This week the Q&A class series is starting! Who better to start it off than
Ghostcrawler as he takes an in-depth look at the Shaman and some of the changes
in the pipeline for the class! He's also going to answer some of the most
popular questions about the class, discuss the design philosophy of the class,
and the expectations for the class in the future!
Discussion for this topic has been mirrored at the official WoW Forums!
Here's the
Q&A for the
Shaman Class:
This week we're starting our class Q&A series
with Greg "Ghostcrawler" Street and the development team. We'll be taking a look
at each class and answering some of the top questions brought forward by their
communities. First up, we take a look at the most asked questions from the
shaman class and find out more about the design philosophy behind the class, the
expectations for the class, and what may lie in store for it in the future.
Shaman Q&A with Ghostcrawler and the World of Warcraft Development Team
Community Team: We'd like to start things off by asking a
question that players often ask in regard to the very purpose of each class. In
this case, we’re looking specifically at the shaman, which has seen a variety of
changes since the start of World of Warcraft and perhaps doesn’t fit into the
original description quite the way they used to.
Where do shamans fit into the larger scope of things currently and where do
you see them going from this point forward?
Ghostcrawler: The shaman class has a pretty dynamic history.
In classic World of Warcraft there was a period where everyone viewed shamans as
overpowered. I remember one of my earliest experiences in the Barrens trying to
group with a shaman to do a group quest. But he just told me was an overpowered
shaman (Frost Shock!) and didn’t need the help.
In vanilla World of Warcraft, shamans at the end-game were healers. Period. By
The Burning Crusade, we decided that all three of their trees should have viable
roles in the end-game. We also decided that hybrid classes (those that can fill
more than one role, such as damage and healing) should do less damage than the
classes that could only fill the damage role. This philosophy generally worked,
in some cases too well, because Sunwell raids were infamous for stacking lots of
shamans.
In Lich King, a primary goal for raiding was to give players far more
flexibility in which classes they brought and try to de-emphasize “raid
stacking” as much as possible. This meant we needed to share the unique,
mandatory buffs among more classes and specs so that, for example, a raid wasn’t
gimped if they happened to lack a +spellpower or +crit buff. However, we didn’t
want say shamans to no longer be attractive for raiding so we brought up their
damage a lot. It might still not be as high as rogues or warlocks, but it’s
close, and if you have the right gear and really know how to play, you can even
beat those classes on some bosses. No raid worth its salt would turn down an
Enhancement, Elemental or Restoration shaman for fear of bringing down the raid.
In PvP, especially Arenas, shamans have never really been a powerhouse class and
we view this as a problem. Shamans have always had a place in the 5 vs. 5
bracket, where their buffs are most meaningful spread out among multiple
characters. Elemental has sometimes had a niche as the “kill the wounded guy”
spec. Currently, however, much of the PvP community is very focused on the 2 vs.
2 bracket, where teams that pack a lot of abilities into a single class tend to
dominate. This is something we need to improve for the shaman class.
Shamans have three really distinct roles. Enhancement is melee DPS. Elemental is
ranged DPS. Restoration is healing. Once upon a time there was a potential
tanking role for shamans as well, but we have pretty much phased that out.
What is it that makes them unique compared to all other classes?
Ghostcrawler: Totems, totems, totems!
Okay, that’s the obvious answer, but it goes deeper than that. The weapon
enchants are an unusual part of the shaman class, as are mechanics like the
shield spells (Earth Shield, Lightning Shield) and Frost Shock. Shaman buffs and
utility spells are quite powerful, including the infamous Heroism / Bloodlust,
but also their self-rez ability, Reincarnation. As envisioned from the start,
shamans were also the “offensive” hybrid. Things have inevitably blurred a bit
since then, but they are still a counterpart and complement to paladins –
paladins have cleanse, shamans have purge; paladins will let an ally move freely
to escape or catch an opponent, shamans will snare an enemy to let their ally
escape or catch him or her; paladins will make sure their allies’ casts aren’t
interrupted, shamans will interrupt enemy casts; and so forth.
Don’t underestimate the gear either. Shamans are only one of two mail-using
classes in the game, and the only non-plate wearer that can use shields. Shaman
shields provide a lot of defense and stats for the Restoration and Elemental
shaman.
One of the other unusual things about the class is their degree of
hybridization. An Elemental shaman can easily throw out heals if a group needs a
little extra help. A druid, by contrast, would need to shift forms first,
possibly giving up other abilities to do so.
Community Team: There is a unique quality to shaman due to
their use of totems as a means of protection, healing, and even as an offensive
tool. At the same time, there is a strategic element to being able to place the
right totems to do the best job and even more important to place them in the
optimum possible spot. For some players, totems’ lack of mobility and range
limitations seem to be more of a liability than an element of strategy, and some
shamans in PvP encounters often choose not to place any totems at all.
Are there plans to look at totems in general, the way they are managed, their
uses, and their benefits in the future?
Ghostcrawler: Absolutely. One of the features we have been
working on is a way for shamans to drop all four totems at once (on one global
cooldown). This will hopefully make the totems more attractive while soloing and
will let the shaman in a group environment quickly get his or her totems down
again if the group has to move or they get destroyed. We’d like to get this
feature in soon, but we want to make sure the user-interface works well and
feels integrated to the rest of the game, so we can’t yet announce a date. And
of course, this is still in the planning stage, and so subject to change.
In PvP, we want to make sure we end the use of “totem stomping macros” where a
pet class essentially programs their pet to automatically kill any totem they
see. It’s perfectly acceptable for pets to kill totems, but the player should at
least have to make a decision and spend some of their attention to do so. We
want to look at the range of the buff totems and make sure you don’t regularly
get out of range on say large boss fights.
Finally, as a small quality-of-life improvement, we are going to let low-level
shamans trade in the four elemental totems that clutter their bags for a single
totem they can equip in their totem slot. Since the four “clutter” totems can’t
be destroyed or sold, currently there is no way to get rid of them. This change
will essentially give shamans their four bag slots back.
And, what are the possible impacts of considering changes to a system like
this?
Ghostcrawler: Sometimes you will see the community suggest
ideas that basically write totems out of the game. That’s not what we want. A
shaman player should care about totems and use them often.
Obviously being able to drop four totems on one global cooldown is a pretty
decent buff to the class as a whole, which will require some balance attention.
We have talked a few times about improving the health of individual totems, but
if we did, we don’t want to do it by much. One of our Restoration shamans said
he still wanted to be able to whack down enemy totems with his healing mace at
the end of the day. The balance for totems being able to cause damage or other
effects while the shaman also does is the fact that they can’t move and are
relatively fragile.
One longer-term change we are considering is removing the buff totems (replacing
them with normal spells) and making all of the totems do something more active,
like the current damage or healing totems. We’ve even discussed letting shamans
carry a totem on their back (the tauren do it already) but that may be too far
out there.
Community Team: To continue down the path of totem questions,
there are many different types of totems available, and at times the amount
seems to be overwhelming. In some cases, there seem to be some totems that don’t
have a clear, obvious use to players, such as the Sentry Totem.
Is there any plan to look at the way totems are being used and either update
little-used totems or consolidate totems that don’t seem to be of a particularly
great strategic value individually?
Ghostcrawler:There are still some totems that just aren’t
cutting it anymore, and we want to continue to consolidate those so that shamans
don’t have any totems that they just never, ever use. Sentry Totem is a possible
candidate for the chopping block. It’s hard to really carve off unique niches
for Magma Totem and Fire Nova Totem, so those may get merged. Stoneskin is not a
terribly exciting totem, so maybe there is a way to just tack that benefit onto
another Earth totem. Finally, we are exploring the possibility of the elementals
coming out of any Fire or Earth totem respectively rather than to have to drop a
new totem just for their temporary benefit.
We combined or cut some totems for Lich King, and you should expect another
round of that at some point in the future. As always, we’re unsure of how many
of these changes we will get in for the 3.2 patch. We’re trying to keep the list
of class changes down compared to 3.1, where some players felt whiplash from so
many frequent and sometimes substantial changes to their class.
In addition, many valued enhancement totem relics are only available via
random drops, which has been voiced as something that we’ve wanted to avoid in
the past. Are there any plans to change this?
Ghostcrawler:The “relics” (the items that fill the ranged
weapon slot) are always tricky to hand out, since they can only be used by one
class, and are often attractive to only one spec. We have typically put them on
badge vendors, and that might be the way to go with them in the future. On the
other hand, several “best in slot” items for every character are subject to the
inherent randomness of boss loot drops. Typically these upgrades are attractive
but not so mandatory that you can’t do your job without them.
Community Team: Shamans currently have the lowest base health
of any class, and this often leads to concern over their survivability.
Is there any reason that they start this way or is there any future change in
store to address this disparity between their base health and that of other
classes?
Ghostcrawler: This is one of those weird legacies that has
been in the game forever. Nobody currently working on classes can remember why
that decision was initially made, so we plan to revert it for 3.2.
Community Team: Looking into the Player vs. Environment (PvE)
aspect of the game, there are various concerns that are brought up. One
recurring concern among all shamans, whether they are Elemental, Enhancement, or
Restoration, is in regard to itemization. For some, they are looking for better
two-handed weapons. For others, they are looking for that better one-handed axe.
Others wonder at the choices that are made in relation to the stats or gem
bonuses that are placed on items. An example brought up regularly is concerning
Armor Penetration being prevalent in Ulduar despite it not being the most
desirable stat for shamans who choose to play as Enhancement. In addition, many
shamans express concerns that the options for upgrades are more limited for them
than other classes.
When itemizing for the shaman class, what are the aspects that are looked at,
and are there plans to make additional improvements to the way itemization is
done for the class or for specific talent specs?
Ghostcrawler: One of the problems we have with dropping
one-handed weapons is the overlap. If we drop axes, rogues can’t use them. If we
drop swords, shamans can’t use them. If we drop fists, death knights can’t use
them. We are looking at changing one of these restrictions in 3.2, though it
likely won’t be for shamans to use swords.
It is our basic assumption that Enhancement shamans dual-wield and Restoration
and Elemental shamans go for a one-handed weapon and shield. While we don’t
prohibit players from playing with other types of gear, they may not find their
damage or healing output to be as high. At this point in time, we aren’t trying
to support a two-handed DPS build. That would require a pretty extensive
reworking of the tree, and we also want to make sure some class besides rogues
are using one-handed weapons.
We got a lot of questions on specific itemization, especially in the new Ulduar
tier. The designers do feel like we’ve let the value of various stats get too
far apart for the classes as a whole. When some characters want armor
penetration and some don’t yet they are supposed to share basically the same
gear, it makes the randomness of loot drops even more frustrating. We just need
to get Enhancement to where they feel like armor penetration is as valuable as
other melee stats.
We’re also in the process of taking a hard look at all the stats in the game.
Something that gets brought up in our meetings a lot is that haste and crit are
relatively straight forward stats and most players have a reasonable intuition
about what boosting those stats will do. When you start to throw something like
armor penetration into the mix, it’s hard to estimate exactly what that will do
for your character. We’re not sure armor penetration is a rousing success as an
interesting stat (though it can be quite good for some characters).
What is the expectation for how shamans choose the gear they use?
Ghostcrawler: Players sometimes have the expectation that
everything that drops that they can use should be an upgrade for them. This
isn’t strictly speaking the developer view though. We want gear to be a little
bit of a puzzle where you have to analyze if that piece is really an upgrade or
not and how it fits with your other stats. Remember also that much of the normal
versions of Ulduar is itemized at the same level as Kel’Thuzad and Malygos.
There are some pieces that are just inferior to what they should be and we are
getting those updated over time. As I mentioned above, we also want to improve
the situations where some stats are so superior for your spec compared to other
stats that pieces with the latter on them are just perceived as junk.
While we have a lot of bosses in Ulduar, those bosses also drop an awful lot of
loot. Having loot drop that is attractive to more than one spec is paramount in
making the bosses feel rewarding enough. Otherwise boss loot tables are just too
large and your chance of getting what you want is low. (The huge loot table
works for Emalon who is easy to reach, but not Algalon.) We have to avoid the
situation where say the Elemental shaman only wants one set of shoulders in the
whole instance and those shoulders are unattractive to everyone else in the
raid. This is why we often say that we need to fix these problems on the class
side, not the item side.
This is a situation where the distinction among the shaman specs can hurt them a
little. Restoration and Elemental shamans both basically want caster gear, but
the healer wants regen and the nuker has no use for it. This means if there is
mana regen on mail, it is pretty much only useful for a Restoration shaman.
(Healing plate presents the same problem for paladins.) We don’t have a great
solution for this problem yet other than just dropping three kinds of mail.
Community Team: Continuing to discuss the PvE element of the
game for shamans, the introduction of Ulduar changed the strategies players had
employed in the past to account for these larger-than-life encounters.
Restoration shamans in particular have brought up a concern for their role as
raid healer being diminished in light of their inability to effectively raid
heal like they once did with the use of Chain Heal specifically. Many have taken
to the role of main target heals and are concerned about their continued
effectiveness in a raid environment.
Where do we feel the role of the shaman is in raids now and where do we see
that going in the future?
Ghostcrawler: We want all three shaman specs to feel like they
can contribute to raids, and to be honest, we think they’re in a pretty good
spot certainly relative to some classes that have specs that are perceived as
much more viable than other specs. Enhancement can do great melee damage. After
the recent Lightning Overload change, we think Elemental can do competitive
ranged damage. I know there is some concern about Restoration shamans losing
their healing niche of area damage. We think that perception might exist in
Ulduar just because recent talents, glyphs, and set bonuses have all propped up
things like Lesser Healing Wave over Chain Heal. Chain Heal is still quite
useful in some situations and with different gear in the next couple of tiers,
we expect to see more shamans going back to it. We don’t want to see them return
to just using Chain Heal as was the case in much of Burning Crusade. We do think
Restoration shamans are at the risk of running out of mana perhaps more than any
other healer right now, and in fact the seemingly unlimited mana in some healers
is what leads to Chain Heal getting stomped on by other big heals. This is a
problem we plan on addressing.
Is the change in how shamans are used situational only as we move forward
into the next encounters, or is this a shift in philosophy as to the role of the
shaman in raids?
Ghostcrawler: It isn’t a philosophy shift. We want Restoration
shamans to be a strong group healer with the option of focusing on a single
target with Lesser Healing Wave as needed. Restoration shamans have two distinct
healing styles now that they can shift between, and we want to preserve that. We
don’t want to return to the Sunwell era, where 95% of healing came from Chain
Heal. It’s just a boring play style. (And yes, paladins, we hear you.) We
suspect that with a new totem or set bonus that propped up Chain Heal a little
more, you’d see it getting a lot more use. We’re cool with that. It’s fun when
you upgrade your gear from tier to tier and it actually pushes you into a
slightly different play style.
Elemental shamans have had a couple of opportunities to shine in Ulduar --
blowing up constructs on Ignis is one example. We try to make sure the
encounters are diverse enough that the same classes aren’t always in the
spotlight on every encounter, but we also don’t want to constrain our encounter
designers’ creativity too much. Elemental may suffer from so many fights in
Ulduar requiring movement. Also, while we have given Elemental strong AoE in the
form of the Magma Totem, some players feel like this comes at too high a cost to
their buffs and mobility, so this is something we’ll look at.
We’re pretty happy with Enhancement shamans in raids, though we want to continue
to analyze whether their DPS is where it should be and if their buffs are
comparable to other classes that can bring the same benefit.
We do hope we’ve finally settled the issue of which weapon enchantments shamans
should use with the now normalized Flametongue.
Community Team: Let’s shift gears a little and go into the
realm of Player vs. Player. As we spoke of previously, survivability and
mobility are a couple of shaman concerns that recur more strongly when in
reference to PvP interactions. More specifically, shaman performance and
visibility within the top-rated teams in the Arena is a much-discussed topic.
Players have noticed difficulties both in being able to avoid stuns and roots as
well being able to move effectively in the playing field without losing the
benefit of their totems.
Are there any other considerations in store for improving overall performance
for shaman in PvP encounters (whether in Arena or in Battlegrounds)?
Ghostcrawler: Mobility is a big problem. One of the designers
described casting shamans the other day as “turrets,” which is very apt. You sit
and spin and shoot (or heal). We need to get shamans some more mobility, and we
have some ideas for how to do that without just giving everyone Blink. We want
to see more shaman gladiators soon!
For Restoration shamans, we think their survivability is low, especially while
stunned. Teams have learned to kill the shamans first, because if they don’t,
the shaman healing output is good, especially in larger teams. In fact, shamans
generally are more powerful on the larger teams because of the nature of their
powerful buffs affecting more people. In general, we’d like to get the community
back to being more focused on the larger Arena brackets, but we realize we have
some work to do there first. Earth Shield is too easy to dispel. An idea we’d
like to explore is just letting a single charge get dispelled at a time.
Elemental shamans used to have a niche of being able to blow up a wounded target
on demand, but we have been trying to back off some of these really high burst
moments. We do need to improve their mobility though, which includes not just
the standard melee escapes, but also a way to not lose so much DPS when moving.
Elemental is a caster and all casters are getting beat up a little too much by
melee at the moment.
Players sometimes accuse Enhancement of being too much of a one-trick pony. It’s
understandable that saying “I bring damage!” when so many classes have multiple
forms of crowd-control and crowd-control breaks may not cut it these days.
Players often request more anti-CC in the form of the Feral Spirits, but we
don’t want to turn that ability into something that is saved only to be used as
a PvP trinket. Again, mobility (both offensive and defensive) will help
Enhancement. A lot of the spec’s damage come from procs and sustained effects,
while PvP is more about front-loading damage at the right moment. We definitely
can make some changes to give Enhancement more of that, but it requires a lot of
changes to the talent tree and playstyle and not the kind of thing you can just
hotfix in. On the other hand, Enhancement can offensively dispel, interrupt, and
use Tremor and Cleansing Totems while still being a melee DPS. They do have a
lot of utility -- they just need a little help in order to bring it about. They
no longer have mana problems in the longer matches.
One of the challenges of designing the shaman class is that we think it is one
of the most challenging classes to play in PvP. (Players sometimes call this
having a “high skill cap.”) The shaman has to think about defense and offense at
the same time, while many classes can worry about one or the other. For example,
a Holy paladin can concentrate on keeping his or her group alive while the
Restoration shaman has to do that while also keeping totems up, offensively
purging buffs from the enemy team, using Wind Shock to interrupt spell casts,
etc. The challenge is making it not too difficult for the average player but
also not too powerful for the guy who can master all of the shaman’s tools.
(Warlocks and hunters have very similar challenges, by the way.)
What considerations are being made for combating the use of totem-killing
macros in PvP, and is this seen as a problem currently?
Ghostcrawler: It is a problem. Totems are fragile by design,
since they essentially can do their jobs while the shaman does other things.
We’re fine with this except in the case of pets being able to target and kill
totems via macro without any input from the player. We want the player to at
least have to target the totem first before commanding the pet to attack. We
have a technical change in 3.2 which will prevent macros from doing this while
still giving macros the functionality that players currently enjoy elsewhere.
Players have made many suggestions for how to accomplish this technically (a
common one is to rename the totems), but the solution is a little more
complicated than that. Whacking a totem with your weapon or wand is fine because
you are making a choice and spending valuable combat time (similar to dispelling
a buff or debuff). Using macros requires no player interaction, and is not
working as intended. One totem that is just too easily destroyed is Mana Tide,
for which we could see bumping up the survivability. Again, remember that while
totems are fragile, they aren’t particularly expensive (especially if we get the
change in to drop more than one at a time) and the shaman can do other things
while the totems are doing theirs. We’re sympathetic to warlocks and hunters
being the two classes most affected by the removal of totem stomping, and we do
think their respective representation is low, but we don’t think the way to buff
them in Arenas is by letting them be ultimate totem stompers. On the other hand,
a reason to just not hotfix in more health to totems is that that change would
primarily nerf warlocks and hunters, who need nerfing the least in Arena at the
moment.