Update - I moved the "To Recap" part at the top of the post for those of you who hate walls of text. I also added a couple of blue posts about these changes

Cataclysm Class & Mastery Systems Update
[blizzquote author=Zarhym source=http://blue.mmo-champion.com/t/25626290449/cataclysm-class-amp-mastery-systems-update/]When we first announced our design goals for class talent trees back at BlizzCon 2009, one of our major stated focuses was to remove some of the boring and "mandatory" passive talents. We mentioned that we wanted talent choices to feel more flavorful and fun, yet more meaningful at the same time. Recently, we had our fansites release information on work-in-progress talent tree previews for druids, priests, shaman, and rogues. From those previews and via alpha test feedback, a primary response we heard was that these trees didn’t incorporate the original design goals discussed at BlizzCon. This response echoes something we have been feeling internally for some time, namely that the talent tree system has not aged well since we first increased the level cap beyond level 60. In an upcoming beta build, we will unveil bold overhauls of all 30 talent trees.

To Recap
When players reach level 10, they are presented with basic information on the three specializations within their class and are asked to choose one. Then they spend their talent point. The other trees darken and are unavailable until 31 points are spent in the chosen tree. The character is awarded an active ability, and one or more passive bonuses unique to the tree they've chosen. As they gain levels, they'll alternate between receiving a talent point and gaining new skills. They'll have a 31-point tree to work down, with each talent being more integral and exciting than they have been in the past. Once they spend their 31'st point in the final talent (at level 70), the other trees open up and become available to allocate points into from then on. As characters move into the level 78+ areas in Cataclysm, they'll begin seeing items with a new stat, Mastery. Once they learn the Mastery skill from their class trainer they'll receive bonuses from the stat based on the tree they've specialized in.

We understand that these are significant changes and we still have details to solidify. We feel, however, that these changes better fulfill our original class design goals for Cataclysm, and we're confident that they will make for a better gameplay experience. Your constructive feedback is welcomed and appreciated.

Talent Tree Vision

One of the basic tenets of Blizzard game design is that of “concentrated coolness.” We’d rather have a simpler design with a lot of depth, than a complicated but shallow design. The goal for Cataclysm remains to remove a lot of the passive (or lame) talents, but we don’t think that’s possible with the current tree size. To resolve this, we're reducing each tree to 31-point talents. With this reduction in tree size we need to make sure they're being purchased along a similar leveling curve, and therefore will also be reducing the number of total talent points and the speed at which they're awarded during the leveling process.

As a result, we can keep the unique talents in each tree, particularly those which provide new spells, abilities or mechanics. We’ll still have room for extra flavorful talents and room for player customization, but we can trim a great deal of fat from each tree. The idea isn’t to give players fewer choices, but to make those choices feel more meaningful. Your rotations won’t change and you won’t lose any cool talents. What will change are all of the filler talents you had to pick up to get to the next fun talent, as well as most talents that required 5 of your hard-earned points.

We are also taking a hard look at many of the mandatory PvP talents, such as spell pushback or mechanic duration reductions. While there will always be PvP vs. PvE builds, we’d like for the difference to be less extreme, so that players don’t feel like they necessarily need to spend their second talent specialization on a PvP build.

The Rise of Specialization

We want to focus the talent trees towards your chosen style of gameplay right away. That first point you spend in a tree should be very meaningful. If you choose Enhancement, we want you to feel like an Enhancement shaman right away, not thirty talent points later. When talent trees are unlocked at level 10, you will be asked to choose your specialization (e.g. whether you want to be an Arms, Fury or Protection warrior) before spending that first point. Making this choice comes with certain benefits, including whatever passive bonuses you need to be effective in that role, and a signature ability that used to be buried deeper in the talent trees. These abilities and bonuses are only available by specializing in a specific tree. Each tree awards its own unique active ability and passives when chosen. The passive bonuses range from flat percentage increases, like a 20% increase to Fire damage for Fire mages or spell range increases for casters, to more interesting passives such as the passive rage regeneration of the former Anger Management talent for Arms warriors, Dual-Wield Specialization for Fury warriors and Combat rogues, or the ability to dual-wield itself for Enhancement shaman.

The initial talent tree selection unlocks active abilities that are core to the chosen role. Our goal is to choose abilities that let the specializations come into their own much earlier than was possible when a specialization-defining talent had to be buried deep enough that other talent trees couldn’t access them. For example, having Lava Lash and Dual-Wield right away lets an Enhancement shaman feel like an Enhancement shaman. Other role-defining examples of abilities players can now get for free at level 10 include Mortal Strike, Bloodthirst, Shield Slam, Mutilate, Shadow Step, Thunderstorm, Earth Shield, Water Elemental, and Penance.

Getting Down to the Grit

Talent trees will have around 20 unique talents instead of today's (roughly) 30 talents, and aesthetically will look a bit more like the original World of Warcraft talent trees. The 31-point talents will generally be the same as the 51-point talents we already had planned for Cataclysm. A lot of the boring or extremely specialized talents have been removed, but we don't want to remove anything that’s going to affect spell/ability rotations. We want to keep overall damage, healing, and survivability roughly the same while providing a lot of the passive bonuses for free based on your specialization choice.

While leveling, you will get 1 talent point about every 2 levels (41 points total at level 85). Our goal is to alternate between gaining a new class spell or ability and gaining a talent point with each level. As another significant change, you will not be able to put points into a different talent tree until you have dedicated 31 talent points to your primary specialization. While leveling, this will be possible at 70. Picking a talent specialization should feel important. To that end, we want to make sure new players understand the significance of reaching the bottom of their specialization tree before gaining the option of spending points in the other trees. We intend to make sure dual-specialization and re-talenting function exactly as they do today so players do not feel locked into their specialization choice.

A True Mastery

The original passive Mastery bonuses players were to receive according to how they spent points in each tree are being replaced by the automatic passive bonuses earned when a tree specialization is chosen. These passives are flat percentages and we no longer intend for them to scale with the number of talent points spent. The Mastery bonus that was unique to each tree will now be derived from the Mastery stat, found on high-level items, and Mastery will be a passive skill learned from class trainers around level 75. In most cases, the Mastery stats will be the same as the tree-unique bonuses we announced earlier this year. These stats can be improved by stacking Mastery Rating found on high-level items.
[/blizzquote]


Blue posts
Originally Posted by Blizzard Entertainment
"Old" masteries
I would not focus too much on the old masteries, except for the third one that scales with gear. That one is still around.

Vengeance for tanks is still around and dps get damage and healers get healing and that sort of thing but the system has changed quite a bit overall (and partially as a result of community feedback). (Source)

Next beta build will be interesting
We want to unveil the entire enchilada in the next beta build or so. Everyone here worked really hard to get the whole package to a relatively playable and polished state. In essence we're not announcing a future plan -- we're telling you how the game works today. It's all done.

It's hard to offer timelines for when we will do a new beta push, but we're talking days or a few weeks, not months. All of the passives will be visible then. (Source)

Talent Points gain rate
About one every other level, but there are some exceptions. We are trying to alternate new abilities and talent points where possible. You will have 41 talent points at 85. (Source)

Spec abilities scaling
Specialization-defining abilities that are unlocked (e.g. Mutilate, Penance, Water Elemental and Mortal Strike) will scale based on a character's level and reflect an appropriate amount of damage, healing, and mitigation, etc. With the proper balancing, having these abilities at level 10 won't trivialize the leveling experience, but instead enhance it by allowing players to incorporate unique spells and skills that highlight their specialization into their rotations at a much earlier level.

We'll be closely monitoring how these new talent changes affect gameplay in the beta and will make adjustments to the system if necessary to ensure that our original goals are met. (Source)

Dual Spec
Dual Spec won't change. If you choose Protection paladin at level 10, you can respec to Ret paladin at your class trainer. Once you unlock Dual Spec, you can have 2 Prot builds or a Prot and Ret build or whatever you'd like. It will work almost exactly the way it does now. (Source)

New Talent system is ZOMG AMAZING
It's ZOMG AMAZING. We wouldn't go through all the work it is taking if we weren't convinced it was 100% win.

On your first point, too many of the specs didn't really feel like their spec until they had spent a lot of talents in the tree. All mages pretty much played the same until level 30 to 40 or so. Even with the Cataclysm changes, a Holy, Prot and Ret paladin would pretty much be using Crusader Strike and Judgements until they had several more abilities unlocked.

On your second point, we know some players liked the option of spending some points in the first tree and then some in the second tree. Often this was just a trap for new players though because it delays your getting the 21, 31 and other "gold medal" talents that really define your tree. Experienced players might learn to get a 5/5/5 build or whatever and then respec once they could reach the 31, but we could also just make better trees that didn't ask you to do that. (Source)

How big are the new trees?
They have 38-42 or so points in them. You could spend all 41 points in one tree, though often you'll want a 5/5/31 or a 0/7/34 build instead. Every talent is 1, 2 or 3 talent points. Earlier levels have about 8 points on them (typically a 2, 2, 3) and deeper levels have about 5 points on them (typically a 1, 2, 3). (Source)

New Talent trees overview
They look superficially like vanilla talent trees, but they are far more interesting.

Almost without exception, the talents we cut were the ones everyone took or the ones nobody took. There will still be very attractive talents that probably everyone takes, but there are also definitely choices where you can only take A or B and want both. Typically you might see a useful (but not necessarily dps-enhancing) ability in your own tree, but also a really attractive one in another tree.

This is a good thing. It won't surprise me to see a knee jerk reaction from some players that we're removing their favorite talents and "dumbing down the trees." However, I'd challenge them that there can't be that many players out there that play Arcane because of Mind Mastery or Arms warrior because of Strength of Arms. Yet, if you skip either of those talents, you're just making your character less effective.

A Cataclysm goal is to remove lame or boring talents. Yet we don't want to replace all of those with procs or game-changers. Really the only solution is to have smaller trees where nearly every remaining talent is a big deal. (Source)

Hybrid builds and active talents
You typically won't get active abilities from a second tree. The most you can get in a second tree is 10 points, and usually the active abilities are deeper than this. We think it makes the distinction between say a Frost and Unholy DK more pronounced when all of their talented active abilities are different rather than being able to cherry pick the best from each tree. It does end up killing any chance for a build that goes halfway down two trees, but usually we would consider such builds failures because it meant the bottom of "your" tree wasn't good enough. These were most popular in PvP when players felt compelled to get "must have" PvP survival talents in multiple trees, and those are the kind of talents we want dead anyway.

With these changes though, the talent trees are going to be even more rebuilt than we were already planning with Cataclysm. Talents are moving all over the trees and every tree has new talents as well. We'll give you a chance to see the trees soon (tm). (Source)

Current talents are too complicated
The new model theoretically buys us several more expansions of not having to mess with the overarching talent tree design. In a broader sense though, one of the challenges of working on World of Warcraft is adding new content without making the game totally inaccessible to new players.

I have used this example several times, but we have one very senior designer at Blizzard who isn't working on WoW but obviously knows the game very well and has been very active in PvP and raiding at various points in time. He took a short break from the game (I suspect to play Modern Warfare 2) and when he came back, we had messed around with his class's talent trees and reset his talent points, so he felt like he couldn't jump back into the game again without spending 45 minutes researching what the community thought a good build would be. We're hoping with simpler (but still deep!) talent trees, players like him will feel more comfortable picking their own talents. He might eventually go poke around in theorycrafting forums to min / max his build, but he won't have the moment of being completely overwhelmed when looking at a blank talent tree. (Source)

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.
[...] While that is true, they were also given ample opportunities to make mistakes, what we call "traps." A forum-savy player may know which are the dumb talents nobody takes or which are the mandatory ones that might at first glance seem too bland to take. But why have "choices" that are just there for new players or people who just want to swim against the stream just to be different? We'd rather have actual legitimate choices, which we feel like we can offer by having a stable of fewer good talents.

To use one of the infamous GC analogies, the best restaurants are not necessarily those with a lot of entrees on the menu. The best restaurants probably have very few choices, but you know that anything you order will be great. They don't bother cooking it if they know it will suck. That's a real choice as opposed to the diner with fish on the menu that everyone, ever the waitress, whispers under their breath that you should never, ever order. (Source)

Dungeon Finder and new talent system
We expect a lot of players to use Dungeon Finder while leveling up. The feature works great for that, and we're spending some effort to update the older dungeons to not be so overspawned and in some cases to even fit into the zone quest content better.

Likewise, we're making an effort to let tank and healing specs be more effective when soloing. DPS specs will still probably be more efficient leveling, but if you just love the Resto shaman tree, you should be able to quest and run some dungeons without even having a dual-spec. It won't be spectacular, but it will be a huge improvement from today.

Tanks and healers will get basic abilities before level 15 (when Dungeon Finder is available) to do their jobs, but it's also true that the lower level content is more forgiving of your talent spec. (Source)

Vengeance
You get it at level 10 for choosing a tanking tree. It already scaled with your health and incoming damage, so there isn't really a need for it to scale with talent points spent (especially since nearly 100% of tanks spend the most points in a tanking tree). (Source)

Death Knight (Forums / 3.3.5 Talent Calculator)
When do DK get to pick a specialization?
When they get their first talent point for completing a quest. (Source)

Deleted talents
Looking at Unholy, talents like Impurity, Desolation, Wandering Plague, Crypt Fever (but not Ebon Plaguebringer) and Rage of Rivendare (sad about the lore hit there) are gone. (Source)

Druid (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator)
Feral builds with the new system
Feral is a challenge. We still want to have a cat-centric, bear-centric or hybrid build. It has always been one of the more challenging trees to work on. (Source)

Omen of Clarity
Likewise, we're not sure what we'll do with Omen yet. The obvious choices are leave it Resto only, put it high enough for everyone to subspec or make it a trained ability. (Source)

Paladin (Forums / 3.3.5 Talent Calculator)
Divine Storm @LVL10 for Retribution
Divine Storm is a big deal because Retribution paladins get it at level 10. You'll get a new bottom o' the tree talent. (Source)

Priest (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator)
Mind Flay and Shadowform @LVL1x for Shadow
We really wanted to do this, but the more we thought about it, what does a level 10 Shadowform do? Spam Shadow Word: Pain? We'll probably give Shadow priests Mind Flay at level 10 and let them get Shadowform shortly after that. (Source)

Holy signature ability
We think healers will expect to get an actual heal (or some kind of defensive ability) as their signature spell, but we also want something that's actually useful at level 10. Lightwell, Circle of Healing and even Spirit of Redemption are very signature Holy abilities, but none are very useful when soloing gnolls in Elwynn. (Source)

Rogue (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator)
Preparation
It's a design flaw that rogues and locks are so dependent on Prep and Soul Link respectively. Those talents are currently holding the classes back. Now we can't balance around the assumption that you have those talents so your classes need to function without them. Maybe it means lowering base cooldowns.... (Source)

Shadowstep
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?
Inaccessible. Shadowstep is essentially no longer a talent. There is nowhere to buy it. You don't get any passive bonuses for picking your second tree. Essentially you choose at level 10 whether to be an Assassination, Combat or Subtlety rogue, and while you can change your mind later, that determines what special ability and what passives you get. (Source)

Shaman (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator)
Dual Wield for Enhancement
So now my cagey comments about how Enhancement gets dual-wield right away and Elemental never gets it make more sense. (Source)

Warlock (Forums / 3.3.5 Talent Calculator)
Soul Link
It's a design flaw that rogues and locks are so dependent on Prep and Soul Link respectively. Those talents are currently holding the classes back. Now we can't balance around the assumption that you have those talents so your classes need to function without them. Maybe it means lowering base cooldowns.... (Source)

Probably no early Felguard for Demonology
It probably won't be Felguard. It's a little odd to spring that on a warlock that doesn't even have a Voidwalker yet. (Source)

Cool talents aren't going away
Warlocks are hard.

With a mage, you can keep Frost from throwing a lot of Fireballs just by making Frost do Frost damage. The warlocks don't have schools like that, and they have some shared spells, so it's tricky to get them to use the spells we want them to use sometimes. None of the cool talents, the ones that change up what you're doing, such as Molten Core or Backdraft, are going away. (Source)

Warrior (Forums / 3.3.5 Talent Calculator)
Mortal Strike
It depends. Improved Mortal Strike for example is gone and that's just the way Mortal Strike hits now (we added the damage and cooldown into MS). (Source)

Shield Slam @LVL10 for Protection
Protection warriors get Shield Slam (and Arms and Fury lose it). Devastate is still an attractive talent deep in the tree, but it doesn't say "Prot warrior" the way Shield Slam does. (Source)

Toughness stays, Vitality is a passive bonus
Protection has one passive talent, which is Toughness. They get Vitality as a passive for choosing Protection at level 10. The other talents are a mix of threat and defensive abilities, but none are as passive as Deflection. There are (hopefully) attractive talents in the first two tiers of Arms and Fury. The other tank trees will be similar but not identical (Feral as always will be the least similar). (Source)

Specialization Bonus - Anger Management and 2H Weapon Spec for Arms
The Arms one for the moment is Two-Handed Weapon Spec (+10% damage with two-Handed weapons) and Anger Management (free rage). (Source)

Arms - Mastery bonus in Cataclysm
Mastery still exists, but the design is a little cleaner.

Before:
Arms got some passive damage per talent point.
Arms got some passive armor pen per talent point.
Arms got a chance to proc a swing per talent point, which is enhanced by mastery rating on gear.

Now:
Arms gets whatever it needs as passives at level 10.
Arms gets a chance to proc a swing at level 78(ish), which is enhanced by mastery rating on gear.

Mastery now means "proc a swing" for Arms and that's all it means, which is easier to understand. (Source)
This article was originally published in forum thread: Cataclysm Class & Mastery Systems Update started by Boubouille View original post
Comments 689 Comments
  1. Slasha's Avatar
    Is this a joke?
  1. Sonoka's Avatar
    Quote Originally Posted by Klosu View Post
    Well I'm starting to hate blizz for what they are doing with this game. Just hope that my rage is not necessary and cata won't fuck this game up.
    The only bad thing they have done is the RealID thing, and that wont even affect your game-play experience. Since you post here I assume you refer to talents, and as for that, that's NOT a bad change.. I would very much like for you to explain what's wrong with it.

    Quote Originally Posted by jtstormrage View Post
    It is all further dumbing down of the game so that everyone can be the same.

    This makes classes less interesting and not more interesting.

    Hahahahaha and the example of the developer who has a two year wow break "having to spend 45 minutes" reading up on his class is such a lame example of why they should completely overhaul talents and make sure that you need even less class-knowledge to be a good player.

    Like I said: the dumbing-down continues.
    If you havn't noticed, everyone already is the "same" spec, the only things keeping specs apart atm is the "oh, he got 3% hit there and I got the 3% crit instead".
    And how can it make classes less interesting? We get new spells, sure there are no more hybrid speccing, but that was mostly for rogues and warlocks, and at the end, alot less for warlocks.
    Sure holy paladins did it for PvP, but that's barley worth it anymore, so that's not a problem.
    I mean, I would LOVE to get rid of all the fillers, 5% crit / hit / haste / dmg.. those are just awfull.
    Making the tree shorter doesn't really mean it's simpler, tho in this case it might be.
    Also, you say "..2 years wow break having to spend 45 min reading up on his class".
    So, you are saying it takes more time now? I'v had a 1 year break (still on it), I don't even have to read up on my class, it's easy as it is. Sure, you read about the new abilitys, but I doubt it takes you 2 hours to do so.
    And for the "need even less class-knowledge"-part.. wow is NOT a hard game, atleast not for people that actually can understand english. With hard I mean it's not hard to understand a class and get what abilitys you use and what not, if you think that, then you might reconcider and start playing runescape instead.

    don't have time to flame flamers more atm, but I'll be back soon enough.
    The class-knowledge part, I don't even play
  1. Willys's Avatar
    Quote Originally Posted by Gordon View Post
    That's exactly what's written there, nothing to interpret.
    But let me ask you one question: If you don't play endgame, why would you need mastery?
    I've simply liked the original idea better. That would have rewarded leveling players just the same. But I understand they had to cut corners as it's easier to add new stats to items - something they re-do anyway.
  1. Sonoka's Avatar
    Quote Originally Posted by Willys View Post
    I've simply liked the original idea better. That would have rewarded leveling players just the same. But I understand they had to cut corners as it's easier to add new stats to items - something they re-do anyway.
    It still is the same, in a way, when you first chose your talent tree, you will get some specials, atleast from how I read it, say.. you chose protection tree, then you get a little HP and defense boost while your dmg may be lowered.
    It just doesn't say, "oh hey, you just got 0.3% / 0.6% / 0.9% more dmg".
    Mastery still increases 1 stat that you get depending on which tree you chose, as their exapmple, arms.. you get a chance to make and extra swing with your weap, mastery increases the chance.
    They are NOT cutting corners, if you understand english and read the whole post you would understand they ain't.

    //Sonoka~
  1. Cyberzombie's Avatar
    Quote Originally Posted by jtstormrage View Post
    It is all further dumbing down of the game so that everyone can be the same.

    This makes classes less interesting and not more interesting.

    Hahahahaha and the example of the developer who has a two year wow break "having to spend 45 minutes" reading up on his class is such a lame example of why they should completely overhaul talents and make sure that you need even less class-knowledge to be a good player.

    Like I said: the dumbing-down continues.
    So you've already seen the new talent trees then? Obviously you have if you've already concluded that a revamp of the system could only dumb it down.

    Oh...what's that? You haven't seen them yet? Then shut it. They've been saying for a while now they wanted to trim the boring talents out, and honestly if they wanted to do that this is the only way they could. If they tried to cut the boring/lame talents yet keep the structure they currently have, they'd have to replace every single talent cut with something that fits their ideal of each talent being cool/unique and not just "x gets % more damage".

    I don't get how people are shocked by this, and I get it even less how people say this dumbs the game down...it streamlines it, yes. But you still have to make choices and you'll still be different from the other guy of the same class standing next to you. It's actually worse right now in the case of people all looking/being the same...if you're ret and don't take the same talents everyone else has, you're a baddie.

    Oh no! Now you might have to choose between one talent or the other in order to advance to the next tier!

    ---------- Post added 2010-07-08 at 09:24 AM ----------

    Quote Originally Posted by Willys View Post
    I've simply liked the original idea better. That would have rewarded leveling players just the same. But I understand they had to cut corners as it's easier to add new stats to items - something they re-do anyway.
    At level 10 when you choose arms (to continue the original example), you'll be granted +8.01% physical damage, +24.02% armor pen, and an 8.01% chance to generate an extra attack with your melee swings.

    The mastery you find on gear once you're at the level to start getting it will increase the third bonus (in this case the extra attack chance). That's really all it does. It's not a world of difference by itself.
  1. loftus's Avatar
    'On your second point, we know some players liked the option of spending some points in the first tree and then some in the second tree. Often this was just a trap for new players though because it delays your getting the 21, 31 and other "gold medal" talents that really define your tree. Experienced players might learn to get a 5/5/5 build or whatever and then respec once they could reach the 31, but we could also just make better trees that didn't ask you to do that.'

    This is the bit that made me lose faith in the new system. It comes down to worrying if players will be able to understand or do well in the game, which as people have said already caters for 'bads' im not talking about casuals, because im a casual. I play as and when i can for small periods of time mostly, however at the same time i learn my class and find out what i need to find out.

    This change was done so that (besides only having to think and manage half the number of talents points which = less work) people wouldnt have crappy levelling specs.

    So what? let people have crappy levelling specs. i did the first character i rolled and i loved it. i learned as i went along what worked and what didnt, thats the whole point. I dont understand giving people a choice if its impossible to pick a wrong one.

    Im not talking about end-game so much, because people will be fully specced 31/10/0 etc. then anyway, but limiting people to go full 31 while levelling is just stupid. I've spent a bit of time away from WoW to play FF11 again... in that game everything you get has to be earned, nothing is given. You have to find out what does what, who to talk to, where to go... everything. You get punished for dying etc.

    While that is a very difficult game IMO, its fine if you actually learn and work things out while trying to be spoon-fed. Im not a hardcore with loads of time, but it has made me realise how easy and 'noob-friendly' wow is becoming.

    Let people make wrong decisions and let people learn from them. Thats why you see loads of DKs (not so much now, but at the beggining of wrath) being bad at their roles, because they only had 25 levels to learn it. Levelling is there for a reason, its to prepare you for end-game.
  1. mmoc73fb8ac2b2's Avatar
    Quote Originally Posted by Cyberzombie View Post
    So you've already seen the new talent trees then? Obviously you have if you've already concluded that a revamp of the system could only dumb it down.

    Oh...what's that? You haven't seen them yet? Then shut it. They've been saying for a while now they wanted to trim the boring talents out, and honestly if they wanted to do that this is the only way they could. If they tried to cut the boring/lame talents yet keep the structure they currently have, they'd have to replace every single talent cut with something that fits their ideal of each talent being cool/unique and not just "x gets % more damage".

    I don't get how people are shocked by this, and I get it even less how people say this dumbs the game down...it streamlines it, yes. But you still have to make choices and you'll still be different from the other guy of the same class standing next to you. It's actually worse right now in the case of people all looking/being the same...if you're ret and don't take the same talents everyone else has, you're a baddie.

    Oh no! Now you might have to choose between one talent or the other in order to advance to the next tier!

    ---------- Post added 2010-07-08 at 09:24 AM ----------



    At level 10 when you choose arms (to continue the original example), you'll be granted +8.01% physical damage, +24.02% armor pen, and an 8.01% chance to generate an extra attack with your melee swings.

    The mastery you find on gear once you're at the level to start getting it will increase the third bonus (in this case the extra attack chance). That's really all it does. It's not a world of difference by itself.
    Actually, it looks like you won't get the 3rd mastery until you get gear with mastery on it
  1. Upptagen's Avatar
    I enjoyed reading some of those replies. Some people are seriously dumb. OH NOES THEY IS CHANGES TEH GAME THAT I HAVE WHINED FOR THEM TO CHANGEEE!
    First they say: This game sucks, change that,that and that.
    When Blizzard changes the game to take away stupid and totally un-needed talents they go: WTF THEY DUMB THE GAME DOWN FCKING RETARDS OMGZORZWTFPWNPWNLAZORYEAHCOW!

    Only time can tell if it will turn out good.
  1. Willys's Avatar
    Quote Originally Posted by Sonoka View Post
    It still is the same, in a way, when you first chose your talent tree, you will get some specials, atleast from how I read it, say.. you chose protection tree, then you get a little HP and defense boost while your dmg may be lowered.
    It just doesn't say, "oh hey, you just got 0.3% / 0.6% / 0.9% more dmg".
    Mastery still increases 1 stat that you get depending on which tree you chose, as their exapmple, arms.. you get a chance to make and extra swing with your weap, mastery increases the chance.
    They are NOT cutting corners, if you understand english and read the whole post you would understand they ain't.

    //Sonoka~
    I disagree. A proc can be just as easily calculated from invested talent points into the tree.
    Also the are cutting corners in terms of developing difficulty. Simple agile project handling. Nothing to be ashamed about.
  1. mmoca123b20796's Avatar
    100% fail.

    They don't have enough creative ideas for talents so they just diminish their amount!

    I'd rather keep 'boring' talents and have 1 talent point per level.
  1. The Distortion's Avatar
    Not sure if this is going to be something with those talentpoints but we will see..
  1. Karmian's Avatar
    They do this in order to distract our attention from the difference of ilvl from the Cata gear and WotLK one.
    Also in case n1 has seen, a lvl 78 dungeon drops items that are on par with icc 25 hc.

    If they want to make a lvl 82 character to be 'more powerful' than an 80 character there are alot of other ways, not only by pushing his health pool and his damage to stupidly high amounts....
  1. mmocb1848b600a's Avatar
    Quote Originally Posted by Silmarieni View Post
    I'd rather keep 'boring' talents and have 1 talent point per level.
    But why?
  1. gringo's Avatar
    holy shit this is big.. and unexpected!
  1. mmocd3750dc86d's Avatar
    RealID wont affect my game at all, and the talent changes are welcomed.
  1. mmoc6f9f26d8a9's Avatar
    Low lvl PvP is gonna be awesome come cata
  1. Sonoka's Avatar
    Quote Originally Posted by Willys View Post
    I disagree. A proc can be just as easily calculated from invested talent points into the tree.
    Also the are cutting corners in terms of developing difficulty. Simple agile project handling. Nothing to be ashamed about.
    New is new, they don't copy pasta the programming code from an earlier existing project.
    As for the developing difficulty, I bet it's just the same, might be less time consuming and with the same end result.
    How is that a bad thing?

    ---------- Post added 2010-07-08 at 12:42 PM ----------

    Quote Originally Posted by Silmarieni View Post
    100% fail.

    They don't have enough creative ideas for talents so they just diminish their amount!

    I'd rather keep 'boring' talents and have 1 talent point per level.
    How is it 100% fail? "Not creative enough ideas?" They ARE implenting NEW talents AND abilitys, if you didn't notice already??? They are just removing the FILLER talents, HOW is that bad?
    'Sense', you ain't making any.

    //Sonoka~
  1. warrex's Avatar
    Dear Blizzard dev team,
    I would like to thx you for making the game so stupid and easy so even I and my retarded friend could play this game and f__k everyone else who actually can use his brain.
    I can just click on everytalent in my blue tree and I am done with thinking about it

    Your dumpest customer IQ -10

    Have a great day

    ------------
    sorry for my english
    No you can ban me .)
  1. Sonoka's Avatar
    Quote Originally Posted by warrex View Post
    Dear Blizzard dev team,
    I would like to thx you for making the game so stupid and easy so even I and my retarded friend could play this game and f__k everyone else who actually can use his brain.
    I can just click on everytalent in my blue tree and I am done with thinking about it

    You dumpest customer IQ -10

    Have a great day

    ------------
    No you can ban me .)
    Even without sarcasm, you must be pretty stupid.
    They are not making it easier, it's the same 'difficulty', I'm not saying WoW is difficult, because it isn't.
    This is just to make it 'not so messy', it's a really great idea, I like how they bring us back to pre-TBC tree-layouts, just with alot, dare I say it, 'cooler' talents.

    //Sonoka~
  1. Lord Lichfury's Avatar
    Who cares if they're making talents a bit more simple? Personally i've found myself debating for quite some time over what talents to choose which ultimately wouldn't make that much difference whatever one I choose. So they're "dumbing down talents", so what? They're making up for it in instances and raiding. Believe me, if you think they're going to be a WOTLK-style face roll then you have another thing coming, and at the end of the day talents aren't going to change a thing if you don't avoid a 1-shot boss mechanic, so this whole debate is really beside the point.

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