Every resto druid in pvp can now take an on command 40% sprint for shifting in and out of cat or travel form. They can also now take the permanent 15% movement speed increase from feral's affinity, and the 5yd range increase from balance affinity and the 6% total damage decrease from guardian's. The mini commanding shout in bear from found in conduits, and CD beacon of light talent they had in WoD.
Blood Death Knights can now take Will of the Necropolis, Anti-Magic Barrier and Mark of the Blood (their entire 35 talent row) at the same time. They can also take Wraith Walk, Grip of the Dead and Tightening Grasp (their entire 40 talent row) at the same time. In fact, as it stands, most classes will be able to spec into multiple talents or every talent from talent rows in the new system, including final tier talents.
Choice nodes existing doesn't prevent wild combinations when it doesn't matter if you pick Avalanche or Frozen Pulse, because you can still also pick either one AND Frostscythe.
Your assessment of this system shows a great degree of ignorance of the intricacies of tuning and balance, as well as a lack of understanding of how the new system works. It doesn't matter that the effects aren't new when the combinations available are things that have never been possible before outside of very specific tiers in torghast runs.
When your frost DK can now go Obliteration AND Breath of Sindragosa in one build, you have a huge amount of tuning ahead of you and the constant threat of absolutely wild combinations that, despite being the same talents as before, were previously totally impossible. When every spec has such wild combinations now available, you have as much or more tuning ahead of you as balancing a bunch of options (conduits, legendaries, covenant abilities) that are just adding a very self-contained additional damage output that you can buff or nerf without worrying about how suddenly a totally different build is rendered useless.
When the rogue tree is available and you realize that rogues will in all likelihood have grappling hook AND shadowstep AND probably acrobatic strikes and hit and run (causing Burst of Speed flashbacks), or that Arcane mages will probably be able to chose between Incanter's Flow and Rune of Power and then ALSO bring Focus Magic to a group.
You are going to realize that the same items in an entirely different selection process is not "lel a visual change"
Last edited by Hitei; 2022-06-11 at 01:21 PM.
Yes, it is. Also, it's 3 new talents (Blessing of An'she/Elune, Syzygy), so you can't even count. There's also changes to existing abilities and the loss of soulbinds to consider, as well as Legendaries and set bonuses. All the changes combined lead to a major change to the overall situation, so even if things were balanced previously, they don't automatically are in DF.
We'll also as usual will drop quite a bit on secondaries, leading to different dynamics. For Balance, Mastery will be considerably weaker until we can rebuild it due to the way it scales for us.
So it's mostly you not being able to think outside your tiny little box. Shallow indeed, but not the design.
I think people are off base expecting weekly updates with the talent trees. They pretty much said these trees are very much just prototypes. I don't see them going full throttle developing trees for every class when they don't even know if this is the format they want to use yet.
Sometimes, the light of the moon is a key to other spaces. I've found a place where, for a night or two, the streets curve in unfamiliar ways. If I walk here, I might find insight, or I might be touched by madness.
So looks like talents blogs won't be regular weekly thing. I still expect Alpha launching ~mid July though, but that makes exact date harder to guess.
Just because they are the same design concept doesn't mean they have the same tuning. They can't just drop legendary effects as is in the tree because legendaries have different power budgets.
So yes, basically every talent needs tuning passes.
Last edited by puddypounce; 2022-06-11 at 03:33 PM.
Wait a moment. Having to grind other types of content than you prefer and lower difficulties that you are geared for was main BfA complain. In SL they removed grind, kept systems. Then complexity of systems were main SL complain. In DF they do EXACTLY what people wanted - to keep progression simple, just level, then pick right talents for situation in single window and gear up (from multiple sources and with tier gear of course).
Doesn't mean DF has zero progression outside. We know about professions with talent trees, dragon riding and switching zone reputations to renown like system with cosmetic and gear rewards.
I'm gonna be honest, I take Dragonflight as a chance to see if Blizzard can slow down and actually do 3 major patches again while also seeing if they try a better approach to handling the community.
But yeah, I mean I think people still forget theres' a World Content Team and again here's the direct quote about that team:
Originally Posted by Gamerant Interview "What World of Warcraft Learned from Shadowlands to Create Dragonflight" with Jeremy Feasel and Graham Berger
I no longer reply to quotations beyond if you're asking a genuine question or have a non-confrontational stance.
I don't think DF will have some revolution with world content. If you watch closely, with every expansion there is more and more casual stuff to do in open world. In Legion only Argus was filled with cosmetics, mostly mounts. In BfA Warfronts (zones), 8.2 and 8.3.
In SL first time every single zone has ton of stuff like this, often it's not just rare drop but some puzzle or treasure hunt. Also every covenant have some casual special piece of content.
In DF good step would be expanding casual content, give every zone at least 1-2 activities similar to Venthyr party or Kyrian arena. Also, while they sort out UI, it would be great to implement addon like HandyNotes/Rarescanner into base game. Lot of people don't even notice many casual content.
What I meant is some kind of character progression that's not solely about item level. We had that in every expansion since Legion. I know the issues of borrowed power systems and they've been explained a lot, but in Dragonflight we go from one extreme to another.
You character progression in Legion, BfA and Shadowlands basically started at max level and was absent during leveling. In Dragonflight it's the exact opposite, your character progression is during leveling while it comes to a complete halt at max level. And I expect this to be a major issue because there's no ongoing development of your spec / character besides getting better gear. Your class just stays exactly the same the first time you reach max level during the course of the entire expansion. After 6 years of borrowed power I am pretty sure the majority of players will not see this positively.
I'm not advocating for borrowed power, god forbig, I'm just saying that your class / spec should still evolve after max level. And in Dragonflight that's just not the case (at least not what we've been shown). They can implement something in 10.1 etc. sure, like Essences or whatever, but with the information we have now max level in Dragonflight seems to be very... boring. No solo endgame content akin to expeditions or Torghast, no class progression, nothing. Just gear treadmill.
Last edited by Nyel; 2022-06-12 at 01:37 PM.
MAGA - Make Alliance Great Again
@Nyel You ARE advocating for borrowed power. You want power progression different than gear after max level. What you expect from people to do when 11.0 will launch? Grind all these max level stuff?
Because you know, gear/item level is 'borrowed power' as well, just more natural and acceptable. And no one said our playstyle won't change whole expansion, that's job for different tier sets.
Sadly, no one besides a few people liked stuff like island expeditions or torghast, and while I enjoyed them stuff like visions can stay away from the game for good if you ask me. Same goes for any kind of "expansion wide borrowed power". It's fine if we "only" have to level and gear up, that's why the game has alts afterall. And as Dracullus said, tier sets will handle the "change your spec during an expansion" issue.
And with fated raids at the end of an expansion you will have atleast 3 or more different tier set builds for your spec, which is actually quite awesome and diablo like, especially if they manage to balance them for different niches.
I had this idea. What if the "borrowed power" was actually talent points. You could grind 5-10 additional talent points by hitting different targets throughout the xpac. Next xpac, if you have gained the talent points, when you get to those levels you gain nothing (but you also lose nothing). MEanwhile new players/alts will get those talents points by leveling. So you are not getting borrowed power, rather you get early access
Last edited by Lady Atia; 2022-06-12 at 03:22 PM.
I think it DF it (I mean progression beyond power) will be just connected to dragon riding. In early expansion to travel more efficient, in second part to show off your dragon. Hopefully it's like artifact weapon, but more customizations.
I'm not enemy of borrowed power if done right (account wide, you don't get overwhelmed by 5 menus you must keep track before raid, it's always relevant after expansion for expansion continent and timewalking etc.), but this is so hated concept right now we just need one "clean" expansion or at least patch.
Community in WoW have 0 trust in devs and total trust for wannabe dev from youtube/twtich, so sadly things works that way, people must burn their fingers just like with "loot must matter".