Legendaries — first aid for class balance?

Admin note: This post contains quite a few references to specific Beastmastery hunter talents. I have thrown in some Wowhead links, but if you want a more comprehensive picture of the talent table, check out the Icy Veins one here.

The latest development in Legion legendaries, reported by MMO-C as part of the most recent PTR build, is that now some of them will actually grant the wearer a talent from their spec’s talent table. For example, the new hunter legendary will grant Beastmasters the Dire Stable talent, a level 15 talent that increases focus generation while you have a Dire Beast active.

Well. Where to start?

I am not a theory crafter, so my take on this goes more to fundamentals than it does to actual numbers. But the first thing that occurs to me is this particular talent level has ever only had two choices for BM hunters — Way of the Cobra for single target fights and Dire Stable for multitarget fights. No one I know has ever selected the third talent in that row, Big Game Hunter, because it stinks and has stunk since it was introduced. It is a non-choice. So the new legendary effectively means BM hunters can have their cake and eat it too in this talent tier. It also means if you have the new legendary you have no other choices in this talent row, you will take Way of the Cobra. I am not saying this is a bad thing, just pointing out how it will play out.

The second effect this will have is to buff BM damage somewhat, at least for single target fights, because we will be generating extra focus. The effect on multitarget fights is less clear, I think, because Cobra Shot is not often used on those, so the extra damage may be moot. Number crunchers will undoubtedly play with various combos, including the desirability of using multiple Cobra Shots over Multishot for medium-size groups of targets.

Additionally, one of the basic complaints about BM hunter mechanics is that the player has zero control over focus generation — is completely dependent on auto-generation of this resource. With the exception of the really terrible talent Chimaera Shot, we have no power-generating shots, we are completely at the mercy of Blizz’s idea of how fast that critical factor should generate. One result of this early on was the clunky, start-and-stop nature of the rotation. It is still a problem, though most of us still playing the spec just grimly accept it after months of enduring it.

Dire Stable, while still not allowing control over focus generation, does increase the rate noticeably. So the fact that lucky winners of the new legendary will not have to choose between increased focus and increased single target damage will be nice, I suppose. I doubt if it will be a game changer, but it will be helpful.

But here’s the thing: Blizz is using legendaries to fix glaring problems with spec mechanics, problems that players identified months ago during alpha testing and have continued to point out ever since Legion went live. 

The most obvious and egregious flaw in this plan is — well, I hesitate to point out the obvious but here goes:


What the hell, Blizz? If there is a mechanics problem with a spec glaring enough for even the most clueless dev to notice, shouldn’t the fix be available to all players? Why do you insist on making a lottery of everything? What is wrong in your brains? For the umpteenth time, Mr. Game Director Ion “I Am The Sole Arbiter of Fun” Hazzikostas, RNG is not fun except for the uber-lucky early winners. For all the rest of us who spend hours and days and months rolling the dice for that one piece of playstyle-changing gear, it is the furthest thing in the game from fun. Even when we finally get it — if we ever do — it is not a woohoo moment but rather a “oh thank god that is over” one.

Beyond the lunacy of basing spec mechanics fixes on pure luck, there is another aspect to this. It seems evident from WoD and Legion that Blizz is unable to adequately balance individual spec mechanics and numbers without ending up with obvious winners and losers — specs that are either overpowered or dismally puny performers. And when they have tried to fix glaring inequities the changes have frequently lurched from one extreme to the other. Everyone understands the class/spec balance and playstyle issues are complex. So why make them even more so by introducing additional factors?

Introducing a complicated artifact trait table made balancing specs more difficult by an order of magnitude. Introducing other gear — tier and legendaries — with significant spec-enhancing bonuses made it even more so.

If you are someone who is challenged when you are asked to bring microwave green beans to Thanksgiving dinner, it is almost certainly not a good idea to also volunteer to bring the turkey and stuffing and mashed potatoes. Even though you hope it will help fix your green bean inadequacies, you are just setting yourself up for failure.

So, although I think the new legendary talents may help some specs in the near term,  using RNG gear to address known problems is a terrible way to do it. Not only is it a lazy approach, but in the long run it only serves to make the entire class/spec system more complex, more fragile, and consequently more prone to imbalance as a result of even tiny changes that can reverberate through the system in unexpected ways. Blizz should just stick to perfecting their green beans.

With that, I am out for the weekend.

So many questions, so little time

Looking back over my education, I think the single most important skill I learned was to ask questions. The Jesuits who schooled me were big believers in the Socratic Method, so we were not only encouraged but required to ask questions as part of every learning process. Sure, fractions and Shakespeare and the date of the Magna Carta and the underpinnings of an agrarian economy are all good to know. But when it comes right down to it, asking the right questions at the right time of the right people has saved my bacon in life more times than I can count.

So today I have been thinking about Patch 8.x. Yes, I know we are not even a year into Legion, and the hints from Blizz are that we have a lot of time left to experience it (my bet at the start was that we are looking at Legion being with us for very close to 3 years). Still, I feel like speculating a bit, in the form of a series of questions.


  • Is the 7.3 excursion to Argus a prelude to the next expansion, or is it just that — a one-off adventure?
  • Will we ever see the other side of Azeroth? Is there an other side?
  • What if any lessons did Blizz learn about time-travel worlds like Draenor and underwater zones like Vashj’ir? This is less a question than it is a hope — I hope they learned both these ideas were big mistakes.
  • Will Blizz expand its recent trend of making classic parts of Azeroth relevant to current game play? 


  • What will be the nature of the next stat squish? I think a dev mentioned that much of the code has been rewritten to accommodate very large numbers now, it still is cumbersome for humans to speak of character health in the millions and boss health in the billions, for example. What about ilevel? Very soon even in Legion we will break break into 4-digit ilevels. Will secondary stats and damage/healing numbers be squished in 8.x?
  • Will stats be simplified in the next expansion? What is the official Blizz view of the complexity of stats in Legion? Do they understand the frustration of players when a higher level piece of gear is not an upgrade? Are they happy with the proliferation of web sites and apps designed to do the intricate math necessary to determine a piece of gear’s worth to a player? 

Quest hubs and population centers.

  • Will we see new faction capitals? Blizz seems — both in WoD and Legion — to have concluded that faction capital cities are too resource-intensive to justify them. If Sanctuary Cities are the norm for the foreseeable future, will we see more of them in Horde areas, with Horde racial architecture?
  • What has Blizz learned about the garrison concept? It was innovative but not well liked in WoD, and it was extended — as Class Halls — in Legion. Is this idea now a core game mechanic going forward? Will we see the concept applied as guild halls in 8.x?  More wishful thinking on that last one, I am afraid.
  • Why is Blizz so dead set against player housing? This is really more of a pet peeve question and not so much of an insightful one about the next expansion. Certainly the technology is there — that was proven with garrisons, and with Sunsong Ranch before that. And there is player demand for it, though I am not sure how much. Yet Blizz steadfastly refuses to do it, citing from time to time the “war footing” nature of the game as being antithetical to cozy homesteading. My own opinion, completely biased, is that there is a culture at Blizz that insists WoW is a “hardcore” game, and to give players housing is just too girly and frilly for them to contemplate. They put it in the same category as playing house or cutting out paper dolls, and that would destroy the manly studly war aspect of the game. (Yeah, yeah, let the hate mail begin. But deep down you know I am right.)

Class development.

  • Will there be another major rewrite of classes in 8.x?
  • What is Blizz’s long range vision of class roles and balance? Are they on a path to achieve this, or do they have none and merely make change for change’s sake each expansion?
  • And the big question: Can Blizz stop screwing with hunters for at least one expansion? (Sarcasm flag.)
  • Will we see the pendulum swing once again towards class-provide raid buffs?


  • Is the concept of artifact gear a one-and-out for Legion, as Blizz has claimed? 
  • Are there any big contemplated gear changes in 8.x, for example cutting the number of gear slots, maybe by eliminating necks and rings?
  • Will we see some sort of non-RNG mechanism for getting gear in 8.x?
  • After the debacle of legendaries in Legion, what is the future of legendaries going forward? Will we return to a single long-questline legendary, or have we crossed a line and henceforward they will fall like candy?


  • Is Blizz happy with the complexity level of the game now? If not, in which direction do they think it should go?
  • Are there in-game advertisements in the works? Tie-ins with other Activision franchises, such as the King line of games?
  • What is the future for professions? Will we see them get less relevant and more complex, or will we see some semblance of a return to their classic role? Will Blizz move towards a Final Fantasy approach? Are they indeed an integral part of the game’s economy, or would it be possible to eliminate them altogether?
  • Will alt play remain viable in 8.x? It is narrowly so in Legion, but Blizz’s clear preference is for players to have very limited number of alts.
  • Are there significant quality of life improvements in store for 8.x? Off hand, I can think of a few: account-wide banking, better group finder interface, unlimited quest log, *coughplayerhousingcough*, removal of that ridiculous talent-changing tome requirement, improving exit process from caves once a quest is completed, increasing the number of stable slots for hunter pets, adding mythic dungeons to the auto-group finder, probably lots more.
  • Will Blizz help to make the role of guilds more robust? Like alt play, the trend since mid-Mists has been to make guilds less and less relevant, with the removal of most guild perks and advantages to guild membership.
  • With the apparent advent of interplanetary travel, will we eventually see honest-to-goodness actual working space ship “mounts”? Will space actually be a working environment — like an underwater area only without water — or just more of an abstract concept?
  • What will be the eternal-grind mechanism of 8.x? Because we know there will be one, just a matter of how Blizz repackages AP (like they repackaged garrisons into class halls).

And last but certainly not least:

Will we get a concept of the next expansion at Blizzcon this year?

What questions do you have?

Wait, what?

On Monday I wrote about Blizz’s surprising announcement of planned baseline improvements to BM hunters. Basically, I was encouraged because the changes addressed two of the most fundamental problems with BM mechanics — problems that had been identified and quantified as early as the alpha testing phase, and problems Blizz had stubbornly ignored for all of Legion. However, I cautioned that the changes were so significant that there would almost certainly be some power nerfs to the spec, and we would have to see what those turned out to be.

Lo and behold, within hours of that post, Bendak over at Eyes of the Beast broke the news detailing the first round of “tuning changes” designed to compensate for the new baseline abilities. You can read Bendak’s post for the details, but they are pretty brutal. As Bendak points out, and I completely agree, it is somewhat early in the process, and this is a first cut at balancing the new BM power structure, so no need to panic just yet.

Nevertheless, what we have seen time and again with Blizz in Legion development is that their final cut is frequently only slightly different than their first cut. They suffer from a strong anchoring bias, rendering them incapable of significant change once embarked on a course of action, even if that course of action is determined early in a testing phase. Too often for Blizz, FD=FD (first draft equals final draft). I do not know if this is due to constraints of resources or of mental agility, but the end result is that terrible ideas — even if beta or PTR testers point them out — often make it into live versions. Thus, while I am not yet in panic mode over the BM tuning adjustments, I am definitely starting to worry.

Two aspects of these changes puzzle me. One is the nerf to tier gear. As it currently stands, Bendak points out that the T20 gear will be worse than the T19 gear, and in fact the best way to incorporate it will be to equip basically 6 pieces of tier gear — some mix of T19 and T20. This is insane, in my opinion.

Such a move is a continuation of Blizz’s abysmal morass of gear in Legion, where it is frequently impossible to know if a piece of higher level gear is an upgrade or not without consulting web sites and running complex simulations. How in the hell did we get into this situation anyway? Remember when Blizz was so solicitous of our tiny brains that they removed reforging because it was too mathy? They didn’t want gear to be “complicated”.

HAHAHAHA! Good one, Blizz, we totally fell for that.

And now we are at the point where an actual piece of legendary gear may or may not be an upgrade, where ilevel is often meaningless, where in some cases secondary stats are more important than primary ones, and apparently soon where new tier gear is actually worse than the older stuff. And the mechanisms for weighing the relative values of gear are so complex that it takes sophisticated computer programs to decide.

Here’s an idea, Blizz: If it’s higher level gear, it should be an upgrade. Period. 

In complex systems, components are intricately interrelated, often beyond what a human brain can comprehend in any detail. WoW is an enormously complex system. The pattern I see in Blizz development is that their systems engineers and coders almost certainly understand this, but their class designers are only dimly aware of it. Thus, they happily redesign class structures nearly every expansion, then seem genuinely puzzled and surprised when it causes huge problems reflected in gear and in overall power balance in game activities ranging from PvP to raids to nearly every other activity. To compensate, they spend most of every expansion tweaking (sometimes mega-tweaking) numbers and adding bandaid gear fixes, until the whole system comes to some state of very delicate balance — usually by the end of the expansion. Sometimes they find they have painted themselves into a corner, and they write big problems off as unfixable, regardless of the effect such action may have on players. (Thinking SV hunters in WoD here.) Then, having learned nothing, they start the entire process again for a new expansion.

I think this partially explains why we are in such a terrible place with gear in Legion. Adding new gear, or tinkering with stats in sought after pieces like legendaries or tier, has to be easier than reworking fundamental class/spec mechanics once an expansion goes live. Certainly for hunters we have seen Blizz use gear to try and fix baseline problems. Remember the 4-piece tier for MM hunters in WoD — it was what made the spec at least playable though still not really enjoyable. Similarly, the legendary shoulders were introduced in Legion to try and fix the clunky unresponsive BM play style. These were problems players identified early on in test phases, but Blizz refused to address them at that point, apparently being too anchored to them to even consider moving away from them. Then, when live versions proved players right, Blizz seemed surprised and tried all sorts of complicated bandaids to fix what could have been more elegantly addressed in test phases.

So here we are yet again — devs deciding that BM hunters were actually right way back in alpha testing, that something like two charges to Dire Beast/Dire Frenzy is absolutely needed to breathe some fun into the spec. They tried to fix it with a piece of gear, but then they made that gear an extremely rare drop, thereby punishing every hunter unlucky enough to not get it. Having decided that all BM hunters should have this ability, they then announced that it would be baseline in 7.2.5. So far, so good.

But I said, there are two puzzling aspects to Blizz’s brutal nerf to BM hunters, and the second is this:

If Blizz was fine with some hunters having the legendary shoulders and therefore getting the perk of 2 charges for DB/DF, why are they now distraught at the prospect of every BM hunter having the perk, so much so that they must apply draconian nerfs to the entire spec? The power increase with two charges is significant, no argument there, but why was it okay for some lucky hunters to have that additional power but it is unacceptable for all to have it?

We all expected Blizz to extract payment from hunters for “giving” us something we should have had all along. It is what they do. (Remember the great flying crisis in WoD.) Still, these particular types of payments make no sense to me whatsoever.