2008-09-26 19:16:11
As many have stated, the design of tree's has been a major concern since WoW retail. I want to deal more with the combat tree at the moment, as it is still in a state of flux. The combat tree historically has had more possible points than other trees from other classes. It’s often had prereq type stuff, and multiple 5 point weapon specs. Its nice to see things like close quarter combat, etc, but there are still other glaring issues.
Why is it that most combat builds invest 11 points in tier 5? Most combat builds will be sword or mace, so 5 points, plus blade flurry for 1 point, and now 5 more points for aggression. Why is it for most combat builds to get to tier 5, your grabbing 6 points of filler. I like endurance and imp sprint, but even if I grab those, I have 2 more points of filler, which for pve is likely parry, because lightning reflexes is a bit craptastic, especially for the cost at tier 4. 3 points in tier 3 parry gets 6% avoidance, 5 points in tier 4 gets 5% avoidance.
Killing Spree. Ok, so for 2.5 seconds, I can’t use auto attacks, or specials, and if there are multiple mobs, I may end up on the 5th swing of my weapons, 10-20 yds away from my original target. I think in many cases now, the current implementation of killing spree, combats ultimate 51 point talent is a net loss of dps.
Mixing other trees with combat. Lethality is a good talent. Yet again however, if I want to spec combat daggers, I need to choose between relentless, lethality, and opportunity. In your attempt to make relentless easier to access, if I grab relentless, I need to give up opportunity or lethality. It makes no sense that a build that compliments lethality the most, cannot afford to max it. That’s just bad design, which has been there for a long long time.
What I am concerned with, is none of this is new. Historically Rogues get talents that kind of work, some dont, and then we wait to be fixed. We get synergies built in, then some parts removed, but not all the synergies adjusted. For example:
TBC Beta we get a skill that gives us a chance on hit daze, and a skill that does a % of our dmg in shadow dmg to dazed targets. The shadow dmg skill gets removed; we are left with a high tier daze skill.
Anesthetic poison. What happened to this, we get a passive threat dump, then it gets nerfed to 100% uselessness for the entirety of TBC.
Rogues have mobility issues in arena, per devs, and what do we get, a movement speed buff in assassination, and shadowstep in sub, each placed so you can’t get both. Now shadowstep gets changed to not deal with snares.
Shadowdance. Wow, it just doesn’t do what a 51 point sub talent needs, not to mention, the design is lackluster to say the least.
http://www.wowarmory.com/character-sheet.xml?r=Lightbringer&n=Wodahs
Why is it that most combat builds invest 11 points in tier 5? Most combat builds will be sword or mace, so 5 points, plus blade flurry for 1 point, and now 5 more points for aggression. Why is it for most combat builds to get to tier 5, your grabbing 6 points of filler. I like endurance and imp sprint, but even if I grab those, I have 2 more points of filler, which for pve is likely parry, because lightning reflexes is a bit craptastic, especially for the cost at tier 4. 3 points in tier 3 parry gets 6% avoidance, 5 points in tier 4 gets 5% avoidance.
Killing Spree. Ok, so for 2.5 seconds, I can’t use auto attacks, or specials, and if there are multiple mobs, I may end up on the 5th swing of my weapons, 10-20 yds away from my original target. I think in many cases now, the current implementation of killing spree, combats ultimate 51 point talent is a net loss of dps.
Mixing other trees with combat. Lethality is a good talent. Yet again however, if I want to spec combat daggers, I need to choose between relentless, lethality, and opportunity. In your attempt to make relentless easier to access, if I grab relentless, I need to give up opportunity or lethality. It makes no sense that a build that compliments lethality the most, cannot afford to max it. That’s just bad design, which has been there for a long long time.
What I am concerned with, is none of this is new. Historically Rogues get talents that kind of work, some dont, and then we wait to be fixed. We get synergies built in, then some parts removed, but not all the synergies adjusted. For example:
TBC Beta we get a skill that gives us a chance on hit daze, and a skill that does a % of our dmg in shadow dmg to dazed targets. The shadow dmg skill gets removed; we are left with a high tier daze skill.
Anesthetic poison. What happened to this, we get a passive threat dump, then it gets nerfed to 100% uselessness for the entirety of TBC.
Rogues have mobility issues in arena, per devs, and what do we get, a movement speed buff in assassination, and shadowstep in sub, each placed so you can’t get both. Now shadowstep gets changed to not deal with snares.
Shadowdance. Wow, it just doesn’t do what a 51 point sub talent needs, not to mention, the design is lackluster to say the least.
http://www.wowarmory.com/character-sheet.xml?r=Lightbringer&n=Wodahs

Wodahs
