With 9.2 on the horizon now, and the knowledge that it is the final patch of the expansion, I want to get an early start on the discussion for 10.0, specifically related to systems, classes and balance.
There will always be a “BiS” class for a certain situation. If everything was always good there would be no class diversity. But there are a few things going into 10.0 that I would like to address and get some feedback on. So here we go!
Talents
I cannot speak for every spec in the game, but I’m sure that between my fellow council members we can cover all 36 specs. I’m curious to know what talents are chosen in 0-5% of situations. Basically never used, and would be fit to be replaced/reworked going into 10.0.
I feel comfortable enough talking about 3 DK specs and MM hunter.
Blood DK - Per row
- Row 1: Tombstone
- Row 2: Rapid Decomposition & Consumption (Not necessarily bad talents, just Hemostasis is SO good)
- Row 3: Fowl Bulwark
- Row 4: Mark of blood
Unholy DK - Per row
- Row 2: Ebon Fever
- Row 6: Defile (again, overshadowed by Unholy Pact here)
Frost DK - Per Row (I talked a lot about Frost DK talents here: Feedback on Frost DK - Community / WoW Community Council - World of Warcraft Forums (blizzard.com)
- Row 1: Icy Talons
- Row 2: Horn of Winter
- Row 4: Frozen Pulse
- Row 6: Hypothermic Presence
MM Hunter - Per Row
- Row 1: Serpent Sting
- Row 6: Lethal Shots
- Row 7: Calling the Shots
Please add your perspectives for the classes you’re familiar with. Quote the following sentence to simplify things: "0-5% pick rate talents for:"
Systems
Next I want to turn the conversation to systems. We’ve had a lot over the last few years. From garrisons, to artifact weapons, azerite necklaces, covenants, and the list goes on.
Grindable systems aren’t necessarily a bad thing. But intentionally gating things from the start when the overwhelming feedback is to open things up for a better player experience just causes frustration from the playerbase. These systems are bad enough the first time on a main character, but then you add alts into the equation and its awful.
Not to beat a dead horse, but Shards of Domination may be the worst offender ever. Please don’t take us back there. Please tell us you learned.
In 10.0, I still want there to be systems, but I don’t want to be locked into a choice that determines power or a futile grind against RNG. Not changing covenants easily would have been fine if there was no power gain. If only the covenant ability existed (Steward, DoS, Soulshape, Fleshcraft) and no class abilities, and covenants had been just cosmetics, I think it would have been fine to have a hard time switching. But, when covenant choice was as powerful as it is, the current system of switching should have been in from Day 1.
I’m sure we’ll get details about systems as an announcement makes its way to us in the coming weeks/months, and we can talk in depth then, but please focus on the player experience with these systems.
Balance
Some games are easier to balance than others, sure. Games like League of Legends have very frequent tuning patches to ensure balance, but in those games, players aren’t progressing a character and have to start from scratch if their spec is nerfed into the ground, or falls behind.
In an MMO, this is a real issue. Players have thousands of hours invested in their characters, and no one likes being at the bottom of the barrel.
These days though, class tuning is so infrequent that some classes are at the bottom for months, if not longer. And some classes are always near the top. Now, I know that some classes are more utility focused and therefore do a little less damage, but pulling those classes up to be closer to the top more frequently would be very welcome.
And here’s the great thing about frequent tuning. 2 weeks later, if it was too much, you just pull it back a little bit. Find the balance in balancing.
Not only will this lead to less disparity between the top and bottom, but in my opinion, people will play the spec they want to, as opposed to the one they feel forced into because their spec of choice just isn’t good for an entire 200+ day raid tier, M+ and PvP season.
It’s ok to tune PvP and PvE differently
This might be a hot take, but if DK is crushing it in raid, but not at all represented in PvP, then just buff their PvP damage a little bit. Buff some PvP talents, throw a % damage dealt increase here or there. PvE and PvP tuning don’t have to be the same. People should be able to play their favorite spec at any level, in any game mode.
A few last thoughts
It’s ok for a class to not be represented if they don’t bring the right toolset for a specific fight or M+ run or Arena/ RBG comp. But they should shine on another fight or composition. Classes need to feel unique. Not everyone needs to have every bit of utility available. Not every class needs an immunity, a dispell, interrupt, or 8 minute DPS cooldown. They need to feel immersive and exciting to play.
I loved some of the ability revival we got at the start of SL (Hello, Kill Shot), that stuff was great because they were exciting abilities that were missed.
Looking forward to continuing the conversation leading into 10.0!