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)
I hope for a really in-depth dragonriding system, specifically in terms of rewards and challenges in the open world.
I am most worried about the opposite, a lack of open world content to really fuel the Dragonriding mechanic. Flying around should be inherently fun and rewarding, but I fear that it will be a once and done thing that the game quickly has you abandon outside simple movement.
Beyond that I would be quite disappointed if the "Bad choices" the developers talked about in regards to talent trees ended up essentially being only one or two predetermined paths being "accepted", instead of a variety of builds being possible with hotfixes being somewhat frequent to allow interesting combinations. (As an example. MM currently has the ability to completely omit Rapid Fire from their build in favor of going all-in on Aimed Shot. It would be a crying shame if this ended up being an unintentional build that Blizzard assumes is just inherently bad).
The world revamp dream will never die!
More worried and patch content schedule(I prefer a the whole 3 content tiers(Or haha raid tiers). But its a low amount of worry since I can't predict the future and well worrying over something I barely know anything about isn't healthy. Any hope I have is mostly class related to what I want in terms of how I play but its not a overall design decision more like a class decision.
As usual though outdoor content needs to be added more then what we expect(World quests treasures etc). Its nice that its there but it needs more, I've said this for years though so this is just ad nauseum.
#TeamLegion #UnderEarthofAzerothexpansion plz #Arathor4Alliance #TeamNoBlueHorde
Warrior-Magi
Makes sense with Towelliee taking off stream Tuesday/Wednesday before Thursday’s Alpha launch (for us plebs).
https://twitter.com/marlamin/status/...9OV1gAGP8X6E6w
Since we're talking about Black Dragons IMO we should see a mostly wise and benevolent Neltharion but very obvious nods to his future corruption I.E. Small things, not blatent, just very small moments that he's already being poked and prodded. That is if the Drac'thyr starting area even witnesses him.
#TeamLegion #UnderEarthofAzerothexpansion plz #Arathor4Alliance #TeamNoBlueHorde
Warrior-Magi
Part of me hopes that we’d get something akin to the DH starting zone where we start in the past then go through the “big battle” that Blizzard talked about that put the Dracthyr in stasis… then we wake up in present day.
Or they could do something similar as a “memory” because supposedly the starting zone will have us all having amnesia and finding their story/what happened along the way.
That doesn't work for a mass market game. Toxicity won't be dealt with as its own problem because it would be linked directly to the talent choices a person picks. If they have X, Y, Z that are known bad choices that don't produce viable performance for that spec then they won't be invited or kicked out of any group they do get it. If you don't see how balance contributes to toxicity in the game then you don't understand much about the design of the game.
Choice just for the sake of choice isn't better. Good choices is better but we know that bad choices will exist and then we fall back in to the illusion of choice. Something you may be fine with because you get "tricked" into thinking you have a real choice. But something that won't really be a choice for the performance-gated game that WoW is.
Last edited by rhorle; 2022-07-09 at 05:00 PM.
"Man is his own star. His acts are his angels, good or ill, While his fatal shadows walk silently beside him."-Rhyme of the Primeval Paradine AFC 54
You know a community is bad when moderators lock a thread because "...this isnt the place to talk about it either seeing as it will get trolled..."