Ability Pruning
Over the years, we've added significantly more new spells and abilities than we've removed, and the game’s complexity has steadily increased. We’re to the point now where players are starting to get overwhelmed, sometimes feeling like they need dozens of keybinds (in a few extreme cases, over a hundred). While the game is loaded with niche abilities that could theoretically be useful in some rare scenario, in reality, many of these are barely used at all—and in some cases, the game would simply be better off without them.
For Warlords of Draenor, we decided that we needed to pare down the number of abilities available to each class and spec in order to remove some of that unnecessary complexity. That means restricting some abilities to certain specs that really need them instead of being class-wide, and outright removing some other abilities. It also includes removing some Spellbook clutter, such as passives that we can merged with other passives or base abilities.
This doesn’t mean that we want to reduce the depth of gameplay or dumb things down. We still want players to face interesting decisions during combat, and we still want skill to matter . . . but we can achieve that without the needless complexity in the game now, and we can remove some of the game’s more convoluted mechanics while maintaining depth and skill variety.
One type of ability that we focused on removing is temporary power buffs (aka "cooldowns"). Removing these also helps achieve one of our other goals, which is to reduce the amount of cooldown stacking in the game. In cases where a class or spec has multiple cooldowns that typically end up getting used together (often in a single macro), we merged them, or removed some of them entirely.
The process of determining which spells and abilities to cut or change is a very complex one—we know that every ability feels vital to someone, and we don't take this process lightly. Even if we ended up cutting your favorite ability, we hope you’ll understand why we did so in the context of our larger goals for the expansion. Ultimately, the point of these changes is to increase players' ability to understand the game, not to reduce gameplay depth.
Crowd Control and Diminishing Returns
One other big takeaway from Mists of Pandaria is that there is currently simply too much crowd control (CC) in the game, especially when it comes to PvP. To address that, we knew that we needed an across-the-board disarmament.
Here's a summary of the player-cast CC changes:
Removed Silence effects from interrupts. Silence effects still exist, but are never attached to an interrupt.
Removed all Disarms.
Reduced the number of Diminishing Returns (DR) categories.
All Roots now share the same DR category.
Exception: Roots on Charge-type abilities have no DR category, but have a very short duration instead.
All Stuns now share the same DR category.
All Incapacitate (sometimes called "mesmerize") effects now share the same DR category and have been merged with the Horror DR category.
Removed the ability to make cast-time CC spells instant with a cooldown.
Removed many CC spells entirely, and increased the cooldowns and restrictions on others.
Pet-cast CC is more limited, and in many cases has been removed.
Cyclone can now be dispelled by immunities and Mass Dispel.
PvP trinkets now grant immunity to reapplication of an effect from the same spell cast when they break abilities with persistent effects, like Solar Beam.
Long fears are now shorter in PvP due to the added benefit of a fear changing the players position.
Additionally, we've significantly reduced the number of throughput-increasing cooldowns and procs in order to further reduce burst damage.
Whether your favorite class is losing an ability or taking a hit to its CC potential, we hope this discussion helped you better understand why we’re making these changes. It’s important to remember that other classes will be getting some of their CC removed too. We think this entire package will make exploring Azeroth and PvPing a more enjoyable experience for everyone, and we’re looking forward to having you try them out when we open up the expansion for testing.
In the next Dev Watercooler, we'll explore the changes coming to health and healing in Warlords of Draenor.
De momento solo he visto la noticia en inglés, si luego la veo en español la añado.
En definitiva:
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Eliminarán habilidades en las clases que tienen demasiadas o aquellas que son inútiles
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Eliminarán o reducirán los cooldowns y procs
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Importantes cambios a los CC, significativos en PvP