#0 - July 7, 2010, 5:22 p.m.
I guess I don't mind as much, I just wonder if they will really be able to fit all the cool things into some talent trees even after they get rid of the passive abilities.
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Hopefully this works out well, as someone pointed out "Shadowform at level 10!!!!!!!!.
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Currently DKs and warriors have very attractive 21 point talents in their sub-spec tree for PVP (Pillar of frost / deathwish) and these abilities were reachable using lvl 85 talent spreads. Will we still have access to these dynamic sub-spec talents or is the flavor of these builds getting toasted?
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Hopefully you actually mean this and Divine Storm will actually be a big deal and not some unimaginative baseline warrior ability.
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Looking forward to the new trees. I have to admit, this is a really good idea from my imagination on this one. Becoming an "enhancement" shaman or "elemental" shaman right away rather than "shaman who does 2% more damage with primal strike" or "shaman who does 2% more damage with lightning bolt" will be really nice for new players and rerollers/altaholics alike.
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Isn't it a little late to be starting to work on something this Major? Will this push the release date back for Cata while the Dev team works to redesign the whole tree top to bottom, and make it balanced again? Also will we have to worry about the knee jerking hotfixes we had at the start of WoTLK when it comes to balancing classes for PvP / broken PvE abilities (Not broken as in not work, but broken as in over powered EG Lifebloom back in the day)
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One thing that has me concerned is the feral tree. A lot of our talents are all over the place because of the nature of the tree requiring bear and cat talents to be more or less seperate, yet there are a few both specs share. Not to mention the whole pvp build.
What about talents such as omen of clarity in the restoration tree that nearly every spec of druid takes because of it's usefulness? Will that be there? removed or baseline?
Will bear and cat be mashed together again like it was in TBC? that would make the spec far too overpowered given the nature of the good damage feral do in cat form and their role at being a viable tank.
Edit: Also will we still have access to dual spec this way?
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how often would we get talent points after this change? Maybe one per 3 levels?
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One question that comes to mind when dissecting all of this is: will such a massive re-tool of all the talent trees be required for the next expansion (5.0)? With 51pt talents, and many more talent points, adding the additional 5 talent points (originally announced for 4.0) gave the user a few more customization options and we were already busy blogging about exciting hybrid builds where you can pick up fun talents in multiple trees.
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You're really post happy today aren't you?
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How many "signature abilities", in general, will be granted at the point of specialiaztion (level 10)? One or two? I'd really like to see a Protection warrior ding 10 and get Shield Slam and Devastate for example, where other specs might simply get Sunder Armor from the trainer.
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It's pretty rare for people to actually spec into healing/tanking talents for low-level dungeons anyway. Most of the time you just have a ret paladin in a few pieces of drastically under-level intellect gear healing your deadmines run.
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That actually brings up another, broader question: How are you going to clearly differentiate healer from tank from DPS specs of a given hybrid sufficiently that a Resto can't nuke worth anything and a balance/elemental/shadow absolutely cannot meaningfully heal? Is it going to be a "hybrid abilities are extremely poor baseline but get huge bonuses for choosing that spec", or having the most important spells of each role as talent abilities, or what?
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I'm concerned about the 10 points that a shadow priest has to subspec into... Holy, and Disc.
How much will those top two tiers of either tree be of use by Shadow?
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Mine too. I read Felgaurd at 10 and went OMG I DIDNT EVEN THINK OF THAT. It might be a little TOO powerful though, and getting felgaurd is part of what makes you feel like you're really advancing in power as a demonology warlock, so I'm not sure that will be how that goes down. But it'll be sooner than 50!!!
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I ask this because paladins were once (said by Blizz if I remember correctly) a class with very easy and forgiving mechanics so that newbies could get to know the game.
Ret, specifically, was accounted as a defensive hybrid and recently it was hinted and accepted that Blizz also thought the spec should have a more offensive orientation to really work.
Basically, what I would like to know is: Where you wan't to bring and what is the current desgin intent for Retribution paladins?
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What will a Holy Priest's signature ability be? Lightwell? I hope not.
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No, it meant there could be meaningful major decisions and choice. If your goal is that every player gets the 31 point talent with no exceptions, there's no point in it even existing as a talent as opposed to a passive that every player of a given spec gets at level 70 or whenever without even clicking on it.
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Can we expect that things like Deflection (Protection Warrior) will move into the Protection tree? (This might be a bad example as the talent might simply disappear.
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What about when you up the level cap without adding talents (like Cataclysm)? You're balancing the talents around only having 41 points to throw around. What about when you up the cap to say 90 and add 1-2 more talent points?
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A few More Questions:
1. How will this work for DKs who start at level 55? To they just select a tree as soon as they log in the 1st time?
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2. How big are the new trees? Today's trees have ~75-80 total points that can be spent in them. A lot of these talents fall into the mandatory/useless/PVP only category that were said to be removed. If we are spending 31 points in a tree how many total points will be in them roughly?
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3. How much flexibility will there be? Current raid builds are usually something like 51/15/0 with 5 points to add wherever, either on additional raid utility or possibly PvP talents. Do you expect the new serious raiding or PVP specs to be exactly the same now or with 1-2 free points to spend? or will having a lot less mandatory talents actually help with build flexibility?
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4. Can we get a sneak peek at which other abilities are becoming base line? Moonkin Form, Tree of Life, Hammer of Righteousness, Bestial Wrath?
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Except for Real ID forums, amirite or amirite?
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Final ret talent is more likely to be "Adds 2% additional stats to your blessing of kings"
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A bit unclear here too. From what I understood, the very reasoning for Mastery either doesn't exist or is greatly diminished under the most current talent model.
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Naturally, the 31-point Shadow Dance is totally inaccessible to Rogues speccing other trees. But what about Shadowstep? Is that a tree-specific, unpointed talent that is totally inaccessible to all other specs?
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I want to clarify; When you say that a class has to get 31 POINTS in a spec, does that mean they are also required to get the "ultimate" talent, or just the bare minimum from other talents?
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Will players be able to access all of the 'whatever it needs' stats so that they can still theorycraft to their heart's content?
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we haven't gotten a chance to see much of the warlock trees, any info you could provide?
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Will you still need a multiple of five talents in a tree to unlock a new tier, or will you need less?
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Won't it be a little weird to have such a large jump in power at level 10, though?
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When the talents that effect specific abilities (increase damage, lower mana cost, lower cast time) get removed, will they be baked into teh base abilities or rolled into prime spec bonuses at level 10
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So Ghostcrawler, did you just say that the final talent of Retribution (the Paladin's offensive tree so to speak), ends with us getting Repentance - an ability that isn't even deal damage and is still overlooked by other forms of crowd control in raids (Sap, Sheep, etc)?
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What sort of "chaff" might you be culling out of the DK trees? A lot of talents there were designed reasonably well, I'd have a hard time seeing which ones would stay and which ones would go. The latest publicly available trees look pretty solid and I can only see a few talents that would be outright removed.
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In previous expansions, more choices were given to the players in terms of how they built their characters. Players were freely given the choice to spend points however they want.
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What happens to the previous tank mastery Vengeance?
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I like that analogy. Almost as much as the "DPS is like sprinting, healing is like playing darts" one. I feel like you've used it before and I just can't remember when, though.
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So, with Arms as an example, does that mean they'll get their full "5% damage, 15% armor pen" passives with their first talent point at level 10? Or will it scale up with level instead of points?
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Take Arms for example. When you first choose Arms, you get an active ability, a passive ability like Anger Management, and a passive bonus that increases your 2h damage by 10%. This replaces the bonuses like increased damage and ArP that you would have got by putting points into that tree.
Your Mastery won't come into affect until 75-78, and that will increase with Mastery Rating. How many points you spend in a tree do not affect that anymore.
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Are hunters' pet talents going to change or stay the same?
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Also, are you going to keep with your vision of allowing the DK to have a 2 hander frost build that is at least competitive with this talent shift? I'd like to not say goodbye to my favorite DK tree completely but I'd imagine things like ToT and MotFW fall into your "probably going to get dropped" bucket. I'd guess one way to keep the functionality in game is to make one active when you're wielding 1 handers and the other when you're swinging a two hander?
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Okay... more succinctly, this is my problem:
What will that mastery bonus BE when you purchase it from the class trainer?
In my case, I'll be Feral... but when I buy the ability from the class trainer, will it say "Mastery: Feral" in green and "Mastery: Restoration" and "Mastery: Balance" will be red (as if they were abilities I could not train)?
That Mastery: Feral bonus will say something like "Increases your Bleed Damage by X%" and that number goes up whenever I get more Mastery-stats on my gear... right?
I don't like not understanding stuff... this is too murky for me at the moment... my OCD is causing my physical pain...
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A big reason my first character ever got to 70(TBC) was because of the "carrot-on-a-stick" syndrome of RPGs. I knew that each level I had another talent point to look forward to and every other level meant some sort of new spell (or rank). Every level gave something at the end.
With the new talent overhaul, are you at all concerned that some of this is going away and affecting new players' "carrots?" There is the high potential that there will be levels where a character gets nothing except his/her 2-str, 3-sta, and 1-spr.
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Yet, you designed the awe-inspiring Frostfire Bolt spell specifically to do this. Forcing us to take 31 pts in one tree before putting points into another completely kills the FFB spec. It also would seem to make FFB a completely useless spell. Any chance that we'll see some changes to it?
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Typhoon, Swiftmend, Avenger's Shield, and...er...Tame Exotic Pet? =|
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so that means a leveling boomkin wont gain the eclipse mechanic till 75-78? as that's their 3rd mastery
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So what passive bonuses did you have in mind to make up for this HUGE loss in damage? I mean, in many AoE situations, Wandering Plague alone accounts for 15-20% of my overall damage, which is also being buffed by Impurity, and being further buffed by Desolation and being even further buffed by Rage of Rivendare. Take all that away, and basically you have a glorified version of Consecrate, rather than a dumbed down version of Seed of Corruption.
I just don't see how any kind of passive bonus you can implement can make up for that loss.
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We can't even get an answer as to whether our pets will scale to our stats for equal gear scaling with other classes... this simple question has been asked and ignored for far too long.
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How will mastery scale with pets? I could see it working with hunter pets, but what about locks?
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Yeah, that sums up a lot of it, down to no active abilities obtainable in secondary trees, never different spell sets (not the likes of today one resto druid going for IS over wild growth in 2v2 pvp). Someone on mmo-champion commented "Wow... so talent specs are gone? Just pick a tree and watch it fill? That is a horrible, horrible idea." I know a lot of pure pve raiders would object to that description because plus or minus several points is flexibility to them, but the system has less *major* flexibility than now.
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Isn't the concept of depth in a video game an illusion that comes from constant thought that your choices could be wrong?
If your choices just boil down to personal preference, then its not really that deep. Its just customization based on your favourite thing and you'll probably only take one look at each tree, decide on your favourite choices at each tier in the tree, and that's the end of it.