Blizzard is set to introduce an intriguing new feature to World of Warcraft: a built-in option suggesting the next optimal spell to cast during combat, with the added choice of letting the game execute the best subsequent spell automatically.
In a detailed video discussion featuring game director Ion Hazzikostas, Team Liquid raid leader Maximum, and content creator Dratnos, it was revealed that the forthcoming patch 11.1.7 will include a feature known as Rotation Assist. This tool, when activated, will indicate the next best action for a player’s character during combat, taking into account their class, specialization, and the current battle scenario.
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In the video, Hazzikostas indicated that the Rotation Assist is inspired by the popular Hekili add-on, which offers similar spell suggestions but does not automate the casting process. He explained the broader context:
“Add-ons have played a crucial role in WoW’s success by enhancing aesthetics and functionality and making information readily available. We never intend to diminish their importance. However, we are rethinking the necessity of add-ons for competitive gameplay, which seems to have become almost mandatory for many players.”
He further elaborated that Blizzard is contemplating long-term changes to the game’s class design, boss encounters, and user interface to integrate essential features that players currently rely on third-party add-ons to provide.
While outright banning add-ons is not on the table, Hazzikostas expressed a desire to potentially limit add-ons that automate gameplay elements like coordination and communication during combat, which can significantly enhance performance beyond what the native UI is capable of.
These forthcoming changes might not affect casual players, but as discussed by Hazzikostas, Maximum, and Dratnos, top-level raiders often find themselves dependent on add-ons like WeakAuras. These tools help manage complex raid mechanics in real-time, such as positioning and group assignments—tasks that might seem overwhelming without such assistance.
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Hazzikostas acknowledged that Blizzard’s approach to designing raid encounters has been influenced by the capabilities of add-ons, admitting that some encounters might appear to necessitate their use. Rather than simplifying these encounters, the typical response has been to introduce more complexities.
The full 45-minute video is available for viewing, but we also had a chance to ask Hazzikostas further questions about the new Rotation Helper feature and future plans regarding add-on restrictions. The complete interview is provided below, edited for clarity:
Ion Hazzikostas: The use of add-ons has become a critical aspect of competitive content, whether it’s defeating raid bosses, excelling in Mythic+ dungeons, or competing in PvP. High-level players, including seasoned ones like Maximum and Dratnos, agree that not using add-ons can be a significant handicap.”
In group settings such as raids or Mythic+ groups, there is often an expectation to use specific tools. This can make players feel compelled to use these tools, regardless of personal preference. While add-ons have been an integral part of WoW’s evolution over its 20-year history, there is concern about the increasing necessity of external tools for optimal gameplay.”
This has led Blizzard to consider how to enhance the game’s native functionality, not just through the UI but also through visual effects and clarity in conveying mechanics. The initiative to integrate essential add-on functions directly into the game’s interface is aimed at reducing the gap between using and not using these tools.
I know this is something you’ve probably thought about for a very long time, but was there any moment or any particular raid boss or something that made you go, “Okay, we actually need to address this.”?
Hazzikostas: It’s hard to pinpoint a single instance; there have been several over the years. This isn’t the first time we’ve addressed the role of add-ons. Even before I joined the team, back in vanilla WoW, add-ons could perform tasks like automatic targeting. If you were a healer in Molten Core, you probably used Decursive, which allowed you to dispel debuffs with the press of a button.”
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The team decided to restrict some of these functionalities while continuing to improve the built-in raid frames and other features. Over the years, there has been a cycle of addressing and adapting to how add-ons are used, but increasingly, common questions from the community about improving gameplay often revolve around which add-ons are being used rather than actual gameplay strategies.”
Our goal is to reduce reliance on external tools for combat-related functions while preserving the vast array of role-playing, informational, and convenience add-ons that players enjoy.”
This effort to improve the game’s default UI and native functionality is about narrowing the gap in combat effectiveness between those who use add-ons and those who do not. We’re focusing on enhancing the information presented in the UI, then considering how to handle the remaining aspects that might still benefit from external tools—like specific raid mechanics that ideally should be solved by players rather than automated scripts.”
By enhancing the native options available within WoW, we aim to make the game more accessible and enjoyable for all players, regardless of their preference for using add-ons.”
Especially with the one button option, is there any worry that it might inadvertently have the opposite effect where you’ve got people joining up into a normal or heroic group through Group Finder, and then just sort of closing their eyes and hitting the button, and then pissing off a raid leader or something. I can hear the comments coming in now.
Hazzikostas: While there’s a concern that some may misuse the feature, the intention is to help players focus more on learning mechanics and enjoying other aspects of the game rather than getting bogged down by complex rotations.”
Furthermore, the one-button rotation includes a slight delay to ensure it’s not the most efficient method of play. It’s designed to be a helpful tool for those new to a spec or who prefer a simpler gameplay experience, while still allowing room for skill and personal improvement in traditional play styles.”
Do you think that raiding has gotten harder over the years?
Hazzikostas: Absolutely, raiding has evolved to be more complex and involved. While our benchmarks for how many attempts a boss should take have remained consistent, the overall skill level of players has increased.”
As players improve, we must introduce more mechanics to maintain a relative level of challenge. This evolution is seen across all games where player skill sets develop over time, necessitating changes in game design to keep the experience engaging and challenging.”
You’ve also designed things differently too in that regard, right? Raiding with 40 people was much harder just purely on a communications level. If you want to provide challenge when we have fewer people, you have to make things harder in different ways.
Hazzikostas: That’s correct. As the dynamics of group composition have changed, so too have the methods we employ to create engaging and challenging encounters. While we aim to preserve the essence of teamwork and strategy, the mechanics have evolved to provide an appropriate level of difficulty based on the number of players and their collective capabilities.”
By continually adapting to how players use add-ons and developing encounters that challenge them in new ways, we strive to keep the gameplay fresh and exciting. This ongoing evolution is part of our commitment to maintaining a vibrant and dynamic World of Warcraft experience for all types of players.”
Is this something you have already been slowly trying to implement as far as Undermine goes? Are we already subtly seeing changes to encounters to move in the direction of that philosophy?
Hazzikostas: Yes, we’ve already begun incorporating these changes subtly. Feedback from the community on the Liberation of Undermine has indicated a positive reception to these adjustments. We’re seeing fewer encounters that feel like they require an add-on to solve.”
This shift is part of a broader effort to enhance clarity and intuitiveness in our encounter designs, ensuring that players can understand and react to challenges without the need for external tools.”
Long-term, how soon should we expect some of these bigger changes to what types of add-ons you will and won’t allow? Is this a next raid tier kind of thing, a next expansion kind of thing?
Hazzikostas: It’s difficult to provide a specific timeline. Our approach is to initiate discussions and gradually implement changes that reflect our evolving philosophy. We are committed to providing a solid foundation before making any significant restrictions to add-on functionality.”
Our intent is not to abruptly disrupt the player experience but to enhance it by building a more robust and integrated system that reduces the reliance on add-ons for critical gameplay elements. This gradual adaptation will allow us to better align with player expectations and ensure a smooth transition as we refine the role of add-ons in World of Warcraft.”
Do you expect that long-term, your changes to design are going to dramatically change the flavor of any classes or specs? I know you were talking in the video a little bit about Outlaw Rogue – I don’t play Rogue, but you suggested it was maybe perhaps a little too complex.
Hazzikostas: Our goal isn’t to fundamentally alter the flavor of any class or spec. Instead, we aim to refine and simplify certain mechanics to make them more intuitive and enjoyable without compromising the core identity of each class.”
For instance, the Outlaw Rogue may have overly complex conditions that can be streamlined without losing the essence of the spec. By making these adjustments, we hope to enhance the gameplay experience while maintaining the unique characteristics that players love about their chosen classes.”
Have you looked at all at what Final Fantasy 14 has done in terms of how much they restrict add-ons? They restrict them pretty heavily and always have. How do you look at what they’ve done and how it’s impacted the flavor and the type of game that they have over there?
Hazzikostas: We are aware of how other games, like Final Fantasy 14, manage their add-on ecosystems. Their approach has shaped the game’s development by ensuring a level playing field for all players.”
While we admire their model, our strategy differs in that we want to maintain a balance between providing a comprehensive in-game toolkit and allowing for the creative contributions of the add-on community. Our focus is on ensuring that the core functionality needed for competitive gameplay is accessible within the game itself, while still supporting the diverse range of player preferences and styles that add-ons can offer.”
By taking a measured approach to add-on integration and restrictions, we aim to preserve the dynamic and player-driven aspects of World of Warcraft that have contributed to its long-standing success.”
Is there any concern that it’s sort of a one button rotation is going to lead to people doing annoying exploits? Going into LFR or basically AFKing or something like really causing issues with it?
Hazzikostas: While there is always the potential for misuse, we believe that the majority of players engage with World of Warcraft with the intent to actively participate and achieve their goals.”
We have measures in place to address non-participation and disruptive behavior, ensuring that such actions do not negatively impact the game experience for others. Our primary focus is to enhance the accessibility and enjoyment of WoW for all players, and we will continue to monitor and adjust our strategies as necessary to maintain a positive and engaging environment.”
So you said that you’re not looking to mess around with people’s quest add-ons and stuff. But you’d also talked about wanting to build in-house tools like damage meters and stuff like that. Would you ever consider doing more internal stuff that is based off add-ons that people use for stuff that is outside of combat? Pet battling, auction house stuff, professions, anything like that?
Hazzikostas: Absolutely, we are always looking for ways to improve the overall game experience, including areas outside of combat.”
While our current focus is on refining combat-related functionalities, we are also inspired by the convenience and enhancements that add-ons provide for other aspects of the game. As we continue to develop World of Warcraft, we will explore opportunities to integrate useful features and tools directly into the game, making it more accessible and enjoyable for all players.”
Our approach to add-ons is not about restricting creativity or utility but rather about ensuring that essential gameplay mechanics are robust and accessible within the game itself. This allows us to maintain a vibrant and diverse ecosystem where players can customize their experience to suit their preferences while still having access to all the tools they need to succeed.”
Is there any concern as you think about what sorts of things to add and how to add them, that the UI might become too heavy or too complex or actively work against the player in becoming unapproachable? Right now, opening World of Warcraft for the first time, there’s already a lot of things on screen. And we’ve all seen that sort of joke screenshot of someone’s UI with all the add-ons on it.
Hazzikostas: Maintaining a balance between functionality and accessibility is a key concern as we consider UI enhancements.”
We are committed to ensuring that World of Warcraft remains approachable for new and returning players while still providing the depth and customization that our long-time players expect. As we introduce new features and tools, we will carefully consider their impact on the overall user experience, providing options that can be tailored to individual preferences and needs.”
By offering customization options and thoughtful integration of new elements, we aim to create a UI that enhances gameplay without overwhelming players. This approach allows us to serve a wide range of players, from those seeking a simple and streamlined experience to those who enjoy a highly customized and information-rich interface.”
Well, thank you so much, Ion. I really appreciate you taking the time. This has been really interesting. I’m very curious to see what my guild thinks of this announcement.

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