Small essay on why the GCD changes should be reverted

Seeing as we’re rapidly approaching Shadowlands I wanted to make a post about one of the changes made to the game that I despise the most. The GCD change.

It’s intuitively obvious after 15 minutes of gameplay that these changes heavily ruin the rhythm of your rotation as you just stand AFK for 1.5 seconds after every single cooldown. It is simply not fun. The problem is exacerbated further with classes that have several cooldowns to press in a row before they can start dealing damage.

One of the reasons you made this change was to stop people from macro’ing all their CD’s into one button and blowing people up in PvP before they could react. I would say the inherent issue is not the GCD, it’s the fact that cooldowns are way too strong and sustained damage is way too low. Besides, is ruining the feel of every single cooldown in the game worth it just to fix this one thing? Even when it could be fixed in much more satisfying ways? You could also simply fix this issue by putting cooldowns on their own GCD, sort of like Final Fantasy.

One specific example I heard was that it could be an interesting choice if you had to decide between using Displacer Beast or Rejuv. First of all, for that to be a meaningful choice, it would mean that 1 of you has to die or take massive damage depending on what you choose, otherwise the decision doesn’t really matter. Secondly, that isn’t a fun decision, and is less skillful than realizing that you need to do both and actually executing both. What am I supposed to just let 1 of us die or take grievous damage because the game says so, even though I am good enough to save both?

Thirdly, one of the reasons that Resto Druid is unique is that they’re very mobile while healing, this change diminishes that class fantasy. They’re still mobile, just watered down. Funnily enough that’s basically BfA in a nutshell - it’s Legion but watered down. Fourth of all, this scenario almost never happens, and if it does happen, it’s never a meaningful choice, no matter what, as I’ve already explained.

So you basically changed it to increase the skill cap. That sounds fine on paper, but it doesn’t work in practice as I’ve already explained, but let’s discuss it some more.

There’s basically 2 types of damage that are relevant to defensive or movement based cooldown usage. One is predictable damage, the second is unpredictable damage. Predictable damage is always heavily telegraphed, either by huge spell effects or long cast times.

In PvE you’re always going to be prepared for the predictable damage beforehand (and if you’re not, your spell being on the GCD didn’t affect that), so having your cooldown on the GCD isn’t going to affect how you play at all. Its only effect will be stopping you from performing your rotation for 1.5 seconds before you want to use your cooldown. It could be (easily) argued that this requires LESS skill than having your CD off the GCD as you have fewer things to manage.

There’s no meaningful decision, there’s no intricate thought process. All of the decisions that I’m making are decisions I would make no matter if my CD was on the GCD or not, the GCD change simply slows down my ability to execute on my decisions.

In PvP there’s no such thing as inherently predictable damage as players can use CD’s at any time. Because of that you never know when to stop performing your rotation, which makes it never worth it to stop performing your rotation. What happens in-game is that you do your rotation as normal (which is the correct and more importantly, FUN play), someone pops a CD and your reaction is delayed arbitrarily because Blizzard says so.

Again, it would require MORE skill if you could pop your cooldowns as fast as possible to react to what your opponent is doing. This all applies to the damage that’s unpredictable in PvE aswell. All the GCD change does is slow the game down. Again, if you’re worried about people getting bursted, nerf cooldowns.

Let’s talk about offensive cooldowns. You press your cooldowns, and then you wait until you can play the game. This is obviously not very fun. If we compare BfA to Legion we can see that in Legion your cooldowns felt like a hero moment. It was a time where your rotation got amplified, modified and dynamic. It was a change in the rhythm and pace of your GCD that was fun and made you feel powerful. Basically a time when your APM increased.

In BfA the cooldowns do the exact opposite. They slow down your rotation, nay - they completely halt your rotation. They don’t spice up the rhythm at all and just keeps your rotation feeling monotone until the haste of your cooldown (if you get any) kicks in. The hero moment is dead. This problem would NOT be fixed simply by giving the cooldown a damage effect as it would still not mix up the pacing and rhythm of your GCD.

I know Blizzard wanted big cooldowns to feel cool and impactful with this change, but it actually does the opposite. It makes pressing my big cool buffs feel like a chore I need to get out of the way so I can keep playing the game. I don’t know, I just feel like the GCD change misses the mark on pretty much everything it set out to do.

This GCD change might sound good on paper, but it doesn’t make sense when actually implemented. Not once have I thought “wow I really hated pressing Avenging Wrath because I had it macroed with something else” nor did I feel like my cooldowns lost their identity. I seriously doubt most players have even thought about it.

If you disagree with me, feel free to let me know. But I think that the majority of players feel this way. Even if they don’t know it. Most of the playerbase never goes on reddit, they don’t watch dev interviews, they don’t visit forums. They just play the game, and if it feels worse they quit.

Restore the snappy and reactive gameplay of Legion. It’s more fun and it makes sense in the context of WoW’s design. WoW isn’t some chess game where weighing decisions is important, the game just doesn’t work that way. It’s a fast paced game, and the GCD change is counter-intuitive to the nature of the game.

I’ve played this game since I was a child. I want what’s best for it, even though that might sound stupid. I just hope someone at Blizzard sees this and takes my feedback into consideration.

7 Likes

Tough love!

1 Like

I cant see a single reason why they added the GCD back from Legion to BFA, its slow and boring and just doesnt feel good. And I dont think it makes the game harder since majority of the specs are now easier than BM, we all know what we want to press next but we have to sit and wait.

2 Likes

Reson is simple, to prevent people from macroing spells together, making instagib macros and that in the end made skills irrelevant.

So no, GCD should stay as it is. Taking it out of GCD was nonsense in first place.

7 Likes

so making a
"/use a
/use b
/use c
/use d
/use trinket 1
/use potion
/cast high damage spell "
takes so much more skill?
as that is what happens if you remove the GCD.
and that is a problem in my opinion.

2 Likes

Reson is simple, to prevent people from macroing spells together, making instagib macros and that in the end made skills irrelevant.

Where was this a problem?

First of all, making the game feel clunkier to deal with macros is not a worthy trade-off. There are ways to fix this problem without destroying the fluidity and rhythm of the GCD/rotations. Secondly, cooldowns have different recharge timers, which means that except for the first time you use them you will have to use them separately unless you specifically want them used together. In which case they should simply combine the spells into one.

Thirdly, TONS of abilities that make no sense to have on the GCD that can’t go into a macro because it’s an actual damaging ability like Apocalypse and Wake of Ashes got unnecessarily put on the GCD. It doesn’t make the button press feel more impactful, it simply removes the fun little mix-up in GCD rhythm you had before. Why do I have to stop my rotation to use Sweeping Strikes, when that CD is literally meant to augment my rotation. Why do Warriors and Frost DK’s have to sometimes wait 3-4.5 seconds before starting their rotations.

If Blizzard didn’t make this change, you would never have even thought of macros being a problem. I never had a problem with them, I’ve NEVER talked to a player who thought it was a problem in over 14 years of playing the game. It’s a designer issue, not a player issue, and it’s been fixed in a sloppy and unsatisfying way. Like, who asked for this GCD change?

Lastly, you are only addressing one issue when this GCD change causes so many other issues. In the end, the trade-off (if there even is a trade-off and it’s not just a trade-down, which it is in my opinion) is not worth it.

so making a
"/use a
/use b
/use c
/use d
/use trinket 1
/use potion
/cast high damage spell "
takes so much more skill?
as that is what happens if you remove the GCD.
and that is a problem in my opinion.

The act of actually activating your offensive cooldowns requires 0 skill, whether they’re macro’ed or not. It’s situational cooldowns that have relevance to skill, and I think the skill cap is objectively lower when they’re on the GCD - as I’ve explained.

But let’s compare your example to BfA shall we. In your example (Legion), I can keep doing my rotation while popping my cooldowns, it provides a nice little beat, a rhythm if you will, to your GCD as you’re weaving extra GCD’s into your normal rotation. It feels like a moment of increased intensity as your APM increases. It’s fun, fast, snappy. It’s a hero moment.

In BfA I have to stop my rotation, press all those buttons one at a time, wait 1.5-4 (sometimes 6) seconds and then I can go back to my rotation. This requires less skill than Legion, as I only have to worry about 1 thing at a time. WoW is just not strategically complicated enough for a GCD delay to provide meaningful choices. This isn’t chess. It’s just a pain in the butt.

So, which one is more fun? Which one requires more skill?

(hint: it’s legion)

GCD is good, gives Haste stat a real meaning and also prevents noobs from using oneshot macros.

It was a rough transition process though, I personally quit the game during pre-patch after GCD change, it felt like the game was broken at first but all it takes is 25% Haste to feel good again.

GCD is good, gives Haste stat a real meaning and also prevents noobs from using oneshot macros. It was a rough transition process though, I personally quit the game during pre-patch after GCD change, it felt like the game was broken at first but all it takes is 25% Haste to feel good again.

Haste was still by far the best quality of life secondary stat before the GCD changes. It has always felt the best. It’s always had real meaning. One-shot macros are not less skillful than pressing CD’s one at a time, they both require basically 0 skill.

This also completely disregards the fact that it was not always beneficial to use all your CD’s at the same time. Or that you couldn’t always macro all of them together since some of them are attacks. Now those attacks have been put on the GCD and it feels worse than it did before.

So you think destroying the game for a long period of time is OK just for them to put a band-aid on it later with lots of haste? The game should be fun to play from the start. Classes should feel good from the start. Everything else should just make things even better.

Both may require 0 skill (that said it is still easier to press 1 button as opposed to 6 in a sequence, even if doing the altter isn’t hard) the point is one of those sequences is completely toxic to play against in PvP (where someone within the space of a second goes from 0 to 200 MPH and start blowing you up for most of your HP) whereas the other one allows some response to this because of two possible playouts:

  1. if the opponent insists of using all their “big CDS” in a row, you can respond to that and pop your defensives or CC them to stop them.
  2. If the opponent appears to be doing so, you may pop your defensives but the opponent technically jukes you by using only one of the their big CDs, then waiting out your defs and then they pop the rest.

With the “all in one” macro system it’s very difficult to counterplay against, the opponents will ALWAYS get an ability off on you that has all of their big daddy CDs behind it which means they get the benefit of using 6-7 abilities within the timeframe of a second. You can argue the defending player can do the same with their own defensive macro, the point stands though that due to the speed their def will always be “slightly late to the party”, particularly if they are CCed as the opponent has no setup time and can easily trash them within a few secs. Under the current model unless the attacker has all their big daddy cds already rolling, if they CC you they have to decide whether to actually hit you, or to spend time setting up to hit you harder. It means you’re less likely to be blown up within a CC window in a 1:1 situation (i’ll make that clear now before the typical “but rogues and mages can kill me in a stunlock” appears because that has zero relevance in the situation i’m describing).

Personally i think the gameplay should move away from “big CD” type abilities anyway. All classes should have 1 “big moment” cd, that switches things up, but where classes rely on syncing that, plus ability 1, and ability 2, and ability 3, that’s not good design imo and it’s only classes that rely on that where you feel the GCD change so much. The issue is their performance is reliant on an incredibly non-fluid form of play, that only feels fluid if you can bypass the necessity of pressing said CDs by macroing them into one.

A solution that doesn’t take us back to “no counterplay” land is to revise how such classes are designed. All classes should feel somewhat decent to play some of the time. No class should be legitimatley designed around the notion of “if these cds ar eup you’re awesome, like, more awesome than anyone ever, but if they’re not, you’re crap”. CD windows don’t last long enough to make this a satisfying playstyle and we often see band aid upon band aid of borrowed power systems have to be implemented to triage these specs during their “no CD” windows in order to keep their overall DPS stable as their DPS may be godly during their CDs but typically baseline super trashy outside of them.

Just revisit this notion of design overall, i’d argue many “big CDs” are kinda dull anyway and don’t really do much apart from try and coerce you into syncing trinkets with them and stuff. Where big CDs do something unique, that’s fair enough, but like Aspect of the WIld is a completely dull “big” cooldown, as is Besital Wrath, they’re literally just “you do more dmg!” no change to your playstyle during them. You could easily roll the base buff of AoTW divide it accordingly and the BM hunter would play no differently. That’s a sign it’s a bad big CD.

+1 to this.

I worked out I could macro my first 7 button presses of a typical encounter into a single key if there was no GCD.

This was still the case in Legion, the gameplay was simply faster.

A competent player will use CD’s to counter the enemies big CD’s like Avenging Wrath, they’re not going to use it on smaller CD’s. It’s interesting that you bring up this point, because as you just explained you don’t always want to use all your CD’s at the same time.

In Legion a worse player would sometimes use one-shot macros when the better players would separate their cooldowns, but now they’re just separated by Blizzard, removing another thing that could distinguish better players from worse players.

But either way, this is not a decision that is affected by the GCD change, it’s simply game knowledge. All the GCD change does is make the gameplay slower. And again I would say it requires less skill, because the game is just generally slower paced.

This is a perfect example of something that sounds good when you say it, but when you think about how the game is actually played, it doesn’t actually make sense. The developers make the same mistake a lot.

This is even more so the case with the GCD changes. Maybe not every time. Maybe not in terms of throughput, but in reactionary ability - which just feels bad.

Another thing that sounds good when you say it, but the fact of the matter is that when your enemy sets up their “GO”, they will need to pop their cooldowns. It’s not a decision of “do I keep up my sustained damage” or “do I go for the burst damage”, you will ALWAYS want to pop your cooldowns, seeing as sustained damage is really low.

I think you’re right. Sustained damage is bad right now. I actually agree with everything in the rest of your post.

I mean i’m not terribly invested in this either way, i won’t die on a hill of “don’t revert the GCD”, i’ve played in both iterations and tbh i’ve coped. I can see what I liked about the previous, and I can see what I don’t miss about it.

I’m more comitted to the idea that sustained damage is an issue for some classes and designing an entire class around “burst windows” of big cds is not good game design and doesn’t feel very satisfying overall.

Yeah I think sustained damage is an issue aswell. Honestly the reason the GCD change irks me so much is that it accomplishes nothing if you really get down to the nitty gritty. It’s just annoying :confused:

Agreed, the GCD issue is a big problem for such classes, but my stance as said is the class is designed in a poor way more so than reverting the GCD would “solve” the problem.

I know this well as Marks, using Worldvein, Double Tap, Trueshot, any trinkets, it’s just a few second of nothing before I start playing. Fine if i’m in charge, but if in a group with a tank who doesn’t use time-ins or whatever, it can be really annoying if the fight begins and i’m still faffing about for 3 seconds to set myself up.

Yeah, they just put this change out there without regard for how the game or their classes actually work, you know?

It’s just frustrating most of the time.

i dont think that GCD should be removed completely but some crusial abilities that needs quick reaction should be taken of GCD so it feels more reactive and smooth like how interrupts work now, dont know if you do pvp or not but imagine having interrupt on gcd… same can be said for especially defensive reactive abilities such as bubble, evasion&cloak, barkskin, ice block etc. all it does is dumb the game down and if you cant see that theres no point of this discussion

1 Like

Most people who defend the GCD change have no idea what they’re talking about.

‘One-shot macros’ were barely a thing for most people and only applied to a minority of classes in a minority part of the game, PVP.

Probably warrior is the most noted example and they had a load of the stuff they used to macro pruned in BfA anyway.

Most classes only have one big CD now so what the hell is going to be in these fantasy game-breaking macros you fear so much?

In the end this change just made the game more irrritating to play and added nothing positive.

Also, burst damage in PVP is higher than ever, and we now have ridiculous random proc corruptions which completely destroys the argument about ‘giving people time to react to a damage spike’ or whatever.

In PVE people still press the same buttons in the same order they would have done, only now it’s more tedious because you have to wait before you can fire off your abilities.

4 Likes

I think you summarized it perfectly.

It’s the other way around. I have 12 classes at max level, did all 36 mage tower challenges and used macros in there extensively. It absolutely trivialized some cases such as pala prot where I had 6 spells removed and bundled into one.

So no, we do have idea what we are talking about.

While on the other hand people who want it reverted only say stuff like:

  • b-b-but it didn’t happen to me!
  • b-b-but I never had a problem!

You must be new to the game then because people had 2 gcd bursts in pvp that deleted people from arena, like in MoP. This is such a nonsense.

seriusly ?

and the fact that people were bidning 10 abilities to 1 opening macro never occured to you as being reason why blizzard did it ?