Jump to content
FORUMS
Sign in to follow this  
Staff

Embers of Neltharion Interview with Morgan Day

Recommended Posts

49631-preach-interview-with-senior-game-

We've had the privilege to interview Associate Game Director Morgan Day who answered some burning questions about Embers of Neltharion, the Brawler's Guild, Dragonriding, and more. Here are the highlights!

We've learned it wasn't intended for the "A Symbol of Hope" cinematic to be datamined, and that Dragonriding is here to stay after Dragonflight as an evergreen feature. We've also asked about raid skips for older raids (Siege of Orgrimmar, Ulduar, Antorus, in particular) and Morgan said we could potentially see them added in a mid-season Dragonflight .5 or .7 patch. Furthermore, we've learned there are no plans to change the Mythic+ Keystone Master mount reward in Dragonflight, and Morgan also briefly talked about the Brawler's Guild's future and patch cadence.
 

Question: Given the fact that one of the more recent cinematics, most notably “A Symbol of Hope”, wasn't encrypted, we were wondering if this is a change in Blizzard's stance on encrypting cinematics in the future, or if you really wanted to get that specific cinematic out to the community?

Morgan Day: So on that one in particular, definitely not intended. Our intent is to encrypt all of our cinematics. For us, the main intent and philosophy behind the PTR is to get testing and feedback on a lot of those gameplay loops. A lot of the systems, a lot of the cool content, but when it comes to major story moments, those are actually the parts that we've been trying to create more surprises once, once the game goes out. Like the awesome kind of dark ranger thing that came out late in Shadowlands. That was a major surprise to people. Those are the types of things that are really narrative and story-driven that we feel aren't things that we need a ton of iteration on from a systems perspective or from an encounter design perspective. So those are things where we would say, philosophically, we want more surprises like that in World of Warcraft, which is where you'll see potentially even more encryption being used in the future to make sure that those are fun surprises. It's fun when there are things to discover when the game or the patch comes out.

Question: This is the first time where we've seen things like the creation catalyst/the revival catalyst move between patches beyond expansions. How is it actually going to function once the patch rolls over? Is this something where it will be disabled or will it still be available for season one tier sets moving forward?

Morgan Day: To the best of my knowledge, season one will still be available because there are a bunch of cool transmogs that you can still earn there. When it comes to rolling over to season two, you know, multiple weeks into the patch, when the Revival Catalyst becomes “season two revival catalyst”, there is a similar timing there as we saw in previous updates with Dragonflight Season 1. I'll need to double-check with the team on that one though.

Question: Would Blizzard consider in the future having the option to continue being able to craft season one gear or, when we roll over into season three, craft season two gear so that those transmogs are still more easily available?

Morgan Day: That is definitely something we would take into consideration. The team very much understands the excitement around the completion of your transmog collections and it is a really big part of the game for a lot of people. We don’t want people to suddenly feel like they’re losing access to something that they previously had access to. That said, this is the first time that we’re seeing two catalyst options open at the same time and there are definitely some technical hurdles to overcome there.

Question: Are there plans to add Dragonriding mount rewards to Mythic+, similar to the skins obtainable from raiding and the gladiator achievement in PvP, or will it stay as a non-Dragonriding mount reward?

Morgan Day: For the rest of Dragonflight, that’s the plan. When we first set out creating the Keystone Master rewards, we thought it would be fun to have them act similarly to how Gladiator mounts did back in the day. Those mounts had a very specific look to them and, if you saw that mount, you knew it was a gladiator mount. We wanted the same thing for Keystone Master mounts, to have the aesthetic of them being associated with the achievement. Dragonriding skins are, on the other hand, a very new thing to World of Warcraft. We weren’t sure how it was going to work out and how the community would react to the system, so as we move forward in the future, we can explore skins as a reward for Keystone Master, but for now, for the rest of Dragonflight, the mount will stay consistent.

72561-dragonriding-will-continue-after-d

Question: Based on that, I assume that means that Dragonriding is being considered for future expansions?

Morgan Day: Initially, we were really interested in the response to Dragonriding before committing to it becoming a permanent part of WoW. Having seen the reception from the community, I’m sure there’d be a lot of “feedback” if it didn’t become an evergreen element of WoW, so I absolutely think it is here to stay. There are, however, conversations to be had and problems to solve in terms of the mount collections. We want people to still find value in their mount collection - we don’t want to suddenly make 95% of your mount collection feel obsolete. There are some problems we need to solve there in terms of introducing Dragonriding into older continents, as well as allowing non-Dragonriding mounts to fly in Dragonflight. It’s definitely a hotly debated topic within the team, we just want to roll out the plan in a way that is going to achieve all of our goals.

Question: For cross-faction guilds, is it intended that they cannot queue for instances with one another?

Morgan Day: As we launched Dragonflight, we launched it with cross-faction instances, where you could enter, for example, a Mythic+ with the opposite faction. We are trying to take a very measured approach to cross-faction play because it is a pretty major and one-directional change for World of Warcraft. This isn’t something where we can just turn back after allowing more play and cooperation between the two factions. We’re taking it one step at a time and, initially, we had cross-faction queued instances. It was really fun to be able to play with these other groups, but the obvious evolution of that is, what if we can join a guild together, so we have ways to communicate, schedule things, whatever it may be. When we talk about the next step in evolution, queued activities are probably next on that roadmap, but factions are a big part of World of Warcraft. People’s identities are tied to their faction and we don’t want that to change - we always want factions to be a major part of World of Warcraft and having Horde and Alliance, having a difference in philosophy and how they would approach solving problems will always play a major role in the narrative of World of Warcraft. We know that people also have strong feelings about that too, so we want to make sure that, for now, if you’re in a queued activity, you’re with your faction. We want you to opt into playing with the opposing faction.

Question: Going back to the cosmetics topic, is there any chance we’ll be getting raid skips for some of the longer old raids?

Morgan Day: This definitely isn’t a change that is coming with Embers of Neltharion, you definitely would have heard about it, but this isn’t the first time we’ve had this question. We’ve received a fair amount of feedback about adding skips and we're open to adding them, but for now, this is just a relic of instances that were created before the more modern raids that now include skips. This will definitely be taken back to the team and is one of those things that will likely be made as an improvement in a mid-season patch, a .5 or .7 update. No promises, but maybe we can get something for a future Dragonflight update!

FtILEuBWABQ3kAG.jpg

Question: What about the Brawler’s Guild? Is that something the team still wants to work on? Are there changes planned?

Morgan Day: So, we love the Brawler’s Guild as well, and we do want to bring it back. It’s one of those fun things where, not only does the community get to enjoy it, but we get to as well because we can make these weird, zany fights. It’s the Brawler’s Guild, it’s meant to be fun! It opens up opportunities for the encounter design team to really work on some “out there” ideas, but it’s always been something that we have to update for an expansion. It will normally come down, get reworked, come back next expansion, and so on. Our goal is that, when we bring it back, and we do want to, we want to make sure that it’s something that will scale with you as we move forward, and isn’t something that we just have to keep taking away and bringing back. 

Question: To wrap things up, we just wanted to ask if we can expect the current trend of patches to continue, assuming there are no further interruptions to workflow, etc. Will we continue to see .5 and .7 patches?

Morgan Day: I think the roadmap that we released is extremely exciting for us because we’ve never really done that before and it’s indicative of our goals and what we are planning for World of Warcraft moving forward. Our goal is always to get content in the players’ hands at a responsible and satisfying pace and we feel like we’re really starting to hit our stride with Dragonflight. It opens up opportunities for us to do things differently on the development side, where we can be putting things in more frequent updates instead of feeling like, if we don’t get the things we want into a certain update, we won’t have the opportunity to do so again for a while. Ultimately, we feel it’s an approach that has been successful and I think the community has been enjoying it as well, so we want to try to continue with that, I don’t think this is a spoiler, but I believe we have also discussed updating that roadmap in the not-too-distant future and add some more information to it.

Share this post


Link to post
Share on other sites

I still don't understand why they have to close the Brawler's Guild between expansions in the first place. Even if there's no new content, what is the downside of leaving it open all the time for the people who want it?

Share this post


Link to post
Share on other sites
21 hours ago, Brightamethyst said:

I still don't understand why they have to close the Brawler's Guild between expansions in the first place. Even if there's no new content, what is the downside of leaving it open all the time for the people who want it?

Probably bugged to hell and no time to fix.     Wow is a lot of interlinked circles and it's very easy to break something with completely unrelated content.

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Starym
      Here comes a huge batch of hotfixes, as the big class tuning pass arrives with the new patch! The many PvE and PvP changes are joined by the Tome of Unstable Power nerf, as well as plenty of Cataclysm Classic changes.
      May 7 (Source)
      Classes
      Demon Hunter Vengeance Sigil of Silence duration reduced to 4 seconds (was 5 seconds). Sigil of Silence cooldown increased to 90 seconds (was 60 seconds). Cycle of Binding now reduces Sigil cooldowns by 2 seconds per trigger (was 3 seconds). Soul Cleave damage reduced by 8%. Druid Balance Season 4 (2) Set Bonus now increases the damage of your next Wrath or Starfire by 50% (was 30%). Season 4 (2) Set Bonus new reduces the Astral Power cost of your next Starsurge or Starfall by 30 (was 15) and increases the damage it does by 60% (was 40%). Monk Brewmaster Keg Smash damage reduced by 10%. Spinning Crane Kick damage reduced by 10%. Summon White Tiger Statue damage reduced by 30%. The effectiveness of Stagger against magical attacks increased to 55% (was 45%). Healing Sphere healing increased by 10%. Rogue Assassination Ability and auto-attack damage increased by 6%. Does not affect PvP combat. Fixed an issue that caused the Assassination Rogue Season 3/Season 4 bonus to do slightly less damage than intended. Warlock Affliction Doom Blossom damage increased by 10%. Vile Taint damage increased by 25%. Soul Flame damage increased by 20%. Soul Rot damage increased by 5%. Destruction Chaos Bolt damage increased by 3%. Conflagrate damage increased by 5%. Incinerate damage increased by 5%. Warrior Fury All ability damage increased by 3%. Season 4 Set Bonus (2): Rampage damage and critical strike chance increased by 15% (was 12%). Season 4 Set Bonus (4): Bloodthirst bonus damage increased to 35% per stack (was 30%). Protection Developers’ notes: Our goal for these changes is to reduce Protection Warrior deaths to the dangers that are most likely to kill them, like burst or magic damage. There are some talents that warriors have for protection against these threats, like Disrupting Shout, Bolster, or Battle-Scarred Veteran, but it can be difficult to find the talent points for them. To provide more build flexibility we are reducing the power of the Battering Ram talent and moving its damage and defensive benefits into core abilities. We’re also increasing damage across the board and buffing some defensive talent options. All ability damage increased by 5%. Devastator damage increased by 30%. Ignore Pain healing increased by 6%. Disrupting Shout’s cooldown reduced to 75 seconds (was 90 seconds). Enduring Alacrity increases Stamina and Armor by 10% (was 5%) and Haste by 2% (was 1%). Battering Ram now increases your auto-attack damage and speed by 10% for 20 seconds (was 20%). Items
      Tome of Unstable Power’s AOE target cap set to 8. Player versus Player
      Death Knight Frost Frost Strike damage increased by 95% in PvP combat (was 75%). Frost Fever damage increased by 25% in PvP combat. Unholy Death Coil damage increased by 75% in PvP combat (was 60%). Festering Wound damage increased by 190% in PvP combat (was 180%). Frost Fever damage increased by 25% in PvP combat. Druid Balance Moonkin Aura’s Starsurge now grants 2% increased spell critical strike chance per stack (was 4%). Evoker Preservation Time of Need healing reduced by 25% in PvP combat. Hunter Marksmanship Rapid Fire damage increased by 45% in PvP combat (was 30%). Aimed Shot damage increased by 55% in PvP combat (was 40%). Sniper Shot now deals 15% of the target’s health (was 20%). Monk Mistweaver Clouded Focus increases healing and reduces mana cost by 20% per stack in PvP combat (was 15%). Paladin Holy Word of Glory healing increased by 15% in PvP combat. Priest Discipline Atonement healing increased by 11% in PvP combat. Power Word: Radiance healing increased by 10% in PvP combat. Shadow Word: Pain and Purge the Wicked damage increased by 15% in PvP combat. Holy Spirit of the Redeemer now reduces the duration of Spirit of Redemption by 9 seconds (was 8 seconds). Mana regeneration is now reduced by 40% in PvP combat (was 35%). Rogue Assassination Kingsbane instant damage reduced by 32% in PvP combat (was 20%). Kingsbane damage over time reduced by 8% in PvP combat (was 20%). Improved Garrote damage bonus now reduced to 20% in PvP combat (was 30%). Outlaw Between the Eyes damage is no longer increased by 12% in PvP combat. Ace Up Your Sleeve now has 4% chance to trigger per combo point spent and grants 4 combo points in PvP combat (base 5% chance and 5 combo points). Shaman Enhancement Healing Surge healing increased by 40% in PvP combat (was 25%). Restoration Riptide healing increased by 10% in PvP combat. Warlock Affliction Oblivion damage increased by 25%. Drain Soul damage increased by 30% in PvP combat (was 15%). Shadow Bolt damage increased by 90% in PvP combat (was 60%). Agony damage increased by 25% in PvP combat (was 40%). Demonology Shadow Bolt damage increased by 90% in PvP combat (was 60%). Warrior Arms The Arms Season 4 2-piece and 4-piece class set bonuses are no longer reduced by 50% in PvP combat. Fury Rampage damage is now increased by 50% in PvP combat (was 40%). Raging Blow damage is now increased by 30% in PvP combat (was 15%). Execute damage is now increased by 80% in PvP combat (was 65%). Cataclysm Classic
      Legendary appearances may now be added to your Transmogrification collection. In anticipation of community response to this change, we have also added a pitchfork. Fixed an issue that would cause the Monstrous Clams in the quest “Clammy Hands” to be non-interactive. Fixed an issue that prevented Naralex and his discipline from correctly spawning in the Southern Barrens. Druid Thrash now benefits from and consumes the Clearcasting effect from Omen of Clarity. Fixed an issue where Blessing of Kings and Mark of the Wild were incorrectly stacking their stat increases. Fixed an issue where level 80 boosted characters were not properly learning their class and spec’s Mastery abilities. Prayer of Mending now scales by the intended amount from spell power. Conflagrate will no longer consume lower-rank Immolates belonging to other Warlocks. Player versus Player Fixed a bug causing Resilience to do much less mitigation than intended. Fixed an issue where crowd control effects were breaking at a lower damage threshold than intended.
    • By Staff
      Blizzard have announced they're working on a fix for the Group Finder not working properly and should have a fix ready tonight or early tomorrow, but also outlined a temporary workaround that should fix the issues right now.
      Here's what one of the issues looks like:
    • By Starym
      It's another wild patch launch, with some very interesting and... specific bugs. Players have been reporting some of their equipped items items just randomly turning into level 1 statless ones, for seemingly no reason at all.
      A few players first reported the issue a short while after patch launch, and we got a direct look at the rather big downgrade a little after that, as  shared this screenshot:
      While not all affected players are sharing the exact details, some of them specify that this is happening on alts, and relatively low item level Dragonflight gear, so the issue may be limited to those items alone. It's also unclear whether this is just a display bug or an actual nerf to the stats, but apparently it's also affecting quest rewards!

      Source: Desicas
      There are also a few reports over on the official forums, but there aren't that many for now, so hopefully it's only affecting a few players. This seems like one of those issues that will be resolved pretty quickly, so there probably isn't too much reason for concern.
      Perhaps this is all part of Xal'atath's schemes?
    • By Stan
      The 'Door to the Ren'dorei' quest on live servers is experiencing a bug where Alleria won't open a portal. Try abandoning the quest and reattempting for a fix. Additionally, there are tagging issues with 'The Path Taken' quest.
      The Door to the Ren'dorei quest where Alleria opens a portal in the Chamber of Dalaran is currently bugged and Alleria doesn't do anything. If you see a lot of players stuck in the area, simply, abandon the quest, return to Alleria and pick it up again. Then, the portal should be visible and work.

      We're also seeing a return to the classic Vanilla-style mechanics in the "The Path Taken" quest. For this one, you’ll need to either patiently wait your turn or quickly use all your abilities to tag the mobs. Only the player who tags the mobs first will receive credit, and you need to secure tags on three different groups of mobs. Therefore, try joining a group before attempting this portion of the quest.

    • By Stan
      This week's bonus event quest awards 2 Antique Bronze Bullions!
      With servers up in the US region, we confirm this week's bonus event quest awards 2 Antique Bronze Bullions! All you have to do is complete 4 dungeons on Mythic Difficulty.

      The 2 bullions come in addition to the weekly Antique Bronze Bullions you get from Awakened Raids. Let's not forget about the bullion catch-up. If you've missed getting your bullion last week, you can earn it this week.
×
×
  • Create New...