- 2013/05/22 11:47:00 PM
Well. To be fair, a lot of people never look up how to spec their characters, and so in those cases the old system probably felt slightly more dynamic. Unfortunately what they didn't know is that their choices were probably wrong. But maybe they don't care that their choices were wrong and their character was suboptimal - that's an honest way to play a game. Not everyone wants to ensure their character is maximizing its output, and it's the look and feel of the system that's more important than its actual effect.
That said, the new trees are still superior in offering competing options and each one can change up how your character plays, and differentiate it from someone else. If you look at build guides these days the suggestions for talents are usually just breakdowns on how each one works and which ones work better in what situations. There generally aren't any clear cut builds because most choices are viable depending on what you're doing. Obviously everyone is going to have favorites, but the fact that talent builds are a discussion instead of a map on how to place points, I think it's worked out quite well.
I'll add in the caveat that it's not perfect, some trees don't offer great options, some options aren't taken very often, and those are things we'll continue to tweak. Overall though we're quite happy with how the new trees have hit the goals we set forth.