Actually, you learn them from your spellbook.
Actually, you can see them in your spellbook.
Not entirely true, especially in higher level zones, though I will agree that mobs generally pose no threat to players at lower levels.
Only if you have the tutorial tooltips turned on in the options.
Talents and specializations have already been divided into two seperate things, and while you have fewer choices, they are generally far more meaningful.
The only thing the game has lost from the new talent system is adding points to your talent tree whenever you level up, and I do think that they should introduce some form of alternate advancement to bring that interaction back, as it made each individual level up feel a bit more compelling. However, I certainly don't want them to go back to the old talent trees.
They added dungeon maps so that players wouldn't have to alt+tab out and look up the dungeon maps on wowhead.
So don't do LFR?
I don't think they are doing that at all. I don't think they're trying to appeal to any group in particular, but rather have generally removed gameplay elements which could be considered frustrating rather than challenging.
I think that a lot of people, including you, confuse frustration with challenge, and complexity with depth. The talents are not any less deep than they were five years ago, though they are far less complex. There was
never anything difficult about choosing talents in the past.
In fact, you should go look at the original Classic talent trees and compare them with the current specialization/talent system. They were beyond bland.
http://wowvault.ign.com/View.php?vie...d=10&build=1.3
http://us.battle.net/wow/en/tool/talent-calculator#V!
Go ahead, compare them.
In Classic, a Demonology Warlock got
3 active abilities through talents (Fel Domination, Demonic Sacrifice, Soul Link) and several passives which amounted to slightly tougher demons, a bit more stamina and int, better healthstones, and decreased cast times on summons.
In Mists of Pandaria, a Demonology Warlock gets
13 unique active abilities through specialization (plus a unique resource mechanic and several passives), a selection of
6 more active or passive abilities through talents, and a selection of some
20+ glyphs which alter the way several of their abilities work.
Now, are you seriously going to sit there and tell me that we have fewer meaningful options now than we did in Classic?