Having 110 levels in the game with only 7 active talents at a given time gives leveling a totally dull feeling - unless you get lost in the amazing zone stories :-). I have given this much thought and I am 100% certain that the old talent trees need to come back in some form into the structure of our classes. I want to share with you my ideas about the class I play and spec I want to play the most in BfA and how the old talent trees ideology could make the current talent system much better.
The premise for the enhancement of our current talents requires all talents to have a 15 level gap between each other. So imagine that the first talent row to start at level 10 and the last talent row at level 100. Next imagine each talent has 3 specific perks with 5 ranks. Each level you get 1 perk point that you can invest.(starting with the level 10 when you get to choose first talent) However you cannot invest more than 15 perks in each talent row - so that it would not be a total mess, but nice progression.
Now the most important thing is that players would have a checkbox to automatically put all perks into the associated talent choices so the talent choice with all its 15 perks is the same talent as we currently have now.
Let me show you my ideas for Outlaw Rogue (please bear in mind that this is just an example I do not want to be Rogues an OP class and I have absolutely no experience in balancing the game in any way - I just want to demonstrate what could be done with this perk system)
Level 10
Level 25Weaponmaster - Sinister strike has additional 5% chance to strike additional time. The cost is increased by 5 energy and Sinister Strike deals 5% less damage
- 1st perk - 1/2/3/4/5% additional chance to strike additional time.
- 2nd perk - 1/2/3/4/5 reduced energy cost of Sinister Strike
- 3rd perk - 1/2/3/4/5% Sinister Strike damage increase
Quick Draw - Half-cost uses of Pistol Shot granted by Sinister Strike now have a 50% chance to generate 1 additional combo point, and deal 25% additional damage but the base energy cost of Pistol Shot is increased by 10 energy at all times
- 1st perk - 10/20/30/40/50% additional chance to generate 1 additional combo point from Half-cost uses of Pistol Shot
- 2nd perk - 5/10/15/20/25% additional damage from Half-cost uses of Pistol Shot
- 3rd perk - 2/4/6/8/10 reduced base energy cost of Pistol Shot
Ghostly Strike - 35 Energy, 60s cd, Melee Range, awards 1 combo point - Strikes an enemy dealing (80% of Attack power) physical damage and causing the target to take 5% increased damage from your abilities for 5sec.
- 1st perk - 1/2/3/4/5 reduced energy cost and 5/10/15/20/25 sec reduced cooldown of Ghostly Strike (if Ghostly Strike is not talented, then Adrenaline Rush has 5/10/15/20/25sec reduced cooldown)
- 2nd perk - 1/2/3/4/5% increased damage bonus buff (if Ghostly Strike is not talented, then Half-cost uses of Pistol Shot have 10/20/30/40/50% chance to get 1/2/3/4/5% buff for increased damage from your abilities for 10s)
- 3rd perk - 1/2/3/4/5 increased duration of the buff (if Ghostly Strike is not talented, then Adrenaline Rush duration is increased by 1/2/3/4/5 sec, but its cooldown is increased by 5/10/15/20/25 sec)
Level 40Acrobatic Strikes - Increases the range on all your melee attacks by 1.5 yards. Also reduces the range of Pistol shot and Grappling Hook by 15 yards and reduces your movement speed by 5%
- 1st perk - increases the range on all your melee attacks by 0.3/0.6/0.9/1.2/1.5 yards
- 2nd perk - increases the range of Pistol shot and Grappling Hook by 3/6/9/12/15 yards
- 3rd perk - increases your movement speed by 1/2/3/4/5%
Retractable Hook - Reduce the cooldown of Grappling Hook by 15 sec and the range by 15yards. After getting to the target location you get 2sec penalty with 10% reduced movement speed
- 1st perk - reduce the cooldown of Grappling Hook by additional 3/6/9/12/15 sec
- 2nd perk - reduce the movement speed penalty by 2/4/6/8/10%
- 3rd perk - increase the range of Grappling Hook by 3/6/9/12/15 yards
Hit and Run - Increases your movement speed at all times by 10%. However the cooldown of your Grappling Hook is increased by 15sec and decreases the range on all your melee attacks by 1.5yards.
- 1st perk - increases your movement speed by 1/2/3/4/5%
- 2nd perk - reduces the cooldown of Grappling Hook by 3/6/9/12/15 yards
- 3rd perk - increases the range on all your melee attacks by 0.3/0.6/0.9/1.2/1.5 yards
Level 55Vigor - Increases your maximum Energy by 10 (in the memory of old Vigor :-) ) and your Energy regeneration by 5%, but your finishing moves cost 5 more energy
- 1st perk - increases your maximum Energy by 8/16/24/32/40
- 2nd perk - increases your Energy regeneration by 1/2/3/4/5%
- 3rd perk - reduces the cost of your finishing moves by 1/2/3/4/5 energy
Deeper Stratagem - You may have a maximum of 6 combo points, your finishing moves consume up to 6 combo points, but the cost of all finishers is increased by 5 energy also you have 5% chance to loose all combo points when you get all of them
- 1st perk - reduces the cost of all finishers by 1/2/3/4/5 energy
- 2nd perk - increases the damage of all your finishing moves by 1/2/3/4/5%
- 3rd perk - reduces the chance to loose all combo points when getting all of them by 1/2/3/4/5% (if Deeper Stratagem is not talented then you have 1/2/3/4/5% chance to get 5 combo points after using a finisher)
Marked for Death - 30 yd range, 2min cooldown - Marks the target, instantly generating 5 combo points. Has a 50% chance to reset the cooldown if the target dies within 1 min. You deal 5% less damage to the marked target
- 1st perk - increases the the chance to reset the cooldown by 10/20/30/40/50% when target dies(if Marked for Death is not talented then all finishers have 1/2/3/4/5% chance to give maximum amount of combo points)
- 2nd perk - reduces the cooldown by 12/24/36/48/60 sec (if Marked for Death is not talented then increases the energy regeneration by 1/2/3/4/5%)
- 3rd perk - reduces the damage penalty to the marked target by 1/2/3/4/5% (if Marked for Death is not talented then increases the damage of all finishing moves by 1/2/3/4/5%)
Level 70Iron Stomach - Increases the healing you receive from Crimson Vial, healing potions, and healthstones by 20%, but cooldown of Crimson Vial, healing potions, and healthstones is increased by 30sec. Also using Crimson Vial, healing potions and healthstones make you vulnerable to damage by 10% for 5 sec
- 1st perk - increases the healing by another 2/4/6/8/10%
- 2nd perk - reduces the cooldown of Crimson Vial, healing potions and healthstones by 6/12/18/24/30sec
- 3rd perk - reduces the vulnerability to damage by 2/4/6/8/10%
Cheat Death - Fatal attacks instead reduce you to 2% of your maximum health. For 3 sec afterward, you take 60% reduced damage. Cannot trigger more often than once per 16 min.
- 1st perk - increases the health you are reduced by fatal attacks by another 1/2/3/4/5%
- 2nd perk - the damage you take after triggering is further reduced by 5/10/15/20/25%
- 3rd perk - reduces the cooldown by 2/4/6/8/10 min
Elusiveness - Feint also transforms 20% of all damage into a bleed from non-area-of-effect attacks for 5 sec. The bleed ticks each second for 5 sec after feint ends for all damage it prevented. The cooldown of feint is increased by 10 sec
- 1st perk - increases the effectivenes for non-area-of-effect attacks by another 2/4/6/8/10%
- 2nd perk - reduces the damage of the bleed by 20/40/60/80/100%
- 3rd perk - reduces the cooldown of feint by 2/4/6/8/10 sec
Level 85Dirty Tricks - Cheap Shot, Gouge, and Sap have their cost reduced by 50%. Also when someone is disabled by your abilities you take 5% more damage. The duration of these disables are reduced by 10%
- 1st perk - further reduces the cost of Cheap Shot, Gouge, and Sap by another 10/20/30/40/50%
- 2nd perk - reduces the damage you take when you disable enemy by 1/2/3/4/5%
- 3rd perk - duration of Cheap Shot, Gouge and Sap is increased by 2/4/6/8/10%
Blinding Powder - Reduces the cooldown of Blind by 15sec and increases its range by 5 yards. The duration is decreased by 2.5sec.
- 1st perk - further reduce the cooldown of blind by 3/6/9/12/15 sec
- 2nd perk - increase its range by 2/4/6/8/10 yards
- 3rd perk - increase the duration by 0.5/1/1.5/2/2.5 sec
Prey on the Weak - Enemies disabled by your Cheap Shot or Between the Eyes take 5% increased damage from all sources for 3.5sec. Also when someone is disabled by your abilities you take 5% more damage.
- 1st perk - increases the damage when enemies are disabled by your Cheap Shot or Between the Eyes by another 1/2/3/4/5%
- 2nd perk - increases the duration for the increased damage by 0.5/1/1.5/2/2.5sec
- 3rd perk - reduces the damage you take when you disable enemy by 1/2/3/4/5%
Level 100Loaded Dice - Activating Adrenaline Rush has 80% chance to cause your next Roll the Bones to grant at least two matches. Duration of Roll the Bones buffs are reduced by 20% and chance for getting 2 matches is decreased by 10%.
- 1st perk - increases the chance for Adrenaline Rush to grant at least two matches by additional 4/8/12/16/20%
(if Slice and Dice is talented then it increases its attack speed by additional 2/4/6/8/10%)
- 2nd perk - increases the duration of Roll the bones (or Slice and Dice) by 4/8/12/16/20%
- 3rd perk - increases the chance for getting 2 matches by 2/4/6/8/10% (if Slice and Dice is talented then it increases its Energy regeneration rate by 1/2/3/4/5%)
Alacrity - Your finishing moves have a 10% chance per combo point to grant 1% haste for 10 sec, stacking up to 5 times
- 1st perk - additional 2/4/6/8/10% chance per combo point to grant buff
- 2nd perk - increases the bonus haste by 0.2/0.4/0.6/0.8/1%
- 3rd perk - increases the duration of the buff by 2/4/6/8/10 sec
Slice and Dice - 25energy, Finishing move that consumes combo points to increase attack speed by 40% and Energy regeneration rate by 10%, Lasts longer combo point (9.6/14.4/19.2/24/28.8/33.6)
- 1st perk - increases the duration of Slice and Dice (or Roll the bonus) by 4/8/12/16/20%
- 2nd perk - increases the attack speed bonus by 2/4/6/8/10% (if Slice and Dice is not talented then it increases the chance for Roll the bones to get 2 matches by 2/4/6/8/10%)
- 3rd perk - increases the energy regeneration rate by 1/2/3/4/5% (if Slice and Dice is not talented then it increases the chance for Roll the bones to get 2 matches by 2/4/6/8/10%)
Dancing Steel - Increases the duration of Blade Flurry by 3 sec, but increases the recharge time by 10sec and increases the energy cost by 45
- 1st perk - reduces the recharge time by 2/4/6/8/10 sec
- 2nd perk - increases the damage of Blade Flurry by 1/2/3/4/5%
- 3rd perk - reduces the energy cost by 9/18/27/36/45
Blade Rush - 10 yd, 2min cooldown - Charge to your target with your blades out, dealing x damage to the target and 50% to all other nearby enemies. Generates 25 Energy over 5 sec
- 1st perk - increases the range of Blade Rush by 2/4/6/8/10 yards(if Killing Spree talented then 1/2/3/4/5 yards)
- 2nd perk - reduces the cooldown of Blade Rush by 15/30/45/60/75 sec (if Killing Spree talented then 6/12/18/24/30 sec)
- 3rd perk - While Blade Flurry is active damage to non-primary targets is increased by 20/40/60/80/100%
Killing Spree - 5 yd, 4min - Teleport to an enemy within 10 yards, attacking with both weapons for a total of x Physical damage over 2 sec.
- 1st perk - increases the range of Killing Spree by 1/2/3/4/5 yards(if Blade Rush talented then 2/4/6/8/10 yards)
- 2nd perk - reduces the cooldown of Killing Spree by 24/48/72/96/120 sec (if Blade Rush talented then 2/4/6/8/10)
- 3rd perk - While Blade Flurry is active damage to non-primary targets is increased by 20/40/60/80/100%
If you read all of this, please remember that I did enjoy making it and it is a first draft - I barely kept in mind some things that need to be considered when doing these perk suggestions.
What do you think of this system? Would it be good or bad? Or do you think that having just 7 talent rows is more than enough? I would love to read your ideas about this.