Simplification of wow

sell a problem, and trhen sell the solution. Double the profits.

Yeah I just did this with myself which yielded interesting results lol.

I removed Ghostly Strike and Cold Blood as active buttons as an example. Not sure if that is a step forward but something to consider.

:surfing_woman: :surfing_man:

…You really don’t understand, do you?

Addons come out to make tracking procs and modifiers easier. As such, the ‘gameplay loop’ is completely trivial. To offset the power of those addons, the spec designers add in more procs and modifiers in order to make the class ‘more fun’ for the people who trivialize it with addons. Then addons improve to trivialize the new layer of complexity. Then the spec designers offset those new improvements by trying to add even more complexity.

Then you end up with Arcane Mage and its 14-step opener before some of those steps got pruned out a bit.

Ok? Whatever happens with classes is 100% on Blizzard, addons have nothing to do with it. We literally could be running Vanilla level class design right now if they wanted. Like I said, the addon thing is just an excuse, and poor one at that.

Enhancement has like 6 rotational buttons lol

Do you understand how the prevalence of addons can influence the design choices of the game developers? If not, then this conversation is not worth continuing. This issue has been well-documented and has been directly addressed in the recent blue posts about combat addons and spec complexity.

I’m not just making this up out of thin air. This is a visible and openly-acknowledged issue that the game devs have directly addressed several times.

This is taken from the recent blue post about ‘combat for everyone’:

We don’t want gameplay to rely on addons to show the information that players need. Going forward, we plan to design the game so all information required to use abilities with intention is available in the interface. Two categories of abilities are particularly tough to play without the use of addons—abilities where players rely on addons to calculate when to use spells, and abilities that rely on information that’s hidden in the UI.

For instance, Outlaw Rogues’ Roll the Bones is an ability where players often use addons to calculate when to use it, as there are many factors involved. In Midnight, it’s much easier to see when it might be worth recasting Roll the Bones. An example of an ability that relies on tracking information that’s hidden in the user interface is the Feral Druid ability Bloodtalons, which has been removed in Midnight.

Not even close to 100% on Blizzard, half the classes would be near impossible to play optimally without 3rd party help

Therefore Blizzard wouldn’t design them as such

And? That is still 100% on Blizzard lol. Like, you do realize they have full control over the direction of game design, right?

Wut? Blizzard is the only developer for WoW lol.

I feel like what they’re envisioning is the right step for enhance. There was way too much going on at one time

Enhancement’s issues right now are needing 4 weak auras to handle tempest and the fact that Totemic does tank damage. It really doesn’t have too many buttons for dps.

Literally the only way to prevent the need for guides or sims is to delete talent trees and gear entirely.

Or make everyone do lots of complex math in their head to avoid using 3rd party anything.

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Arcane does not currently have a 24 step opener. You press one button before pull, one button on pull, and spend the next minute and a half pressing 1, 2, 2, 1 2, 2, 1, 2, 3, 4. In midnight even this is being simplified.

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This doesn’t disprove my point at all

Therefore Blizzard designs around these tools existing and as the tools get far more complex so do the specs

What’s your point? The level of complexity is the problem. Using a guide to learn the optimal rotation is one thing. Needing a guide in order to do baseline expected damage because you need to know the priority flowchart for 8 unique, stacking modifiers is another thing.

It’s always been like that. You’ve either needed to run sims yourself, look at a guide, or personally do a lot of math to figure out what the best talents are or what abilities to use when or what gear to use.

Complaining about guides is asinine.

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We’re talking about if Blizzard develops classes with external tools in mind to remind you

You’re reducing the point and fighting a strawman. Guides in and of themselves are not an issue. The absolute necessity of using a guide to understand the most basic mechanics of many specs’ baseline expected damage is the issue.

The talents are generally pretty clear in what they do and what spells they affect.

The guides are there to help with the math.

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Did I say it did? At the end of my sentence I said “before some of those steps got pruned out a bit” because Dragonflight and TWW did good work to make it more playable. It’s still too much juggling and ‘hidden’ procs.

Definitely the only reason. Blood DKs simply can’t pug higher than 3k.