I would argue they got exactly what they wanted - decisions and customisation that matters and is impactful in gameplay - and then one post later already regretted that because they realized that would mean there could be less than ideal talents / specs / choices for each given situation.
I've been consistent throughout the thread, you're just lost. Right now we're talking about talents. In my opinion there are too many throughput rows, too many throughput rows are AoE vs ST, these are easily simmable. I prefer much fewer thoughput rows, more gameplay-changing decisions among throughput talent rows, and more player-driven choice rather than sim-driven. In the end the decision should reflect on your gameplay but not your meter.
Why would you sim aoe vs st? If the fight has a lot of aoe, you pick the aoe talent. If it is pure ST, you pick the ST talent.
customization
/kʌstəmʌɪˈzeɪʃ(ə)n/
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noun
noun: customisation
the action of modifying something to suit a particular individual or task.
"the new software allows customization"
a modification made to something to suit a particular individual or task.
if you are not worried about the meter, and prefer the playstyle of the ST talent, USE IT.
He is talking about some kind of that difference:ClassicPeon
I'm not sure he actually knows what he is arguing tbh.
For myself, to separate one from the other: “real choice” is what I exactly call as choice, and the one that doesn't have far enough consequences is just an option/setting.Real choices are binding consequential commitments to a course of action, like buying a house, accepting a job, or casting a vote. However, scientists and forecasters interested in these real choices often settle for measuring hypothetical statements about likely or future choices instead. Hypothetical choices are common in psychology and neuroscience experiments when implementing real choice is impractical or unethical. The relationship between the two types of choices is also conceptually important because complex real choices usually have hypothetical future plans embedded in them. For example, a student might make a real binding choice of a university to attend, planning to major in electrical engineering, but the planned major is itself a hypothetical future choice, at the time of the real university choice.
The reliance on hypothetical choice data presumes that hypothetical choices are usually good forecasts of actual choices. But saying “We should get married!” is not the same as saying “I do,” which is a legally binding real choice. Furthermore, many studies have found a “hypothetical bias”: people overstate hypothetical valuations and plans compared with carefully matched real choices.
Here&here we talked about something similar, but somewhat for other areas of gameplay. As for the specific area under discussion, it's could be this or some links from it.
If on the whole topic... yes and no, problem in this case isn't so much in field of activity (PvP/PvE), but in their design, that was originally expect such mockery on systems, something like this:Technically, what you argue about as part of content is 1. "situational" every second choice + 2. choice that is made within system's work for a fairly long time together (both are parts of one system): 2. is "permanent" not for 1 fight, but for a while before meeting with class trainer together with loosing time and money for "re-qualifies" you (it's class “umbrella”, which consists of full set of class' abilities (mostly permanent completely) and, being overwhelming majority of them passively, talents of build (not spec)) - choice, and 1. cosists of equipped items (= characteristics) + particular using spells during encounter - flexible options. So called "borrowed powers" in their current execution fall out of system, damage it by violating hierarchical sequence.
Last edited by Alkizon; 2021-03-09 at 09:20 AM.
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That literally is the choise. Based on experience and dynamics. Do you take the aoe talent because its mythic+ and thats generally a good idea. Or does your group already have 2 DH's and its a tyrannical week?
Thats choice
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Permamnent choice is a different thing, equally interesting imo. Both are choices
Or utility, like I said earlier talent rows should have as few throughput rows as possible. They are the enemy of choice. At the very least they would be a more interesting and balance-able choice if they were all ST or AoE and offered impactful gameplay changes instead of the uninspired passives we have now.