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Associate Game Director Morgan Day Interview with Maximum - Live Stream
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Liquid guild master Maximum interviewed Associate Game Director Morgan Day live on Twitch! Check out our real-time recap below.
One of the big changes in Season 1 of The War Within is that Mythic+0 will become a
daily
lockout instead of weekly. They want to be careful of not overshadowing raid and later M+ rewards though, which was the reason for keeping their reward track lower.
There's an equation to these rewards, based on the challenge, how many players are required, and frequency they're able to be done - weekly, daily, or fully spammable.
They haven't announced it yet, but they are adding a sort of catch up system for alt character Crests - players will get a roughly 30% discount on crest costs across their warband, once one character has "outgrown" the use of those crests.
The team still ideally wants raid groups to prioritize at least one of each class. Mythic+ is more complicated due to its smaller group size though, encouraging stacking all of the caster buffs as opposed to a more diverse spread.
Some raid buffs are better or worse than others, and some may feel like they lock you into certain comps - very high end players may value Arcane Intellect a lot more than Battle Shout, since it not only provides damage but also a little more healing. Most melee classes deal a lot of magic damage on top of physical, so Chaos Brand is more ubiquitous than Mythic Touch.
For most players, individual skill will overshadow whatever those buffs bring, however it's something they could look at... but it's Max's fault if those things end up getting nerfed!
Raid buffs are an avenue to encourage the use of certain classes, though they're not all buffs per se. Warlock gateway and healthstones, as well as Death Knight grips are also very important reasons to prioritize those classes over their raw throughput. Blood Death Knight having better grips than Frost and Unholy may be a potential issue that could be worth looking into.
The hope is that the new Severed Strands buff will reduce the need to buff things as frequently as in Amirdrassil and past raids, though Blizzard isn't intending to change the way they look at data and decide when to nerf things.
Blizzard is not planning to have a Heroic Raid Week in Season 2. There are a lot more moving pieces on an expansion launch, as well as a lot more item level grind in a relatively short time, so it feels right for Season 1 to have that extra week, but players tend to be a lot more ready to hit the ground running when the second raid tier arrives.
They used to have to lock Mythic+ at an awkward level as well, like +6 for the first week, so instead they've decided to just hold Mythic+ entirely for the first Heroic week in Season 1, but this should not repeat in Season 2 with Normal, Heroic, and Mythic unlocking immediately.
Augmentation Evokers have had a lot of changes, and hero talents are dipping their toes into other types of support effects, so they won't say no to the possibility of more support classes down the road, but nothing to announce at this time.
WoW is made up of very different audiences, and one of the biggest challenges of making the game is finding solutions that make everyone happy. A high-end hardcore group has very different expectations and desires than a more casual one, and while a static group has very clear goals when putting together a Mythic+ group to run keys, pug groups are much more diversified, as some players might care about score, others might want gear or crests, etc. Everyone should be invested in beating the timer, and crest rewards downgrading was a compromise to no longer having gear drops downgrade, in order to keep the activity somewhat rewarding for everyone, even if a key that was not timed.
Delves are primarily designed for players who aren't interested in doing any kind of regular grouped instance content, but it also features content for hardcore players, particularly with the max-level challenge past the point of reward scaling.
Deaths have become even more punishing in Mythic+, but although it wasn't talked about or announced, the actual baseline timers for TWW Season 1 dungeons are more forgiving than seasons of the past. The
Рискованная ставка
affix, particularly in the +12 space, is something they want to keep an eye on. There are a lot of things they can do, from making it reduce the timer instead of increase the death penalty, or perhaps even turn it off entirely if it's not working out so well.
Trash is designed very intentionally with both filler spells and very important abilities. The more important ones are likewise purposefully made with the distinction of a longer cast time, a longer recast time, better visuals, so that players can recognize and react accordingly. They then try to place those mobs around the dungeon, with the intent of allowing players the agency of creating a route around them - the result of that agency is that sometimes they'll make choices the designers don't expect though, like a wildly unexpected route. Some players really enjoy the puzzle aspect of figuring out those routes and how to tackle those challenges, which is why Blizzard doubled down on the rotating seasonal pool of dungeons, in order to avoid the puzzle getting solved early and remaining that way for an entire expansion.
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