I wasn’t around during warlords of draenor, however this stat is apparently scrapped
i assume how it works is the more cleave you have the more chance you have to also hit nearby enemies , or the more cleave you have the more enemies you hit with a single targeted attack , or something like that
i think it could be a really nice mythic plus stat
we only have 4 secondary stats in the game right now
so , does anyone have a blue post or is there any community manager who knows the reasoning behind it ?
There wasnt a cleave stat to begin with (was planned, but didnt make it to live).
In WoD there was one extra stat called Multistrike, which done 1x30% or 2x30% dmg of an attack (if i remember correctly, not sure about the numbers).
But it was removed, because it was just a “nerfed” crit strike.
I never got why people liked it, it was basically crit but the bonus damage was done as a separate attack. Versatility might not be exciting but it’s unique!
People like seeing numbers pop up on their screen.
Multistrike increased the numbers that popped up.
WoW has very slow combat. Multistrike was a way to make it feel more action-driven.
Too much overlap with Critical Hit though, as you said.
lol.
It really doesn’t. The engine starts bugging out with how fast it is at times.
I meant in terms of design. WoW has a combat system that is designed to perform one action at a time. Standard RPG, imitates the pen & paper gameplay where you roll a dice for each action. WoW combat is not turn-based RPG gameplay, but beneath the hood that’s technically what’s going on.
More modern games tend to err toward a design where you can perform multiple actions at a time and the game design isn’t really constraining you to certain limitations. Everything is more dynamic and hectic – faster.
And over the years WoW has erred toward more fast-paced combat as well. That’s easy to see by just logging into Classic WoW and comparing that to Retail (you got lots of Haste now). But it’s still slow compared to just about any other character-focused game that’s come out in recent years, because it still sticks to that one-button-at-a-time design that’s core to WoW.
not really ? maybe it’s your class or something but especially later on with more haste and stuff it’s really fast pace,
classic is slow yeah, but not retail
i get what you’re saying but i don’t think it’s good design to mash your keyboard and use 5 spells at the same second
one of the most annoying things i hate about league of legends is how people who play one champion for long enough learn animation skipping
there are many single player games with global cooldowns, tho it’s kind of invisible
devil may cry for example, you can perform fast comboes but you can never perform both a sword and gun attack at the same instant.
on top of that , there are things like rotations in wow and comboes in fighting games, i don’t think it would be a good idea to do multiple things at once
i must also talk about spells that are free from the global cooldown , fire mage’s fireblast can be cast while casting other spells and shadow priest can also cast mind blast while channeling mind flay, you can also combo a spell that has just been cast with another one that’s instant cast to fire two spells at the same time, on top of that there are macros for cooldowns that you can do and if they are all gcd free you can cast them all at the same time
so there it’s not like wow can’t be like that, it can but it’s not good game design.
Yeah really.
Design-wise it’s a pen & paper imitation with dice roll and all that. That’s basically what your combat log reflects. You perform one action at a time and the game rolls the dice for you.
WoW opts for a real-time approach instead of a turn-based approach, so your opponent can also perform their actions (one at a time) as you do yours.
It’s a digital version of D&D where everyone is taking turns at the same time.
That’s the design.
Those limitations don’t exist in many other games. FPS games for example, like Borderlands 3 or Destiny 2, don’t have a large action bar with 30 abilities that you press one at a time. You just shoot at will.
Action games like God of War or Spiderman don’t opt for that kind of design either. Kratos and Peter will hit as fast and as often as you press your buttons, even allowing you to combo attacks and do multiple things at once.
i edited my last comment check it out,
the same things i said about devil may cry can also apply to god of war and spiderman, it’s invisble gcd, and maybe lower time, but it is there
I am not saying whether WoW’s combat design is good or bad.
I’m just saying that it is slow by design. That’s how Blizzard made it. And then I have simply said that over the years they have taken steps to speed it up a bit, so it’s more action-driven and less turn-based. Multistrike was an example of that. Haste and GCD reduction is also.
Modern games lean more toward fast-paced action design, rather than turn-based decision-making.
WoW uses the GCD and cooldowns to emphasize the decision-making. That’s where the RPG comes in. What ability should I choose?
At the same time the combat has gotten faster over the years, because the game does need to appeal to a modern crowd.
But relative to other games on the market, the combat is slow. It’s meant to be.
There are things like procs and boss mechanics that should be reacted to rather because you can’t really pre plan them
depending on your raid difficulty the game lets you more or less time to move and do the mechanics
combat is not only the player’s rotation
I am not arguing a point, I am merely explaining the design as it is, because that’s what Blizzard have said - and they’re the ones who design the game and the way it plays.
For reference:
That’s the design vision for WoW’s combat. Fast-paced, sure. But with small breaks and cooldowns and down-time to emphasize the decision-making.
That’s in sharp contrast to a game like Diablo III where it’s all about constant action, constant button-mashing, and swift on-the-fly reactions.
I just wish we had some diversity in stats. Especially when it comes to defensive stats versatility is the only one, besides tank masteries maybe.
What would it do though… maybe bring back dodge/parry as gear stats?
dodge and parry are still in the game, i think they are tertiary
but only tanks benefit of them
That’s why I said gear stats.
WoW is all about constant action and button mashing and on-the-fly reactions as well. You’re not going to complete a m+ key in time if you stand around strategising before every pull or take breaks after every pull. You need to keep going, at a fast pace. No time to talk.
That’s the gameplay design, which is different from the combat design.
The gameplay design is indeed often with a focus on speed and a clock ticking.
The combat design is still meant to be a pen & paper imitation where you make one action of your choice at a time. And then you roll a dice to see how well that action performed.
WoW does it all in real-time so it feels fast, but under the hood, in your combat log, it’s a rather slow process.
At higher levels Blizzard likes to speeds it up with Haste and the aforementioned Multistrike, but the core design is still slow. It’s meant to be. It’s 17 years old! It’s a relic meant to work well on potato PCs in the 2000s.
One action of my choice?
I can use several abilities at the same time.
Hell, I have a macro for incarnation thrash spam because it gets painful to spam the 2 buttons on my druid if I’m tanking. First button press is 3 abilities used, at the same time. Second press is 2 abilities. Third press is 2 abilities. I can also press 2 other abilities that can be used at the exact same time, and so on.
If I want to I could use incarnation, thrash, ironfur, interrupt, survival instincts, renewal, taunt and barkskin all at the same time. One action of my choice at a time, yeah, right.
No, you use one at a time.
Even if you use a Swifty macro, then you’re still writing the order by which the abilities should be used. One at a time. There’s no GCD, but the combat design still adheres to its rules.