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.

Wyrmrest Accord
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.
Gilneas
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.
Dath'Remar
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
Blade's Edge
Kil'jaeden
Moonrunner
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.
Khaz Modan
Khaz Modan
Hyjal
Ghostlands
Area 52
Blackwater Raiders
Stormrage
Stormrage
Magtheridon
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!
Shandris
Wyrmrest Accord
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!
Gorgonnash
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?
Blood Furnace
Blood Furnace
Dalaran
Sisters of Elune
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.
Grizzly Hills
Gorgonnash
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.
Malfurion
Area 52
Turalyon
Zul'jin
The Venture Co
Zul'jin
The Venture Co
The Venture Co
Stormrage
Llane
Seriously...LISTEN to your player base for once instead of insulting us.
Uldaman
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.
The Venture Co
Zul'jin
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.
Alterac Mountains
Arthas
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...
Arthas
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.