REALLY bored by the new talent trees :(

#0 - June 10, 2010, 8:55 p.m.
Blizzard Post
I knew the trees weren't getting any deeper, but with an expansion and 5 new levels I assumed some new stuff would be added in somewhere.

The new rogues abilities announced are cool and exciting and I'm looking forward to getting them (well ok smoke bomb is cool and exciting and I'm looking forward to getting it), but man were those talent trees a disappointment.

This is a lot more like the old vanilla patch series of class tree refinements than it is an expansion. Shoot I'd say it's less exciting than those refinement patches back in the day. I'm really feeling let down by what I saw, nowhere near the level of "boring stuff removal" I was hoping for and almost no exciting new stuff in any tree.

I'm really feeling like I'll be buying this expansion because I have to rather than because it's going to have some super exciting new stuff I can't wait to get my hands on.
#13 - June 10, 2010, 5:52 p.m.
Blizzard Post
Q u o t e:
Q u o t e:
It's almost as if these were Alpha talents, and that they could go through several iterations before the expansion releases. Perhaps, maybe, a vast majority of changes will comes in something I'd like to call a.... a beta test! Yeah! Where Blizzard and their players get the chance to do things with the game, like try out the talents and encounters!


People need to stop making posts like this, its not clever at all and it just tries to stop discussion. These trees were released to get feedback, then we give feedback and guys like this come in with this ignorance.


I think the post you quoted is much more helpful than the ones that say "The talent trees are 90% done or they wouldn't release them and nothing we say will influence change anyway."

It's probably fair to say that we have focused more on individual talents than builds at this point. We had to remove a lot of talents and slide things around because of the levels at which skills are available has changed, in some cases dramatically. As players start to explore actual builds, we can start adjusting positions of talents on the tree further.
#31 - June 11, 2010, 5:07 a.m.
Blizzard Post
Q u o t e:
Because of that how do I give feedback other then "It still needs work and feels imcomplete"?


Empowered Shadow Orbs and Shadowy Apparition are brand new talents and Mind Melt has some different effects. Start with those.
#51 - June 23, 2010, 8:49 p.m.
Blizzard Post
Q u o t e:
So those of us who want to give feedback are stuck in this space where saying "The released tree previews are really disappointing." isn't enough feedback apparently, but saying "here is my idea for what you should do" is too much feedback and gets equally dismissed.

So here is my attempt at something in the middle, I stray into design from time to time but I try to just give feedback on what is. In regards to my original post the following are specific things I take issue with (note that anything I ignore I either have no comment on or like, I'm not going to fill this with "Blackjack, nifty idea!" lines):


First off, I think your actual feedback hit the right mark. I try and advise players when giving feedback to imagine that we are making bullets on a list of things to discuss in a class design meeting (because honestly that is often exactly what happens). If I go into a meeting and say "Some players said they were bored by the talent trees," the other designers might ask "What do they mean by that?" and I would have to answer "I don't know." On the other hand, if I go into a meeting with a 20-page list of someone's redesigned talents, we're not going to make a lot of progress either. If I say, just to give a couple of examples, Subtlety rogues are worried that the tree is changing focus, or Combat rogues think they don't have any cool, new mechanics, then that's the kind of thing that can launch a brainstorming session.

Here's a secret about game design: ideas are cheap. Coming up with something clever isn't really the hard part. The hard part is thinking of all the ramifications of your idea, including how it will impact various parts of the game, whether it will be understandable by players, whether it's consistent with the rest of the game design, how difficult it will be to implement and maintain, its propensity for bugs and so on. That's a long way of saying many times we can't use the actual suggestions, but from the suggestions we can tell what problems the player is trying to fix, and then we can decide whether we think the problem is legit and explore ways to address it.

As far as the actual Cataclysm talent trees, they are early. We are exploring some new ideas now but I'd be very surprised if the shipping versions look anything like this. We still want to remove more passive talents and we want to make sure there are more meaningful decisions. Now, sometimes meaningful may mean slightly painful when there are two things you really want and can't afford both.