The Usual Patterns

You know how we do this thing every Xpac now, where Blizzard makes every possible wrong choice, gobbles schmeet over it in the forms of mass unsubs or general steep decline in all aspects of participation and viewership? And then at the end Ion steps out in front of a camera and say things like

“well… what we were trying to do… is make the game… better… and… more appealing. And, that can be challenging. Now, we’ve learned a lot, and we’re sorry, and, what we’re trying to do… is be more transparent. And listen to the players more…”

and then we get maybe half of a PTR of reception and communication, then total silence at the first turn of animal excrement decision making (dog or horse, you choose), and then we repeat the cycle, and get all the way to the end of an expansion before any acknowledgement that every choice was wrong and whatever it is they tried to make work didnt work at all???

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Yeah its always the same old beta cycle man. The classes/specs that have consistent developers get massive posts explaining the thought process of changes every time they get changes which is frequent, while other classes/specs that have constantly changing developers or have devs thrown on it that don’t really know the class/specs in depth get very infrequent changes.

They also had this beta cycle going through Thanksgiving, Christmas and New years which is wild, they lost a ton of time from that and didn’t extend the beta or anything they just stuck with the same cycle lol. Beta released november 11th.

Ele/enh had a dev that understood both specs very well in TWW s2/s3, and I also think they did a relatively good job with both specs in Midnight especially enhance. Ele only needs a couple smaller changes (imo) like adding Flame Shock back, but even that hasn’t happened.

I’m not sure where our dev went, maybe got pulled to other specs or something else but enh/ele haven’t had any actual changes for quite a while now. Enh doesnt need much gameplay wise, its fun, but it needs some bug fixes (searing totem from totemic) and both ele/enh need better survivability which has been the #1 complaint since beta started. Can go back to page 1 of the shaman feedback thread and see people already mentioning it. Yet this hasnt been addressed at all, enh actually got nerfed survivability wise just a few days ago lol. The ele nerfs are also very very questionable.

Our class tree has been a very common complaint as well and that has not been touched once in 3 or so months. Obvious issues like removing Totemic recall without updating totem CDs that were nerfed due to Totemic Recall (Poison cleansing, static field) werent addressed. 2 pointers clogging up the middle portion of the class tree were not addressed, etc. We’ve given feedback for months only to get very few changes and barely any posts. It sucks for sure.

edit 2: The only “saving grace” is that they actually do a lot of updates to classes/specs in the .05 and .07 patches as well as the big .1 and .2 patches whereas prior to Dragonflight that never happened. So we dont have to wait an entire expansion or even a full patch before potentially getting changes/fixes at least. But that does not excuse classes going months without feedback getting addressed or acknowledged during beta.

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I won’t nitpick your criticism… But I’m curious about the specifics of what’s got you the most frustrated/angry.
Sure, we can say the “sum total” of changes = excrement, but what’s your assessment of the nuts & bolts?

Are we talking Add Ons? Class Changes? Mythic+ changes?

I could fight about it for years and years.

Some of it is design philosophy, some of it is just nuts and bolts, most of it just the basic idea of “if it feels bad, if it looks bad, its just bad.”

From design philosophy - Shaman seems to be one of the few, if not the only, classes that is still chained to a basic 1 for 1 balancing system. “You can do X, but it should cost Y” kinds of ideas. Which, on their own, are not bad. But these devs are so militantly incompetent that they either dont understand that, or dont care, or just cycle through who they think should get time in the sun every season, which I do believe is true. The wild swings of “underrepped class gets 30% damage buff across the board, buff buff buff buff suddenly very good” and then either shrunk back down in the next season or left there while everyone else rises up past them is always a transparent clownshow.

But anyway, think of Maelstrom weapon. Get 5 stacks, choose between a damage ability or a healing ability, costs the Maelstrom resource and mana, choosing to use the healing ability sets your damage back, vice versa for choosing damage ability. One or the other.

Now think of any other class that doesn’t have to choose at all. Think of Demon Hunters that can just plow through you with damage way higher than yours, more consistent than yours, harder to avoid than yours, and all while passive leech makes them hard to kill even without accounting for the more numerous and stronger defensives they have and doesn’t cost multiple resources.
(Edit: This goes into a whole different avenue of Blizzcompetence with their reoccurring concept of - Step 1: Establish the rules and confines of the game, like mobility. Step 2: People learn the rules, play by the rules, enjoy the game. Step 3: Create a new class or character that lives outside of the rule we established for the game. Breaks the game as we made it. Has no mobility restriction. Step 4: Why cant we balance this??)

Think of Rogues and how laughable that design is. They used to be a classic example of 1 for 1 balance. Stealth is very strong, therefore you have reduced movement speed. Stealth and Sap is very strong, therefore its hard to land, must be close, must have talent if you want to forego being close. Backstab hits hard, must be behind your target. And now look at it. Completely unshackled from any semblance of “you can do X, but it should cost you Y”. Stealth INCREASES movement speed. clown design. Sap has a longer range than our totems can reach. clown design. They have l a y e r s of CC that can be stacked on top of you one after another. Sap - Sap - Sap - Cheap Shot - Cheap Shot - Cheap Shot - Gouge. Is that, by itself, bad? Not necessarily, no. But should the class that can do that ALSO get to onetap you? Should they also get to 100-0 you before you get to play the game? in what WORLD should Rogues NOT be the quintessential damp comp class? Lock things down until you cant catch back up in the late game? Should Kidney Shot be a death sentence - “trinket this or youre dead, and by the way after you trinket youre just dead in 20 seconds anyway” - no. Thats bad design. And its bad design under their own rules. “we design around 3v3 and esports” types of clowncar sht. If that were true then they should be able to know and recognize that if one class is bringing multitudes of CC and then pairs with two others with even just a little bit of CC, or crushing burst, it will break the game. What do they do? Do they make it so that Rogue CC shares a DR with all CC in the game? Do they make Rogues kings of control but reduced damage output - a 1 for 1? No, they let RMP continue to dominate all the time because of their own flawed design, and their own flawed (fake) design principles. - - Not related, but Stealth and everything like it needs to be a CD. ALL stealth. 1 Minute in, 1 minute out, like how Camo worked for Hunters, Vanish resets the CD.

Think of how our totems work. Cant be used in CC anymore, must be used at perfect times, anticipate enemy player, be a step or two ahead, or just get lucky - reward. Then think about how, knowing that, they gave Death Knights multiple charges of Death Grip. I can think of every single time I perfectly time a Grounding Totem, eat Death Grip, have the Death knight just standing there… Death Grip again. CLOWN development. Shaman has the forethought, Shaman has to play perfectly, Shaman has to time it right, 0 reward. Tremor totem because a Priest is charging in, split second choice, Tremor. Priest just walks over, knows you just got faked because its literally do it or get feared, instant Holy Fire or Shadow Word to kick it over, fear. 0 reward. Laundry lists of examples of other classes unshackled from the 1 for 1, or just given tools to answer what we bring. Think of how long Fire Elemental could be killed at the totem. Think of how in Legion announcements they made a huge deal about our totems getting flat % of our health and being hard to kill and more useful because that was our “class fantasy”. (only to go on to make the summoned companions of Shadow Priest harder to kill and apply an infinite range Mortal Strike.) They obviously understood that having abilities that can be killed means there needs to be a 1 for 1 trade there. They have to be strong if they can be killed. No, actually no, nevermind, they heal very little, they reward little, they require more timing and forethought than anything else, they can be killed, AND we’re giving people the tools to kill them easily or work around them. - - Not related, but I believe that the idea they had for Paladin, that their healing is based on proximity, is what they should have then, or should now, lean into for Shaman. Make the totems meaningful and a core part of the class, make being near them or the Shaman meaningful, make Chain Heal something that actually makes sense because you want to be near your Shaman and your Shaman wants to be next to you. Like whichever blizzard clown said however long ago in response to why Shamans have positional requirements for their AOE healing while everyone else gets smart heals and huge AOE, along the lines of “We keep Chain Heal the way it is because Shamans historically have to look and see the battlefield and see whats going on”. If the totems can be killed they need to be strong enough to require killing or have enough health that killing them isn’t easy. If they become unkillable CDs they can be less powerful but lean into area denial. 1 for 1.

Look at our talent tree. HOW are we left with Astral Shift AND have to choose between a reduced CD or increased effectiveness? HOW is that still real? Is that supposed to be comparable to Warlocks, that have Unending Resolve and a talent choice that also reduces the CD or increases the effectiveness? Unending Resolve makes you immune to interrupts. It is baseline better than what we get and ALSO gets access to the same choice we have to make. CLOWN development. Even WITH the increased effectiveness of Astral Shift you die in openers WHILE timing it right, in Ghost Wolf with full stack damage reduction, hit Astral Shift, get opened on, still go below 20%, still trigger Natures Guardian. HOW is it not a baseline reduced CD AND usable in CC, like Shamanistic Rage was, with AT LEAST a single talent to increase effectiveness? Think of every other healer and how they have personals that can be used in CC - Pain Sup, two Paladin bubbles, Guardian Spirit, Cocoon, Iron Bark and Barkskin. while we have to pretotem, preheal, pre-enter your opponent’s mind to counter them. Because we eat the 1 for 1 design while any other class is unshackled from it.

Complex design isn’t bad on its own, but we are expected to live in this complex design while comically disabled people remove it from other classes. And now, their idea of “Restoration is too complex so we’re ‘fixing’ it” is just Riptide Healing Wave Riptide Healing Wave Riptide Healing Wave Riptide Healing Wave Riptide Healing Wave Riptide Healing Wave Riptide Healing Wave

Anyway, I could go on forever about this and changes and mythics and losing Thunderstorm while Druids keep Typhoon, but whatever I just keep it to denigrating the palsy victims that makes it this way

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Thank you for the articulations; it’s a skill to be comprehensive while venting.

Yeah, I wish I had consolations to offer.
I definitely buy that PvP is not the class designers’ priority. I stick with the game because I just PvE and don’t give a hoot about being competitive or meta.

Everything you said is valid. I can mostly relate at the Enhancement level since that’s what I play but the section about DH and Rogue is very spot on. I don’t even pvp and I understand exactly what you mean.

Regarding the questionable design philosophies the design team takes and choses to restrict themselves upon, I absolutely agree. Again, I can only talk for Enhancement here but everything feels willingly watered down, as if the designer(s) (I refuse to believe only 1 person works on Enhancement) hold themselves to that virtually fake, restrictive and flawed box. There’s no creativity or innovation, just a reshuffle of ‘somewhat historically Warcraft-lore-accurate’ abilities “they” believe fits the class philosophy. Nothing stands out, everything ‘fits’ in that comical design box and they move on from patch to patch, expansion to expansion.

The spec identity isn’t challenged and is restricted to 2 very rigid paths that absolutely won’t cross over or have any synergy with the baseline abilities; Totemic and Stormbringer. Having totems AND having a massive grasp on the elements? NO, it’s impossible because historically this shaman in this part of the lore blah blah blah, BORING.

Tempest could slightly knock back or briefly stun the pvp player target on cast since it’s supposed to be this extraordinaire once-in-a-lifetime spender ability. NO, INCONCEIVABLE.

Or rather, NO, my boss, the Director of whatever design team, won’t agree and it doesn’t fit the KPIs of the game director that answers to the VP of clowncity who needs to make sure stakeholders are happy.

BORING