Dev Watercooler--Cataclysm Talent Tree Post-Mortem

You may have noticed we changed class talent trees for Cataclysm. We changed not just the trees themselves, as you might expect for an expansion, but the entire structure of the trees and the way you choose talents. Now that the Cataclysm model has been in play for several months, the team has been discussing what we like and don’t like about it, and I thought that might be of interest to some of you. As always with this series, this is design rumination, not a list of upcoming changes.
What Worked Well
- The talent trees are simpler now, but without losing a lot of depth. Most of what we cut were passive talents that everyone took anyway, or really lame talents that did nothing.
- Choosing your specialization at level 10 and not having to delay playing your character the way you want feels great. You can play your shaman as Elemental or Enhancement with the tools and bonuses to make either work.
- Specs within a class feel different. This was a big challenge for the DPS warriors, warlocks, hunters, and rogues in particular. Nowadays those specs have different rotations, different strengths and utility, and a different flavor overall.
- Mastery integrates into the trees well. We can delay the complexity until higher level, and we’re at the point now where it’s a competitive stat for many specs (though to be fair, not all yet).
- There are some legitimate hard choices for many of the specs. Usually these come in two varieties: which talent you want before you can advance to the next tier of the tree, or where you want to spend those remaining talents after you’ve hit the bottom of the tree.
- At the risk of catching flak for this statement, I feel that the game is as balanced as it’s ever been. When you look back at the vanilla or Burning Crusade days there were many specs that were just jokes and the difference between the highest performing and worst performing specs was on the order of 30-50% or more. Nowadays, players worry about 5-10% differences. Those are differences we still want to fix, absolutely, but we’ve come a long way. The talent trees have helped us do that.
What Didn’t Work
- I’ll admit there are still a few clunker talents -- those that are undertuned or just not interesting enough. There aren’t many though, and they’re relatively easy to replace.
- On the other hand, the talent trees still have traps for the unwary. For example, a Fury build that skips over Raging Blow is making a serious mistake. That may seem obvious to current players but it’s the kind of thing someone returning to the game after a hiatus might not understand immediately. (After all, you didn’t robotically take Ghostly Strike just because it was a gold medal ability.) While there is something to be said for safe choices, it would also be nice if the talents we expected players to have were talents they always had.
- Some players miss true hybrid builds. (Hybrid in this context means spending near evenly in two trees -- I’m not talking about the more common use of “hybrid” as a tank or healing class.) To be fair, these builds were either not very competitive or were just cherry picking a few powerful talents in order to create something that was likely overpowered, especially in PvP. In other words, the reality of the hybrid build never lived up to the myth. But it’s fair to say that it’s impossible now to have a hybrid build, and we understand some players want them back.
- I said above that there are tough choices within the trees of many specs, but there aren’t very many of them within each spec. Often it can come down to where to spend those last 1-3 talent points. While that was our goal, it would be even more exciting if there were more of those hard decisions. Hard decisions can be painful when you’re faced with excluding an ability or mechanic that’s fun to have. But overall we think hard, exclusive decisions are a good thing. They encourage experimentation and discussion and give players a chance to try out different things, all of which can help keep them engaged.
- Even worse, one potential place to spend those points is in the first two tiers of the other trees of your class, yet those talents are extremely design-constrained. First, they have to be attractive to the main spec using that tree, so chances are you’re not going to find much interest in the healing tree if you’re a damage dealer (unless you want to improve your limited healing). Second, those top-tier talents can’t affect higher level abilities since the talents are available at level 10. Finally, because those talents are available early, they should really be relatively simple to understand for new or returning players. You don’t want to put complex procs with lots of exceptions and internal cooldowns that high in the tree. All of those reasons mean that it’s rare that there’s a true game-changing talent available in those first two tiers. This would be totally broken, but imagine you could spend those last 10 points anywhere in another tree. Much more exciting, huh?
- This is a personal pet peeve, but I don’t like the talents that have a 33/66/100% chance to do what you want them to do. That’s just an awkward way of making a valuable talent cost more than one point. The new Cataclysm talent tree design didn’t cause this problem, but it didn’t fix it either.
The Future
This is the part where I’d really love to share our ideas for how we could address these problems, but some discussions are still a little too rough even for the dev watercooler. When we’re a little farther along, we’ll be able to share more. In the meantime, this is a great topic for further discussion. Players like to evaluate the talents in their particular class, but it’s also useful to evaluate the talent tree system as a whole. It’s an iconic design for World of Warcraft for sure, but that doesn’t mean it can’t be improved.
Greg “Ghostcrawler” Street is the lead systems designer for World of Warcraft. He once spent a summer capturing live radioactive alligators. True story.

Dawnbringer
Kul Tiras
Aegwynn
Draka
Dragonblight
Dragonblight
Coilfang
Ravenholdt
Ravenholdt
Skullcrusher
Muradin
Garithos
its a great idea to give them different looking gear but when mellee classes like rogues and warrirs can get better pvp weapons it makes a rediculous difference.
Darkspear
Caelestrasz
Garithos
The Venture Co
Moon Guard
Argent Dawn
Maelstrom
Shadowmoon
Skywall
But you'll always be judgemental and moronic so please go to the Star Wars and leave those of us who are willing to keep moving to do so.
Darkspear
Kilrogg
Vek'nilash
That said, I really don't agree with your take on the game, and talents in particular.
You say that the early tier of talent trees are "extremely design-constrained". It seems that your focus here must be on the dedicated raider, who tends to adopt a very specific role. For those who solo quest or pvp this is not remotely true.
Playing a prot pally I have no trouble finding talents early in either ret or holy that I covet greatly.
I have not played every class, and I am sure there are things i am overlooking, but I find that the assumption that the deeper "button" talents are better, is sometimes false.
I bothered to point Holy Shield, for instance, only because it was a pre-req for something else. If I still played this toon much I would likely regret it.
I did not even bother to place it on my toolbar.
20 sec/3 min, +20% damage reduction from shield block. My shield block only goes off 5% of the time. (You used to be able to improve this with defense rating, but Cata got rid of this). So 11% of the time I can enjoy 1% reduction against physical attacks. This meager sum assumes perfect rotation and no lag.
I get much more value from Toughness in the 2nd tier of the same tree. Even better from Sanctuary in the 3rd tier.
I am one of those that complains that Cata killed Hybrids. You call specialization soemthing that worked but I still don't think i prefer it. There is some truth in what you say about hybrids. Inevitably some players will come up with a clever combination you had not forseen, and be very effective early as a consequence. But you are too heavy-handed in dealing with this, you will just frustrate and ultimately drive away clever players.
If a toon can gain a small edge with a smart hybrid build from lvl 20 - 35, so what? Let them. If the deeper talents really are better, as you seem to want them to be, then such advantage should fade as one levels.
If one gains an overwhelming advantage, something is broken and should be addressed in a hotfix.
It seems most strange to me that you so loathe the idea of letting someone gain any sort of edge though clever character building. Yet you seem content to let experienced players gain overwhelming advantage in low lvl pvp with Heirlooms and enchants.
Arthas
Arthas
Tichondrius
Should have NEVER gotten rid of the original guys in Blizzard North....They knew how to make an awesome game, and not change it every patch release.
Destromath
When they start seeing record numbers of day one release veteran players leaving or not even buying MISTS i think this will be in Our favor. This entire change is CHEESY and shows blatant LAZINESS! WE PAY YOU LOTS OF MONEY! PERIOD! MILLIONS EVERY MONTH! Stop paying and see what happens! If enough people are together on this, they will be forced to change or lose our business! The die hards are what have kept this game alive this long to even allow it to be built up to what it is now. it was all based on a Talent Tree system, which WE ALL LOVE! Taking it out WILL RUIN THIS GAME! Don't get cocky and think that just cuz you are blizzard that people will tolerate these DRASTIC (and terrible) changes. Trust Me, there are LOTS of games out there and more coming out all the time. WHY Ruin a good thing?
Argent Dawn
Staghelm
Darkspear
Thrall
I do agree with that! It's very balanced for classes. It's mainly a difference of gear and player style that could make one player better or worse in a raid, arena, heroic, or battleground. So hopefully it stays similar to what it is now. I like having the same chances of winning a pvp fight no matter what class I play, assuming I'm just as good, or just as bad at all of my toons.
Skullcrusher
Kel'Thuzad
Vek'nilash
Illidan
Moon Guard
Burning Blade
Draenor
Destromath