I'm reading that as you want quests to be interesting but easy and fast to get people to endgame.
Yes and no. When designing quests, it's important for us to keep in mind
all the different kinds of players that'll play through them and what
their interests might be. For example, some World of Warcraft players
just want to get to max level as quickly as they can. That's a totally
valid style of play, so we try to make sure that quests don't
arbitrarily complicate or impede the leveling process.
That's just one thing we consider, though. We know that there are a lot
of players who absolutely love questing -- quest chains, daily quests,
low level quests, all of it. (Loremasters, represent! \o/) And we
absolutely want to appeal to that group of players, too. With respect to
the OP's suggestions, our concern is that, if we implement quests that
are too challenging or too similar to dungeon content, then we risk
forcing players into roles and types of gameplay that they may not
appreciate. Not everyone likes running dungeons or feeling pressured by
having to learn encounter mechanics, so overloading quest content with
those kind of scenarios may not be the best course of action.
Could we do more to vary up the kinds of quests you play through,
though? Sure. We feel that we can still provide a streamlined,
straightforward questing experience without always relying on the simple
"collect this," "kill that," "okay, now kill that again, and then be a
good sport and collect a variety of gross things from their corpses"
objectives that everyone has come to love. Those kinds of quests
certainly have their place and will likely remain a staple in World of
Warcraft, but we're trying some new things with the 4.2 daily areas that
we hope players will enjoy, and want to continue that trend with future
content, as well.
Ask the Devs
I'm not going to bother getting into the specifics of what was answered
or why or any fansite articles bashing the process; it's been covered
many times before.
But, at the core, I think we agree it's not working. While we could (and
do) lament over the reasons why a scheduled Q&A based on question
popularity doesn't sit well with people, the bottom line is it can't go
on as it is.
We don't expect people will ever be completely happy with any Q&A.
Regardless of how they're conducted we'll never get to every question,
so there are always going to be complaints that we didn't answer the
right ones. But Ask the Devs is different. While there are certainly
arguments that answers didn't say the right things, or didn't give a
firm answer on how a problem would be resolved, the process just doesn't
work because of the format.
We've spent a lot of time discussing why it doesn't work, and while
that's interesting to us, the bottom line is that once we've finished
the role Q&A's with healers, we will be ending the Ask the Dev
Our goal with Ask the Devs was always to increase interaction with the
developers, to provide a direct conduit to their thoughts and process.
We're in the planning stages for a new Q&A process that will replace
Ask the Devs, and while we're absolutely certain people will continue
to be upset we didn't answer every question, we think it will overall be
a far more successful approach.
Death KnightTanking and Survavibility (Source)
DKs have a lot of control over their survivability. While the other tank
classes spend a lot of button clicks on generating threat, DKs can
regularly hit Death Strike, which heals them. This puts a very powerful
tool in the hands of the player. Played well, you can mitigate a lot of
incoming damage and even choose when it is important to mitigate that
damage. But you also have the possibility of playing poorly. It probably
isn’t the kind of play style that is going to appeal to everyone.
You can look at the recent discussion about the paladin Holy Shield as a
microcosm of this debate. Some players wanted more control over their
survivability, and the new Holy Shield provides that. But it is more
work to control an active button and there is a larger penalty for doing
it badly. Death Strike is like Holy Shield on steroids in this regard.
There are good and bad times to use Holy Shield. There are definitely
good and bad times to use Death Strike. We see some DKs attempting to
hit Death Strike as much as they possibly can, and then getting
frustrated when they can’t squeeze more Death Strikes into the rotation.
What they are perhaps missing is that the timing of when they Death
Strike is very important. Used optimally, it’s a powerful reactive tool.
One thing we have discussed is giving players more control over whether
they make this decision (trading higher risk for higher return) or not.
In many driving games for example you have the choice of an automatic or
manual transmission. Many players choose the automatic, suspecting that
they are probably not going to be as fast as a player who is awesome at
managing their clutch, but it means they never have to mess with the
clutch and can still win plenty of races. On the other hand, imagine
that the player who plays the manual perfectly is performing at 100% and
the player who performs the manual poorly is performing at 25%.
Choosing an automatic transmission for 75% performance may be perfectly
acceptable. You give up a little theoretical performance in return for
having less going on. Tanking can often have a lot going on. Maybe there
is a talent choice that lets DKs have a more powerful Death Strike in
return for weaker passive mitigation. Some players would take that
talent, and some might only take it for some encounters.
Related, we understand that some DKs don’t like having to make the
decision about whether to Death Strike or whether to apply tanking
debuffs. That’s really the tension that’s supposed to be at the heart of
any resource system -- I have a limited allotment of X, so at this
moment do I want to use X on this one ability or on a separate ability?
Again, a possible solution is to put the choice of which play style to
use in the hands of the player. We could offer a talent or glyph (or
something) that lowers the cooldown of Outbreak for instance, without
turning Blood DKs into a spec that can play optimally by pushing nothing
but Death Strike. It’s something we’ll consider.
(Assuming Blood is the manual transmission, and the other three classes are automatic)
Amazing DKs aren't 25% better than Amazing Paladins/Warriors/Druids, so
what is the point of a system that is incredibly punishing and only
The 25%, 75% and 100% percentiles weren’t meant to be taken literally.
If a DK feels like he or she has to work much harder than other tanks to
achieve about the same amount of survivability, then that feels bad
(and to be fair, we had this exact problem with paladin tanks being too
easy to play well in the previous expansion). On the other hand, if a DK
played well completely trumps all other tanks, then the very best
guilds for whom the skill cap isn’t an issue, will just use DK tanks. We
see a pretty good spread of DK tanks among both great raiding guilds
and all raiding guilds for that matter, so we don’t think the numbers
are so far off that groups are either flocking to or avoiding DK tanks.