ROTATIONS ARE OLD, BORING, AND OUTDATED
The ramblings of a neckbeard
I believe it’s time that we consider fundamentally changing how classes operate on an ability level.
When I consider - for myself - what component is most engaging about a character’s “rotation”, it’s less about the damage/healing based abilities and more about the utility, cooldowns, fantasy, and quirks that the class offers.
When you analyze other games, especially ones that are popular today with a large (and growing) player-base, there really is beauty in simplicity. The focus is shifted away from “playing the piano” and more towards mechanical skill, reaction, timing, etc.
One of the most prominent reasons that I’ve heard when exposing new players to WoW (and why they eventually quit) is the overwhelmed feeling they experience when attempting to understand their class as well as its abilities. This is made worse with the default key-bindings, as well as the pacing that the abilities are thrown at the player during Exile’s Reach or when boosting.
Why could it not be a possibility to shift WoW’s class design philosophy away from damage rotations where you’re simply pressing a sequence of buttons in a particular order for the best DPS? Why could we not consider doing away with rotations ENTIRELY (the horror) and instead having the classes focused around 12 or so high impact and meaningful abilities that augment our playstyle as well as reinforce the class fantasy.
Are there people out there who REALLY do prefer having more low-impact abilities than less high-impact abilities. Are there people out there who REALLY enjoy sequentially pressing damaging abilities in order to perform their “rotation”, as opposed to their damage being fundamentally baked into their “auto-attack”?
Plenty of fantastic games have stood the test of time for decades, and some of them with incredibly simple input requirements (i.e. up, down, left, right, a, b). And with this simplicity there comes a shift of focus from being on the internal (i.e. your character) to the external (i.e. the world).
I believe that, within the context of WoW, these changes would yield some tremendous long-term benefits. It would lower the barrier to entry for new players, creating opportunities for future growth. It creates the potential for official console compatibility, further assisting that growth. It also shifts the focus away from low-impact damaging rotations to high-impact situational abilities and mechanical play. It also greatly simplifies the balancing process for Blizzard.
A simple example of how this could be implemented is for each class to have access to, core abilities, additional abilities, specialization abilities.
Core abilities:
- Each class contains 6 core abilities. These abilities are meaningful and help identify the class and its capabilities. These are present at all times regardless of specializations.
Additional abilities:
- These provide further utility for the class and help define it in the direction that you prefer. There may be a choice of approximately 10 individual abilities, with the ability to choose 3.
Specialization abilities
- These abilities are dependent on your specialization. Each specialization has a different list of abilities. There may be a choice of approximately 10 individual abilities, with the ability to choose 3.
This provides you with 12 abilities in total - 6 core abilities, 3 additional abilities, and 3 specialization abilities. These can be selected depending on what you find most interesting, the content that you’re doing, for player identity, or some other criteria.
Example core abilities (Warrior):
- Slam - Slams an enemy for (x) damage and causes them to bleed for (y) damage over 10 seconds. The shock of impact also reduces their movement speed by 50% for 15 seconds. If the enemy has 35% or less health, execute them for (x + y) damage.
- Charge - Charge the enemy, emitting a shockwave upon arrival. The shockwave damages all nearby enemies for (x) damage, roots them in place for 2 seconds, and reduces their attack speed by 10% for 10 seconds.
- Empowering Shout - Depending on the weapons wielded, empower yourself and your allies for 30 seconds:
- 2H: Increase critical strike chance and mastery by 10%.
- 1H/1H: Increase haste and movement speed by 10%.
- 1H/Shield: Decrease damage taken and increase health by 10%.
- Pummel - Interrupt the enemy’s spell, preventing casts from that school for 4 seconds. Additionally, decrease the casting speed of their next spell by 30%.
- Taunt - Throw your primary weapon at the enemy, dealing (x) damage and taunting them to attack you.
- Shield Block - Raise your shield to protect you and your allies - increasing your block chance by (x)% for 6 seconds and reflecting the next spell cast on you.
In conclusion - anyone that has played WoW for a decent amount of time knows that times are changing and if WoW is to survive another “era” then it needs to continue adapting to the changing world and player interests - all whilst encouraging new players to join. I believe that one prominent area that needs addressing is the array of “damaging abilities” that classes have that provide nothing other than “how accurately can you play the piano”.
By shifting the class design philosophy away from large amounts of low-impact damage abilities to small amounts of high-impact abilities, the barrier to entry is lessened for newer players (providing opportunities for future game growth). Another side effect is that player focus is shifted away from ensuring that they are pressing buttons in the correct sequence, and instead responding to mechanical circumstances as they arise in the way that their toolkit is meaningfully designed for.
Please leave your comments below,
Eric.