
Neither I nor those people you are referring to are “delusional”. I was simply pointing out the obvious. Of course there is going to be “more to come”. They didn’t announce the names of all 8 new dungeons, the raid name, boss names, how we would get gear (vendors, updates to the quantity of loot, etc.). So, yes, Ersula (before you start raining on parades because you think you’re entitled on a forums thread), there is “more to come”.
monday: dragonflying blog and 2 talent trees
tuesday: dracthyr blog and 3 trees
wednesday: two more trees and datamine alpha
thursday: alpha
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i just want my monk to have old style clones
based on the style of these trees we are going to get multiple styles of play (people sya that doesnt exist but top players sat in a stream and said you can)
the crafting system will have crafting being an actual progression style and possibly easier gold gain

This is my first rough draft build, but it has me so excited;
https://www.wowhead.com/dragonflight...MVihAUFAnFQYHA

Some additional “hopium/copium” thoughts on this Saturday morning before Alpha Week:
1). Blizzard has more in store for us that has not been announced (would be epic!)
2). Unlike previous expansions, Blizzard is being “smart” by not “over promising” new features that they “may not” be able to deliver on. Put simply, they have a lot more they want to do but can’t make the launch date deadline. So, perhaps similar features like: Warfronts, Islands, Torghast, Mage Tower, etc. could come in during a patch as opposed to at launch.
HOPIUM/COPIUM…IN-HALE
Here is the thing, if you can build something that focuses on one skill and you are still missing talents, then that skill has too many synergies to begin with and you are probalby on one permutation of whatever build will end up meta. WoW hasn't had this kind of gameplay before but tons of other games have and usually that's how things end shaping up; you focus on whatever spells have the largest amount of synergies and just pick everything that works with them.
Now if the tuning is half decent we will still be switching talents for different content and switching to radically different builds at that. And there should always be at least a few floating points.
Well, no.
The more choices the better. Let people play however they want. If someone isn't good enough they can be let go from the group.
As for toxicity, that should be dealt with as it's own problem. For example people are going to be toxic because of parsers or if you don't have DBM. I'm not gonna use either of those, I don't care how much someone malds.
It doesn't help that my hunter knowledge is non existent
Maybe the extra 10% damage on the ability is absolutely unnecessary when you can opt for a proc
I am interested in the fact that the trees we just got opt for a full separation of skills instead of investextra points to get one talent because there's only one path
Man if it is the 14th I'm such a good guesser.
http://twitch.tv/towelliee TowelRapaport #WoWsheet
My issues are these:
Far too many utility vs throughput choices both on class and spec tree. That does not mean I am saying one side should be only utility and the other only throughput. However you could place them in such a way that the choice is fully an illusion; e.g. place utility in branching points in the spec tree across the same row so effectively it is in contest with itself. While it is done to some extent, it often has branching points of its own which clearly places it in competition with throughput
Synergy stacking will likely lead to skewed damage distribution. Multiplicative effects effectively force good builds to focus on a small array of skills. That does not mean other skills will go away. We will have fillers floating in the deadspace of rotations that are just pushed just to push something while their interactions are skipped in favour of synergy stacking. This will lead to damage distribution where a couple of skills do the vast majority of your damage while others are just floating at tiny numbers which makes them unsatisfactory.
A major concern I have is with how balancing will be achieved. I know it's been over a decade since we had talent trees that allowed for this much customization and the team is very much different since then. Yet when we last had them, every time players got inventive and figured an alternate path to what the devs wanted us to take, the nerfs were extremely heavy handed. Is the current team going to allow experimentation and allow multiple builds to compete? I don't know. But I have no reason to trust them to. They also have to balance competing interests; it's not just going to be about what is the best balance for the game; a runaway spec will be allowed to stay for a long time because doing otherwise upsets dungeon leaderboards and the MDI. This system will allow that to happen far more often unless they tune early and aggressively.
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Why do you hate raid leaders and recruitment officers so much?

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.


Let’s have a healthy conversation/speculation session:
Answer one or both of these questions:
1). What is something you “hope” we get or is better explained during the Alpha/Beta cycle of Dragonflight?
2). What are you “most” worried about for Dragonflight?
I’ll start.
1). I would like to know/see a deeper explanation of what Dragonriding entails (blog post similar to Profession one or some gameplay ASAP).
2). That Dragonflight will be too similar to WoD in terms of content to do outside of the norm. (Personally, I don’t see this happening based on what “I” have read/seen. However, I know it’s a large concern for many folks)