Button Bloat from the Perspective of a Middling Player
I do not expect this post to be seen by many, let alone anyone at Blizzard, so I share it mostly to move the thoughts from my head to “paper”.
Button bloat is also a highly subjective matter on which many have spoken before, so this post is simply intended to share my perspective.
This is a hard topic to talk about without visualizations, so I have created a PDF version of this post that includes some basic visualizations:
https://drive.google.com/file/d/1I7XMo4-83f9bN57A70JQe0RMYSU588E1/view
Context
I am 42 years old, and I have been playing WoW — on and off — since 2004. I currently play the game 10 to 20 hours a week.
I almost exclusively play retail, and rarely engage in PvP.
In Season 3 of Dragonflight, my highest rated mythic+ character reached 2,946 with 31 timed runs of 20+ dungeons. The highest key I have been able to time was 23.
In the same season, my highest rated raid character reached 9/9 normal and 6/9 heroic.
With such a broad player base, my performance is undoubtedly above average, but only in the most dry and technical sense. I consider myself to be a player of thoroughly average skill, whose performance is slightly boosted by the amount of time I put in to the game and the company I keep.
I am struggling to play more than a handful of classes due to the button bloat currently present in the game.
I will be using Elemental Shaman as my example in this analysis because the current tier set mandates fire builds, which happen to align closely to what I find comfortable when it comes to button count. Yet this class still manages to slightly exceed my comfort in fully optimized single target builds.
Key Bindings & Comfort Level
I run a key binding setup that supports up to 35 active abilities (abilities I could trigger with a key bind or otherwise practically access during combat).
I feel truly comfortable when I only need to use 17 or fewer active abilities but find myself able to practically use up to 25 abilities without getting too overwhelmed. However, my comfort is also highly contingent on abilities falling in to certain categories.
Broadly speaking I am comfortable with the following:
- 4 x High Frequency Rotational Abilities
- 2 to 3 Single Target
- 1 to 2 Multi Target
- 3 x Medium Frequency Rotational Abilities
- 2 x Kick / CC Abilities
- 2 x Self-Healing Abilities
- 2 x Power-Up Abilities
- 2 x Defensive Abilities
- 1 x Combat Movement Ability
- 1 x Combat Utility Ability (Dispel, Blessing, etc.)
My comfort using more abilities than this without becoming overwhelmed is contingent of those abilities being low frequency (40 seconds or more) and primarily in the Kick / CC, Defensive, or Power-Up categories.
An attempted visualization of my key bindings and comfort level is provided in the referenced PDF version of this post.
Practical Example: Elemental Shaman
The current preferred mythic+ build for Elemental Shaman is the “bushfire” build, which requires 25 to 29 active abilities, depending on affixes and other requirements.
- 4 x High Frequency Abilities
- All: Lava Burst
- Single Target: Earth Shock, Lightning Bolt
- Multi Target: Chain Lighting
- 4 x Medium Frequency Abilities
- All: Primordial Wave, Flame Shock
- Multi Target: Magma Totem, Earthquake
- 2 x Low Frequency Abilities
- Fire Elemental, Totemic Recall
- 3 to 4 x Kick / CC:
- Wind Shear, Capacitor Totem, Thunderstorm, Hex
- 2 x Self-Heal:
- Healing Surge, Healthstone / Health Potion
- 4 x Power Ups:
- Stormkeeper, Nature’s Swiftness, Lust, Combat Potion
- 1 to 2 x Defensives:
- Astral Shift, Earth Elemental
- 3 x Combat Movement:
- Ghost Wolf, Gust of Wind, Spirit Walker’s Grace
- 2 to 4 x Combat Utility:
- Dispell, Purge, Wind Rush Totem, Situational Totems (Tremor, Binding, etc.)
An attempted visualization of the build mapped to my key bindings is provided in the referenced PDF version of this post.
I would classify this build as “doable but borderline excessive” when it comes to my level of comfort executing the required openers and rotation.
The larger number of utility spells are manageable because of how situational each one is, and movement abilities feel quite natural, even if I would personally prefer Gust of Wind was changed to an enhancement of Ghost Wolf.
The only things that make this build a little uncomfortable for me are the unnecessary functional overlap of Primordial Wave and Flameshock (PW could upgrade and replace FS), and the relatively awkward way that Nature’s Swiftness interacts with the rotation.
Where things get truly uncomfortable is when you need to move away from the “bushfire” build and adopt the “mountains will burn” built to optimise for single target, as this single target build requires the introduction of Icefury and Frost Shock into an already crowded core rotation.
While added movement and situational utility is relatively easy to deal with, moving from 10 to 12 core rotational abilities moves me entirely outside my comfort zone, particularly given that Icefury and Frost Shock are both relatively high frequency and interact with the other core rotational abilities in an awkward fashion that is almost entirely dependent on tracking multiple buffs (another bane of the middling player’s existence).
(It is worth noting that I have not included trinkets or “on use” armour effects in this analysis, because there are usually “on equip” alternatives that are viable – however this is another factor that should be considered when it comes to button bloat.)