World of Warcraft Class Talent System

World of Warcraft Game Director Tom Chilton, and Lead Systems Designer Greg Street took to the stage this morning to discuss the direction of class balance for World of Warcraft, as well as the new talent system coming in Mists of Pandaria. Their panel focused on the philosophies and goals of this new system, what’s changing, and what expectations players should have as they level up in Pandaria and beyond.
Philosophies and Goals
In Cataclysm, we made some pretty radical adjustments to the talent trees. Some of those changes worked out really well, while others didn't really help us achieve the goals we set out to reach. We really liked offering players a choice of class specialization at level 10, for example, and how streamlining each of the talent trees made room for meaningful choices and greater character customization. We didn't like that there was still a lot of "bulk" left in the talent trees despite our clean-up efforts, though, and that it remained possible for players to "miss" really important performance talents. Looking back, we feel that the Cataclysm talent trees are roughly 80% composed of class role-defining talents that are crucial to rotations and performance, while the other 20% are interesting utility talents, and that's where the real choices were happening.
For Mists of Pandaria, we want to move toward something that feels more flexible, yet eliminates many of the flaws of the old system at the same time. More importantly, we want players to gain access to important class performance abilities easily while ensuring that the more engaging utility abilities, where all the choices a player makes are meaningful, are front and center. Getting there will take some major changes.
The New Class Talent System
Perhaps the most exciting of these changes is the removal of the old talent tree system. Rather than each class having three separate trees, one for each specialization, players will now choose talents from individual sets which are awarded every 15 levels. Each class will have its own selection of talents, and the entire list will be available to all characters of that class regardless of specialization.
Each talent set is comprised of three talents which fall into a clear "theme." Some sets will offer utility such as movement speed increases and boosts to survivability, while others will reduce the costs of certain situational abilities. Currently, the goal is to avoid making any particular talent mandatory or to have them play a role in ability rotations directly. Instead, they're intended to give players interesting ways to customize their characters according to their preferred playstyle.
In total, there will be six talent sets, with players unlocking a new set every 15 levels. This means that there will be fewer talents overall, but each talent you choose has the potential to have a much more dramatic effect on your gameplay.

Examples of possible talents for paladins in Mists of Pandaria
Another big change being made is how talents are selected. Instead of "purchasing" talents with a predetermined number of points (earned as you level), talent selection will be toggle-based. For each set of three talents players unlock, they will get to choose one talent to activate, for a total of six active talents at level 90. (Talent ranks have been completely removed.)
Similar to current functionality, talents selections will be finalized by clicking "Learn" at the bottom of the talent pane; however, a big benefit of removing talent points is that it allows us to let players "re-talent" with more flexibility. Even after players have activated their talents, they won't be completely locked into their choices as they are now. If at any point a player feels that another talent may be more appropriate or fun, he or she can simply select that talent from their tree and click "Learn" again. This can be done on a talent-by-talent basis or, if the situation demands it, all talents can be changed out at once.
As a result, talents can be changed out when switching specs, as well as when running dungeons, raids, and battlegrounds. While re-talenting will most likely be disabled during combat and will incur a small fee (either in the form of gold or a reagent), it will still give players more opportunities to adapt their characters to better meet the challenges they expect to face while playing.

Examples of possible talents for rogues in Mists of Pandaria
Class Talents vs. Specialization Abilities
So what does this mean for important spec-based spells and abilities like Hammer of the Righteous and Circle of Healing?
At level 10, players will still select a specialization and unlock an iconic class specialization ability. As players level up, they will then automatically learn both class-based and specialization-specific abilities at set intervals. The specialization abilities you learn will be largely comprised of old talents we feel players should have, as well as core class abilities that not every spec needs.
For example, for a level 25 Protection paladin, his or her training list may look a little something like this:
| Level 10: | Avenger's Shield | (Protection ability) |
| Judgments of the Wise | (Protection ability) | |
| Level 12: | Rightous Fury | (Class ability) |
| Level 13: | Redemption | (Class ability) |
| Level 14: | Flash of Light | (Class ability) |
| Level 15: | Hand of Reckoning | (Class ability) |
| Level 16: | Lay on Hands | (Class ability) |
| Level 18: | Divine Shield | (Class ability) |
| Level 20: | Hammer of the Righteous | (Protection ability) |
| Level 22: | Supplication | (Class ability) |
| Level 24: | Consecration | (Class ability) |
These spells and abilities will be trained in the field, appearing immediately in players' spellbooks once they reach the appropriate level. As a result, there will no longer be a need to visit class trainers save to re-spec or purchase Dual Specialization, keeping players engaged and doing what they enjoy.
With this new method of distributing abilities, we can ensure that players are receiving role-defining talents at levels that make sense and will benefit them the most as well as deliver fun and meaningful choices along the way.
Be sure to visit or tune in to the World of Warcraft Classes/Items/Professions Q&A tomorrow at 1:00 p.m. PDT in Hall D of the Anaheim Convention Center to learn more about the direction we’re taking with class balance in Mists of Pandaria.

Aerie Peak
Maelstrom
Thaurissan
Lightbringer
Malfurion
Terenas
Winterhoof
Sentinels
Frostwolf
Shattered Halls
Alterac Mountains
Lightbringer
Tichondrius
Fenris
Eitrigg
Darkspear
They should make the change up for vote and let their customers choose.
By just reading the first few pages of comments I can already see an overwhelming population of players that are against this.
/sarcastically claps to blizzard
Echo Isles
Eitrigg
Azralon
Goldrinn
the idea was good for the raid finder, more cade other raids? placement because not all raids, classic, lich king, and all of the cataclysm in raid finder? I guarantee you will get much more exciting the game, because many groups still do not get to fire or other land raids of the cataclysm
want to change things start changing for example the appearance of the druid BEAR, putting armor on it would be very interesting, you can change your hair and when the druid to transform into a bear that bear have an armor that represents the color of the hair, because something right over the bear and tank armor , where druida bear form gear ?
simple things can make a seasoned in the game.
Azralon
Eldre'Thalas
Emerald Dream
Nemesis
Vek'nilash
Azralon
Eitrigg
Korgath
Sisters of Elune
Stormrage
Moon Guard
Can't say much for the rest of the game until I know more about what's coming out in MoP. This, however, is an improvement.
Tol Barad
i'm very disappointed... i'm sorry for the sincerity, but i'm a fan of WoW
Azralon
Eitrigg
alot better than waht its coming down to now
Blackrock
People who have an intense need to fit in and be accepted will hate this because it means they have to *gasp* be their own person and make decisions for themselves for the 1st time in their lives.
WTG Blizz, you saw a way to bust up the elitists in the game and therefore vastly improve the community experience, now just make sure you don't leave any loopholes for them to jump back through by miscalculating the effectiveness of abilities in a raid setting.
Make sure they all work equally and the only variable is playstyle, then the punks would have to go back to shaving their heads and hanging out at cross burning ceremonies like before.
Terokkar
Frostwolf
Aerie Peak
Skullcrusher
This is not a good idea. I'm cool with the Pandas, and the monks, rock that out, but let's stay on topic. Even as a new player of 6 months I see what this is going to do to my main class(mage) and this is going to be very detrimental to my functionality and well rounded play style. This talent tree style will hurt, and not just mages. It will hurt most classes seemingly in the area that's most important to that class. Either scrap this or fix this please.
Azuremyst