Blizzard answers our questions on two of Dragonflight's biggest overhauls

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Blizzard answers our questions on two of Dragonflight's biggest overhauls
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Blizzard discusses Dragonflight's UI overhaul and the challenges of balancing class talent trees.

World of Warcraft: Dragonflight is less than two months away and will see us venturing to the mysterious Dragon Isles for the first time. As with any new expansion, there are plenty of exciting new features to look forward to includingdragonriding

So that was one [reason], and then the other was when we added Exile's Reach in Shadowlands, a new way for players to start the game: there were a lot more people, especially on the team, who were levelling up again. And when you compare that to, say, the experience that a lot of us were starting to have in Wrath [Classic], there was something to getting a talent point every time you levelled, instead of just being explicitly handed a spell and saying this is your upgrade.

So on one hand, we wanted to give a lot of the spec-specific utility to the other specs. But on the other, you don't want to power creep the classes to a point where it destroys the game. So yes, it was a pretty big challenge. And, for what it's worth, I don't think we're sitting here saying we did it, we nailed it, and we're done. Right? We know that players are going to discover builds that are perhaps too powerful, and will have to be adjusted.

Even once we had that, there were still months of like,"Let's apply this to two classes, druids and rogues, and see how it works". And figuring out the rules and coming up with the idea of the gate system that we have in there, where you can go no lower [on the talent tree] until you spend eight points, and the problems that solved for us. And what's too complex? So it was great but it took a while to settle on that design.

You have to balance a number of factors when making a decision. How can we rein this in without necessarily destroying the fun?I think the trickier problem is, yes, you've created a balance problem, but they're having a tonne of fun with it. And so then you have to balance. And it's tough when you're having these conversations about balance, and having to talk about how you have to balance a number of factors when making your decision.

Are there any plans to make further changes to the UI that you can talk about? Aside from what we've seen already?Oh, yeah, absolutely. So this is an ongoing project and really, this was just our phase one, what we could get in for our very first pitch. We actually initially had a smaller amount, but the feedback has been so positive and overwhelming that we've just been really wanting to get more pieces in as much as we could. But this is definitely just a phase one approach.

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