Bluetracker
Tracks Blizzard employees across various accounts.
WoW Developer AMA
Thanks to /u/Zarhym for getting this set up.
Welcome
Welcome to our friends from Blizzard today:
/u/kalgan - Tom Chilton - Game Director
/u/WatcherDev - Ion Hazzikostas - Lead Game Designer
/u/Mumper_Blizz - Cory Stockton - Lead Game Designer
/u/Desvin - Brian Holinka - Senior Game Designer
/u/zarhym - Jonathan Brown - Community Manager
/u/bashiok_foreal - Micah Whipple - Community Manager
/u/devolore - Josh Allen - Community Manager
/u/Kaivax - Randy Jordan - Community ManagerThanks for coming and doing this!
Guidelines
If you're asking questions, please remain civil and respectful at all times. If you ask things in a disrespectful way, your question will be removed and you'll get a day-long timeout.
Typically in AMAs it's not usually a great idea to ask about the specifics of class balance issues, because those questions get brought up A LOT so you might want to consider asking more original questions. :)
Start Time
I'm posting this at 3:30PST | 6:30EST | 11:30GMT and Blizzard isn't expected until 4 | 7 | 12. Don't get too excited if it takes some time for your questions to get answered!
Summary
We'll be doing our best as time goes by to sum up the answers in comments below, which I'll link to from here.
The summary has begun. My kids are having a meltdown, and it will be slightly delayed.
Done
We're done - the time for answers has come and gone. Thanks for the interest everyone, I'll keep compiling the answers. Sorry if your question didn't get answered. Hope you still enjoyed it!
Watcher
Check out Tectus or Mar'gok for a different picture, though.
I realize it's not that simple (and no, I'm not going to argue that Fire Nova should be the defining niche of the Enhancement shaman) but what matters is the game in its totality, not a specific encounter.
Watcher
I really should have said "abysmal" rather than mediocre. When DPS shaman brought a suite of unique buffs in TBC, their damage was routinely 30-40% behind "real" damage-dealers, not the 10% that is often bemoaned today.
In any case, the numbers don't entirely bear out that assertion (Elemental has very strong single-target DPS, as Butcher parses will attest) though there was regrettably some real damage done in terms of overall community perception during the first couple of weeks before the hotfixes. We are keeping an eye not just on damage, but on representation.
Watcher
Ancestral Vigor was honestly a stopgap measure at a time (mid-Cata) when Resto Shaman was by far the dominant arena healer, but the weakest healer in raids. We used AV to prop the spec up and help ensure they'd usually have at least a single raid slot while we tried to sort out the thornier balance issues with the spec. At this point, however, we feel that the overall Resto healing toolkit holds up against other specs head-to-head, and there's no longer a need for Vigor.
Watcher
Very much so. The current situation is an unfortunate stopgap measure until our next patch - without an alternate toned-down visual to show other players (an oversight on our part), the base Earthquake visual was making melee gameplay pretty miserable for people who had to fight and perceive hazards in the middle of that graphic. So we hid it temporarily, recognizing that it's clearly a problem for tanks who want to position mobs inside the Earthquake. Will be fixed, though.
Watcher
(Wasn't dodging this question, just tackling some more bite-sized queries first....)
Alright, shaman.
Probably the biggest blow to shaman identity came in Wrath (2008) when most buffs were changed to raidwide and were generally standardized among classes as a result. There was certainly something cool about bringing unique buffs like Windfury, and having a large number of those buffs that you could call uniquely your own. But it was quite a bit less cool being the Fury warrior who was only a viable endgame raid DPS with a shaman in your party, or being the raid leader playing party Tetris and cycling Bloodlusts through the melee group, or the elemental shaman who didn't get a raid spot because the spec's damage output was mediocre and they were only worthwhile if there was an open spot in the warlock/warlock/warlock/spriest group. I don't think returning to that would be the answer.
So, yes, the shaman is no longer a buff-bot. What, then, is the shaman identity? We do see totems as remaining a large part of that identity, and tried in Mists to remove passive buff totems and refocus them as more concentrated and intense effects that do something powerful in the short-term -- Capacitor, Tremor, Grounding, Healing Tide, etc. (not going to argue that Searing fits into this model or is particularly sexy, though). I'd be curious to hear (from you, from everyone) what it is about the shaman class that most resonates (or resonated, in the event that you've lost that lovin' feeling) with you.
We've already made some numbers tweaks, and we'll make some more as needed. There's no question that Enhance and especially Elemental were weak during the initial days of Warlords, but at this point we're seeing both specs performing very solidly in dungeons as well as a range of encounters in Highmaul. We'll of course continue to watch balance as gear and strategies evolve, and watch PvP representation and success as the arena/RBG season really gets underway. In the short term, I would not expect a drastic overhaul. Drastic overhauls of classes are something we do rarely, and then almost exclusively with expansions and not patches. There are plenty of shaman out there who are having fun who don't want to log in to find their class completely changed overnight. But that doesn't that there isn't room for improvement. A number of the points above regarding talents are very valid, and there's definitely room for more differentiation through that avenue. And the Call/Persistence/Projection row is terrible.
Druids are cats/bears/turkeys/trees; you are mail-clad warriors of the elements. Have faith, and try to focus feedback in a constructive way that focuses on specific areas of discontent. We're listening.
Watcher
I promise that the chances of getting a follower item are identical from a level 3 vs. a level 2 crate. The other stuff is all just a bonus.
Watcher
Few responses here: 1) Originally missions all pulled from a single pool; players found that as they got their first level 100 followers they got fewer low-level missions and had a harder time leveling their weaker followers, so we made a change to ensure that some low-level missions would always pop if you had a follower in that range who needed them. We recognize this causes some odd incentives (you're encouraged to NOT max all your followers) and are discussing good solutions to that problem.
2) Grimrail: Sorry, there's actual motion going on and not a simple graphical effect that can be disabled. Agree it's rough for your friend. :( All I can suggest is to zoom in a bit and you can largely avoid having much movement in your field of view.
3) All of us play, with a wide variety of playstyles. Garrison missions have probably had a non-trivial impact on office productivity the past few weeks.... We love the game, and of course it's also essential to be experiencing the gameplay and potential issues firsthand so that we can really understand what's working well, what isn't, what's frustrating, etc. Personally, I've been doing tons of Heroics, daily CMs, and jumped right into Highmaul last night (I couldn't raid on Tuesday night either!).
4) Making a raid zone nowadays is a huge endeavor that touches virtually all parts of the team in some form. From start to finish, Throne of Thunder or Siege of Orgrimmar each took 6-7 months to go from a 2D layout and a general concept to a playable, tested, tuning, and polished experience. (Spoilers: We're working on the next big raid zone right now.)
Watcher
We hear you - primary focus for Warlords was on the main player models, but this is definitely something we want to do.
Watcher
A common misconception is that large tables necessarily mean more randomness, or that items are competing with each other. There are lots of ways of constructing treasure tables to avoid this. After many reports from players concerned with seemingly poor yield of follower rewards from Level 3 salvage crates, we took a really thorough look through the data and tested extensively to make 100% sure we weren't missing something.
A level 3 salvage crate actually gives you a guaranteed direct pull from the level 2 salvage loot table, PLUS additional chances to get transmog, legacy, or current items for your character to use or sell. The loot table is large to offer tons of variety, and there are definitely some jackpot items in there (Everburning Candle says hi), but it's not coming at the expense of the core follower items or resources you got from level 1 and level 2.
Watcher
Overall, we’re happy with how ground travel in Draenor has played out thus far, and we’ve heard a lot of feedback to that effect as well, though we of course recognize that there are players who feel differently. We’ll have more to announce about our 6.1 patch plans in the very near future, but as the focus of our endgame outdoor content remains in the main Draenor zones, our reasons for disallowing flight in 6.0 continue to apply in 6.1. Whether you’re navigating your way to Orumo the Observer in Shattrath Rise, trying to reach a treasure cache atop a column in Spires, or working your way around the ledges encircling The Pit, you’re engaging in gameplay that simply would not exist in a world with unfettered flight. It was never our intent to make large-scale navigation of the world inconvenient, and in 6.1 we’re going to be improving our flight path system to always take the most direct route between two points, even if you have not discovered some of the intermediate nodes. Please keep the feedback coming – if you’re unhappy with the design, some of the most helpful feedback would be specific examples of situations or systems that feel frustrating without being able to fly in Draenor.
Watcher
4) This is a bug, and we're working on a fix in the near future.
Watcher
We're pretty happy with that system. The major advantage of that system is the way it allows for more open-ended decisionmaking in spell use that doesn't penalize a player for not using an ability the instant it comes off cooldown. It also lets you deliberately plan ahead and pool usage. I'm not sure we'd want to extend it to ALL abilities, but for abilities that commonly run into the two issues I just outlined, it can really improve usability without needing to add additional mechanics.
Watcher
For sure - the green fire questline was a great experience. We do want to do more of this in the future, especially in a way that highlights and reinforces class identity, and are actively working on some cool stuff along these lines.
Watcher
No problem - it's always fun to chat about this stuff.
1) It's your best secondary stat as a healer, similar to what Armor is for tanks. Early on in beta, you actually could get Spirits gems/flasks/food, but we found that it undermined part of the point of consumable philosophy. We removed primary stats from gems and enchants in order to add some player choice and allow players to customize their secondary stats in a post-reforging world. If you want to try a crit-heavy build or want to stack mastery on your healer, you can use our profession system to accomplish that. But if Spirit were an option, it would clearly be the correct choice, and you'd never for a moment consider using any of those other secondary stat options. So in the interest of preserving some interesting choice, we removed Spirit and Armor food/gems/enchants and balanced healers around that change.
2) We're keeping a very close eye on healing overall as raiding begins. From personal experience, observation, and talking to other healers, a lot of what we're seeing is a mix of learning new fights (and thus people in general taking large amounts of avoidable damage) and healers getting used to not panicking when someone is at 60% or 70% health. Both of those are things that should improve over time. We recognize that it's one of the risks of a more deliberate healing pace: in Mists mistakes might have been instantly lethal due to spikier damage, while in Warlords they're survivable in the short-term, but are bleeding healers try in the long term. If you aren't cleaning out the stands on Kargath, or people are triggering arcane mines on Mar'gok, that might not instantly wipe you, but it'll absolutely lead to your healers running out of gas eventually. That said, raid healing in particular tends to lend itself towards more specialization, and raid leaders may find that it makes sense to have their paladins focus a bit more on single-target healing, which is a clear niche thanks to Beacon, while other classes blanket the raid.
Randy Jordan
Camembert.
Randy Jordan
Upvoted!
I want ducks so much! /u/Mumper_Blizz, can we please have ducks? Please?
Randy Jordan
I think you answered your own question there, friend.
Randy Jordan
We have a ton of foodies here.
My observation -- gourmet donuts really go over well.
Randy Jordan
I give up.
Randy Jordan
Why would you do that?
I would never do that.
Ew.
Randy Jordan
I'm not here to take care of your cats.
I'm here to prevent them from forming some sort of world dominion plot while you're away.
Randy Jordan
I'm not so sure he was killed off.
I have nothing whatsoever to do with the creative development and storytelling of WoW. But speaking purely as a player who has gone through that scene...
He looked like he was knocked out and still breathing to me.
Randy Jordan
There's still time to work on my suggestions! --
Coffee Bar (Cup of Warcraft)
Movie Theater (The Silver Screencraft)
BBQ Restaurant (Smokecraft)
Randy Jordan
I love love love my Enchanted Fey Dragon.
Love.
Randy Jordan
Definitely.
Randy Jordan
No way to say this without sounding sappy...
The best thing about this job is being within a few feet of Rygarius and Bashiok and Zarhym and Crithto and Nethaera and Lore all day. Interacting with them and cracking wise and sharing a big part of their lives is an honor and a joy.
Randy Jordan
My two cents --
For many roles (including community management) in the gaming industry, the way to find your place in the business is to do on the outside what you'd like to be doing on the inside.
People like my good friend Lore here were building communities and communicating helpfully about the game to other players for a long time before pursuing a job doing those things. Think along the lines of a self-assigned apprenticeship. If you wanted a job as a carpenter, in addition to getting some education that relates to carpentry, the best thing you could do would be to start building things yourself and learning carpentry as a hobby.
Community management makes a great hobby, if you're cut out for it. And if you aren't, you definitely want to find that out before you try to do it for a living!
Randy Jordan
Oh so you like The Instance, do you? :-D
There isn't an easy way to quantify how much attention we pay to those things, but I can tell you -- as someone who was one of those entities before going to work at Blizzard, I felt greatly attended to. As Blizzard community managers, we pay a lot of attention to fansites and influencers and everything players are saying to us on Twitter and Facebook and the forums and here on Reddit.
Randy Jordan
I'm showing it to everybody!
We just want you to know that this means the world to us, and we hope things get better for you.
Devolore
Not intended. Don't have any details on a fix just yet, but we're looking into it.
Devolore
Still discussing if we want to do anything for Tier 17, but we'll almost certainly have some sort of upgrade for crafted gear with Tier 18.
Devolore
And taking care of their cats while they're on vacation, right?
RIGHT?
Devolore
We actually didn't change mob pathing directly -- we made a ton of improvements to server responsiveness, which means the server (and thus, the mobs) have a more precise idea of where your character is currently standing than they have in the past. The end result is that there's a noticeable difference in the feel of how certain mobs move around, especially for tanks. There really isn't a quick fix for this, but it's something on our radar for sure.
Devolore
I should clarify: it's intended as a feature that we don't have to bring along with us into the next expansion (like a new profession would be, for example). However, it's something we can bring along if we want to, or even repurpose a lot of the same tech to provide something else. Opens up a lot of options for future expansions.
Devolore
I don't have an answer, I just wanted to respond to your comment because everyone else was doing it and I want to feel included.
(but srsly glad you're enjoying the game, and hoping for the best for you!)
Devolore
Definitely miss making that content. I've actually started a new podcast with Mike B recently -- I won't directly promote it here, but you could probably find it on Google or something.
Favorite moment would probably be the original "Halo MMO" tinfoil hat stuff, especially now that I've been able to peek behind the curtain as a Blizzard employee :P
Devolore
Chris Robinson (our Art Director) has mentioned that he'd love to see stuff like that as well, there's just a lot of higher-priority projects that need the art team's attention first.
Devolore
Oh one other thing I should note just to be clear: that includes the EU UI forums. :)
Devolore
Looking into that.
Devolore
It's an idea that's still on the table, but that team (which handles Battle.net functionality for every Blizzard title, not just WoW) has a ton of higher-priority issues and features to work on, so it's not likely to happen in the very near future I'm afraid.
Devolore
I know our UI team reads the UI forums regularly, but feel free to contact me about addon development issues if you like. Easiest way to do that is probably through Twitter at @CM_Lore.
Currency tab is a known issue. We'll get that fixed.
I'll bring the rest of your questions up with the UI team. Can't make any promises, but I'll look into it!
Devolore
Not likely. It's a really cool idea (one we've heard a lot), but as the Garrison is intended as a Warlords-only feature, there are several other potential improvements we could make to the mobile app that would have more long-term use, if we decided to expand its feature set.
Devolore
We've been hotfixing those trinkets, and I believe at this point they all should be proccing from heals as well as attacks. The tooltips won't update until a future patch. If you come across a healer trinket that still isn't proccing from heals, that's a bug -- please report it!
I can't directly speak to any specific plans, but I know we're watching raid performance closely, and plan to make adjustments as needed.
Devolore
Not intended, will be fixed in 6.1.
Devolore
We are planning to make some additional updates and tweaks to the new character models, yes.