MoP Talent Trees

#1 - Oct. 23, 2011, 10:23 p.m.
Blizzard Post
I hope this is a joke http://www.wowhead.com/mists-of-pandaria-talent-calculator

In WOTLK it was 71 points talent tree. CATACLYSM introduced a talent tree with 41 points. In MoP you have 6 points you can use to customize your characters. Ofcourse this is just a crude example of the finished talent tree and it does not show how glyphs and specs fit into picture. Maybe there is just one spec or you get starter skills of your choosing and then you select addiotional skills according to this skill tree. I can see them removing half of the glyphs actually.

In any games I have played one of the most important thing has been building my own character and choosing my skills. Building the ultimate character in Elder Scrolls or Fallout has always been a fun task. Sadly this talent tree does not look so fun: 1 skill per 15 levels? I want more options.

Though the current talent trees do not leave much choice for freedom either. You leave few points out from each talent tree (aka the useless skills), but atleast you had somekind of illusion of there being several options.

Do you like the new trees? Or what is wrong with them?
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#18 - Oct. 24, 2011, 11:41 a.m.
Blizzard Post
The difference is that right now there's a way you spec your character, and then there's maybe a handful of "Ok now you can do whatever you want with these 4 leftover points." Those points are leftover because they ultimately don't matter. You don't really even need to spend them to do well. It's not a good system, and the few leftover 'choices' don't feel awesome because... well they aren't, they aren't awesome, which is why they're unimportant points.

With the new system we give you everything you really need automatically, and talents are going to be more interesting 'style' and utility choices than a bunch of stat and damage increases. The choice comes, hopefully, from choosing talents that appeal to how you like to play or what you think would be particularly useful for a specific boss, fight, or encounter, and the ability to swap around points freely while out in the world help reinforce that.

We still fully expect for people to devise optimum builds for specific situations, but there's a difference between optimum and no choice at all.

We think once you see the majority of talent choices you'll understand a bit more why these choices aren't really going to be bombarded by optimum build mentality. The choices just don't have a clear optimal because most of the choices don't lead to direct output increases.

If that doesn't seem to be the case then we need to work on it more.