Let me open by offering my condolences to Lissanna who was suckered into being a moderation at TMR. I mention that because I’m about to offer sincere condolences about her glyph hopes. I know more than a few Balance druids who were hoping that our rotation would get some spice from glyphs. GC says “no”. Actually, here’s what he really says:
Prime glyphs aren’t going to be exciting in a “change up your rotation” style. We want primes to be unambiguous dps (etc.) increases so we figured they might as well be easy to understand rather than something so convoluted that everyone would just go to a fansite to see which 3 to pick.
The majors are more interesting, because they are either not dps increases at all, or dps increases in ways that are tricky to math out. We think players will debate and geek out more about which majors to use, and with the new glyph design, swapping them out once in awhile isn’t very painful.
Minors are basically convenience or fun.
We don’t want glyphs to change rotations. We feel that was a mistake in LK. Talents should affect your rotations, and glyphs should just provide a little bit of customization and power. We fixed some class problems with glyphs in LK, which was an easy solution to do at the time, but now is the time to undo all of that and let the classes stand on their own without the glyphs.
I’m not sure I agree with this. I can understand wanting to keep it simple, but like someone else said, if you’re going to have 3 glyphs that we’re always going to have with no variation, and none of them have any effect on the rotation… couldn’t we just stick with minor/major glyphs, and just remove the prime glyphs entirely?
First, it would be a weird world in which a warrior say could glyph Charge and Battle Shout but not Mortal Strike. It might make sense to savvy players who thought through it, but I’d wager you’d also see a lot of “Why don’t they make glyphs that affect the buttons I care most about? Blizzard is dumb.” (And to be clear, the point of that is not to defend ourselves against agitated forum posters, but that if something in the game is confusing like that in can get in the way of having fun.)
Second, gaining power when you level up is fun. Hitting a milestone where you get a noticeable damage bonus is fun. There is also some mildly interesting decisions about which prime glyph to use first. In other words, don’t view everything through the lens of the maximum level player.
Third, not everything in the game needs to be a nail-biting decision. We don’t for example really want Fury warriors to stress about whether to choose Raging Blow or not, nor we do we make it particularly challenging to choose your weapon enchant. Sometimes easy decisions make players feel more comfortable rather than every potential decision having a host of invisible pitfalls. This isn’t an issue of catering to the dumb players — it’s more about there being a few safe places in the game. [I feel nearly certain after re-reading that paragraph that it's going to be hard to understand and I will end up having to clarify it for months to come.]
Finally, I’d argue that the popular glyphs on live today already were the no brainers because in most cases they led to a consistent dps increase (for dps specs of course). When everyone uses those glyphs, then you aren’t making some interesting decision about how to use your abilities — you’re just doing what every other warrior out there is doing. The only way to deviate from that is to have two glyphs that affect your primary abilities in two totally different but equal ways. That’s a very tall order, because more than likely we’ll end up having to constantly adjust around that. “Encounter #4 in Grim Batol is unfair to warriors who use the Glyph of Furious Mortal Strikes instead of the Glyph of Meaty Mortal Strikes.” What I mean is that we end up having to support multiple play styles within one tree. We’re willing to do that to a limited extent (the TG vs. SMF Fury warrior for example, or the FFB mage), but it’s hard enough to develop 1-2 viable rotations per spec. We don’t want every important glyph bifurcating that rotation even more.
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The sentiment expressed in this paragraph seems to be akin to the sentiments for interesting rotations, talent choices, and overall class designs. All of which have fallen rather flat for the Balance Druid. I really have a hard time imagining that Blizz would be able to create a situation where we (the players and theorycrafters) couldn’t pound out the math to find the best prime glyphs. And if the glyphs become so situational that we would want to be switching often, then we’ll do the same thing for each encounter. Long story short, I think it might be nigh impossible to have glyphs that alter rotation that offer choice. But I’m more than willing to be proven wrong.
Oh, and speaking of glyphs, if you’ve been following along with mmo, then you know that these are no longer consumables. You learn them once and then you swap in and out the ones you want. While I like this change as I am not an inscriptionist (inscriber?), I wonder what that will do for the market of these things…
So now we are left with three types of glyphs. Minor – the cosmetic or convenience glyphs. Major – did you read that quote? They are non-obvious dps increases or maybe not even dps increases. I don’t know what the hell that’s supposed to mean, but I guess we’ll see. On beta, the glyphs for the major slot are the same as we see in live. Primes – these are the obvious dps increase glyphs that are unambiguous but possibly situational. If you’re reading this and scratching your head, join the club. Heck I’ll scratch yours, you scratch mine?
Here’s to hoping it turns out better than it sounds.







