#0 - Aug. 25, 2009, 4:21 a.m.
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This is largely speculation, but from what I understand, it's not something that's "grindy" - it's something you just get by playing at the end game. So doing raids or PvP or instances would increase your character along the path, with some cap on how much you can accomplish per week if you're the type that plays 9 hours a day.
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Aren't you concerned that this makes leveling and gearing a new character even WORSE than it already is?
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Ah so you can't get the ancient glyphs before 85? Are they all obtained through Archaeology?
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Here is to hoping it will be alt friendly!
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You aren't *really* going to score a new talent point every week just for logging in every week. You're going to get it via Archaeology and whatever related activities there are - crafting, daily/weekly quests, etc.
GC simply used the over-simplified "just for logging-in scenario" so the analogy wouldn't get bogged down in details.
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There's a difference between "We do not want all classes to end up with the same abilities" and "We do want all players to be roughly on par for this particular aspect of progression"
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That would be why you can only gain a certain limit each week and to a certain point each patch.
You would have plenty of time to level a character.
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Basically, this example says "get to max level within a week of release or don't even bother since you can never catch up."
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By putting in gates or staged openings, you're taking options away from the player without giving any back.
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I have to ask, is there a problem with individuals who want to go out and blast through things like the Titan Path as quickly as possible?
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The idea is nice but putting time restrictions on it makes it a big CON instead a pro.
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I really don't agree with this idea. I think you are operating under the gross assumption that many people enjoy leveling up. While their first characters might be entertaining due to the experiences being new, I believe that to many people leveling up can be an annoying and exhausting experience.
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Hey GC well it be possible for those of us with Dual specs to have one Path for our primary spec and a different Path for our secondary spec?
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I think adding this second talent tree to the game, one that requires leveling each time, is only going to discourage experimenting with specs, roles, and enjoying various aspects of the game.
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-Are the different paths going to be geared towards specific roles, or rather a specific theme/function? IE Will Golganeth (sp?) be the tank path of choice, or would it generally be geared towards someone who wants to pick up mitigation for PvP, take less collateral damage in raids, and of course tanks? Will Eonar just be for healers? Etc.
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1.) If I as a player choose path A am I locked into that path without question(without having to start all over)? The bigger issue here: I have a pvp spec and a pve spec if I can only do 1 path at a time and 1 is better for PvP than PvE I now have to choose which I want to do because it is "gated".
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2.) Is this just a new requirement to raid? (meaning well this is going to be another defacto standard just like being geared for the instance)
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3.) By making it gated am I "locked" out of leveling an alt later on: In today's environment you can ask a group of friends to run you through Naxx 10 quick and your alt is magically geared up to start doing other instances by doing gated items it doesn't matter you are going to have to wait X amount of weeks to be up to par.
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What I'm gathering from this thread is that ultimately hard core players will not have anything to do after they clear through things because Blizzard does not want to produce content too quickly so as "not to leave people behind." This seems fine for the casual audience, but what about those hard core players who want to play the game constantly? MMOs have existed for quite some time as a massive time sink, but more and more players seem to be having the option to use World of Warcraft as a time sink being removed.
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You will have the 1st rank cost maybe 50 somethings and the 2nd, new rank cost 100 somethings. Will someone that jsut hit level 80 be able to buy both and "catch up" for 150 somethings.
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Just to put my 2 cents in on the issues but making a trade skill mandatory for character advancement is a rather lame move. Some people (like myself) really dislike tradeskills in general, and forcing one upon them is not gonna go over well.
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I have a MT for my guild. I want him to be as progressed as possible for each level of content, thus I try to get him all the gear/skills/enchants asap. When something is a "daily" it makes me feel the "need" to log on each day to have all the triumphs possible etc. What I, and I'm sure others would like is for a way to have things more on a weekly scale. I know I have plenty of time to run 7 "dailys" in the week. Just doing 1 per day is not always allowable with family life.