I’m sitting here, thinking about what they based their BM talent tree design/composition on. One of my bigger concerns is what prompted them to decide to rework Barbed Shot into only having 1 charge by default.
Background
The last time you played BM without having 2 charges of “Barbed Shot”, was back in the early days of Legion. Back then, Barbed Shot did not exist. Dire Beast was the baseline ability in its place, and you could talent into Dire Frenzy, which replaced Dire Beast.
Dire Beast tooltip in Legion:
[Dire Beast] - Instant - 12 sec recharge
Summons a powerful wild beast that attacks the target for 8 sec.
Generates 12 Focus over 8 sec.
Dire Frenzy tooltip in Legion:
Dire Frenzy - Instant - 15 sec recharge(12 sec recharge – after patch 7.1.5)
Level 30 Beast Mastery hunter talent
Causes your pet to enter a frenzy, performing a flurry of 5 attacks on the target, and gaining 30% increased attack speed for 8 sec, stacking up to 3 times.
Generates 25 Focus.
Replaces [Dire Beast].
(In earlier iterations, the tooltips also explained how each use of the ability/-ies reduced the remaining cooldown of Bestial Wrath by 15 sec)
With Dire Beast, it was simply about using the ability whenever it came off CD or whenever you got a Wild Call proc. It did some damage, it reduced the CD of Bestial Wrath, and generated some Focus. That was it.
With Dire Frenzy, which had the Frenzy mechanic of bonus attack speed for your pet, like Barbed Shot does today. Back then, you wanted to stay on your toes for procs of Wild Call, to allow you to stack the Frenzy-effect up to max. But beyond those procs, it was the same thing as Dire Beast. If you didn’t get a proc, the Frenzy-effect simply fell off before Dire Frenzy came off CD again, like in this short video (https://www.youtube.com/watch?v=-lDcGhBj0Uc&ab_channel=Michelanvalo). There was no manual way to reliably stack it up.
Looking at the BM tree for Dragonflight
Fast-forward to today, where we can see how the talent tree for Beast Mastery is designed so that you don’t have 2 charges of Barbed Shot by default. You also don’t have Wild Call to allow for additional procs, by default. And you don’t have the CDR for Bestial Wrath baked in as a default function of Bestial Wrath. In order to get it, it also requires you to pick a certain talent. If you don’t pick them, you will never be able to reach 3 stacks of Frenzy on your pet, and Bestial Wrath’s uptime will more or less be reduced by ~60-70%, if not more. It’s not exactly hard to make a build that includes none of these aformentioned effects/talents.
Essentially, you have to spend several talent points on specific talents just to get effects, all tied to specific abilities, which do so much towards enhancing the flow/gameplay of Beast Mastery, the core loop so to speak. Without these effects, the spec would most likely feel incredibly rigid.
The point with all this is that I sincerely think that there are plenty of other ways to construct an interesting talent tree for Beast Mastery, without having to pick apart individual abilities, in order to split their effects into multiple talents just to fill out the tree. Especially when many of these effects are more or less required in order for the loop/flow of the spec to feel more complete, and engaging.
I can be okay with keeping Wild Call as it is in the talent tree. However…I wrote this before in the original post in this topic. I would do this as a minimum, when it comes to keeping that core loop/gameplay flow:
Barbed Wrath - Should be reworked
The cooldown reduction for Bestial Wrath should be a default element of Bestial Wrath itself, like it is on live. Ideally, the reworked version should read something like:
[Primal Instincts] - Barbed Shot now also reduces the remaining cooldown of Aspect of the Wild by 4/8 sec, and Aspect of the Wild now increases your Mastery by -/- for the duration.
Loaded Quiver - Shouldn’t exist as a talent
Barbed Shot should go back to having 2 charges by default. Replace it with a talent that has this effect:
Increases the base duration of Frenzy by 1 second. Casting Barbed Shot reduces the remaining cooldown of Bestial Wrath by an additional X sec.
…or something like that.
I have the other notes in the OP as well, but again, those aren’t necessarily about the issue at hand. Having said that, I would love a change to the talent Beast Cleave. Something like:
Beast Cleave - Increase duration
For the sake of gameplay flow, ideally, something like changing Beast Cleave to a 2 point talent(still 75% total damage, at 2/2 points), and then adding a small tangent branch node(1 point) directly below it that does this:
[Improved Beast Cleave] - Increases the damage of Beast Cleave by 10%, and Beast Cleave now lasts for an additional 6 seconds.