Content Creator & Wowhead Guide Writer, Kalamazi, interviewed World of Warcraft Senior Game Designer II, Graham Berger, a member of the Combat Design team at Blizzard. They discussed all thing Augmentation Evoker including design, learning curve, tuning, and the support role.
Interview HighlightsAs this is just a highlight, we may miss a few points. Be sure to watch the full interview for the full context of each question and answer!
Augmentation's Initial Design Primary theme of Evokers is they're made up of the magic of the 5 different dragonflights. Black was only represented in a few key spells, and we've never really seen a lot of pure black dragonflight magic which is significantly differently than all of the Shadowflame that we've seen in the past. Wanted to also expand on the Bronze time magic that's really cool but Preservation only really scratched the surface. Saw a lot of support playstyle touches throughout the game's history, but never really had the opportunity to fully commit to exploring that through an entire spec. Wanted to continue the story of the Dracthyr. Everything coalesced for them to create Augmentation. Creating a new DPS & Healer through Devastation and Preservation was more of a known quantity though they feel different than other healers, but Augmentation had a lot of questions that needed to be answered first. Delayed the specialization until those questions could be confidently answered and align with the continuing narrative of Dragonflight. Releasing mid-season also avoids a lot of interruptions to players and allows the combat team to dial in the tuning in a live environments with the entire playerbase engaged. Augmentation was not necessarily specifically planned for 10.1.5, but Read more on wowhead.com