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.

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)

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)
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)

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.

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.

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 699 Comments
  1. Icecx's Avatar
    I like the idea actually. I just don't like names on the forums >.>
  1. Jathro's Avatar
    Builds are gonna be so boring. Everyone's gonna be 31-something and 10 points spread around that won't make a significant change between players.

    And so much for being 21-0-20 or something to that effect.

    Diversity among players of the same spec has just left the building.
  1. Darkia's Avatar
    its vanilla wow all over again yay!
    i really howp they do them right
  1. conscript's Avatar
    Only Blizzard can do something so universally hated and follow it up with something that is simply amazing the next day. This sounds like an amazing new system.
  1. mofi's Avatar
    Quote Originally Posted by Wanell View Post
    Judging by the way the majority of casuals currently spec it would appear that the current talent trees were way to complicated for casuals so this was a logical step for Blizzard.
    dumb statement is dumb
  1. Thunderlight's Avatar
    This system looks very promising and alot of fun. These kind of talent trees remind me of the diablo II ones :P
  1. NefariousNinja's Avatar
    I'm excited about these changes. Makes me want to roll a new alt or finish my lowbie ones.
  1. Waterisbest's Avatar
    This is why I love Blizzard. They will do absolutely everything to provide a high quality game, not just high quality end-game but high quality gaming experience overall.

    I don't think there is a another gaming company out there that will change their mind mid-way through beta and completely change a system because it became uninteresting or lame.

    I welcome this change with open arms. I prefer to choose 31 interesting talents then 51 talents out of which 25-30 are simple and plain boring.

    Mastery become a 'skill' is very cool.
  1. Ahms's Avatar
    Quote Originally Posted by Jathro View Post
    Builds are gonna be so boring. Everyone's gonna be 31-something and 10 points spread around that won't make a significant change between players.

    And so much for being 21-0-20 or something to that effect.

    Diversity among players of the same spec has just left the building.
    The game is already about cookie-cutter builds. There is no freedom of talent choice unless you want to be 'unique' and do something that still leads to a sub-par build.

    What they're trying to do is make all talents good, so you don't always have to pick the same ones. It doesn't matter if you have to do a 31/10 build always, if those 31/10 points can be entirely different between people of the same spec.
  1. tobokke's Avatar
    Quote Originally Posted by Wanell View Post
    Judging by the way the majority of casuals currently spec it would appear that the current talent trees were way to complicated for casuals so this was a logical step for Blizzard.

    This change has nothing to do with casuals... Why do people think that every major change is casuals fault?? Why everything is casuals fault?? For god sake leave the so called casual alone.
  1. DrJones's Avatar
    First they introduced cataclysm, completely changing the world (with major aspect on leveling). Announced some other changes and features.
    Cut down/changed some of the features.
    Cut down/changed talent trees again. With a major aspect on leveling.

    So I wonder if they will completely revamp PvP (especially arena and how they announced rated bgs would work) and raiding again.

    Wouldn't suprise me if you suddenly had rated 5on5 bg's or some automatic win/lose condition build in every bg (obviously not the ones that are there today), but if they did something, it would probably be something I can't think about.
    And maybe they will only let us raid 3 hours a day, because more would be bad, or to complicated

    Still don't realy like the change, but maybe, maybe, it will turn out well.... but that would either mean 1 talent point would give you what 3 different talents do today, or after the first point in the tree you will have 50% more critdmg, 20% more spellpowergain for spell x, pushbackresistance for spell a, b and c, reduced manacost for spell a-z, increased critchance for spell x-z.
    Sure you can put some things in the passive masteries, but not all of them. You either will have every talent with a description as long as shadowform or moonkinform or you will lose some of those things.
    That's what im concerned about: to lose things you have now. Sure, maybe I will do the same damage I do now and get new abilites, but maybe I will lose some effects I liked, that aren't that fun or important, just because they decide to cut down the trees.

    And the... give more choice and more important choices, while cutting down on everything might still make sense if you realy have to choose between awesome things, but it isn't as convincing, when they say, that they want PvE and PvP specs to be more similar, because that means your choices AREN'T as important.
  1. The Ogdru Jahad's Avatar
    It sounds like they are running out of ideas for talents and stuff, so they just took some out. Its not a change to the trees per say, its blizzards inability to provide new things. They are making it so it passes as a "new" feature or w/e they want to call it, but tbh its nothing short of failure. You can call this post a "troll" but I'm really not, until I see the changes are for the better, I'm going to say this is a horrible change to the game.

    When I leveled a character, one of my favorite things was planning out where my talent point would go so I can get to the next best thing, and smart players know to stick too 1 tree till level 60 so you can get your 51 point ability asap. It seems like blizzard is focusing to much on removing the room for error.

    Blizzard told us content would be harder and less casual friendly so there were high end raiding guilds who if they spent more time and effort, they'd get better shit. Instead, they removed the room for error so it was impossible to really be bad at the game. Another way this game is going down the drain.
  1. Powerogue's Avatar
    well my premade talent tree for cata is now worthless :P ah well....
  1. Ryme's Avatar
    I'm a big enough man to admit when I'm wrong. I was wrong. This looks awesome, can't wait for the next build.
  1. ruambivalence's Avatar
    wish people would keep in mind that they're trying to fine tune a game with 11 million + subscribers. gl creating something EVERYONE will like...whatever they do, i don't care. it's their game not ours. if you want a better game, make one or play something else. quit your bitchin'.
  1. Eyeball2452's Avatar
    Quote Originally Posted by Blur4stuff View Post
    Every complaint I've read so far makes no sense. You're getting angry about something that doesn't exist or isn't true.

    For example, this change makes specs LESS cookie cutter. As it stands now, there's basically 1 or 2 accepted specs for either pve or pvp. If you do anything very different from that people ridicule you, kick you out of raids, or don't let you join the guild. With these changes you get those necessary talents and then have extra to play with as you see fit. Your character will be more unique than it currently is.

    A good example of this nonsense would be my friend. She happens to like mage frost tree. She enjoys it the most and doesn't like playing as fire or arcane. Almost every dungeon pug this past year there was some douchebag saying rude shit to her for being frost. Some people even fucking left the group or tried to kick her because of it.

    Also, this does not devolve or dumb down the game. How you can honestly believe that choosing between +1% crit or +1% dmg is complicated or hard? The current talent trees are dumbed down if anything because there's only one or two good ways to spec.
    There are two issue here. The main one is really a social issue vs design issue.

    I think blizzard fixing most of the broken stuff in the game is good. However, the overhaul really needed to come 4 years ago, but was most likely blocked by te old EQ designers like Tigole. I don't think changing a mature MMO is a smart idea and I wonder why they chose to do it now? It looks like people who buy the Xpac are essentially financing the old world content update, where the xpac isn't even required to access that content.

    Really, Blizzard would have been better off taking what the learned from WoW and incorporating it into a new game rather than alienating their core player base. It basically doesn't make sense ... Blizzard is planning to put out SC2 and D3 that play like games from 10 years ago and ten they drastically overhaul the cash cow that they didn't need to. There are apparently about 10 people all trying to drive that ship in different directions and it's not clear that any of them know where they're going.

    Personally, I don't really want to level new characters. I'd rather see an overhaul of the dungeon content or PvP system (offer an option that gets rid of gear discrepancies).
  1. Nak's Avatar
    Divine Storm at lvl 10? God....
  1. Unferth's Avatar
    Quote Originally Posted by fangless View Post
    lol shut up.
    God, these forums are no better than the official forums. Just a cluster of idiots who's only task in life is to argue and buck against anything Blizzard does. Give it a rest.
    You offer no constructive criticism of what I said and post "lol shut up" and you complain about people being idiots? I'm sorry but do you not see the hypocrisy in your statement?

    If Blizzard really wanted to balance all 30 trees they could. In fact most anyone could balance the trees, its actually not that hard. I have seen a great many suggestions (as well as really bad ones) to buff or nerf abilities for classes and specs that would have done well to balance the trees, yet were completely ignored by Blizzard.

    For one reason or another Blizzard has chosen not to truly balance the trees, why they haven't, I truly don't know. Whether it be purposeful or due to incompetence I don't know, though I strongly suspect the former.

    The one type of person I dislike the most, other than the blatant troll, on forums are the people such as yourself who accept everything Blizzard says as the word of God. I am reminded of the Ashen Verdict Reputation ring controversy. The lack of a plate class favorable Strength based ring not being included in the quest reward upon achieving certain reputation milestones with the Ashen Verdict. Blizzard response was that "technically" it was impossible to offer more than 4 quest rewards in a quest. Many people cried foul of this explanation while still a great many more, such as yourself, accepted Blizzards excuse, and then proceeded to defend Blizzard all the while chastising the objectors for their lack of faith in the almighty word of Blizzard. And then lo and behold a month later their was a 5th ring available.
  1. Terracresta's Avatar
    One of the things i liked about wow were the big talent trees but lets wait and see how this will work out in the end... if we will actually play cata with the announced forum changes...
  1. bunnytrail's Avatar
    I'm loving it.

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