Originally Posted by
Alkizon
Current design of classes' organization is very flawed in quality of "development", since perks are too "greedy" for influence (a lot of them are too significant to be just talents (they create spec mechanics, not complement/benefit specific "whole class'" ones), as well as what is distributed to specs separately by default - these systems disrupt organization of healthy, both
momentary and
long-term choices
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there happened not only possibility, but also need for constant switching of what was previously always available, hanch such general dominance and demand of min&max-ing mentality; think for yourself, how often you would need to switch old talents in side-altars of your priority build, mmm? maximum "PvP/PvE and other role" right? because there was no such significant burning feeling that you were losing something class related much and this despite fact that if your build will be very different from "standard", you were staying just representative of your class, highly specialized or broad-based on your choice; and all because degree of influence and appointment of new and old talents differs greatly within design
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that over past six months we have also discussed in sufficient detail, and even devs didn't miss opportunity to turn this into ridiculous meme/put in service of marketing), which is why, when trying to return "build" significance within classes in Legion, the latter one were simply smashed to pieces (which we, in fact, have been talking about for years, and smart people talked about this already during process of new system's formation). The latter speaks (again) in favor of fact, that no matter how pleasant new system is/was, but foundation laid in Cata and implemented in MoP wasn't in favor of game.
Problem is in class structure and specifics of talents. There was no such thing before, which means that in general there was no such urgent need. Sad that there are some individuals asking for "more and more really significant talents". When offering something it's worth thinking about
consequences first. I repeat, main talents' task is to support certain mechanics available in the whole class (at the same time, freedom of choice must be respected/
without spec's "default" stuff, useful or unhelpful, significant or irrelevant, mandatory or optional, it's player, who has to make any decision, even every another +1%, but none of devs; this is players' right to do "like everyone else", find cunning stuff or make mistake, it adds flexibility (even if just imaginary), since, due to insignificance of 1 step in chosen direction, error/assumption doesn't seem
as catastrophe and therefore
doesn't require constant momentary change/moderation; system must obey hierarchy without random/misplaced/borrowed~temporary $hit), but not turn each of directions into separate one.