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Speed Running Classes ft. @sodapoppin | Episode 2 - The WoW: Forever Podcast

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Summary of “Speed Running Classes ft. @sodapoppin | Episode 2 - The WoW: Forever Podcast”

Beta updates and upcoming communication

  • The dev team says beta this week includes:
    • Raising the level cap to 30
    • Access to 21-point “Gold Star” talents
    • Two new dungeons:
      • City of Dalaran
      • The Excavation Site in the Wetlands
    • Class blogs for every class, covering details not fully discussed in the podcast.
  • A prior concern resurfaced: character model/visual issues (notably skyhorn models and some druid forms).
    • They don’t announce a specific fix yet, but say it’s actively being discussed internally.

Core philosophy for class design (APM / rotations)

  • The panel argues rotations should prioritize class fantasy over raw “buttons per minute.”
  • General rule:
    • Keep moment-to-moment gameplay to ~3–4 core buttons under 10 seconds, leaving space for:
      • procs/utility
      • defensives
      • interrupts
      • consumables
      • situational awareness
  • They want combat to avoid the “single-spell loop” problem (e.g., repetitive casting without meaningful choice, including multiple dispels).

Spell power, early leveling, and tuning examples (Druid + spellcaster gearing)

  • A major change: spell power scaling on gear was reworked so spellcasters care about gear earlier (even around levels ~1–10).
  • The devs lowered many spell damage coefficients based on how much spell power players realistically get from greens/typical questing gear.
  • Wrath (Druid) received a notable +50% buff (as discussed by Soda and the dev), justified by its complicated history:
    • Early iterations tried making Wrath behave like a “wand” (low damage / low cost).
    • Early beta tuning wasn’t fully correct, and now it’s being corrected.
  • They hint additional retuning may still be needed (e.g., druid DPS at level 60) due to overall balance budgets.

Druid changes: removing power shifting and reintroducing “shifting power”

  • The original power shifting mechanic was removed because it was:
    • Unintuitive
    • A confusing “emergent” behavior (timing helm swaps, odd level timing expectations)
    • It reduced “free” global cooldown space needed for other design goals
  • The devs plan to retain the spirit via a new talent:
    • “Shifting Power” consumes mana (aligned with cat-form cost), converts it into 40 energy, and has a cooldown (16s, reduced by talents)
    • Positioned as more understandable than power shifting while still supporting “between-forms” play
  • They reiterate a broader stance on hybrid healing:
    • They’re cautious about making DPS hybrids too capable of off-role healing, to preserve the need for social/group play.

“Hybrid tax” debate and balance philosophy

  • The devs reject the term “hybrid tax” as a concept that doesn’t work cleanly.
  • Instead, they argue:
    • All specs remain competitive, but hybrids often have different toolkits, not identical DPS/healing outcomes.
    • Hybrid DPS specs may be balanced around roughly ~5% lower throughput, tied to role flexibility/healing contribution (not a simple blanket penalty).
  • They emphasize combat balance is handled under a damage/healing/tank “budget” so encounter durations and boss kill pacing stay closer to classic-era expectations.

Warrior rage and rage-related fixes (community concerns)

  • Warrior complaints recently center on rage generation and whether warriors can “press their buttons.”
  • The devs claim:
    • Warriors aren’t getting as much rage from taking damage as intended due to a bug
    • A fix is planned soon (engineer work ongoing; not in the next build specifically)
    • They’re re-adding increased rage from crits (with a tuned value such as 75% increase)
  • They defend warrior DPS identity:
    • Warriors should be best at cleave/Whirlwind-style sustained multi-target fights
  • Recklessness question:
    • Recklessness cooldown was increased to avoid over-nerfing or requiring excessive compensatory tuning
    • Long-cooldown personal buffs are framed as “high-high” moments rather than constant power
  • They apply the same “budget” tuning philosophy broadly: many specs initially did too much damage and required broad dial-backs.

Warrior: Bloodthirst/Bloodthirst-like proc design and Slam direction

  • Bloodthirst/Bloodthrill proc changes:
    • Faster weapons should trigger it more often but deal less; slower weapons trigger less but deal more
    • Players can choose the style they prefer
  • Proc-based design is intentional:
    • High highs and low lows are meant to reduce blandness
  • Slam:
    • Slam was changed because forcing it into a swing-timer/cast-window model was seen as too demanding/overly strict for approachability
    • They admit slam’s current design may feel awkward and that rage economy/feel may still need adjustment

Paladins: Lay on Hands and retribution talent philosophy

  • Lay on Hands cooldown reduced:
    • From ~1 hour to ~20 minutes
    • Intended to create meaningful decision points without being available every fight
  • Twist of Light / seal twisting:
    • Emphasis on approachability and keeping paladins reactive with “breathing room”
    • They want some of retribution’s “classic feel” to remain, without forcing an overly rigid alternating button loop
    • They acknowledge player disagreement (some love seal twisting; some hate it)
    • They’re considering ways to preserve “twisting” input-output while avoiding hard timing requirements for new players
  • Champion of the Light:
    • They discuss nerfing it (e.g., 60% instead of 100%) and removing increased healing power
    • They cite a common pattern:
      • developers sometimes reduce/remove power from talents/bonuses if they create unintended dominance (example: earlier enhancement feedback leading to later adjustments)

Rogues: subtlety/PvP concerns, energy pace, and a planned new finisher

  • Subtlety and dot/CC concern:
    • Subtlety talents support dots (Ambush / Hemorrhage / Rupture mechanics), but they feel the current result isn’t ideal
  • A major future change:
    • They plan to bring in Death Mark-like functionality (inspired by ideas/tests on Titan Reforged Realms in China):
      • mark a target
      • damage accumulates
      • then bursts after ~6 seconds
    • Positioned as a replacement for Thousand Cuts
    • Intended to shift gameplay toward marking + dumping into a window
  • Rogue energy question:
    • They argue energy regen/spike mechanics were previously too strong in testing and caused tuning explosions
    • They reassure that PvE rogues should be top single-target damage when encounters reward their mechanics (e.g., if fights are “standstill”)
    • They stress they won’t add high-complexity regen tools lightly since numbers scale out of control

Shamans: totem twisting removal and enhancement shaman direction

  • Totem twisting removed because it was:
    • timing-based and non-intuitive
    • hard for new players
    • requiring compensation/nerfs to keep buffs within damage budgets
  • Raid comp concern:
    • Shaman/feral/balance numbers in 20-man groups—multiple shamans requested for raid-wide buffs
    • They discuss exploring shifting certain buffs to raid-wide rather than party-wide to reduce “must-have duplicate roles”
  • Enhancement shaman + Maelstrom weapon:
    • Enhancement should still care about spell power (part of class fantasy)
    • Maelstrom enables lightning spell integration while enhancement remains fundamentally melee
    • They avoid too much “healing” crossover to prevent hybrid DPS specs from becoming too self-sufficient
    • They discuss levers like proc frequency/damage scaling and acknowledge concerns about current Maelstrom behavior (e.g., needing enough talent points for desired feel)

Hunters: stable slots, melee weaving, and dead zone

  • Stable slots:
    • They plan to increase stable slots gradually, with more ways to unlock additional slots over time
  • Melee weaving:
    • Current auto-shot timing issues are a bug (timers are wrong this beta week; fix incoming)
    • Melee weaving is intended to be a spec-leaning choice, not universal for everyone
    • Two intended survival playstyles:
      1. Stay in melee (“lazy but easy”)
      2. Ranged weaving with burst windows that include melee abilities/traps
  • Dead zone:
    • They keep it because it preserves hunters’ classic strengths/weaknesses:
      • ranged dominance at distance
      • weakness when kited into close range

Warlocks: Destro vs shadow bolting; fear range mistake; PvP balance approach

  • Destro design:
    • They want warlocks to mix fire and shadow instead of becoming “fire mage flavor”
    • Some cooldowns/mechanics are framed as payoff for using both types
  • Fear range:
    • They admit a talent rework oversight
    • Fear range reduction occurred because the talent now increases range only for damaging spells (not affliction/fear)
    • They consider whether fear should be baseline or modified elsewhere, acknowledging PvP implications
  • SL/SL PvP concern:
    • They accept PvP-focused specs being mainly PvP oriented
    • They don’t want to balance deeply around 1v1, since it can push toward homogenization; battleground effectiveness is the better target

Mages: frost AoE nerfs and cone of cold timing; ice block discussion

  • Frost AoE nerf reasoning:
    • Driven by dungeon kiting behavior and botting/economy abuse concerns
    • Prevent mages from safely solo/kiting packs indefinitely via perfect snare coverage
    • They maintain raid AoE strength should remain important, but threat/tank interaction matters
  • Cone of Cold:
    • Slight nerf to prevent always-on snare chaining; cone remains usable
  • Ice Block baseline:
    • They acknowledge gut-reaction concerns (“too strong”) but note baseline could affect fantasy
    • They’re not committing to a specific change right now
  • They note mage specs may currently feel like they have too few buttons, and they’re looking at adding more gameplay for the next few weeks

Priests: shadow’s role beyond utility; smite priest viability; holy fire cast time; disc vs holy

  • Shadow priest:
    • Shadow isn’t meant to be “just raid utility”—damage comes first, utility is secondary and cooldown-gated
    • They reject a “mana battery” style support identity for the spec
  • Dot access / tier-set gating:
    • They clarify tier sets may change late in beta since sets were designed earlier and may no longer align with current kits
  • Smite priest:
    • Smite builds are intended to exist (tested and adjusted because it could be too strong with certain effects like Crusader Judgment)
    • Reinforces the hybrid tax framing:
      • smite should be strong for questing/world play
      • but shouldn’t outperform dedicated DPS specs while also having full healing
  • Holy Fire:
    • Cast time reduction is “possible,” but any buff carries a cost and needs careful tuning
  • Discipline vs Holy:
    • Discipline: stronger shields, including unique priest tank-saving value
    • Holy: better at healing the whole party at once
    • Discipline can indirectly help warrior rage generation via shield interactions (and they address a current rage bug)

Presenters / contributors

  • Josh Corbett (host)
  • Josh Greenfield (aka “a grand mate”)
  • Chris Zear
  • Aiden Moon (aka “Zirene”)
  • Soda Poppin (guest)
  • Mitch (QA contributor, briefly referenced)
  • Harley and Kristen (team members referenced for contributions)

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