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.

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Comments (4,326)

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Triper
Zul'jin
Triper
1/8/2012
@Xeinodeath: this wont work, there of course will be the OP mix, which most will choose to be, so it doesnt resolve anything. You'l wind like rift, everyone with stuns and other CCs.
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Dropzy
Thrall
Dropzy
1/9/2012
@Xeinodeath: the last thing DKs need is more utility.
your already a Warlock/Rogue/Pally/preist.
if your struggling on a dk, please, for your own sake, dont ever try a different toon.
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Jaedenarius
Jaedenar
Jaedenarius
1/8/2012
hey ghostcrawler, there is something a lot ppl are wondering, do you have a mage right? and also a rogue? because, most of the classes get nerfed LIKE WARRRIORS and even SHAMIES and others, but..... mages and rogues gets more OP? isnt weird?
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Triper
Zul'jin
Triper
1/8/2012
@Jaedenarius: I think they mostely play hunters. Havnt you noticed that hunters are always toping bgs at all lvls most of the time? mages are awesome 1vs1 but require much more skill in organized group battles.
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Corpsewalker
Wyrmrest Accord
Corpsewalker
1/9/2012
@Jaedenarius: Youre clearly deficient in mental capacity. If you think for a second that ONE GUY in the balancing team can have THAT MUCH impact, youre an idiot. But then again, youre probably some 13 year old who feels like he is being rightously angry. So clearly you arent talking out of your !@#, right?
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Dropzy
Thrall
Dropzy
1/9/2012
@Corpsewalker: agreed. hes the kind of kid that plays a paladin, trys to duel a spriest, and then says "durpadurp... this game sucks."

OP: THIS GAME IS NOT BALANCED AROUND YOUR COMPETENCE IN A 1V1 SITUATION. PVP IS BALANCED AROUND 3V3.
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Failpvp
Blackwater Raiders
Failpvp
1/8/2012
If we are gonna be forced to have these crappy talent trees. Then why not make it so we can pick any 6 we want not 1 per teir. Except maybe for level 90 certain classes don't need to have 2 or 3 OP attacks
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Dropzy
Thrall
Dropzy
1/9/2012
@Failpvp: i keep hearing this idea, and i really do hope they implement some kind of system like it.
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Failpvp
Blackwater Raiders
Failpvp
1/11/2012
@Dropzy: I would rather have old school servers instead. But since they are forcing these talents trees on us.. let us have soem real (no matter how little it is) customization chances.
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Justgit
Rivendare
Justgit
1/8/2012
U people seem determined to ruin the very source of ur income u must be democrats
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Pamithris
Aegwynn
Pamithris
1/8/2012
or maybe, have a talent out of 3 then next pick you can either get a deffensive, a good ability, or buff the talent you got last pick. instead of just talent, talent, talent.
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Tegoelf
Feathermoon
Tegoelf
1/8/2012
There is one thing i find worrying about this. specifically the hybrid comments, I love the idea that a paladin can heal, can tank, and can do wonderful dps, and accept that because we can do these three things very well in spec we have to be prevented from doing so much out of spec, or we would be overpowered. How do you tackle balance, IE not overpowering paladins because of utility while not underpowering the chosen spec?
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Sarino
Perenolde
Sarino
1/8/2012
i am thinking about duo classes with merged talent tree.
Instead of 3 different trees, now everything merge into one, like what blizzard is heading. However, instead of being cut down so much, lets add more talents in between. So player can pick up what they want. That will give more customization. For example, now i can pick up shatter and piercing ice than jump to ignite and torment the weak. As long as u have enough point in Tier1 talents, players are free to jump between different "tree" in Tier 2 talents. Also, duo classes will add more "surprise" in pvp. Thought player must pick up a tree in 2nd classes and can only get the ability in that tree to L70. For example, a mage with arcane heavy build can also pick up balance druid. Or a disc priest can also pick up holy pally tree to support their healing. This will test player skill in pvp and arena since u can never ever guess what is coming. As pve wise, this will also to help balance some tank, healer issue. Just a thought...
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Triper
Zul'jin
Triper
1/8/2012
@Sarino: Bad idea, well imaging how you would feel if you where put into a deep freeze then backstabed right after by the same person? lol
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Dropzy
Thrall
Dropzy
1/9/2012
@Triper: its called a "DK", they just changed the spell names ;)
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Toxile
Tichondrius
Toxile
1/8/2012
I like what I heard and I think this expansion is headed in the right direction, I really do hope they try to make wow into what it once was and I miss certain things like world pvp. Talents are being revamped again but the simplicity of it makes me think it'll be a good change.
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Gendaft
Thaurissan
Gendaft
1/8/2012
My perspective on this is that it would be great if it existed along side the existing talent trees, instead of replacing them.
When I was in progression raiding, it was good to be able to tailor my specs specifically to the fight. eg. General Vezax (HM) on my ele sham...I spec'd into Convection. A fight with high damage, I could spec into Toughness. I tried mage tanking blood prince council - been too long since then to remember where points went, but it was very specific.
I amused myself in the 5man ICC dungeons, healing with a dual-wield resto spec. And my multiboxing specs regularly dropped points here and there for a simpler rotation and a gain in damage reduction.
I already didn't like the cata trees as much as the wotlk trees, and MoPs making it worse.
Also, no matter how often you say you wont miss gaining a talent point while levelling, I still go 'oh, yay! talent point!' when one of my toons dings the right level. Sure you might not notice the difference, but the fact that there is a difference and you put that difference there, is often enough for your mind to believe in the difference. (compare it to consuming caffeine in the morning and believing it wakes you up faster. Does it? or is it all in your mind?)
I'll still be playing MoP, but more and more I wish I could be bothered rerolling into RIFT...those trees are awesome!
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Cadmandu
Turalyon
Cadmandu
1/8/2012
@Gendaft: Not being a raider but a casual player gave me a different perspective. I used cookie cutter builds because of the complexity and penalty for getting the less efficient talents for my type of gameplay. If someone like me, just getting into raiding, had had to respec for each fight, i probably would have stopped playing long ago. Again, for my type of player, having a few real choices is better for me that having to select yet another cookie cutter build and then chase dps with the hottest builds from the past arena season. What the fights will be like in the future remains to be seen. We have a glimmer of the talents but even they are subject to change and modification before alpha testing begins.
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Gairne
Moonrunner
Gairne
1/23/2012
@Gendaft: I half agree with you and half agree with Bubbacat.
I think that implementing a MoP style talent system alongside Wrath style talent system is the best way to go, Im not really a hardcore raider - I like raiding but doing the same long !@# 4hr. runs week after week gets old fast. I don't like the whole "respec for the specific needs of each fight" idea - I say pick a style and spec, learn to use it, and roll with the punches. As I have said in other posts I am a tank who focuses on threat output, a "haymaker", and blizz flat out said at blizzcon this builds WILL NOT BE POSSIBLE in MoP and then in the same breath said they want to make a customizable unique experience for each player then turn around and streamline us... cant have it both ways blizz so decide on one and be straight with us.
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Boarsbane
Deathwing
Boarsbane
1/7/2012
New talent system looks great. People should have to think when making a character, not google a taylor-made one. Let's try actually playing the game. PvP's are just made they wont know whats coming.
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Cadmandu
Turalyon
Cadmandu
1/8/2012
@Fureon: It's up to the designers to make things interesting. They get paid to do so. Given that we have yet to see even the alpha version of the trees, why not step back and give them room? I'm druish so finally having the FOUR trees to chose from is exciting to me. Let's see if the candy tastes as sweet in Beta...a long way off.
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Hellblad
Lightbringer
Hellblad
1/7/2012
Why not just use the same kind of talents as Skyrim? but each class just have the current trees (names).
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Cadmandu
Turalyon
Cadmandu
1/8/2012
@Hellblad: It copyrighted.
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Tselabra
Kel'Thuzad
Tselabra
1/7/2012
Found it 40+ pages back.
http://daeity.blogspot.com/2010/08/blizzards-active-subscription-numbers.html

and for fun to see if get any replies
http://us.battle.net/wow/en/forum/topic/3821265919
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Aconite
Boulderfist
Aconite
1/7/2012
... I miss my 50/50 Balance/Restoration Druid...
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Cadmandu
Turalyon
Cadmandu
1/7/2012
Thanks to features like this blog from GC, I have thought more and more about what it takes to design a game like World of Warcraft and what it takes to keep it fresh for us, the players. There have been little things like replacing the square trees in Elwynn Forest with round ones, or, texture detail in the middle of nowhere (like Uldum) that i have taken the time to notice. Game mechanics get shuffled and reused because there simply isn't enough manhours in the world no to do so. So little monsters look like some big bosses but their mechanic is different. Talent trees change, because in the opinion of the designers the original system was flawed beyond repair. Great! Keep going guys, I for one appreciate the time and effort. Listen to us when you can but I understand that 10 million voices are best heard in the game stats you collect and sift through.

Just sayin'
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Wobblin
Sargeras
Wobblin
1/7/2012
get rid of gearscore on pvp items plz and ty
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Ziy
Silver Hand
Ziy
1/7/2012
TREE FORM
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Necroticx
Thrall
Necroticx
1/7/2012
They still dont get it...just make a PVP talent tree and a PVE one.
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Deathxkiller
Bloodscalp
Deathxkiller
1/7/2012
the new talent trees can bite me that are the worst thing you could do for this game just keep it how it is dont make this game any esayer then it is.....brng back bc way more fun then this esay mode stuff like lfr
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Entrepeneur
Kil'jaeden
Entrepeneur
1/8/2012
@Deathxkiller: The old talent trees weren't difficult. It was either a trip to google or a small time investment. You just like lumping in everything that Blizzard adds to the "its too easy" argument which is just sad. Get over it and stop playing the game for all I care. The people having fun in this game obviously don't want you whining all day in Trade chat.
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Dropzy
Thrall
Dropzy
1/9/2012
@Entrepeneur: your response was the most unproductive thing ive seen here so far.
we "obviously don't want you whining all day" in a forum for improvement
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Hellhoundbh
Malfurion
Hellhoundbh
1/7/2012
Is there any thought of making the penalty of cross over from PVE gear and PVP gear a little less? I would love to be able to use legendary items for a PVP build without such a large penalty. Im sure some PVP people would like to use their weapons for PVE as well. The time spent building some of those gear specs makes it a shame you cant use it for both.
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Ryel
Frostmourne
Ryel
1/7/2012
English !
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Hellhoundbh
Malfurion
Hellhoundbh
1/7/2012
-Pvp is a joke now. Despite this being a game based on two factions that HATE each other, it doesn't exist outside of bgs and what's left of arena. Even on pvp servers it's rare for any kind of skirmish to break out. The thing I enjoyed most about this game was the dislike the factions had for one another.

Yes, I miss that as well. Gone are the days of stirring up **** in South Shore and Honour Hold. When we used the "bus routes" taking out a flight point and stopping the opposite faction from travelling to their destinations will be hard to replace. Maybe making it more rewarding to go into the smaller towns and own them for your faction might bring some of that fun back. Guild rewards maybe. Bring back some of that hate :). Having a few larger PVP zones like Wintergrasp with a draw of mining, fishing, herbing, would be fun. With a great reward and no outright ownership you would have to bring your crew for protection. Could be fun. Renew the Hatred :D "FOR THE HORDE!"
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Wobblin
Sargeras
Wobblin
1/7/2012
@Zeleros: this is one of the best comments ive seen by far, blizzard needs to listen to what the players want and stop making choices based on what they want because apparently what they want is not when the players want... if you want to make the game better you need to listen to its community and implement it to the game
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Ryel
Frostmourne
Ryel
1/7/2012
The new hunter tree is going to make hunters amazing (pvp) and diverse. Have a look at the tallent tree and think. imagine wat u can do. Never ending freezing traps? slowing arrows! 15% hp when disengage! disengage cd lowered ever 2 sec when under fire! this is AWSOME. Transmog trap is also very interesting. My Question is will it turn them into a beast like sheep or a critter like hex. and if a beast can we use fear beast on them/will there fear affect fall off once the trap affect does.(will it be a long cc chain or just send them running randomly?. or if fear beast is not applicable to a transmorph trapped opponent then we can us it to chain a frozen healer into a second trap as long as all traps dont start sharing Diminishing returns.
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Andromalias
Fenris
Andromalias
1/7/2012
I still don't see how there is going to be any satisfaction or to this new talent system at all. I can't say I'm much of an 'Old Timer' since I've only played on and off since the end parts of TBC, though I have played my fair share of WoW.

Talents for myself have mostly ever been about leveling and pvp. It was awesome hitting my next level and picking up another talent in a tree. Some would make a huge difference in the process of leveling, and others not so much. #i.e. a new ability over a small damage increase, when something like 5% only adds another 10 damage or so.# Though I never saw it as a problem. Even the survivability talents that only appealed to leveling and were worthless end-game were just fine.

So many other things come to mind when I think of how this game could be improved, the talent system was never one of them.

-Pvp is a joke now. Despite this being a game based on two factions that HATE each other, it doesn't exist outside of bgs and what's left of arena. Even on pvp servers it's rare for any kind of skirmish to break out. The thing I enjoyed most about this game was the dislike the factions had for one another.

-Classes are broken beyond reason. "Blood dk? Oh that's a tank, no worries. And there goes half my health." "Gonna blink on out of this... or right into that small dip just infront of me." "Time to level a new toon, good thing the other team won't have six hunters who can backpeddle and auto attack wrecking ball." "I'm a Warrior, remember when I was viable? Yeah, it's been a long time."

-Professions need a overhaul if anything. They're the most boring, required aspect of WoW. In my opinion at least. The only fun profession is Engineering, and with the steep risk of using it's craftable gadgets, it's not even that viable anymore.

-Pve fights are mostly just re-skinned encounters. (Which isn't so bad. WoW has done a good deal already with their raid lay-outs. I'm sure it's not so easy to just brew up new ideas Dx)

The list could really just go on and on. The bottom line is simply that Talents and "Cookie cutter" specs have never been a serious problem. I screwed the hell out of my talents, gear, etc as a noob. It was enjoyable learning what I had done wrong and becoming better as I learned more. Once you hit the level cap and throw your last talent into a cookie cutter spec, it's not boring, it's getting the best out of your class. I'm all for new ideas, though talents took a stupid blow in Cata, they're done for in MoP. From what I've seen just browsing the forums, it's not a very welcome change either.
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Dalard
Lightninghoof
Dalard
1/7/2012
@Ixpetz: I'm the sort of person who really doesn't care about the current talents or the change (mostly I'm just trying to stay optimistic), if they just added a few talents fine, they changed the entire system, I'm fine with that too, what I'm hoping for is that the new expansion introduces enough new ideas (Which is the direction they seem to be heading) to keep the current players playing, and possibly attract some new blood. I'm just going to touch off on your bullet points in no particular order now:

Proffessions are dull (Although I do find myself partial to alchemy, I have no idea why) and they do need to be looked at (Possibly adding more perks or making things more involved than "Press button and stand still for X amount of time").

PvE is good at introducing new mechanics, but there's only so much one can do in terms of mechanics in an MMO without pushing things.

Classes are imba, that's going to happen, making a game that's 100% balanced is pretty much impossible, that being said I've never been the kind to cry OP, UP, or any of that other nonsense.

They've made PvP into more of a professional sport than anything else, there are officially sanctioned areas in which you can PvP and people find queuing for a BG more convienent than throwing together a group and roaming around looking for people, who are all probably going to be sitting in the new City of the Expansion waiting in queues
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Madcapmcgee
Khaz Modan
Madcapmcgee
1/7/2012
@Ixpetz: The new talent system looks fine to me, it's the implementation I'm worried about.