With spells, glyphs, and talents being so far spread out (as well as automatically being granted spells), folks who are leveling new toons in beta aren't feeling as though their character is improving over time
Note that you’re probably getting about the same number of spells as you level up (or ideally a few less because most classes have some bloat). You are getting fewer talent choices, but as I tried to explain above, we feel like many of those weren’t real choices.
The talent system was originally implemented way back in vanilla beta to give players some ability to customize their character. We’d rather it serve that purpose than being an interesting level up mechanic. Leveling up is generally pretty rewarding on its own. It is at max level where players often find themselves getting bored. There are many reasons for that and we’re trying to address the problem in multiple ways in Mists, but letting two Fire mages standing next to each other have different talents is a good start.
I totally agree with this. There are a few interesting choices in there, but for the most part I felt like it didn't matter. I could have clicked anything and it would have made no difference.
I see this opinion sometimes, but it’s sort of a catch 22. The argument goes that if there is one obvious choice from three, then the choice isn’t interesting. I'm with you so far. But if all three choices are valid, then the argument is that the choice still isn’t interesting because there isn’t a wrong answer. I don’t think that ultimately holds water though – saying there are valid choices isn’t the same as saying the choice is irrelevant.
Let’s assume that housing prices and average pay are similar between Austin and Milwaukee. (I have no idea if that is true, but let's assume I took the time to Google average housing prices and pay scales in two USA cities and found two suitable examples.) Moving to either city might be a valid choice. There isn’t a “right” answer. But you would certainly notice the difference! Decisions don’t become irrelevant just because there are multiple valid options.
I have respecced 5 times on the beta. That is 5 more times I have respecced my unholy spec on live in a year.
I think the biggest issue, and the one you never seem to grasp in all of your silly replies, is that if I am a holy paladin, I want to make choices related to healing. If I am a ret paladin, I want to make choices related to DPS. If I am a prot paladin, I want to make choices related to tanking.
If we give you a tanking, healing and DPS choice and you are a Holy paladin, then you’re going to pick the healing one. It seems like we should just make that automatic rather than require you to pick it manually.
Or as Malis says below:
When I go to a lobster buffet I still want them to serve me rice, baked potatoes,fries, and salads that I'm not going to eat.
If you’re asking for a Holy paladin specific talent tree with 3 good choices per tier, that gets back into the issue I mentioned before, where the number of talents in the game would be insane (612 I think). Probably you'd just see a lot of +5% crit talents again.
Besides, things like survivability and crowd control are mechanics that are useful to virtually every character. One of the cool things about scenarios is that they often don’t have a tank, so stuff is attacking you more, so you have to deal with it. Survival, control and escape buttons are really useful for those.
Even in very hardcore raiding situations, the healer that worries only about healing and nothing else (including their own survival) isn’t a great contributor to the team.
and who gives a damn about the trash before said bosses
Tragically, trash do kill players and any time you spend there is less time you have to focus on bosses that night. Bosses often have adds as well. :)
I was unaware of any poll to back up this statement.
Miscomm. My comment wasn’t about how much players like or dislike the system. My comment was that players who come up with builds that are creative yet effective in the live game are in a very small minority. The overwhelming number of players use the same builds, which should be a pretty good indication that the system isn't meeting its goals of offering choice.
I don’t need to poll players to figure out that data, because we can just look at the data. :)
This example makes no sense- OF COURSE 100% of ret paladins have Zealotry, because you're forced to put 31 points in a tree to access the other two. Many players used to use mixed specs such as SL/SL or reckadin specs back when that was an option, and probably still would if it was actually possible.
I have a lot of confidence that 90%+ of Ret paladins would take Zealotry if it was in the first tier of Holy. The only reason players historically went halfway down two trees is when they found degenerate builds that were so brokenly overpowered that it was worth giving up the core abilities that we assume they have in order to function. On the other hand, if you were a Ret paladin who liked to be able to heal a little, the new talent trees should help you do that.
You're absolutely right, Mr Crab, Cataclysm talents were horrible. Instead of stripping away even more character customization and experimental playstyles, how about you go back to the perfectly functional talent system we had in WOTLK and before?
Now that data I don't have in front of me, but I'm fairly confident that the kinds of percentages I offered above would look the same for LK or BC. There might have been more variation in vanilla, but that was probably because you got worse results from Googling “Combat raiding spec” back then.
Take these new talents but put them at the bottom of talent trees. To get to the bottom of these trees, we have to click some colored boxes that do nothing. Now people will feel like they're choosing these new talents because they're clicking more boxes just like the good old times! So much customization!
Lol. We debated a system where players could choose the order they earned spells or even combat stats like haste, so long as everyone ended up with the whole package at max level. We ultimately decided that enough players would ask “Why offer a choice with so little impact?” and weren’t sure we’d get enough bang for the buck out of such a feature.