Haven’t they been saying they haven’t forgotten about Boomkins for the last 4 xpacs?
Haven’t they been saying they haven’t forgotten about Boomkins for the last 4 xpacs?
BS there is just so much you can do with a controller, for lvling it might be fine, for most other things? not so much
"There are still plans to allow players to transmog white and gray quality items, but there is still tech work to be done."
lol wonder what "tech" need to develop to allows that XD
Retail wow works like this: Log in and complete your daily chores so you can unlock a thing/skin. Then you do the combat gameplay in a dungeon/raid so you can get an item that has a bigger number. Then you do the exact same thing the next day. Seems to me that dragon riding has no place in that game. Every player wants to finish the content as quickly as possible but now you have to manually "walk" there. That's not gonna get old after a year for sure.
Maybe. The point is that in FF you have time to cycle thru abilities and pick things without having to worry about enrage timers or tight dps mechanics.
WoW is designed differently, usually requiring faster timing and dps requirements than FF.
I’m not discussing which is better design, or stating one is worse than the other. Just the design is different between the 2 games; and WoW’s design is probably not friendly for a controller layout at its current encounter pacing. At least for the average player. I’m well aware there are videos of people playing with guitar hero controllers and such.
"Torturing someone is not an evil thing to do if it is done for good reasons" by Varodoc
"You sit in OG/SW waiting on a Mythic+ queue" by Altmer <- Oh, the pearls in this forum...
"They sort of did this Dragonriding, which ushered in the Dracthyr race." by Teriz <- the BS some people reach for their narratives...
I mean, I have played Classic. It's simply not fun or good past the nostalgia. These 'hybrid' specs you talk about were all pretty objectively horrible except for maybe one or two - which, okay, granted, it's cool that one or two classes had that. But by all other measures it was bad. The talents were uninteresting percentile increases. From a purely objective point of view, they were less complex than what DF introduced. In classic, I'm simply not excited to hit that next level because I'm gonna get something like '2% more frost damage'. Is that fun and interesting to you? I want my class to be complex and I want to shape how I play it based on what I take. In classic, you play your class the same way every time, except you have some percentages that coax you to press a different button. Sometimes.
Classic has it's merits, but it's absolutely not a complex game, by any means. It's not a hard game. It's not meant to be. It's supposed to be a trip down memory lane, and it sells. DF is emulating it to some degree with the talents, but keeping complexity into the equation, other than the gimmicky 'you can spec into all 3! It'll be trash but at least you can do it'.
I don't think we played the same gameThis expansion feels very classic Warcraft.
There is obviously a reason DF is emulating it. Because talent design is overall better. The percentages really aren't different. The only reason they made some of them higher is because of the level squish they did to 60. To emulate classic.
There were more than just 2 hybrid specs that were good as well. Many got nerfed before they got big in the game. You probably didn't even know this but spellhance which is playable in classic now got nerfed real quick back in original wrath. Pissed me right off. Something about, "this isn't how we intended enhance to be played", but that is exactly how they designed them every expansion after and WF their only real physical damage output other than regular melee they turned into hot garbage.
There were more than just 2 hybrid specs and the ability to have the options to theorycraft by mixing and blending not just one, but all three is what made the classic trees better.
Not everyone is gonna be good at theorycrafting as we can tell from your personal experience, but having the option is better than not having it at all. Instead to substitute that option they just remove half of your general spells like interrupt/silences make a side talent tree with them and let you have the illusion you have more options.
You claim to want to be able to shape you class to play it the way you want, but say you don't want the option of hybrid blending? That means you want less options. That means you want less complexity. That means you want less spell and attacks to mix and mesh your character to have to play with. The blending of trees gives more options and more complexity.
Last edited by Roflfaceroll; 2022-11-21 at 12:34 AM.
I can see your point from this angle, so I don't discount that. I think I have one issue with hybrid specs in general, though - that, in truth, with how specs have been structured since the beginning of Legion, would simply not work.
Is that generally a bad thing? Honestly, probably. But with what we have, what we got is the best outcome. The specs simply do not have cross-compatibility anymore due to the interconnectivity of everything within one specialization. It would make hybrids either useless or broken, with no in between.
Again, is this a bad thing? Probably. The current amount of theorycrafting isn't to what it used to be. Though, for what we got in the Modern version of the game with how classes play, this I believe is the best option.
Do you think playing a frost mage with hot streak would feel intuitive? Or, perhaps, getting instead Dreadstalker procs in the middle of your building phase as an Aff warlock? Perhaps being forced to weave Rapid Fire on your Survival hunter in the middle of your Mongoose Bite building would be preferable due to the DPS increase? It would make many specs next to impossible to play since they're all so incredibly different now.
Regardless, what you say has a lot of merit and I understand why the hybrid nature of the old trees was valid. I do believe that it was necessary to get rid of it for the current game design, though.
I get what you mean about the changes in the spell and spec designs, but that is the fun part of theorycrafting. For example survival may not benefit from rapid fire anymore, but beast mastery talents would be useful. For frost mage hotstreak may not be that useful unless flamestrike was open to all trees, then they could weave it into aoe.
Theorycrafting is about finding something fun or powerful to play that no one else thought of. Like the 1sec cd revenge tank hybrid spec for pvp or a holyshock dps hybrid paladin made with the healing tree for sp boosts.
When theorycrafting it is understood that you are giving up what is expected to discover a new way of playing, not just what activision blizzard wants you to play. For example the fiery with flame gauntlets fury warrior build that was recently discovered and hotfixed in wotlk classic(this isn't a hybrid build but shows that theorycrafting is still happening)which sucks for warriors in wotlk at this time. Their dps with and without bis is terrible until later in the xpac, but having the options to discover these new ways to play showed that even a game 15 years old with the old style still has many options.
That's a big reason I don't like the new style of trees. Yes it is better than the pick 1 of 3, but being limited to only those trees still makes it dull. Like I mentioned before, maybe they will fix this down the line, but the design is meh. The side talent tree made from what use to be your general spells is dumb. They should have just left that part out.
It's understandable that going further with the 'Classic-esque' design of the trees would've probably been a better boon with allowing cross-specialization talents. Theorycrafting would be through the roof because, let's be honest, it would be honestly overpowered. Which brings me to my current conclusion.
The class design as it stands would just be so incredibly broken with cross-specialization trees, considering the gigantic tools that every single spec gets. In the end, you'll have one, maybe two, viable specs for every single class, which combine all of the most powerful traits from two different specs. I think keeping the specs separate still gives specializations their identity. At least, with the current iteration of talents and class design.
In truth, maybe these things could change? Perhaps class design will become more subdued over time and the power will be shifted. Time will tell.