Blizzard Developer Chat Answers Mist of Pandaria Questions

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Page 1: General Info, Pandaren, Pet Battles
Page 2: World Bosses, Glyps, Gear, Dungeons, PvE Scenarios, Talents, Guilds
Page 3: Classes, PvP, World PvP, Professions

World Bosses:

  • We want the world bosses to be optional, kind of like Baradin Hold.

Glyphs:

  • We aren’t happy at all with Prime glyphs because they are no-brainers (but often mathy to figure that out). We want to expand the Major glyphs because that is where the real decisions lie. Not sure of the future of Primes quite yet. They *might* go away. (Don’t freak, scribes!)

Gear:

  • We don’t want minute differences in weapon speed to have a non-obvious, massive effect. We like daggers being fast and other weapons being slow and will make shaman etc. mechanics work around that.
  • Yes, proc weapons are fun. There are several in the 4.3 raid. We will add more.

Dungeons:

  • We are hoping to have challenge mode dungeons enabled for all 9 of the new Mists of Pandaria dungeons. Assuming we like how it pans out, we would certainly be excited to extend the feature to more classic dungeons or raids.
  • We will have 9 normal mode dungeons at launch for Mists of Pandaria. 6 of those will be on Pandaria and 3 will be classic heroics (Scholomance and Scarlet Monastery). All of these dungeons will have a normal, heroic and challenge mode version. We are currently planning to not have any max level, non-heroic dungeons. Most players never found a good niche for dungeons at that tuning level.

PvE Scenarios:

  • We are planning to only let players queue for scenarios from specific spots in the world (where the scenario is located), not in the cities. We want players out in the world, not spamming the queue button in cities.
  • It’s a short, instanced 2-3 player experience without the need for a tank/healer. Think of them as a short series of group quests with a queuing option available.

Talents:

  • In regards to expanding the talent system, we tried a lot of tiers. We were worried at more than 6 that the combinatorial complexity of >729 different variations of talents would be challenging to balance or for players to even comprehend. We want to focus on having fewer awesome talents than many tiers that will force us to dilute individual abilities in the name of balance (for example, if you ended up with 6 forms of crowd control, then all of them need to be pretty weak).
  • Re: New talents feeling dull: Couple of points. With Ret specifically, we wanted to try and address some of the feedback from players about the rotation. Divine Purpose and Zealotry add too much complication or RNG for some players, which is why we think they make good optional mechanics. Overall, when you see the rate at which you get new spells, you are still rewarded about every other character level (much like today). There are just a lot of core or spec spells that used to be no-brainer talents.
  • Specs as you know them will still exist. At level 10 you can choose Assassination and get Mutilate. We want the specs (especially for the pure classes) to be more distinct than they are today since some of the signature utility is now available to all members of that class. Specs will contain core rotational mechanics and the tools needed to perform your role. Talents complement that with various forms of utility.
  • The damage-dealing talents aren’t core rotational abilities, but situational or utility abilities. When there is a damage option, it should compete against other damage options. The idea is to get away from cookie cutter builds. We don’t think there is always a right answer for whether you’d choose to run for longer or more often. Even today, guides will say “choose what you want” for those options. Some talents will probably be better situationally (if the boss can’t be interrupted, then your interrupt talent isn’t so sexy for that fight), but every e.g. shaman should not have the same talent set at the same time, or our design has failed.
  • With regards to passive abilities like trueshot aura and arcane tactics, many of those become passive abilities you get for your spec. We are removing some of the less interesting buffs and debuffs (+bleed damage, armor, 3% damage, resists are all on the chopping block at the moment).

Guilds:

  • We will be adding new levels to the guild leveling system for Mists of Pandaria. These new levels will come with new perks too! An example of a couple perks we are thinking about are reduced cost on void storage and transmogrification.

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