#0 - May 31, 2010, 9:59 a.m.
Glyphs started off being like things that would for the most part offer interesting gameplay choices, and even flavour choices - things like the Penguin Polymorph and stuff like that. However, as it turned out, they sort of blanded out over time into a mix of those and things like the Incinerate glyph - 5% damage to Incinerate, etc. Granted, for the most part, it was realistically going to boil down to "These are the 3 best glyphs, use them", but the actual glyphs themselves ended up being somewhat "boring", even with things like Shield Wall. You get the idea of what the rest of the discussion is going to be like.
Now, on to Masteries. I'm also going to go back to a post made on the 13th of April, in an Enhance Shaman thread
http://forums.worldofwarcraft.com/thread.html?topicId=24262388737&pageNo=2&sid=1#27
On the broader topic of whether more creative or more passive mastery benefits are more fun, we just need to get players in there in beta and trying them out. The risk of more passive bonuses (like the current Enhancement one) is that it's just a little dry. Since your spell damage tends to scale roughly (roughly) with your gear, it risks just feeling like more damage. On the other hand, bonuses like Shadow and Balance affect gameplay an awful lot and may end up being just one too many things to monitor. We wanted to split the difference for now and see what feels the best. It could be that we spice up some of the passive ones or it could be we tone down some of the crazier ones, or we continue to offer a mix and let players gravitate towards what they like. I can see how the more creative ones might just sound more exciting, but then again getting 12 new abilities might sound exciting too until you're struggling with how to learn the nuance of when to use each one (if that lousy analogy makes sense).
So basically, the way masteries can manifest over the course of alpha/beta is still in question. They could be "cool and interesting gameplay decision altering awesomeness" like Shadow Orbs, or they could be more like "X% damage to this spell". That's not set in stone quite yet, and has a lot of time to undergo revision.
I would however, like to take a moment to discuss one aspect of this. This isn't unique to tanks, but anyway, here are some things that may or may not be debatable (you can assume I agree with the statements):
- Masteries that basically involve a repackage of an old, existing ability or mechanic are more likely to be seen as boring?
- Masteries that are entirely passive are more likely to be seen as boring?
Consider the range of tanking masteries. The specs are Protection Paladins, Protection Warriors, Feral Druids and Blood Death Knights. The corresponding masteries are Block, Critical Block, Savage Defense, and Self Heal Absorption Shields. Savage Defense and Critical Block are already existing mechanics bundled into a mastery, three of the masteries look to be completely passive, and all of the masteries are related to a somewhat similar mechanic.
Now, as I mentioned, these aren't somehow unique to tanks. A lot of classes are previewed with passive or similar masteries masteries (extra magic damage, extra bleed damage etc.), or involve old mechanics (Elemental Overload comes to mind rather quickly). The dangers of such as noted are that they can feel like <just another stat>, where the mastery stat itself would either be avoided or stacked based on how it ranks with other stats and so on.
I'm just wondering where exactly Mastery, as a mechanic and a stat, is expected to fit in for tanks, or for classes in general, and whether it'll be better (if they can make it so) as a dynamic thing overall.
For example, you take the Holy Pally one - extra crit heals. Well, that's not REALLY that far of a thing from "crit" as a stat. Or say, the Prot Pally one being "block". Disc Shields - spellpower? etc. It gets even worse potentially when it's something like Crit Block, where the nature of the mechanic is either "it can be good" or "it will suck". Of course, these were previews and are subject to change, and the possiblity for the concern has been acknowledged (the Holy Pally one was specifically acknowledged if I remember right).
For example, I think the Blood DK absorb shields have potential. It's another mechanic, it's a tool that can be used by the Death Knight, and so on. By contrast, Savage Defense already exists, is purely random and so on. The caveat of course is that talents/abilities can interact with the mastery mechanics and we don't know about those. If Bears had something that allowed them to control crits/SD or Warriors with Shield Block or Paladins with Holy Shield and stuff like that interact with the mastery, it shifts the mastery's impact on the tank a bit.
My personal opinion is that I think it'd be better if the intent of Mastery was that the class played WITH the Mastery, as looks to be the case for (speculatively) Blood DK's, and can potentially be the case for the other tanks, as opposed to the Mastery just being there, randomly proccing and pretty much being ignored for the most part, as can potentially be the case for all tanks, and several damage dealing and healing classes.