A few words on talent tree design
Originally Posted by Ghostcrawler (Blue Tracker)
Rather than derail threads on individual classes or specializations, I thought I would address some common questions or misperceptions in this one thread.

We don't consider "bloat" a bad word. Players typically say that when there are more talents than they can possibly get. That's the whole idea. When you run out of interesting talents, then that's when we think we have a problem.

Related, if we do our jobs right, you are going to run out of dps talents (or healing talents if you're a healer, or mitigation talents if you're a tank). We don't want every talent to feel mandatory since you are prohibited from getting them all. We want you to have choices.

We don't consider every talent that doesn't directly lead to higher dps to be a "PvP talent." Survivability is a big deal in Cataclysm. In that vein, talents that keep you alive (or help healers conserve mana) are indirectly dps talents.

Related, many trees lost a lot of true PvP talents, such as dispel resistance or mechanic duration reductions. These are the kind of talents I describe as "arms races," where you need a counter to the ability someone else is using to try to counter you. We'd rather reel the whole thing in a little and make things like crowd control or dispels as powerful or as weak as they need to be baseline rather than assuming you have talents that make them less powerful.

We are providing some damage talents for healers. For the most part, those are optional talents for leveling, soloing, PvP or times in dungeons or raids when you don't need to heal.

Likewise, we don't assume tanks need to pick up every single dps talent in order to generate sufficient threat. You'll likely need some threat talents, but since you're probably dipping into a dps tree to get some of those, you're going to find way more than you can afford.

In most cases, raid buff talents are cheap and often have selfish bonuses. If they lack a selfish bonus, it's because we consider the talent so compelling that you'd probably want it when solo anyway. We see a lot of "I'll skip that talent, because someone else will bring that buff," but obviously that logic starts to fail when everyone comes to that conclusion. Also make sure you're familiar with how some of the buffs and debuffs have changed for Cataclysm. We are trying to make it even easier to get the big ones, especially for 10-player raids.

We aren't designing PvP vs. PvE trees. Ultimately, we consider a talent specialization to be a stylistic choice. However, given the challenges of nailing both PvP and PvE balance, as a consolation prize it's nice when at least there are no dead trees. If Frost and Arms weren't raiding juggernauts, at least they did have a place in the game in Lich King. But Cataclysm represents an opportunity to try again, so we hope to see Arms and Frost raiding, and Fury and Fire in PvP.

We aren't overhauling every single class. We are changing paladins quite a bit, and the resource systems for hunters and warlocks and Balance druids have changed. I get the sense some of you are waiting for that magical build in which half of your talents have been scrapped in favor of new ones, and in many cases, those changes just aren't coming. That's not to say we're done with any tree.

We haven't been super concerned about numbers yet, and we aren't at all concerned about glyphs yet. It's helpful if you note abilities that seem to have lost a lot of damage compared to live, just so we can make sure it's intentional (as it is for many AE abilities). If you think you won't use some core spell just because it doesn't hit or heal for enough yet, then it's fine to bring that up, but you can also assume that the numbers just aren't quite right on it yet. Of course this also means that you may feel underpowered (or rarely overpowered, though players almost always feel underpowered) compared to someone else. This does not mean you're doomed in Cataclysm or that you need to SCREAM REAL LOUD to make sure the developers don't overlook it. Numbers are much easier to adjust once we're happy with the basic mechanics.

We've gotten a ton of great feedback already, and I want to personally thank you for that. We make changes every day that are the direct result of the feedback we receive, and that certainly includes this forum, the live forums, and many of the great websites out there were players discuss World of Warcraft design.

Quality of Beta Posts on Official Forums
Originally Posted by Ghostcrawler (Blue Tracker)
I hate to go all forum moderator on you guys, but we've seen a recent downward spiral in the quality of some of these threads and posts here on the beta forum.

Story time: I started posting heavily in the Lich King beta forums. It was a great experience and lot of players enjoyed the opportunity to be able to have intelligent conversations directly with the developers. I've heard over and over ever since then what a positive experience that was for a lot of players. It's for that reason that I am going to be fiercely protective of the quality of posts here in the Class Discussion forum.

If you see a locked thread, chances are we thought it crossed the line. If you keep making the kinds of threads that get locked, then you'll be removed from the beta and we will replace you with someone who can provide intelligent feedback. Sorry to sound like a jerk -- I hate making these kinds of posts. But we want participating in the beta to be a positive experience.

Blue Posts
Originally Posted by Blizzard Entertainment

Paladin (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
Shield of Righteousness removed from Beta
We have temporarily disabled Shield of Righteousness.

We're working on the basic Prot rotations right now, and with Shield of Righteousness in addition to Crusader Strike, Hammer of the Righteous, Consecrate, Avenger's Shield and Holy Wrath, there was just a lot going on. Shield seemed like the least interesting of those abilities -- really Shield and Hammer just seem to be single-target and multitarget versions of the same ability, especially without block scaling. Shield also felt like a duplicate of Shield Slam, which doesn't help in trying to differentiate the two Prot trees. Frankly, we'd rather make Avenger's Shield and Hammer of the Righteous cooler than they are today.

It's too early to call this a permanent change. We still have a lot to consider, such as the damage of Hammer vs. Shield, how different we want the AE vs. single-target Prot attacks to be, and how much Holy Power considerations occupy a Prot paladin.

If we keep Shield of Righteousness, we need to figure out its role relative to Hammer. We don't want it to be just swap one button for another for AE fights, and we don't want you to have to use both on cooldown since we are giving Prot paladins more things to manage in Cataclysm. (Source)

Paladin Gameplay
As far as the paladin changes go, we have made no secret that we haven't happy with the paladin gameplay on live, of all three trees, and the class was headed for a pretty radical redesign. There can be very few sacred cows as part of that process or we're not going to have the design space we need to fix the problems.

The current Cataclysm rotation is far from static and was in fact so frenetic that we had to scale back on some of the random procs and Holy Power generation or paladins were never going to have the bandwidth to do things like position the boss. It was far away the most complex tank rotation, and that's not what we were going for.

We're trying a lot of new ideas and it's going to take some iteration before we're happy with them. The current snapshot you are getting in beta is just a snapshot -- it's whatever the data happened to look like at the time when we made a build. (Source)

Righteous Fury / Threat
We recently made a change, that I suspect you don't have yet, to make Righteous Fury improve all threat and not just Holy threat. It's also possible attacks like Judgement, Crusader Strike and Hammer of the Righteous just don't hit hard enough yet. You lost a lot of passive Strength and damage in the talent trees and we haven't baked all of that back in yet. (Source)
This article was originally published in forum thread: Talent Tree Design, Blue Posts started by Boubouille View original post
Comments 98 Comments
  1. Crosis's Avatar
    Quote Originally Posted by Yorkshire Geek View Post
    Here you're arguing my point for me, you're saying that the current beta testers are too elitist to get the content tested by a variety of players and yet you want to invite MORE of those people.
    I just wanna correct you on this one, a majority of the time its not the hardcore raiders that are the elitests its infact the casuals who get some shiny purples and think they're gods. See the hardcore raiders barely raid/group outside of their guild and their "elitism" is contained between their friends/guildies. The "elitists" that people seem to have the issue with are the ones running or in pug raids, with their high gearscores and attitude since they have a gearscore higher then most they are better then everyone with less. These are the same people who feel that every loot they want from a pug should be defaulted to them since theyre so amazing "carrying" the rest of the raid with their amazing gear.

    When it comes to beta, people who get into the beta instantly feel theyre better then everyone else not in the beta because they get to do stuff others dont. I mean look at the alpha testers on the forums youll see they are usually talking down to all the "new" beta testers. Its just human nature to think youre better then someone else the minute you get or do something few have or earn, alot of people feel this way but just dont express these feelings to everyone.
  1. Buzzinjoe's Avatar
    Quote Originally Posted by Yorkshire Geek View Post
    Inexperienced is not the same as new.
    You were referring to the leveling experience up to 10. So yes they are exactly the same.

    Here you're arguing my point for me, you're saying that the current beta testers are too elitist to get the content tested by a variety of players and yet you want to invite MORE of those people.
    I said the current testers are elitist and don't give constructive feedback. What's the point of adding new players that won't be able to give feedback because these guys are still around? Instead get good players that will give feedback. And top tier players are wrongfully labeled elitist btw.

    As a generalisation? Of course I am, only a blithering idiot would think otherwise. Back in Vanilla my guild didn't raid, doing the 45 minute baron run in blues was the pinnacle of my pre-TBC experience and for a dungeon runner that was pretty bloody good. Come TBC we started raiding Kara/ZA and suddenly the dungeons looked like a walk in the park.
    So what you're saying is that you thought Kara was more difficult than SV or SH were at first? I'd like to remind you that those dungeons were absolutely fantastic and they were challenging for raiders aswell at first. The only thing that was challenging in Kara got nerfed may I remind you and that was Nightbane v1. When you raided ZA you were already outgearing heroics so that's a moot point again. I'm talking about entry challenge. WotLK was just faceroll easy even the first time around.

    Sure, there are terrible raiders and great dungeon runners, but as a generalisation the raiders are going to be better players simply because they have to be.
    And that's something they want to change by making dungeons more challenging again. So if a dungeon is slightly challenging for raiders it's a great success. Thus they can test it just as well as dungeon runners.

    If you draw a Venn diagram showing the intersection of the sets of upper 50% of players, lower 50% of players, dungeoneers, and raiders, the raiders will include more of the upper 50% and the dungeoneers the lower. I defy anyone to design a 5 man dungeon that the top two guilds on my server from either faction would find challenging that the average player was even capable of completing, the difference is that great.
    Again I'll point you to SH and SV in TBC. All major guilds found them challenging at first, not overly, but challenging non the less. And they were indeed great fun. PuGs also managed these dungeons, it just took them a bit longer.

    I've got 6 80s at the moment, if I roll one of the ones I haven't got I'm already going to be familiar enough with the mechanics and how Blizzard fit things together that it'll just be "blah blah blah, kill more stuff". A player with only 1 toon on live is going to have a very different experience to me, their experience matters just as much as mine.
    So because you have 6 80s you're assuming every raider in the top guilds has 5 or more alts?

    You invalidated precisely none of them, nor will you. Game betas use a hand picked few and a semi-random mass (semi random because you want a good mix of hardware, no point finding out at go-live that it doesn't work well on certain ATI GFX cards) because it's what's needed to test things properly. Blizzard didn't choose this model by accident, they chose it because it works better than anything else anyone's ever come up with.
    As I recall in TBC a vast majority of top guilds were given multiple beta keys for WotLK. And guess what the feedback they got from that beta was the best they'd ever gotten. They said so themselves.

    So basically you're saying that you believe the core of Blizzard's game design methodology is wrong so any feedback you gave on, for example, difficulty levels would be useless because your goal is not the same as Blizzard's goal. And you believe you're competent to design beta test selection criteria?
    Yes I'm saying that the WotLK design goal was a wrong one. And again Blizzard admitted it by now trying to make dungeons more challenging and disallowing current top tier raiders to jump straight into a raid and succeed on Cata launch as they were able to with WotLK. Here again I can make the point that these top tier raiders are in fact the best suited beta testers since they're the ones that will be able to raid with the minimum gear required letting Blizzard know whether their scaling is working or not.

    So what else have you got to say?
  1. thatguy181's Avatar
    I'm fine with Blizzard taking the stance of "we want you to run out of dps/healing/tanking talents and pick up some not so clear talents" but the problem comes when for most of my classes it's not only that I run out of clear mandatory talents, I would nearly rather save those 2 or 3 talent points I end up having at the end and just stare at them than invest in any of the rather boring or CLEARLY unrelated spec wise talents.
  1. portague's Avatar
    if you have all your dps/healing/tanking talents that are obvious then you need to choose the cc/pvp type that dont sound like they fit in wrath but they will fit in cata remember this is not the same as wrath you shouldnt think of talents in the wrath sense but in cata sense. Those cc/pvp type stuns silences interrupts will play a much larger role in 5 man dungeon survival and possibly raid content thats the way they want it. bosses will have more interruptable abilities being able to stop a 20k+ skill hit means the healer doesnt have to heal it or lose the mana healing and is a massive help especially sense healers will run out of mana and probably heal for less and you could save the tank or group from damage. Wich most dungeon oriented videos hint at your going need the cc to perform a dead group is bad for all the dps/healing whatever charts.
  1. Maneken's Avatar
    I hope that Blizzard will understand one day bubble ISNT SACRED COW, remove from ret palas and then try to balance class.
  1. Hoosiermama's Avatar
    Quote Originally Posted by portague View Post
    if you have all your dps/healing/tanking talents that are obvious then you need to choose the cc/pvp type that dont sound like they fit in wrath but they will fit in cata remember this is not the same as wrath you shouldnt think of talents in the wrath sense but in cata sense. Those cc/pvp type stuns silences interrupts will play a much larger role in 5 man dungeon survival and possibly raid content thats the way they want it. bosses will have more interruptable abilities being able to stop a 20k+ skill hit means the healer doesnt have to heal it or lose the mana healing and is a massive help especially sense healers will run out of mana and probably heal for less and you could save the tank or group from damage. Wich most dungeon oriented videos hint at your going need the cc to perform a dead group is bad for all the dps/healing whatever charts.
    I think most people are thinking ahead for when we're at level cap and done with badges. they're not going to make bosses silenceable. and there are enough interrupts in the raid to handle any amount of casts. sure, silences and stuns will be great for 5 mans. but they'll lose their luster when we're raiding and those abilities don't have a use outside of adds.

    I'd like to see damage reuction talents made more interesting. I know it helps the healers and I know that's a good thing, but they're so boring.
  1. Pokchop's Avatar
    TLDR version of GC's post: QUIT WHINING!
  1. portague's Avatar
    Quote Originally Posted by Hoosiermama View Post
    I think most people are thinking ahead for when we're at level cap and done with badges. they're not going to make bosses silenceable. and there are enough interrupts in the raid to handle any amount of casts. sure, silences and stuns will be great for 5 mans. but they'll lose their luster when we're raiding and those abilities don't have a use outside of adds.

    I'd like to see damage reuction talents made more interesting. I know it helps the healers and I know that's a good thing, but they're so boring.
    true there boring in some regards but there more intresting then xskill by x% damage or x% crit increase those have even less to do change how you might use your character and are even more boring. More fights with movement means you need to be able to move faster or find a way to take less damage or threat if avaible at all through skills not talents. They might make raid bosses with certain things being interubtable obviously if they where to do that it would be very situational times for it. But definently more common on 5 man dungeon bosses. Not to mention tanks are having a hard time holding more 3 mobs of agro they dont seem to know how many mobs the want tanks to hold just yet. The days of good raid builds being take all the obvious dps increasing talents is going byby and i say good riddance having the ability to choose talents that actually offer different play style based on how you want to live and benificail to you after getting the dps talents that are obvious is good. After all taking taking talents that alter survival mechanics and stragey is more interesting than heres x% to hit crit damage wich is mundane and far more boring. So uniqueness will be based on how you survive and keep contributing to the raid and not be mana drain for the healer and how you can help the tank or any of the other combination not mention dead because dead is worthless. Its hard to say how raids will work with those talents they might make there more usable in raids lots of movement and massive aoe interms of aoe size complicats whats safe and whats not. max dps or healing is harder when moving on some classes than others so untill more raid info comes out its still in the air afterall it is beta
  1. Lostkeys's Avatar
    Palidans require such needy attention by blizzard... thats it im making my rogue into a pally killer...
  1. Cyberzombie's Avatar
    Quote Originally Posted by Epsi View Post
    Exciting changes? They are taking everything away what made the paladin unique in the first place - sorry, this is garbage.

    - Avenger's Shield no langer dazes: we never really had a interrupt to go with, and now they are taking away this.
    - Paladins high block chance compared to other tanks
    - AD no passive: now a clone of Last Stand
    - Removing ShotR: it always was a clone of Shield Slam, what the fuck? Add a interrupt in it and it'll be "unique" again.
    - etc. etc.

    I dont like the direction paladin goes to, and some of you idiots can flame me now - you probably dont have the slighest clue about your own class, but whatever.
    AS is still going to silence mob with the correct talent point, learn what daze is.
    Paladins having a higher block chance was an unfair advantage.
    AD being passive is arguably an unfair advantage.
    Removal of SoR is not permanent as of yet. They're simply testing it - WHICH IS WHAT A BETA IS.

    You suggest that we don't know our own class and yet you have misinformation all over your post, and all you're really doing is QQing that Paladins are going to take skill to play now.

    And before the flames, my main is a protadin. Arasi on Icecrown.
  1. Ap0calypse's Avatar
    More concerned with the loss of magic debuffs from cleanse and stun removal using HoF as ret than anything else shown at present. Whats a melee class with no gap closer? Unless mages/druids can no longer slow/root in cataclysm then I think we all know what that means.

    That the Paladin as a melee class (both as prot and ret) are screwed. As in useless in pvp, go spec holy.

    I foresee lolret all over again for pvp.
  1. stillnotking's Avatar
    Quote Originally Posted by Crosis View Post
    I just wanna correct you on this one, a majority of the time its not the hardcore raiders that are the elitests its infact the casuals who get some shiny purples and think they're gods.
    QFT. The vast majority of people with arrogant, "elitist" attitudes are gearscore whores in mediocre-to-bad guilds who think they're awesome because they have a 6k GS and/or got carried through a normal mode LK kill with a 30% buff. Raiders in actual hardcore guilds tend to be pretty laid-back in PUGs; they know they have nothing to prove. They also tend to give the most helpful beta feedback and have the closest relationships to Blizzard developers.

    "Elitism" was never an issue in WoW until WotLK opened the floodgates to people who wouldn't even have been able to get in a raiding guild in vanilla/TBC. This is not a coincidence. (Note I am not saying it was a bad decision on Blizzard's part -- there were positive and negative outcomes, I'm just pointing out one of the negatives.)

    ---------- Post added 2010-07-26 at 05:47 AM ----------

    Ardent Defender is currently the most absurdly broken tanking talent in the game and everyone knows it. My pally is main spec prot, and even I want to see the damn thing nerfed. Turning it into an active CD is a reasonable way to balance it.
  1. Glanbera's Avatar
    Quote Originally Posted by Epsi View Post
    Quit mmo-champion if you dont like the whining - and dude, another point: if everyone of us were like you, we'd be still living in a monarchy.
    Some of us DO live in a monarchy

    Quote Originally Posted by Maneken View Post
    I hope that Blizzard will understand one day bubble ISNT SACRED COW, remove from ret palas and then try to balance class.
    I want to keep my bubble

    If they ever take my bubble i demand a huge nerf of iceblock (cut the duration in half and double the cd)
  1. Jaylock's Avatar
    Quote Originally Posted by Fichek View Post
    It slows the pulls if you are one of those silly people that actually wait for the mobs to come to you on every pull. This tank uses AS on the run and i do HotR instantly after that. Pull is slowed by half a sec max. Now, for the aforementioned tanks, the pull without daze will still last longer than it does for me with the daze. I mean it's a "stupid pointless change" that's fed to you with a dressing of "stupid silly reason" which you eat up without question and ask for seconds. Oh well, guess prot pvp is dead anyway with all the changes they plan on doing so i don't know why i'm complaining.
    Did you ever think that maybe prot paladins liked the daze because it gives other classes a bit of time to get CC on the mobs? Of course CC is non-existent in this retarded expansion so i guess it doesnt matter now. I like it for some of the Blood Prince and blood queen trash to give priests a padding to shackle the tactitions. And since they said CC will be making a return in this expansion, wouldnt the daze be a welcome addition? Just my thoughts.

    Yes, this WotLK expansion has been complete and utter crap. End rant.
  1. Failbot's Avatar
    I dont know how you can say that you remove pure pvp talents, ppl can spec the way they want and so on and still force every dk to put atleast 8 on frost and 8 on uh... Gj making blood not viable in pvp. Oh and nice job still not giving any real dis protection to frost or blood... Oh and gj giving us CDs on runes and 3 main attacks(Dps, MS and the new disease attack thing) that use 2 runes.. Haha that will be fun!
  1. holyevil44's Avatar
    i just hope blizz dont fuck fury warrior 2 mutch so we wont have a raid spot in cata, cos its starting to look like evry patch of the beta htere is a nerf for us
  1. portague's Avatar
    Quote Originally Posted by Ap0calypse View Post
    More concerned with the loss of magic debuffs from cleanse and stun removal using HoF as ret than anything else shown at present. Whats a melee class with no gap closer? Unless mages/druids can no longer slow/root in cataclysm then I think we all know what that means.

    That the Paladin as a melee class (both as prot and ret) are screwed. As in useless in pvp, go spec holy.

    I foresee lolret all over again for pvp.
    Looking at the current chart frost mages cant slow you as hard no more fb randomly freezing you they frost nova and improved cone of cold both have cd cone of cold with 8 sec cd. looks like they want you to repentance the mage get in close pound there face rebuke if they try to cast thats about it not sure how that will workout for rets.
  1. Fichek's Avatar
    Quote Originally Posted by portague View Post
    Looking at the current chart frost mages cant slow you as hard no more fb randomly freezing you they frost nova and improved cone of cold both have cd cone of cold with 8 sec cd. looks like they want you to repentance the mage get in close pound there face rebuke if they try to cast thats about it not sure how that will workout for rets.
    You repent the mage, get close to him, tickle him once and hes already far far away from you. Now all you need to do is wait 1 more min so you can tickle him again while eating frostbolts, frostfire bolts and ice lances in the meantime. If that's not fun, i don't know what is!

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