Blizzard is set to launch a new feature in World of Warcraft that may initially surprise players: a system that suggests the optimal spell to cast next during combat, with an option to let the game automatically cast it for you.
In a detailed video discussion featuring game director Ion Hazzikostas, Team Liquid raid leader Maximum, and content creator Dratnos, Blizzard revealed that the upcoming World of Warcraft patch 11.1.7 will introduce Rotation Assist. When activated, this feature highlights the recommended next ability for your character based on their class, specialization, and the current combat scenario.
Additionally, Rotation Assist includes an optional “one-button” mode, allowing players to press a single button to automatically cast the game’s suggested spell. However, this mode comes with a trade-off: it slightly extends the global cooldown, resulting in slower spell casting and reduced damage output compared to manual play.
“If you ask someone, ‘How do I improve?’ the first response shouldn’t be, ‘Install this add-on,’” Hazzikostas noted.
In the video, Hazzikostas shared that Rotation Assist draws inspiration from the popular add-on Hekili, which also suggests optimal spells but lacks a one-button casting feature. He elaborated:
“Add-ons are incredible. The community’s innovations over the past two decades have been vital to WoW’s success, providing unique aesthetics, functionality, and instant information access. We don’t want to diminish that. However, when players ask, ‘How can I get better?’ the immediate advice shouldn’t be to download multiple add-ons. That feels like a mandatory requirement, which isn’t ideal.”
Hazzikostas further explained that Blizzard is reevaluating the role of add-ons in World of Warcraft, particularly for competitive content where they’ve become nearly essential. The team aims to reduce this dependency by enhancing the game’s native class design, encounter mechanics, and user interface to incorporate features players currently rely on add-ons for.
While Blizzard has no plans to ban add-ons outright, Hazzikostas indicated a long-term goal to limit certain functionalities, particularly those involving real-time combat automation, coordination, or communication that outshine native UI capabilities.
For casual players, these changes may go unnoticed. However, as Hazzikostas, Maximum, and Dratnos discussed, high-level raiders often rely on add-ons like WeakAuras to create custom tools for solving complex raid encounters in real time, such as directing player positioning or group assignments. Hazzikostas acknowledged that some raid encounter designs may have inadvertently encouraged this reliance by being overly challenging without add-ons. “Our encounter design has been shaped by how players use add-ons,” he admitted. “There’s speculation that some encounters were built to require add-ons. I can’t say that’s never happened.”
Hazzikostas clarified that while encounter designers don’t intentionally create mechanics requiring add-ons, feedback from playtesters using add-ons has sometimes led to encounters being deemed too easy. Instead of redesigning to counter add-ons, developers have historically added more mechanics, which Hazzikostas admitted isn’t ideal.
The full 45-minute video is available for viewing, but we also conducted a direct interview with Hazzikostas to explore the Rotation Assist feature and Blizzard’s future plans for add-on integration. Below is our interview, lightly edited for clarity and brevity:
IGN: Do you believe add-ons have become mandatory for playing WoW beyond basic questing?
Ion Hazzikostas: I wouldn’t go that far, but community trends show players are highly creative with versatile tools. In competitive content—challenging raids, high-level Mythic+ dungeons, or PvP—every advantage counts. Most top players, including Maximum and Dratnos, agree that not using certain add-ons puts you at a disadvantage.
In group content like raids or Mythic+, there’s often an expectation to use specific tools, regardless of personal preference. While add-ons have been integral to WoW’s growth over 20 years, telling players they need third-party tools to succeed isn’t healthy.
Was there a specific moment or raid boss that prompted addressing this issue?
Hazzikostas: No single event stands out. Over the years, we’ve seen instances—like early Molten Core days where add-ons like Decursive automated healing—that felt like they undermined core gameplay. We restricted those functionalities while improving built-in raid frames. Today, community discussions often start with, “What add-ons are you using?” instead of focusing on rotation or talents. That’s a barrier to accessibility.
Why not let the community continue handling these features, given they’re effectively crowdsourcing solutions?
Hazzikostas: We’re taking on responsibility we should’ve owned sooner. Add-ons often address gaps in our design—like unclear visuals or complex mechanics requiring real-time tracking. If our game doesn’t provide the tools for players to succeed, that’s on us to fix.
We’re not sidelining add-on creators. Our initial steps focus on enhancing native solutions and gathering player feedback, not restricting add-ons. Only later might we limit specific combat-related functionalities to reduce the pressure to use external tools.
How does Rotation Assist adapt to different builds, like single-target or multi-target setups?
Hazzikostas: It varies by specialization. We haven’t accounted for every possible build, but the system is designed to adapt based on your talents, resources, and the number of enemies. It recommends AOE abilities for multiple targets or single-target skills for bosses, aiming to simplify learning new specs or focusing on encounter mechanics.
Is there concern that the one-button option could lead to players slacking in group content?
Hazzikostas: For players struggling with rotations, the one-button mode could improve performance by letting them focus on mechanics. The slight cooldown penalty ensures it’s not the optimal way to play, preventing raid leaders from mandating it. It’s designed for solo play, questing, or casual content like Raid Finder.
Has raiding become harder over time?
Hazzikostas: Yes, it’s more complex. While our targets for raid boss attempts haven’t changed, players have improved significantly. Classic bosses that once took months are now steamrolled. To maintain challenge, we’ve added more mechanics, especially as raid sizes dropped from 40 to fewer players, requiring tighter coordination.
Are you already adjusting encounter designs in Undermine to align with this philosophy?
Hazzikostas: Yes, to some extent. Undermine has fewer encounters that feel add-on-dependent compared to past tiers. We’ve also revamped spell visuals for clarity, moving away from chaotic effects to ensure players can understand mechanics without external tools.
When might we see restrictions on add-on functionalities?
Hazzikostas: There’s no set timeline. We’re starting a conversation and building native features like the cooldown manager in 11.1.5 and Rotation Assist in 11.1.7. Before limiting real-time combat parsing, we’ll ensure robust alternatives, like customizable damage meters, are in place.
Will these changes alter class or spec identities, like Outlaw Rogue?
Hazzikostas: Not dramatically. We’ll revisit overly complex mechanics, like Outlaw Rogue’s intricate energy and cooldown conditions, to make them more intuitive without losing their core flavor.
How do you view Final Fantasy 14’s heavy add-on restrictions?
Hazzikostas: Their approach creates a level playing field by controlling available tools, allowing precise encounter design. WoW’s ecosystem is different, so our restrictions will be targeted, similar to past limits on 3D space drawing, to preserve gameplay integrity.
Is there concern about one-button rotation leading to exploits or AFKing?
Hazzikostas: We hope not. Non-participation has always existed, but we design for the majority who engage actively. Tools like reporting help address disruptive behavior.
Will you build internal tools for non-combat features like pet battling or professions?
Hazzikostas: Absolutely. We’ve already added features like 3D quest markers inspired by add-ons. These enhance convenience without providing competitive advantages, so we won’t restrict such add-ons.
Could the UI become too complex with these additions?
Hazzikostas: We’re mindful of balancing accessibility for new and returning players. We use customizable UI settings and phased introductions, like delaying Rotation Assist until players have multiple abilities, to keep the experience approachable.
Thank you, Ion, for your insights. I’m eager to see how my guild reacts to this.
Hazzikostas: I’m curious too. This announcement aims to spark discussion. The video may seem long, but it’s mostly about exploring our philosophy and gauging player openness to these changes.