DPS Rotations, why are there so many buttons?!

I get why rotations exist. There will always be a way to mathematically calculate which ability has the highest “return on investment” when multiple different abilities are simultaneously available for use. So long as WoW combat is based around targeted abilities (rather than “hit whatever is in the way when I trigger the ability” like many action-MMOs), rotations will never go away. I’m not complaining about the existence of rotations.

I’m just wondering why a solution (over the years) has often been for Blizzard to just add more abilities into the mix? I’ve only got so many fingers to press buttons with, and many of Blizzard’s other games (Diablo franchise, Overwatch) embrace the beauty of simplifying user input complexity while diversifying their possible effects on gameplay.

Sometimes blizzard improves the gameplay rotation by adding passive procs and other mechanics that shake up the normal rotation without adding additional buttons. Why can’t this type of gameplay enhancement be introduced more?

I’m not asking for utility abilities to be removed (though they could definitely be defined and simplified, just as hunter tracking was moved into a minimap feature instead of being separate abilities), I’m just wondering why the dps rotations can’t utilize less buttons while still being interesting…

(this post is made on behalf of multiple classes, not just shamans)

Thoughts?

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because having 3 buttons is boring

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How few buttons do you want it to be?

There’s already more than a few specs who’s basic rotation consists of like 3 buttons

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My personal setup is usually around keys 1-5 (4 max is preferable) with another 3 triggered off of extra mouse buttons. Using macros for each (utilizing the mod key feature), that gives me around 14 to 16 abilities to comfortably use on command (including utility abilities). When a class has 8+ abilities designed for it’s normal rotations (single-target and multi-target) along with all of its utility abilities, it starts to become tricky to figure out where everything goes. Adding in covenant abilities doesn’t help…

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Not everything needs to be a macro or a key bind. Utilities and more situational abilities don’t need to be bound.

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The complexity is awesome. It has depth and allows for a lot of experimentation and tinkering.

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Darn it to heck and back. That is soooooo untrue!!!

My hunter and DH have more than that! Wish some would get a grip on that!! And quit sounding uppity!

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I mean my basic rotation consists of 3 buttons

I’m not counting CDs or execute phase stuff

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I’d say there’s a lot more potential on even just the keyboard that you could get comfortable with for class abilities - good examples, although not the only ones, are R and C.

Is R being used as chat reply default? Does chat reply really need to be that comfortable, or bound at all? Could it become something else? Many just fall back on typing /r to reply since that’s just as comfortable.

Is C opening character interface? Since this is used a lot in relaxed situations and only has some rare uses to be opened quickly otherwise, could something just as comfortable but more out of the way work, to free up C? It can be surprisingly comfortable for some miscellaneous in-combat use/ability if preferred. Any muscle memory - even if you’ve been opening character pane with C for a decade - can be broken. I’ll instinctively hit Shift-B in other games for similar purposes.

It then cascades. What was default Shift-B, above example, and what could that function become instead if it’s helpful to have?

Note that these are only very default examples. There’s plenty of other preferences/customization that has no relation to these examples at all, but it’s just to give an idea of the mindset around a way to approach n free up some binds.

Although these are sometimes the most urgent when their uses do pop up O.O

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I agree, but even with those situational abilities unbound some specs are still at the limit for keybinds. I’m currently using ctrl and alt modifiers, but they are only usable if these modifiers are in prime real estate. If more abilities were added beyond the current amount some specs would feel bloated and some of us would run out of keybinds, or at least keybinds that feel comfortable to use.

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I will say this, I prefer WoW’s action bars more than other MMO’s. I liked Wild Star but didn’t like the limited bar space for abilities (I didn’t get far and only played the beta so my info on that is dated) and I also played GW2 upon release and got my engineer to max level. The engineer had a varied toolkit and different kits could change his loadout/action bar but their action bars were limited as well. I wasn’t a fan and would have preferred to have my full kit and ability list available at all times. But I did like GW2 overall.

I don’t think the buttons required for most DPS rotations is too much. It’s mostly the same 3-5 buttons and every now and then you use a CD button after 2 minutes minimum. But that’s just my take.

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Until you realize there’s a meta and the experimentation isn’t really needed.

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Granted paladins are not an ability heavy class, I only use my 1-4 keys and, /gasp, click the rest. I’ve been primarily a clicker since vanilla and has never kept me out of doing content.

Same goes for restoration druid, I only use 1-4.

I just got comfortable and used to clicking my abilities quickly and accurately. Stock action bars and UI too.

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You may enjoy Havoc DH, that’s what I’m playing!

Your ST rotation is the same as your AoE rotation which is the same as your healing rotation! And it’s not too many buttons which is fabulous.

Make sure to choose passive talents if you’re overwhelmed! Even if they’re not meta. Having a rotation you feel comfortable with that does 90% damage is way better than having the potential to do 100% damage but doing 60% damage because all those spells are so overwhelming.

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Please no. This line of thought is what caused the Great Pruning. It feels so awful to have your skill set trimmed down and abilities you knew and loved to be locked away behind specializations when they really shouldn’t.

All Paladins should be able to Cast Holy Light. It’s actually insane that they aren’t.

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That’s not really true. I find myself testing different setups for different fights all the time. And it pays off!

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I used to do that but I had to learn to keybind everything when I was doing Black Temple in BC. With some mechanics if you take your eyes away for a split second to click something you will get hit and risk dying.

BT was a while ago, maybe take a step back and make a list of abilities that wouldn’t be so detrimental to unbind? Just a suggestion, if you need more keys for more important things that is.

I have to look away to see the cd timers anyway.

I dread having to use shift or ctrl modifiers as a solution for more keybinds. I’ve written about this before and the reason why I dislike using them is because I have many instant cast abilities so I prefer to bind those that I can easily hit while moving. If I run out of those premium keybinds and make a shift or ctrl keybind, I can’t strafe smoothly to my left because I have strafe, then stop for a split second to free up my pinky, cast, and finally continue strafing as opposing to strafing non-stop strafing while casting.

While shift or ctrl modifiers are alright if I have a spell that has a cast time, I think alt is the best modifier because I can use my thumb and still leaving my pinky free for movement. My keybinds with alt are really awkward at first. For example Living Bomb for me is alt + 4 and Arcane Explosion is alt + 5. I don’t press these AoE buttons that much as a fire mage but they work when I need to use them. Talk about finger gymnastics with all these buttons we have.

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If you use a second action bar bound to A,S,D,F,G, you can double the amount of buttons accessible to your left hand. You shouldn’t need A, S, and D for movement if you use the mouse + strafing to move (which you should).