World of Warcraft

BlizzCon Class Panel Information

The class panel started with Rob Pardo giving a brief history of the World of Warcraft classes, stating that they were designed with both traditional RPG roots and Warcraft III Heroes in mind. There were some classes that didn't make the final cut of the game either like the Necromancer and Blademaster.

The team's design philosophy is one of 'concentrated coolness' - a small number of classes - each as unique as possible with their own unique spells and abilities.

Their balance goals when designing a class must meet several criteria - the class must be able to solo to max level, have a role in groups and an importance in raids, be competitive in PvP, and most importantly be fun.

The class philosophy for Blizzard is one where a player can raid, solo, group, or PvP to their liking, and do it successfully. That doesn't mean that all talent specs will be strong in every aspect of the game, but the goal is to make each spec at least viable.

Blizzard has taken a stance of being very cautious when making class changes to avoid a "shock to the system" as Chilton put it; damaging a players' experience is not something they want to do. That said, balance in the game is ever-changing, and will continue to be so as long as the game is updated with live patches and expansions.

We were then given a brief overview of the talent system's design from start to finish. Initially the system was simply a stat-enhancing system in which you allocated points into statistics to improve them. From there it was moved into a hybrid statistic-passive talent system, and finally into what we have today.

The system was inspired by the Diablo II system, and was created with a limited number of points to select talents with, so that characters could become differentiated based on the talent spec they chose. Talents as they're designed are focused on mostly passive talents, with a handful of activated or "gold medal" talents - as Tom Chilton described.

Alternate talent and gear specs have been focused on more of late to make them viable in all aspects of the game. This was achieved though better itemization support for off-spec talent choices.

In the future, especially with Wrath of the Lich King, you can expect the Death Knight class to be added - further shaking up the balance of classes in all aspects of the game - as well as new spells and abilities for all classes and extended talent trees. Even the Death Knight will have unique talent trees available to them.

The Hero class vision is one where Warcraft III Heroes are made playable and have an epic feel. Blizzard had lots of ideas for implementing the Hero class into the game including a forking class or additional talent trees, multi-classing, and class morphing where the players' class would change completely from current to Hero class. This obviously presented problems in each aspect, so Blizzard decided to go the route they're taking with WotLK.

Quick overview of the classes discussed:

  • Druids have been moved toward a true hybrid role.
  • Hunters received in-combat traps so Feign Death could be used for its intended use - an aggro wipe.
  • Mages are the AoE DPS kings.
  • Paladins have some Retribution itemization fixes incoming, as well as some Ret raid DPS love in 2.3.
  • Rogues are the single-target DPS kings, and there continues to be an ongoing balance between swords and daggers.
  • Priests are going to be looked at to make both Holy and Discipline useful in raids, and Blizzard also wants to find a true focus for the Discipline tree.
  • Shaman are going to see scaling problems addressed; the team realizes Shaman lose a lot of their "oomph" at higher levels.
  • Warlocks are the best dueling class, and this really presents a challenge in 2v2 and 3v3 arenas. That said, the reliance on fear is a never-ending balance struggle.
  • Warriors are the "best at what they do" class, but it comes with quite a cost(mostly in terms of respec costs). Blizzard realizes both the "rogue in plate" and rage mechanic problems and will continue to tweak.
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  • Sat, Aug 4 2007 7:09 PM ()

    Warlocks are the AoE DPS kings

    fixt

  • ecce said 
    Sat, Aug 4 2007 7:09 PM ()

    "Rogues are the single-target DPS kings, and there continues to be an ongoing balance between swords and daggers."

    What?? Well, as long as someone else is debuffing the mobs armor and resists. *Shrug* If you take a premade lvl 70 rogue out soloing, and check the dps meter, you'll see what I mean. Especially compared to a premade fire mage. My test on the Barrier Hill ogres was: 650dps (best: 750dps) for the rogue and 1000dps (best: 1200 dps) for the fire mage.

    And I agree with Jaw, affliction locks tossing dots around and fearing is way better high end AOE dps than an arcane mage spamming arcane explosion.

  • Kody said 
    Sat, Aug 4 2007 7:09 PM ()

    Two comments:

    First, Rogues are designed to be the best single-target DPS. That's straight from Blizzards mouth.

    Secondly, tossing DoTs around is not the same as AEing. Mage AoE spells do more damage than Warlock AoE spells.

  • Sat, Aug 4 2007 7:09 PM ()

    if ur only pulling 750 dps with a rogue u dont know the clas or your using dagger and ur sub or ass, my combat sword rogue dose about 1000-1500 on mid armor targets adn if i blow cool downs i can hit almost 4k dps if i get lucky with some crits

  • qbone said 
    Sat, Aug 4 2007 7:09 PM ()

    "Druids have been moved toward a true hybrid role."

  • Taldren said 
    Sat, Aug 4 2007 7:09 PM ()

    Priests are easily enveloped and have no means to escape from both melee and being run down. Priests healing ability is easily shut down by both pets and player abilities. The defense of priests due to its magical nature is too easily bypassed by dispel purge. Priest's stat of Spirit is lacking at best.

    Adding more healing abilities is not going to help if they can't escape from being damaged. Even when priests had spammable prayer of mending they still died because they couldn't escape and eventually ran out of mana if they weren’t owned by Mortal Strike and/or Wounding poison.

    Priests are a cloth healer or a cloth nuker/mana battery. Not ever both because of how specialized you have to gear up to make one or the other actually effective in high level raids. A Healer isn't going to waste anything to DPS and a DPS spec isn't, or rather, can't heal if it should suddenly become required. Yet priests are penalized for being some sort of Healer / DPS hybrid that can never be realized.

    Priests mana regeneration method is bottom of the list in effectiveness, their group buffs have become obsolete, Fade doesn't save the priest from agro anymore, and agro mechanics in general is greatly biased against healers.

  • Sat, Aug 4 2007 7:09 PM ()

    "Druids have been moved toward a true hybrid role."

    What would this actually mean. Are we going to be ok at everything and not "the best" at something in particualr? I smell another nerf coming .  : /

  • hamor said 
    Sat, Aug 4 2007 7:09 PM ()

    Please please please please please please please please nerf Warlock and priest fear in PvP!!!!! I am so sick of dieing before I even get to hit them more than once...

    And again I say: Why the BLEEP can't they make all the PvP changes affect ONLY PvP and the PvE changes affect ONLY PvE? They already do it in the arena and with CC, and they have a nice little flag that says you're in PvP, why not use it?

    /PvP rant

    Rogues freaking rock in single target DPS, especially if there is something else keeping the mobs back turned. Fire mages are a PvP spec really, designed for burst damage, AOE, instant casts, and interrupts/disorients.

    Also, there's a ton more ways for a mage to AOE than arcane explosion... Making good use of them grants insane AOE DPS.

    Priests need some healing loving, no doubt about that!

  • The_claw said 
    Sat, Aug 4 2007 7:09 PM ()

    "Shaman are going to see scaling problems addressed; the team realizes Shaman lose a lot of their "oomph" at higher levels."

    Our day has come....

  • Sat, Aug 4 2007 7:09 PM ()

    And again I say: Why the BLEEP can't they make all the PvP changes affect ONLY PvP and the PvE changes affect ONLY PvE? They already do it in the arena and with CC, and they have a nice little flag that says you're in PvP, why not use it?

    They are next patch...all snaring,fear,trap,sap etc will be only 10 seconds long..seduce as well...which means the lovely dr on fear will sux but us locks have worked around it before...we'll do it again.....might be wrong bout some of the stuff mention but for the most part any combat "imparing" effect will only last no longer that 10 seconds...and come on..fears not that bad...sap and sheep are far worse but no one runs around screaming nerf sap and sheep like they do with fear

    and it was a shammy who racked out a 25k crit on live servers i believe...thats alota damn oomph if you ask me..but it would be nice to see some of my shammy friends near the top of the dmg meters again

  • aikouka said 
    Sat, Aug 4 2007 7:09 PM ()

    Kody, I think what Ecce is trying to say is that Rogues may have that path in Blizzard's eye, but their implementation of their own vision is poor. I'm a bit curious why Mutilate gear is best found in PVP when Mutilate doesn't work as well in PVP as a heavier sub/ass build? You'll notice the same paradox with mages... frost is probably your best bet for PVP as you'll gain a higher level of control and survivability at the loss of heavy burst damage.

  • Sat, Aug 4 2007 7:09 PM ()

    "Shaman are going to see scaling problems addressed; the team realizes Shaman lose a lot of their "oomph" at higher levels."

    Shamans lose their "oomph"? Yeah right since every level past 40 shamans get more and more powerful on a much greater scale then any class, hunters become less and less in the same level area. Sure we can still top the damage meter if we go all out, but then we go oom half way through a fight.

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