Seeing the Forest for the Talent Trees

Seeing the Forest for the Talent Trees

We’ve gotten a lot of feedback on our crazy, exciting, and scary talent overhaul, for which we are enormously appreciative. For real and for true. We *want* your feedback on the new talents. That is why we are presenting so much detail so early. While we will continue to iterate on talent specifics, your feedback is an important part of that process. Don’t abstain because you’re convinced that things will change without you. Your input is one of our most important tools for improving the game.

We have seen a few consistent responses from players concerned or dismissive about the model, so we thought we’d take the opportunity to explain the philosophy behind some of our decisions, to provide a better framework upon which you can continue giving us feedback.

1.       "I have fewer choices."

This is the big one, and the truth is it is ultimately correct. You will have fewer choices. But you will have more choices that *matter*. One of the important philosophies of game design is that interesting choices are fun. The word ‘interesting’ is key. Choosing between a talent that grants 10% damage and one that grants 5% damage, all else being equal, isn't interesting (unless perhaps you’re a superstar role-player). Choosing between a talent that grants you 5% haste or 5% crit might be interesting, but more than likely there is still a right answer (and like most of us, you'll probably just ask someone else what the answer is.) Choosing between a talent that grants you a root or a snare can be interesting. Which does more damage? Hard to say. Which is better? It depends on the situation.

This is why we don't have a clear damage, tanking, and healing talent choice every tier. In the case of the old trees, choosing the talent you want from among the talents that don’t interest you isn’t an interesting decision -- it's a multiple choice test, and an easy one at that. Are you Ret? You probably want the damage option. But what if the Ret player had to choose from three healing talents and couldn't sacrifice healing for damage? Now it gets interesting. Worst case scenario is the player just picks one at random because he refuses to heal. However, he has the ability. Maybe he'll use it in some situation. Meanwhile, other players will be happy that they can benefit more from the hybrid nature of the paladin class without having to give up damage to do so.

2.       "There weren't cookie cutter builds."

You're wrong. Next!

To be fair, we did manage to engineer most of the Cataclysm talent trees to include a few legitimate choices. These typically occur when you need to spend enough points to get to the next tier of a tree to get the good stuff. Many specs had 1-4 points to spend wherever they want. That's a huge victory compared to pre-Cataclysm talent trees, but ultimately nothing to really brag about.

It is possible of course to strike a blow for individuality and use a non-cookie cutter build. Ninety-nine percent of the time, these builds are just going to be less effective. The remaining percent of the time, they will eventually become the new cookie-cutter. When players talk about their love of options, I think what they are really saying is they are in love with the idea of having dozens of interesting talents. We just don't think that will ever happen.

Look, we tried the talent tree model for seven years. We think it’s fundamentally flawed and unfixable. We know some of you have faith in us that someday we’ll eventually replace all of the boring +5% crit talents with interesting talents and give you 80 talent points that you can spend wherever, and that the game will still remain relatively balanced and fun. We greatly appreciate your faith, but we fear it is misplaced. It’s not a matter of coming up with enough fun mechanics, which is challenging but ultimately doable. The problem is the extreme number of combinations. When you have such a gigantic matrix, the chances of having unbeatable synergies, or combinations of talents that just don’t work together is really high. That’s not lazy design. That is recognizing how math works.

So given that we don’t think it’s humanly possible to have 40-50 fun, interesting and balanced talents in a tree, the alternative is to continue on with bloated trees that have a ton of inconsequential talents that you have to slog through to get to the fun stuff. A lot of you guys have stuck with us for years, continue to play regularly, and still love World of Warcraft. You are the reason we’re still making this game. We think you deserve better, and we think we can do better.

3.       "We'll still have cookie-cutter builds with the new design."

I am slightly amused by the number of comments that say "The theorycrafters will just math out which is the right talent and we'll all just pick that one." But the theorycrafters aren’t agreeing with those comments, because they know they won’t be able to.

Just to make sure, I chose several specs at random and researched their builds. Sure enough, even with the Cataclysm builds today, you see quotes like “spend the last two points wherever you want” or “choose X or Y at your discretion.” It is “easy” (which I put in quotes because theorycrafters devote a lot of time and neurons to it) to determine the value of a DPS talent like Incite or Ignite. It is hard to determine the DPS value of Improved Sprint or Lichborne. Most of the Mists talents are things like the latter. Now there are still some pure throughput (damage, healing, or tanking) talents in the trees. We expect there will sometimes be a right answer as to which talent to take for those roles. On a fight like Baelroc (one boss, no adds), Bladestorm and Shockwave probably aren't competitive with Avatar. We're okay with that, because on Beth'tilac (lots of adds) they definitely can be and it will depend a lot on your play style and the role you have in the fight. However, given that we know a player can only have one of those three talents and that the synergistic effects from those talents with other talents are limited, it is much easier for us to balance say the healing value of Archangel and Divine Star. Despite what you read on the forums, we actually have gotten better at balancing World of Warcraft over the years.

4.       "No rewards for leveling."

Once upon a time, you got a new talent point every level. That worked okay for a game with 60 levels. It works less well for a game with 90 levels. It probably is totally incomprehensible for a game with 150 levels, should we ever get there. We keep bumping the level cap because frankly it’s fun and we haven’t yet come up with a progression mechanism that will feel quite as good.

Leveling is pretty fast these days and fairly rewarding, in that you see lots of new content and get gear quickly, which is something we have trouble replicating at max level (though stay tuned for Mists of Pandaria). On top of that, you’ll still get lots of abilities as you level up. Instead of having to click Raging Blow, we’ll just give it to you, because frankly if you skip it, you’re making a mistake (or you’re RPing a Fury warrior who has taken too many blows to the head). There are gaps in getting new abilities, especially at high level, because we don’t want players to have to have four rows of action bars to play their character. Again, that is just the blessing and curse of having a game with so many levels.

Third, I’ll challenge the notion of just how interesting it is to get that second point in Pain and Suffering or Rule of Law while leveling. Do you really notice that you now kill a creature in 2.9 GCDs instead of 3 GCDs? (But see below for a bit more on this.) There are some game-challenging talents of course, like Shadowform, but as we just discussed, you'll still get those.

Finally, the reality is that for many players, WoW has become a game focused on max level. Back in the day, leveling a fleet of alts was really compelling gameplay, but for many of the old-timers, there just isn’t a ton of interest in making a second mage or whatever. Hopefully account-level achievements will help with that somewhat, but at the same time, I don’t think it’s realistic to expect all of our long-term players to have thirty or more characters at some point in the future. It’s a fair concern that the new talent system is geared more towards making max level exciting, but that’s also where players tend to spend most of their WoW-playing hours these days. We don’t know yet what we are going to do for players who want to play a monk but just can’t stomach the idea of hitting Hellfire Peninsula one more time, and how we solve the problem when you get a friend to try WoW, only to discover that your pal will need to spend several weeks or months getting up to max level before he or she is ready to join your Arena team or raid group. But these feel like problems we are going to have to solve at some point.

5.       "I like being better than noobs."

It was surprising and a bit disappointing at how frequently we saw this argument. The players in question fully admit that they don't experiment to find the best build. They accept the cookie cutter spec that is offered from a website, but then they use the fact that they knew the cookie cutter to mock players who don't. Intimate knowledge of game mechanics certainly is and should be a component of skill. But knowing how to Google "4.3 Shadow spec" doesn't automatically make you a better player. Sorry, but I’m just going to dismiss this one as an illegitimate concern.

6.       "The talents are all PvP choices."

We see this response from players who say “I don’t care about PvP,” or “raid bosses can’t be snared,” or even “I am a solo player, so I don’t need a defensive cooldown.”

First, a lot of players do care about PvP, and almost every choice in the new talent model will be interesting for them. We are also taking some steps with Mists to encourage more crossover between PvP and PvE as the game once had, so even if you don’t care for PvP now, maybe we can get you interested in the future.

Second, a lot of raid bosses can’t be snared, but their adds and trash sure can be. We don’t do a lot of Patchwerk fights these days. Crowd control, movement increases, and defensive cooldowns are all an important part of raid encounters these days. They are even a part of dungeon encounters until you overgear the content.

Now if you're a solo player or a fairly casual raider and you don't often find the need to use crowd control or hit a defensive cooldown, then maybe the choice isn't compelling. But we think that's a problem with the game. I think it’s a fair complaint that our outdoor world creatures have become a little monotonous over the years. Once upon a time, you could choose to take on that camp of gnolls, or you could try and handle the elite ogres, or you might get a patrolling kobold. While we don’t want outdoor leveling to be brutally difficult, that doesn’t mean that every situation needs to be solved with 3 Sinister Strikes. Imagine a cave full of weak spiders. You can choose to AE them all down, use a movement cooldown to get through the cave quickly, use a defensive cooldown to survive the damage, or use your heals to keep you up. When players use their full toolbox of abilities intelligently, they tend to feel good about their character and the game. But it is our responsibility to engineer more of those situations into the world.

7.       "Spec doesn’t matter."

This is a concern especially for warriors, priests, DKs and the pure classes (those characters who have multiple specs of the same role). What we have concluded is that many players want to choose their spec based on flavor (“I want to be the mage who uses Frost magic”) or rotation (“I like the fast gameplay of the Frost DK”). While the raid buff / debuff matrix and spec utility helps to encourage diversity among groups and discourage raid stacking, it’s also a little lame when the Affliction lock is asked to spec Demonology (against the player’s desire) in order to bring a specific buff. In Mists, we want players to have even more flexibility about which character they want to play. Asking a player to swap from damage to tanking for a couple of fights is acceptable to us. Asking someone to respec from Unholy to Frost just for the debuff is not.

There will still be some utility in the various specs, but less than we have today. You should pick a spec because you like the rotation or the kit. Fire is about crit, Hot Streak, and Ignite. Frost is about Shatter combos and the Water Elemental. Arcane is about mana management and clearing Arcane Blast stacks.

8.       “It must be new to be good.”

This is a tricky one. Specifically, the warlock and druid trees include a lot of new talent ideas simply because we felt like those classes needed them. While we want to make an effort to add some new mechanics every expansion just to keep things fresh, we don’t want to arbitrarily replace fun talents that have stood the test of time just in the name of change for change’s sake. Bladestorm is fun. Body and Soul is fun. Shadowstep is fun.

From a designer’s perspective, the half-life of a new spell or talent idea is fleetingly short. You know how when you buy a new car and drive it off the lot it immediately loses a huge chunk of its value? New game ideas are like that. Seeing something brand new is super exhilarating, but that thrill just doesn’t last. I suspect even by the time Mists launches, we will see a lot of comments along the lines of “When are druids going to get something new? We haven’t seen any new ideas since November!”

It isn’t our goal to come up with 18 new talents for every class. We want to come up with 18 fun talents, and that’s going to mean a mix of old and new. Try not to confuse “shiny” with “good,” and we’ll try on our end not to fall into that trap as well.

9.       “You overhaul talents every expansion. Please leave well enough alone.”

This is another tricky issue, because neither extreme (stagnation versus constant design churn) is appealing, and every individual player (and designer!) has a different definition of where those extremes lie. We changed talent trees in Cataclysm to try and fix some of the underlying problems the talent design had since its inception. We actually considered going to the Mists model for Cataclysm, but we were worried that the change would be too shocking to players, so we went with a more restrained design first. As often happens with compromises, it didn’t fix the underlying problems. Our hope is that this new design solves them once and for all. That isn’t a promise to not change talents for 6.0, 7.0, and beyond. But we hope that an overhaul this drastic isn’t necessary again for a long time to come.

MMOs are inherently living designs that are going to change over time. This is particularly true of subscription models, where players rightly expect to see something for their monthly payment. We don’t think it’s fair to cling to designs that aren’t working just because that’s the design we shipped with. As we have discussed a great deal lately, we will try to limit our big design changes to new expansions, but it’s just not in our DNA to leave something at a B- level if we think we can make it A+.

10.   “You’ve got your minds made up and don’t care about what we think.”

You’re wrong. Next!

As I have said a million times, good games (maybe good anything) can’t be designed by popular vote. Our design feedback process is about making informed decisions. The developers will make the decisions we feel are right for the game, but we’ll do that armed with the feedback from players about what is fun and not fun for them. If you want to provide the best feedback possible, try to be succinct (we get a lot of feedback), try to be specific (why don’t you like something), and don’t assume you speak for everyone (game design, like art, is often subjective). Don’t get upset if we don’t implement your idea -- that’s just not a realistic expectation. Don’t confuse the echo chamber phenomenon that can occur in forum discussions for consensus. Most importantly, try to remember what will be fun for everyone, and not just your character.

Soon -- TM.

One more thing to keep in mind: Playing with the new talent system in-game is really different from choosing talents on “paper.” Some of the decisions we made didn’t come about until we could get into the game and see how leveling and playing actually felt. Once we’re in alpha, many of you guys will be able to give us some more concrete feedback. We understand that, and we’re pushing for doing that just as soon as we can. In the meantime, enjoy the Hour of Twilight.

*Greg “Ghostcrawler” Street is the lead systems designer for World of Warcraft. He role-plays a Fury warrior who has taken too many blows to the head.

Report Post # written by
Reason
Explain (256 characters max)

Reported!

[Close]

Comments (4,326)

Login to rate
Galvon
Wyrmrest Accord
Galvon
9/23/2012
I respectfully disagree, there is no real reward for leveling, regardless of how fast it is. Since it's faster, I think we still need some small rewards for leveling.

Though I do see where your going in that talents were meant to be made to customize your character, if you have less choices, you still have a relatively large chance that everyone is going to pick the same builds. Since it was meant as a customizing character base, then it can't be small and limited. There is a need for a choice, I can state from personal experience from a mage point of view with shields. Everyone is going to pick Ice Barrier for a shield. Thats not customizing, that's doing the same thing small scale. Thus, we need choices that DO matter, still...

That's my two cents, which obviously since something similar was done in Star Wars Galaxy's, still doesn't matter.
Login to rate
Davidsamson
Gilneas
Davidsamson
8/31/2012
Greg,
Thank you for all the work you have done on the new patch I love it my entire family plays as a group and we enjoy the new talent tree it makes it much easier to choose the correct talent great job we cannot wait for Mists to go live thanks again.
Login to rate
Thepiemaker
Dath'Remar
Thepiemaker
8/14/2012
Dear ghostcrawler. While i highly doubt you read the comments here, I will post this anyway.

This summation of your views on talents is a very narrow view. I think if you actually read the comments below, you would see how many objections there are. This post comes off as condescending to players, and while you make the decisions, it's what they want that really matters.

Drastic changes to games aren't always a bad thing, but these new talents seem engineered only to make the endless battle for balancing easier. Balance is a good thing, and people will cry foul on the forums when they feel its not in their favour, but when it sucks the fun out of a game, it might be time to take a step back and re-examine things
Login to rate
Knatu
Blade's Edge
Knatu
8/12/2012
I am an old man who was a computer programmer before monitors even existed. I am so amazed by the beauty and complexity of this game - what it takes to put it together. I guess old fashioned is the right word for me; however, I am happy with whatever they do. I just relax and enjoy the game.
Login to rate
Onepvp
Kil'jaeden
Onepvp
6/20/2012
disagree to
Login to rate
Maranza
Moonrunner
Maranza
6/19/2012
Sorry, but I have to disagree with much of what Ghostcrawler posted. First, the talent system as originally laid out was fine. It allowed players to pick and choose. IT DID NOT FORCE PLAYERS TO "BUILD" A TREE.
I understand that you've all done much of what you've done to balance the game...and that's where it will fail. We all know that a tank in plate mail with a 7 foot long battle mace WILL THUMP a creaky old mage if he gets within 10 feet. So why doesn't that ever happen when he gets in range? Because you've balanced the game so well that no one has ANY advantage over ANYONE anymore. Your talent trees fall into that same trap.

In all honesty, I feel that the game should be unbalanced, and that the races and classes should all have intrinsic strengths and exploitable weaknesses.
Remember when Dwarf Clerics had the exclusivity on "Fear Ward"? Undead had the "Curse"? That gave them a uniquenss that players enjoyed. Trust me, us "Old Timers" that Ghostcrawler refers to would be more happy with uniqueness and variety than with balance.
Remember when your mage could fireball halfway across the lake between the blacksmith and the stables? Why was that? Because if anyone got close enough to throw a pingpong ball BACK at the mage they were going down. Remember when your tank took FOREVER to hit, whereas your rogue could get dozens of hits in the same time?

Unbalance.

It's natural. It's fun. It's what WoW has lost. Until you guys realize that and unbalance the game again, you'll never "fix" it.

But then again..."fix" denotes balance. We don't want balance. We also don't want superfulous unnecessary talents. We want the ability to choose a spec, but not be shoehorned into it. Just return to the system whereby you could put your points into any of the three specs WITHOUT having to max out one first.
Login to rate
Kaellom
Khaz Modan
Kaellom
8/1/2012
@Maranza: I love your comment. Even between this expansion and Wrath I get torn up in PvP as a Prot pally. In Wrath there was at least some dynamic difference that gave me a fighting chance against casters. I'm a freaking tank spec after all, I should be able to last long enough to be able to take on a mage who could kite me around all day but I'm a pally so I can make it interesting by healing myself, or if I got close enough to the mage I could have a chance at being the vitor, not so much since cataclysm. Every DPS or healer class has the abilty now to slow me or freeze me, or stun me, or silence me so much within a short amount of time and then shoot me to death before I even get the chance to get near and IF I do happen to get near them somehow my attacks barely do anything. I don't expect to do damage like a dps, and I don't expect to heal myself like a healer, but I should be able to have a fighting chance against a ranged player if I get close and a fighting chance at getting close in the first place. I'm in pretty much a full set of honor gear and yet I can get wiped by a DPS in pve justice gear. The logic and balancing in that is?
Login to rate
Kaellom
Khaz Modan
Kaellom
8/1/2012
@Kaellom: I worked towards this gear that Blizzard provided because they made it that I would need it in order to stand a fighting chance but that fighting chance isn't very big as a prot pally since Cataclysm.
Login to rate
Gazghull
Hyjal
Gazghull
8/27/2012
@Barthom: Wait. Wait wait. Wait. You're telling me, in the current build, a frost mage will NOT kite a warrior. Who can use spell reflect every 25 seconds. My good sir, I doth believe you just god-damned suck if that's the major issue you're having.
Login to rate
Camoolot
Ghostlands
Camoolot
6/19/2012
I am one of the players that do appreciate the thought of getting more than 6 talent decisions as rewards for my leveling. While I understand the ideas behind the overhaul, I feel that it is too drastic. I've never used the "cookie cutter" best recommended builds on any toon, but rather the choices that I felt enhanced my personal play style. Did I suffer in PvP for it? sometimes, but I also had the satisfaction of being on top on many occasions while doing things differently and taking a different approach. Thoughtful strategy can overcome the sometimes formidable cookie cutters, that are usually augmented by having the "best of the best, sir...with honors" gear. I also enjoy raising a wide variety of characters, each feeling like a different type of game experience. If you look at many realms AH's now (Nathrezim for example) you find most items posted in the entire AH by very few at exorbitant prices, meaning you either have had to focus on one high lvl character to farm money excessively, so as to not be a moderate player, time investment wise, or forced to buy gold against the rules. The changes that have been made up to this point have decreased the enjoyment and success rate of the casual player, and rewarded those who have no life outside of WoW, and a substantial additional cash investment, in an excessive fashion. I have even seen the extremes of nearly an entire Alterac Valley team being multi-boxed. The fun is being reduced, and once again, taking away most of my choices from a plethora down to six is not something I look forward to. I understand the philosophy but surely something a bit less extreme but still accomplishing some of your goals is possible. Taking away the option of making a less desirable choice does nothing to enhance the need to use intelligence and thought into making a build that suits your own vision of your character. I would much rather make more choices and have my success or failure be affected by my decision making than to have it so simplified so as to mask my inability to make a good decision by being given most things, and reducing the game even farther into a "who has the most gold and can buy the best gear" fest. Just an opinion from one who has been a fairly casual player in time per week...but for nearly seven years.
Login to rate
Smakk
Area 52
Smakk
6/14/2012
IMHO, there has never been a talent system better than the AAXP system in EQ1. It was wide open. The first interesting choice was how much XP to divert to AAXP. You had the ability to raise resists, stats and eventually learn class-specific skills. There were no trees. As a player that prefers healer roles, I get annoyed when a talent tree forces me to choose a worthless (to me) damage talent. Please deforest the talent system.
Login to rate
Zelyon
Blackwater Raiders
Zelyon
6/5/2012
I have one issue in game that has bothered me to no end. Blink. It simply makes no sense to me how or why you can blink out of a stun. Roots and snares of course. Silenced, why not? But if a warrior who is used to taking physical damage gets hit hard enough to be stunned and cant react, then how can a mage ( who isn't exactly well versed in combat or used to physical abuse) be able to do teleport from one point to another and be totally unscathed. I mean it would seem to me that such an ability would require alot of concentration and therefore be rather difficult to do directly after being bludgeoned. From a game standpoint there really isnt a way to hold a mage still for even a few seconds. It seems they have a way out of everything. Im not crying nerf. I simply feel that the ability to teleport out of a stun is, for lack of a better term, stupid.
Login to rate
Ruutt
Stormrage
Ruutt
6/5/2012
Why do I feel as if you are trying your best to remove diversity under the guise of diversity? Why make people play your way and not let us play our way? diversity is what makes people great and it could work in a game. I would love to see a realm dedicated to just old school vanilla per anything with all of its glorious flaws and all. this game was great when I was free to put talents where I wanted and now I'm in cat and not as happy as I was in vanilla. you took hybrids from us and informed players, or players who cared to play and diversify are now corralled like sheep. why make it to end game at all these days? You only get Ilevel and achievement link questions when trying to run fl or god forbid raids. I have played off and on for years and have played a lot of mmos like Guild Wars, EVE, and so forth but keep coming back for the game style. that's to say hack and slash and not free for all no agro or all pvp. I, like most people like to have a choice as to what I do in life and it caries over to games as well. big changes made to pallys made me quit playing them back in BC if you look "blizzard employee" you will see her sitting and look at the last time I played her. I understand balanced life but if all there are is black eye peas on the shelf why care? most changes I have seen over the years have been good but for me the ones that count like skill respecing and class overhauls to make us all the same are killing it for me and a lot of my friends as well. I just suggest slow down on forcing us to play your way and just make mobs harder, not more health, we will figure it out, we are not dumb players. We do need to be let loss to do what we want for that to work. that will stop all the Ilevel crap and relay on player talent instead of player gear.
Login to rate
Ruutt
Stormrage
Ruutt
6/5/2012
@Ruutt: Forgot to add forcing pvpers to pve and vice versa is not a way to gain favor from either.
Login to rate
Fallmist
Magtheridon
Fallmist
6/5/2012
I shall skip all the whining and complaining done by most of the people in the thread. I want to share one concern with Ghostcrawler. The concern is about a specific spell made available to the Mage class during WOTLK. The Frostfire bolt - this spell was added with the promise that this would be an interesting spell to use other than Fire Ball/Frost Ball spam while being boosted differently from both the Frost and the Fire Talent Tree. During Cataclysm FFB has lost its value (except mayhaps in pvp frost spec for brain freeze). Are you going to make FFB more interesting and fun in MOP? It will definitely be fun to see how this hybrid spell boosts and relates to differently from both the Frost and Fire talent trees!

And mayhaps you can find such hybrid abilities from all classes and see how they match with depending on which talent tree they want to boost it with!
Login to rate
Killerranger
Shandris
Killerranger
6/4/2012
Can u dumb the game down anymore Blizz, my dog wants to make a worgen and chase cats around northern Stranglethorn...... Why make new trees just add 1 new talent at the top and give only 3 new poits to spend on new abilities, case closed. As for the glyph changes to remove primes and add flavor glyphs, just add those flavor glyphs as minors and be done. Who cares if my holy mounts glow with holy light, I stopped playing my Dranei pally when I had to ride a holy ellek, no holy chickens for BEs or holy rams for dwarves what a crock.
Login to rate
Devinthia
Wyrmrest Accord
Devinthia
6/4/2012
In the pursuit of making the game enjoyable for everyone. Could you please put in an xp bar for capped gear score. There are these people who play the game and love to level toons. They watch the xp bar and as it grows they are happy.
But then when it comes to gearing cause they are at max level and there's no bars to watch they get bored. And then they go make more characters. Now if there was an xp type bar for it they would see more content. I quote, "I would gear my toons more if I had an xp bar for gearing." They can quote quests! Help these people see end game!
Login to rate
Urgasha
Gorgonnash
Urgasha
6/2/2012
Here is a thought i was having yesterday. If blizzards is just going to give us all the spells we would get now as we level, would it be so wrong to be able to visit your NPC trainer and be able to "swap" out an ability for one you like better. Imagine picking Frost spec and when u reach the case of "you get a free frost fire bolt with brain freeze" you can swap out the spell for a free casting of empowered arcane barrage to get a bit more dps in there. retweet the spell to be called brain blast or something. or a subtlety rogue with improved poisons as a passive. that way it would give us more reasons to be in the major city learning and modding our toons.
I know what you are thinking "that is too much work" but as my grandma says. "things worth doing are seldom easy". Iono, was just thinking out loud. What do you guys think?
Login to rate
Barraks
Blood Furnace
Barraks
6/2/2012
But dont get me wrong i do enjoy my BGs every now and then and the new talent system could improve the BGs but then again if you could make the trees with freedom it would bring a whole new element to the PvP world. Im no where near a good pvper but i like being able to see what the other side is like and i like the idea of an actual war being waged in azeroth and each champion bring their own skill and unique powers into a fight. the thrill to have your own skill was amazing back then and it would be now and change is wonderful and a new system would be nice but with freedom in mind for both (this may contradict my last post but oh well) i want World of WARcraft to actually have some real war in it not getting pushed for pvp or pve.
Login to rate
Barraks
Blood Furnace
Barraks
6/2/2012
I have to agree with Cathus. I want to play wow for the story its why I started playing. I may not have been playing for the longest but when i first got into it, i was so amazed by the story the creatures the npc and everything. That was ruined when i ran into the meta-levelers. i use to love trying to find the balance of frost and fire. or maybe some arcane, but the whole cookie cutter specs ruined and now just to be able to try and enjoy what i once loved, i have to use a spec i dont necessarily like. I loved being able to go any spec and still be able to do an instance and down the boss and know why i was killing him to begin with. now its you port in grab a quest or two kill everything and get out. MoP is gonna be no different then that and the talents may change it up a little but somebody is going to find that cookie cutter spec and its gonna be blasted out there. I know a lot people use to give up before they even reached lvl 20, i know blizzard tried to make so it was more fun and engaging but now its left WoW into a Click 'n' Kill and thats fun for some classes like a warriors or rogues. but for a mage its not so fun. I use to love working to get my water element and freezing my opponent, dropping a blizzard to wipe out those elites. Now i cant even play my favorite frost spec because its not Pve built. So im saying find a way to make it like it was with that amazing freedom that makes your toon special and not have to depend off some site or do have to have some ability that isnt what u want. I played wow cause it was exciting now idk why i play but I can only hope it gets better then what it is now
Login to rate
Jatani
Dalaran
Jatani
6/2/2012
To all those individuals who keep commenting about the "you're wrong, next" comment made in ghostcrawler's post, i believe you are all taking it the wrong way, as you should realize, he has legitimate paragraphs after each instance of him saying that, instead of being offended and thinking it rude, i purely laughed because that is what a lot of players do in the game, and it may well just be a lighthearted joke or. oh man SARCASM!
Login to rate
Cathus
Sisters of Elune
Cathus
6/1/2012
I hope the following doesn't get my account banned.

Having said that, on the discussion of the "new" talent trees, you said that the original trees were flawed. I disagree, but I did like what you changed because you changed it to work with the meta levelers, and that seems to be most of your server demographic. I was rather happy with a "put your points anywhere" talent system that allowed two mages (for example) to both be fire mages, but have completely different feels and rotations because of the 90/10 (%) or the 60/30/10 builds that they could use, depending on play style. Too often, with tank classes, it was harder to see, so the meta-levelers needed a "point, click and don't think" talent tree, and you gave them that. You pick a spec, you fill it up, and then your tank is so similar to every other class tank that the only difference is gear. And when someone saw one tank doing 3 points more damage, or 1 point better dodge, or .07 point better damage mitigation, then they went and grinded for that matching gear. Presto-chango, and every tank, regardless of class, looks strikingly similar.

It takes the RP out of MMORPG. Granted, not alot of role-playing goes on in Warcraft, even on RP servers. Fine, and I get that. Is it the intent of Blizzard developers to ignore any other way to provide an MMOG experience where it basically becomes another "Click and kill" like the Diablo franchise? I have ideas about how to do talent trees, I think everyone that plays does, and they all differ so greatly, you can't please everyone, all of the time. But working from the point of "If it isn't broke, fix it so that it makes everything easier" isn't the best idea, either. The talent tree, just like the Glyphs system, should ADD to the flavor of your character, add dimension and a specific flavor, NOT become the place where every DPS shaman has .7 haste due to a buff that triggers from a Chain Lightning (or some such, just an example).

World of Warcraft broke the mold for MMORPGs. It put such content that players talked about story arcs and "famous" NPCs they see or encounter, and that is gone now. No one runs ICC to see Arthus, they run to get a guild achievement and some rare drop. No one is going to do anything in Pandaria for the story, the story is gone. The story got buried under all the metagamers, and achievement junkies, and those players that judge you only on your Gear Score.

Learn from other games. Rift does amazing things with classes. EVE does really cool things with multi-faction combat versus NPC corporations. Tera is redefining what "point-and-click" combat is going to feel like. I'm not saying to COPY them, but look at them. Learn from what works and makes them different from WoW, and don't be afraid to adopt some of those concepts at the development level.

I play Diablo 2 and Diablo 3 for the hack-n-slash. I would love to play WoW for the story. To feel immersed in the fight of the dragon aspects against Deathwing, to see Thrall as the leader he is, to watch the rise and fall of factions like Scarlet Crusade, and Knights of the Ebon Hand. I'd love to feel like I had some small role in events that change the world of Azeroth, on my server. Using the talent trees to "cookie cutter" players takes away from that story feel, and makes WoW just another game of Click-n-Kill, and you already do that with Diablo.

I'm just a gamer that loves this game.
Login to rate
Khaleeci
Grizzly Hills
Khaleeci
6/2/2012
@Cathus: Great point ! When I started playing it was a grind to learn the talent tree but after 2 years I have my tree the way that fits my style of play. Different from what others players have but thats the fun of it. Now Blizz is going to dumb down the game, for what ?
Login to rate
Urgasha
Gorgonnash
Urgasha
6/1/2012
To all you Seasoned players, (Raiders, Roleplayers, PvPers) and so on who claim that the game has become too easy:

You Have Addons! Think about it for just a second. The game comes with a package that is fairly customizable. What with Macros, Extra Panes, and everything else Blizz has tried to incorporate the game is already pretty easy to play. But think of the hated Bag system, and Action pane switching, and target system. Its a bit clunky. SO we load up on Addons that mke our lives as a gamer easier. One Bag, Auctioneer, class timer, DBM, etc. This makes the game too easy. so just think, i'm a mage with lots of spells in my arsenal-from CC to DPS burst to defense i've got it all. Now instead of me having to sweat my balls off searching for the Resheep on my third action bar its right there in front of me along with my dozens of other things.
Everyone has forgotten that Blizzard is making these mechanic changes and talent restructures with the original AI in mind. all those add ons that make you .7sec faster on the draw than a player who has to click to his or her third pane are not Blizzard's concern. So what i do when i think that the game is just getting far too easy and boring. I turn off all my add ons and jump into a heroic dungeon and see just how hard it is to play my class. CHallenge yourself to do the same and see just how "Easy" WoW is.
Login to rate
Khori
Malfurion
Khori
6/4/2012
@Urgasha: I`ll agree that with addons for pretty much everything, "easy" is a word that is bound regardless. Even in the raiding guilds I`ve come & go with, leaders would just say "If it helps you dps with less effort, why not?". Right now everyone has an addon for your 'get-go' raids. You have an addon that near-precisely tells you what is going to happen and announces clearly in your face and what to do (DBM), and addon that flashes or displays icons for which spell to smash next (Rotation addons, like spellflash or Destruction for Dummies), Reforging is done for you (ReforgeLite), addons that notify you of buffs/bebuffs/procs/etc (Don`t have one installed), and several more too if you PvP (Healers have to die, SeeCD, etc)...Tell me, what is left for us to do that still requires effort? Honestly, the irony, players WANT the game easier...you do what your UI says and "score!" and gloat how awesome you are for googling builds, addons, and BiS.
Login to rate
Varnilsk
Area 52
Varnilsk
6/1/2012
All i care is that the shammys have some sick pvp talents that will finally bring us back to our pre wotlk domination days
Login to rate
Chucknorrìs
Turalyon
Chucknorrìs
6/1/2012
i like the way the talent tree is now.
Login to rate
Bruddis
Zul'jin
Bruddis
5/24/2012
Make it more complex please! It looks boring now to be honest. If you haven't noticed I am totally erked by the whole change. And I don't even mind change. I welcome it, but when shoved into a certain direction, I tend to shove back. I appologize if sound rude to Blizzard. I have loved playing for many years. I would just like the interest to still be there. It's TOO simple now. A 5 year old PVPer can now close his eyes when choosing a talent and be right every time. Boooooooo!
Login to rate
Fival
The Venture Co
Fival
5/15/2012
after reading the part about the "7 years of talent trees that just didn't work" i snickered a lil cause 12 million players don't seem like a failure ta me
Login to rate
Bruddis
Zul'jin
Bruddis
5/24/2012
@Fival: As far as that goes. For 7 years they got it right. For the most part. They tweaked it here and there, but it was right from get go. They kept making it better most of the time.
Login to rate
Fival
The Venture Co
Fival
5/15/2012
maybe the reason so many of the choices we get deal actual dmg is cause yall cut off our focus regen
Login to rate
Fival
The Venture Co
Fival
5/15/2012
so youve givin us choices in the new talent system that dont really matter to us for any givin situation with any talent spec... oh an one thing about the hunter talents... love the idea of keeping us and our pets starved for focus and constantly unable to hit our targets... getting kicked from raids fer not being able ta pull decent dmg as a damage dealing class in full gear is lots of fun.
Login to rate
Ruutt
Stormrage
Ruutt
6/5/2012
@Fival: LOL. feel your pain. want play mine anymore.
Login to rate
Amethystdrac
Llane
Amethystdrac
5/7/2012
I'm extremely disappointed in the new talent trees and even moreso in this "explanation". Considering the overwhelming response to these new talent systems has been extremely negative you've got a lot of nerve claiming you care what we think. I resubbed with the annual pass to get Diablo 3 and because I thought maybe this time they would make actual improvements to talents instead of continuing to screw them up and I am starting to regret that choice. How does forcing a ret paladin into a healing talent preserve the hybrid feel of the spec?! What a load of crap. If you want to let hybrids be hybrids, start by not forcing people to only choose one tree!

Seriously...LISTEN to your player base for once instead of insulting us.
Login to rate
Grampajoe
Uldaman
Grampajoe
5/14/2012
@Amethystdrac: I disagree, respectfully.

I think going to a new idea for talents is brave and exciting. After playing TOR (in may ways a throwback to Vanilla) and came away feeling like the talent system just feels dated. Diablo 2 was great. But let's let that old talent system die the death of old age in needs.

It's like continues, game codes to save your level, and the code wheel to prevent piracy: let them go.
Login to rate
Fival
The Venture Co
Fival
5/15/2012
@Grampajoe: dude it feels like they just threw their hands up an said "look here's a hunter here's how yer gonna play it. sorry we don't like players learning how to play from outside sources"
Login to rate
Bruddis
Zul'jin
Bruddis
5/24/2012
@Amethystdrac: I agree with everything you just said. Why force someone to do something they don't want to do. Just like in the lock tree you have 3 pvp type choices to 1 pve. I personaly play pve. Cater to all ages not just kids that can type circles around an older person trying to enjoy PVE. I mean why not make a pve talent tree and pvp talent tree?
That will solve all of your incoming issues from what I have been hearing from 99% of gamers I PVE with. We are upset and would like to be able to only PVE if we so choose.
Login to rate
Kalazard
Alterac Mountains
Kalazard
4/25/2012
Thank you for answering some of these concerns. I like the thoughts behind these questions & answers, it shows that Blizzard is taking a look at player concerns seriously. My suggestion would be to have something such as an informative survey for players to take to give feedback... I have played this game on & off since the original World of Warcraft beta, but never have I been asked to do any type of survey & neither have some other older players that I know. As a player who's played since the start I have seen a lot of changes... some great changes & others that helped bring other great changes along but lost a lot of the fun. Changes in PVP, Dungeons, Quests & Raids have been great but there has also been a lot that has been lost since the start of World of Warcraft. On the topic at hand, personally I really like the new talent tree system for many reasons I do a lot of PVP & PVE... and I do it all as a Protection Warrior. I used to be Fury but I found that by the end of the Burning Crusade that Fury lost what originally attracted me to it. With my favorite talent tree to never be the same again I discovered Protection & have stuck with it since. My favorite version of talent tree still was Burning Crusade, I loved the idea of being 1h 1h Fury half way down both the Fury & Arms tree. I used deep wounds & sweeping strikes, mixed with heroics strikes, bloodthirst & cleave, & my that was the most exciting time I ever had with Fury in World of Warcraft. No one had that spec & I was actually frowned upon in some case for it in PVP but... really it felt like I was this AOE poison rogue, pulling top DPS in SSC, Grull's Lair & Karazhan & in PVP even without Mortal Strike, it was awesome! What I am saying here... is I really like the idea of each character being able to be unique in their own way... I was unique & I loved it... & maybe that's why I love to to protection in PVP, it's still pretty unique compared to the vast majority. In the new talent system you've proposed to every 15 level choose between three talents, this has some great potential but perhaps make us choose between three every 10 levels instead of 15.... because yes you must cut down the talent trees but with that said if you do it too much players lose the opportunity to be unique, so having more tiers would maybe help the new system. Also having more viable options with glyph's, gems & enchants would be great to helping this new talent tree system along. Like one area I don't like where Victory Rush is going... I love that ability & use it as Protection in PVP, PVE & Quests... very few people use it the way I do but what I like about the current system & the past systems is that there are so many undiscovered talent set ups that are just so much fun to play that might be lost with these changes. So bottom line is keep things unique, too many options is bad but to little is no good either. Alright my rant is done. Enjoy.
Login to rate
Kethune
Arthas
Kethune
4/13/2012
First off, I would like to say that I am a returning player after about 8 months of being unsubscribed. During that time it is your blogs that have provided me much information about the "improvements" of the game, and have blessed me with hours of laughter and entertainment.

Regarding this new "improvement" to the game, I would like to say that this is a foolishly foolish idea:

(Keep in mind, this is regarding the Death Knight's talent trees, at this point, I would say that i know a Death Knight inside and out, but not the other classes)
1.) The new talents are remarkably simple and provides us with fewer choices, many of which do not matter, Especially from a Tanking stand point (Tier 3 options especially: Death's Advance? Chillblains? Asphyxiate? all nearly useless but hey, at least there is no right answer now eh?)

2.) The new talents do not solve ANY of the old talent system's flaws. For one, it is still possible to theory craft, infact, I thought up my MoP talents in 20 minutes, which I would go as far as to claim, that it is the best for arena as an Unholy DK, and blood, the talents I chose are just generally better in an arena environment.

These are the main problems I have with the new talents There are more, minor problems I have with it; I would dissect the entire "tree" from here, But i get the feeling that people just won't bother reading a massive wall of text. Plus I doubt you still read these anyway.

"A lot of you guys have stuck with us for years, continue to play regularly, and still love World of Warcraft. You are the reason we’re still making this game." -Ghost Crawler

Oh we are, are we? If we "old timers" are the main reason your still making WOW, then why does the game just become easier and simpler with every patch and expansion? Us Vanilla players are hardcore gamers, we appreciate a challenge, not a face roll (can't wait for new MoP Heroics yay!) See, this is what I mean when I say your blogs entertain me. Liar...
Login to rate
Kethune
Arthas
Kethune
4/20/2012
@Kethune: Oh, in case anyone is wondering, I really should have actually put up my spec, how foolish of me.

Unholy Death Knight, Arena talents:
T1.) Unholy Blight
T2.) Lichborn
T3.) Death's Advance
T4.) I'll admit, choosing between Vampiric Blood, and Death Pact was a difficult decision. Death Pact gives you an instant heal, which can easily get you out of a panic situation, but Vampiric Blood can we used more often, but its only useful if your healer is alive and not Crown controlled. Personally, I'd say either could work, at least on paper, but in the actual game, I would have to try both out. As of now, I would say Death Pact.
T5.) Runic Corruption
T6) Remorseless Winter

Again, I Don't want to compare every talent option to each other, no one would read a wall of text.