#0 - July 5, 2010, 8:40 p.m.
Q u o t e:
We just think at the end of the day that a warrior needs to look at their his talents and feel like they are making his survivability better. As an example, it's all well and good to have some fun or utility talents in the Disc priest tree, but if there also weren't some bread and butter talents to make you a better healer, Disc priests would feel cheated. Sword and Board is a fun Prot talent, but it doesn't improve your survivability directly in a very noticeable way.
Imagine a new talent that was a 30% chance to lower the cooldown of your Last Stand, or a 30% chance to proc an armor buff on you. It might be an exciting talent, but it could also be really frustrating every time it didn't proc. For the same reason tanks tend to gear for mitigation over random avoidance, they'd probably be really skeptical of a talent that had a chance of lowering their damage taken. There's room for some talents like that, and Critical Block is an example, but a whole tree of them might get frustrating. You might feel like your survivability was out of your control and really at the mercy of encounter specifics or even a random chance for a proc.
Put another way, we want players to have some choices in how they talent, but we don't want the whole tree to feel optional. A Prot warrior who chose to spend no talent points should feel like a really terrible tank, instead of just losing some utility or threat, in the same way an untalented healer should feel like they are sacrificing a lot of healing. Thus we think there is room for a few passive talents, especially for tanks, where having too many non-passive talents risks hurting consistency.
From what I've seen, it's quite the opposite in Cata. All the talk and previews so far seem to focus on rage, making sure threat doesn't fall behind, AoE vs Single target, etc. Is it just me or have there been no real changes to the RNG nature of how much damage we will take, and how our talents revolve around block?
I'm not seeing any protection against big hits, (Like Will of the Necropolis or Argent Defender) or any semi-passive protection against all forms of damage (Like Bone shield and Blade Barrier). Druids seem to have little against magic too, as their talents seem to be all Armor and physical damage reduction.
