Again, no one has made this argument.
I merely said that far more synergy is possible among effects which could thereby increase throughput in the Specialization Trees, as opposed to the Class Trees.
The Class Trees have no choice but to be fairly generic, because they’re not part of the tree that grants the vast majority of one’s throughput-related/affecting gameplay.
That’s nonsensical. We’re using talent trees now. You have therefore only two options: to balance X against others of the same category of access, or to balance X against everything.
If we did as you suggest, we’d have to balance the likes of Steel Trap against the likes of Trailblazer, Improved Tranquilizing Shot, or Camouflage.
…Do you really wish to tell me that Steel Trap is worse for being balanced against the likes of Injectors than also needing to be squished down to the power of the likes of Improved Tranquilizing Shot?
This is an irrelevant butwhatabout-ism.
You specifically claimed that the Class Tree was worse for not having more throughput talents and for throughput being limited to the capstone tier. That is what I and others here have rebutted. That has nothing to do with their ability to create more, or more interesting, talents (save in that Class Tree throughput tends to be far more creatively constrained than Class Tree utility, such that your preference would probably cause the average talent to more dull, actually).
Again, what should be in their place then? A Class Tree MUST house at least 11 competitive capstone talents applicable to each spec.
Let’s take a look at those “real” capstones of yours:
- Dire Pack
- Killer Cobra
- Rylakstalker’s Piercing Fangs
- Wild Instincts
- Blood Frenzy
- Wailing Arrow
- Call of the Wild
- Eagletalon’s True Focus
- Volley
- Salvo
- Bulletstorm
- Windrunner’s Guidance
- Razer Fragments
- Dead Eye
- Wildfire Infusions
- Fury of the Eagle
- Spearhead
- Coordinated Assault
Of those, how many are actually applicable across all specs? Otherwise, you’re not actually increasing the number of capstone options available here. You’re merely putting more spec points onto the class tree without increasing what all the class tree offers to a given player (as they can be in one spec at a time).
These, for instance, are talents I can imagine us seeing in our Class Tree capstones:
- Wild Spirits
- Flayed Shot
- Razer Fragments
- Deadeye
- Chakrams (old version, not Death Chakrams)
- Powershot (though this would mean it can’t see as many synergies in MM)
- Renamed to, say, Power Throw on SV and reskinned to use a piercing spear throw instead of a piercing arrow, or just using Power Throw for everyone, just as everyone uses Chakrams anyways.
- Windburst (though this would mean it can’t see as many synergies in MM)
- A Murder of Crows (but this would mean it can’t see as many synergies in BM)
- Burning Embers (set Tar Trap on fire, but that’d mean you have to delay Tar Trap)
- Shatterpoint (gives the Shatter effect to enemies caught by Freezing Trap)
Resonating Arrow(except, I am way too tired of that sh** arrow, so no, unless it were reworked to be more interesting as per the likes of Echoing Reprimand instead)
And that’s it. That’s about all that can apply across specs, and even then, not all of them are going to feel especially powerful per use.
And that’s not just because of SV (who could use Barrage just fine if they so much as flipped a switch to remove the arbitrary restriction). Even BM and MM constrain each other heavily.
That’s not to say we couldn’t come up with new skills from scratch that could suit all three specs, but there aren’t many effects we could reasonably drag and drop to the Hunter Class Tree right now.
Such as…?
- Death Knight class capstones are generic, rather than split into spec-specific groups.
- Druid class capstones are generic, rather than split into spec-specific groups.
- Evoker class capstones aren’t particularly split into spec-related groups—probably because they have two specs anyways.
- Mage class capstone aren’t spec-specific and are lackluster to the point of being skipped in favor of stat stick talents.
- Monk capstones are obligatory, with maybe one extra capstone being takeable for off-role utility purposes.
- Paladin follows the same trend as Monk, but better done (more flexible, with more utility/healing vs. damage option swing).
- Priest’s capstones somewhat do as you suggest—though as strings instead of diamonds/clusters—and are largely hated for it.
- Rogue’s Class Tree isn’t thematically split into groups (instead, into 5 4-point paths that aesthetically surround each other) and is mostly loved for it.
- Shaman has only ~3 throughput nodes among its capstones, none of them for damage, as is generally liked for it. You could say perhaps that there is mild grouping, but they largely overlap or cross over.
- Warlock has only one truly active capstone per spec (Inquisitor’s Gaze is a 1-hour buff).
- Warrior’s class capstone tier is the closest to doing what you describe, by bundling by spec just by sticking Arms-only or Fury-only 10% damage nodes into the left and right side, respectively, and is frequently hated for it.
- …And Warrior was the last of the currently released Class Trees.
Of all the talent choices that would make sense to put in the space shared by all three specs, it would be those usable by all three specs, no?
That’s only three things:
- Self-sustain,
- Movement
- Crowd-Control.
Traps are one of the few contributors to those 3 things (in this case, Crowd-Control) that retain fairly even value across all three specs.
Can’t say I’d personally ever want to have a (frequently/quickly invisible to allies) ground-targeted effect again, but… could just have both.