difficult content), PVE and non-homogenized/nerfed/railroaded talent options. Sadly, even if Blizzard did poll people in-game, you can bet your ass they'd never release the results of the poll.

 

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Subject: Dev Watercooler--Cataclysm Talent Tree Post-Mortem
GutterSludge posted:
Boone,

You cannot prove that those changes aren't the reason either...


Nor was I attempting to.


GutterSludge posted:
On one hand, we have many many many disgruntled players stating that healing is not fun, the game is not fun, and 45 minutes queues to run an hour dungeon sucks...coupled with a fairly large exodus from the game as reflected in 600k+ lost subs over 3 months....


Is it any more that complained about anything else that has changed in the game over the past 7 years?

And again, there is an exodus after every expansion. It just was a 20% larger this past one.

As I already said, there are many different reasons why that could be. You choose to believe it is because healing is not fun anymore or the time needed to complete dungeons. That is fine, but is your belief in those reasons substantiated by anything more than those that believe it is due to competition or age?

GutterSludge posted:
One of these sets of "statements" fits with the reality of what is going on, and is shared and stated by literally hundreds if not thousands of people.... the other is flat out denial, uttered by a single person, who demands "proof" yet has none to offer in his own right..


So now hundreds or "thousands" of people complaining on the forums represent the millions playing? Haven't there always been hundreds or thousand of people complaining n the forums about something?

laugh


GutterSludge posted:
Keep living in denial, and I will keep pointing it out to you wink


Keep on with the "WoW is dying!!!11!" crusade. One of these years you will be right.

 

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Subject: Dev Watercooler--Cataclysm Talent Tree Post-Mortem
Ugh_Lancelot posted:

Forgive me if this comes across as baiting/etc. but I think this is a false dichotomy based on an invalid premise. I don't agree that the most common complaint among the entire actual playing population is class balance. We see repeatedly where the forum posts are noted by Blizzard and other games' devs to be a small minority of players. With that in mind, and considering that PVP-centric folks tend to be the most vocal when it comes to perceived class balance issues, I submit that in WoW's case, the overwhelming majority didn't feel like class balance was a major factor. Given the changes in 4.0, let's assume Blizzard added two polls on login that asked players what they thought were the most important factor in their enjoyment of the game:



The people not on the forums are not complaining are they? So how was my premise inaccurate?

I have known plenty of the "average" World of Warcraft player, the type who don't post on message boards about the game. You know what? None of them gave a sh*t about any of the crap debated ad nauseum on the official or these message boards. In fact had I talked about any of the topics debated on the forums with them they would have looked at me like I was speaking a foreign language.

 

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Subject: Dev Watercooler--Cataclysm Talent Tree Post-Mortem
Denial.

Edit: All it takes to be "right" on any subject here, is to disagree with you Boone wink


Your logic is THAT flawed wink



 

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Subject: Dev Watercooler--Cataclysm Talent Tree Post-Mortem
GutterSludge posted:
Denial.






lol unlike you I have no agenda to push. If World of Warcraft shuts down tomorrow I will not think twice about it.

 

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Subject: Dev Watercooler--Cataclysm Talent Tree Post-Mortem
Agenda?


Yet again your fingers type, and ignorance spews forth.


 

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GutterSludge posted:
Agenda?


Yet again your fingers type, and ignorance spews forth.





laugh

 

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Subject: Dev Watercooler--Cataclysm Talent Tree Post-Mortem
Boone-Eldar posted:
I am not advocating one way or the other. But what is one of the most common complaints in every MMO you have played over the years?

Class balance.

So do you just ignore it or do you cycle which class is the most powerful every so often? Or do you make everything the same with different skins/names/graphics?

Damned if they do and damned if they don't.


Claiming that the outcome will ultimately be the same no matter how they approach balancing the game is a gross oversimplification.

The question isn't even whether they ought to balance but HOW they ought to approach it. I, for one, think that the way that GC and Co. are going about balancing the classes is detrimental to the enjoyment of the game.

Also, there's a difference between having an "agenda" and having an opinion. There's no movement afoot to bring Blizzard down, there's just a group of dissatisfied customers who think that the current management team (Kotick, GC, et al.) is taking a game that we love in a bad direction.

 

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Subject: Dev Watercooler--Cataclysm Talent Tree Post-Mortem
Boone-Eldar posted:
Broken_Kayfabe posted:
Sprawl-zero1eye- posted:
Nowadays,
players worry about 5-10% differences. Those are differences we still
want to fix, absolutely, but we?ve come a long way.


You want to fix 5-10% differences?! I think this is what bothers me most about WoW right now. The excessive seemingly minor changes and tweaks for the same of "normalization".


Both Sprawl and Azure are absolutely right. The point isn't to streamline everyone. All that does is make everyone feel the same, and interchangeable.



But is there truly any other way to achieve real balance other than to do so?


The funny thing is this 5% that Ghostcrawler mentions is utterly arbitrary and doesn't indicate "balance" being any better at all. Why? Because the raids get designed with that 5% in mind. All that ends up changing is the amount of leeway the design team has to work with. "Balance" is a zero sum mechanic and the "more balanced" you are, the less wiggle room you have and the more the small imbalances actually "matter", leading to the encounter being balanced for that smaller sliver, then people whining for more "equality", the buff and nerf cycle, and then rinse repeat.

So, this entire process is doomed from the start.

The idiots led by king idiot GC think that balance means equality in as many situations as possible. This, plus the related 'bring a player not the class', is responsible for dumbing WoW down to four classes, tank, healer, ranged dps, and melee dps. The supposed "classes" like warlock and mage etc are nothing more than illusions now (in PvE). Thanks to this misguided (read: stupid) policy, people are now interchangeable cogs in the raiding machine.

"Balance" to smarter people than GC, and to most RPGers, is to make sure all classes bring something that isn't replicated by someone else - abilities or powers or whatever - so that everyone feels there are situations where they are valuable rather than just a number. Properly balanced games do not worry about whether or not the warlock is doing equal dps to the mage in the fight, as long as the warlock has situations where he shines and the mage has situations where she does - encounters that make the raid leader go "I'm glad I had that guy with me for that one".

RPGers also know that, when it comes to RPGs, the fun actually comes from the details that come from things NOT being equal. Blizzard doesn't get that. White dragon more vulnerable to fire? Happy fire mages. To Blizzard, this is bad. To them. fire mages shouldn't do more than other mages and all dragons should be the same.

 

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Subject: Dev Watercooler--Cataclysm Talent Tree Post-Mortem
Broken_Kayfabe posted:


All the stuff you posted




I really, really agree with what you said. Sadly, the B team wont ever understand this.

 

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Subject: Dev Watercooler--Cataclysm Talent Tree Post-Mortem
Boone,

The type of balance that you describe is impossible with the WOW model.


WOW already tried that, if you think back to the MC days...Fire mages were completely useless in there. If you don't give every character access to all possible damage types, you cannot balance a game in the way you describe, you actually unbalance it in favor of one "spec" over another. Play that spec, or don't see the content.


AC is a good example. Every single player had a fire weapon, cold, acid, piercing, slashing, blunt (if your class allowed it)...You didn't have to completely re-spec your character from one encounter to the next...just switch your weapon or wand, and change a spell tab and you were good to go.


WOW is not set up that way. Either all damage types affect 'dragons' the same way, or one (or more) spec(s) is(are) completely obsolete. We know this kind of focus us very unpopular....Think back to the end of BC and beginning of Wrath...

Want to PVP? That's fine, as long as you don't mind playing a Ret Paladin.
Want to do Arenas? Fine, as long as you have a Resto Druid for a partner.


Yes it would fit the "old school" rules of RPG's better if fire hurt cold, acid hurt stone, cold hurt fire etc etc...but If the A team didn't implement this in the beginning, there is no way in hell the B team can achieve it.

World of KotickCrawlerFacebookCraft is not going to alienate anyone who plays a certain class in this manner, and quite the contrary are going to great lengths to make things "balanced".....


If you want old school "balance", it would require changes in the talents, changes in the weapon TYPES, changes in the damage TYPES, and massive changes in the loot tables.

Not going to happen.

 

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Subject: Dev Watercooler--Cataclysm Talent Tree Post-Mortem
Broken_Kayfabe posted:
"Balance" to smarter people than GC, and to most RPGers, is to make sure all classes bring something that isn't replicated by someone else - abilities or powers or whatever - so that everyone feels there are situations where they are valuable rather than just a number. Properly balanced games do not worry about whether or not the warlock is doing equal dps to the mage in the fight, as long as the warlock has situations where he shines and the mage has situations where she does - encounters that make the raid leader go "I'm glad I had that guy with me for that one".

RPGers also know that, when it comes to RPGs, the fun actually comes from the details that come from things NOT being equal. Blizzard doesn't get that. White dragon more vulnerable to fire? Happy fire mages. To Blizzard, this is bad. To them. fire mages shouldn't do more than other mages and all dragons should be the same.

This


Also, Boone, out of curiosity what makes you say that there is a population exodus after every major expansion, when there has been a major press release from Blizzard AT or 2-6 months AFTER a major expansion's release (except Cata) showing an increase in the subscription numbers by at least 500k?

Each expansion besides Cata has shown tremendous growth in subscription numbers.

 

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Subject: Dev Watercooler--Cataclysm Talent Tree Post-Mortem
Haven't you guys learned by now, Boone knows everything and if you disagree you are obviously wrong.

 

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Subject: Dev Watercooler--Cataclysm Talent Tree Post-Mortem
For ease of reference:

1st Press Release, prior to TBC release, 1/11/07 - surpasses 8 Million.

The Burning Crusade released 16th January 2007. Press Release from Blizzard, 7/24/07 - surpasses 9 Million.

Press Release prior to WotLK release, 10/28/08, surpasses 11 Million.

Wrath of the Lich King released 13th November 2008. Press Release from Blizzard, 12/23/08, sub base reaches 11.5 Million.

10/07/10, Base reaches 12 Million.

Cataclysm released 7th December 2010. End of March 2011, subscription base down to 11.4 Million reported by MMO-Champion as being reported by Mike Morhaime CEO of Blizzard.

http://eu.blizzard.com/en-gb/company/press/pressreleases.html
http://www.mmo-champion.com/content/2293-WoW-Loses-600k-Subscribers-Diablo-3-Beta-Q3-2011-Arena-Passe-Blue-Posts


I'll end by adding that Cataclysm broke previous selling records held by the previous expansions, and yet, today, subs are 600k lighter. Which has never happened after an expansion until now.

 

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Subject: Dev Watercooler--Cataclysm Talent Tree Post-Mortem
Is it me or are they talking like cataclysm talent tree system was something revolutionary.

 

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Subject: Dev Watercooler--Cataclysm Talent Tree Post-Mortem
Groooovechampion posted:
Is it me or are they talking like cataclysm talent tree system was something revolutionary.



To GC, anything he has a hand in, IS revolutionary.

 

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GutterSludge posted:
Boone,

The type of balance that you describe is impossible with the WOW model.




I will just stop you there. Please read my posts and find where I am asking for or even desire "balance".

All I am saying is that for things to be truly balanced everyone would need the same abilities. That is it. Not sure how you can argue it. I am not advocating it or even suggesting it as an option.

 

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Azure-TheBlueOne posted:



Also, Boone, out of curiosity what makes you say that there is a population exodus after every major expansion, when there has been a major press release from Blizzard AT or 2-6 months AFTER a major expansion's release (except Cata) showing an increase in the subscription numbers by at least 500k?

Each expansion besides Cata has shown tremendous growth in subscription numbers.


It was in the same press statement where they revealed the subscription decline. They also mention that most of those subscribers end up coming back and anticipate them doing so again.

 

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Subject: Dev Watercooler--Cataclysm Talent Tree Post-Mortem
TruthyID posted:
[quote=Boone-Eldar]
Also, there's a difference between having an "agenda" and having an opinion. There's no movement afoot to bring Blizzard down, there's just a group of dissatisfied customers who think that the current management team (Kotick, GC, et al.) is taking a game that we love in a bad direction.


laugh

Please. The same people bashed the previous dev team as well.

 

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Which (if it were even remotely true) would fall under "opinion", and no where near "agenda"..


 

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Subject: Dev Watercooler--Cataclysm Talent Tree Post-Mortem
Boone-Eldar posted:
GutterSludge posted:
Boone,

The type of balance that you describe is impossible with the WOW model.




I will just stop you there. Please read my posts and find where I am asking for or even desire "balance".

All I am saying is that for things to be truly balanced everyone would need the same abilities. That is it. Not sure how you can argue it. I am not advocating it or even suggesting it as an option.




I never said you were asking for anything..I said you described something.


I then gave an example of a game that was balanced in the way you described, and why WOW can never attain that with its current model.

1/10 on your last few posts for English vocabulary.
0/10 on this post for reading comprehension.

10/10 for proving yet again that when your fingers hit the keys, the ignorance spews forth.


At least you get something right wink


 

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Guttersludge
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Broken_Kayfabe 
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Subject: Dev Watercooler--Cataclysm Talent Tree Post-Mortem
I thought you were responding to me not Boone.

 

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barrybedia 
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Subject: Dev Watercooler--Cataclysm Talent Tree Post-Mortem
Great Graphics and soundtracks...

 

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