Feedback on Classes in Dragonflight

They’re adding that to the baseline of the spell.
Deadly Coil: Reduces the Runic Power cost of Death Coil by 5/10.

This talent will be removed as a talent and wrapped into Death Coil baseline.
Developers’ notes: Deadly Coil has become quite important to how smooth the Unholy spec rotation feels and at this point is better served baseline than as a talent that can be opt-in or out of.

https://eu.forums.blizzard.com/en/wow/t/feedback-death-knights/368398/2

It would be amazing if we actually got beta talent calculators again.

Those where great for seeing the new trees in a very hands on way.

I have a couple of ideas on how to improve the state of Shadow Priest with this talent tree.

Move to main tree/make baseline (Priest): Silence, Dispersion, Vampiric Embrace
Make ability baseline (Shadow): Mind Flay, Vampiric Touch, Devouring Plague, Mind Sear, Void Eruption
Remove/Rework/Leveling Spell: Searing Nightmare, Surrender to Madness, Damnation

The fact that so many spells that are part of the core kit can be skipped over is a little insane, pun intended. Imagine building a tree where you don’t take Devouring Plague or Searing Nightmare and have no way to spend Insanity.

As far as Searing Nightmare and Surrender to Madness go, they have always been the problem child of Shadow Priest. Ideally, they would just be added as spells you get while leveling.

Searing Nightmare could work as a toggle: When toggled, Mind Sear will drain Insanity while channeling (rather than generating it), and will apply Shadow Word: Pain to all targets, and deal increased damage against targets with Shadow Word: Pain applied to them. This could be balanced by capping how many targets it applies Shadow Word: Pain to, or reducing the damage beyond ~8 targets. The toggle would be disabled manually, or when Insanity is spent. Additionally, talents could be made to empower it to spread more than Shadow Word: Pain, and such.

As for Surrender to Madness, outside of making this only usable when a target is below a health threshold or reworking it to have a different downside besides the player dying, this seems like an ability that is better off being removed, as the playstyle that enabled it to be good, where Voidform wasn’t a damage CD, and instead the player was racing to stay “ascended” as long as possible, is no longer in the game.

more race+class combos besides priest and rogue for every class. more demon hunter races

and please, rework the melee sv trees to not be so point hungry

I’m REALLY worried about inscription going into dragonflight.

even something minor like this being taken away is a big deal for an already struggling profession. is the only purpose of the prof going to be rep contracts and vantus runes going forward? There’s been so few glyphs the last few expansions and they’ve almost exclusively been for druids…

This is a fantastic addition to the system, I wish more games did something like this. I for one love the complexity of the trees and will enjoy customizing my build, but I know plenty of people want a simpler system that they can just set and forget.

wowhead has all the released trees up in their tools section

We’ll do what we did in Vanilla WoW, go to the Elitist Jerks page and follow their recipes verbatim. Well, now Icy-Veins, but the same idea. The trees just don’t have enough width and points to create unique builds. And since some very desired talents require prerequisite talents earlier in the tree, I suspect most everyone’s completed trees will be about 98% the same.

One simple solution to this might be to have the same talent placed in two different spots in the tree. The first time it is picked it gives the ability, the second time it is picked it gives the passive improvement.

So for example, the current base druid tree has “Innervate” in the bottom right, and the Resto Tree has “Improved Innervate” in the bottom right as well. This could be changed to be the same talent. Call it “Innervation” It’s 0/1 in either tree. Taking it once in either grants you [Innervate]. Taking it in BOTH trees gives you “Improved Innervate” passive. This means a Resto druid could gain innervate without being required to go down that part of the base druid tree.

For clarity you could word it like:

Innervation – You gain Innervate: Infuse a friendly healer with energy, allowing them to cast spells without spending mana for 10 seconds.
Taking this when you already have Innervate from another talent, will passively grant your innervate spell “you gain its effect at 50% effectiveness, When you cast Innervate on somebody else.” and give you Passive: Mana regeneration increased 5%

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I agree, I still don’t know why they do this. Let other players who are not streamers in to test too, what’s the big deal.

You know what would be a fantastic idea? Making MM hunters call their pets to lust.

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Great post – thank you for sharing the thinking with the community. I will be quoting below for the purpose of engaging other community members, not to nitpick the OP because providing this original conversation is extremely valuable and I love to see it keep coming.

My concern here is this seems to be “we heard pull the ripcord but don’t think players know better”. Does this seem to be same old Blizzard thinking to anyone else?

@Timbaeslice

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I made a forum post, but then saw this post after. Copying what I posted there here:

The only classes currently receiving much feedback from testing are Hunter and Evoker on the Alpha forum. I know it’s only been two days, but given the amount of feedback there vs. others is a red flag.

So either our WoW team absolutely nailed the other classes, or the people currently doing Alpha testing are failing the entire player base at the moment. I’d suggest it’s probably the latter.

I can’t begin to explain how important it is to get this right, and this game means something to most of us here. There are specific class writers on Wowhead they could be leveraging for this, and even then players they could find through Warcraft logs, RaiderIO, etc that could make a real difference for their game.

If I had to ask for anything, it’s to have those players brought into Alpha immediately to ensure the best groundwork is laid out for the foreseeable future.

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The problem there is they cross leverage those writers a lot, and even then they have favored specs or builds that lose out at the cost of alternatives. I think that’s a good start, but random sampling really should be the majority for selection.

Another alternative may be looking through Discord servers dedicated to classes and seeing who participates in the conversation there and has linked bnet account info available.

This one’s not as bad as the covenant ripcord IMO. Quick inspection will tell you if someone’s worth taking depending on if you need that interrupt.

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That’s fair enough but since talents can be changed, it’s a conversation piece in groups for sure, instead of a simple “don’t invite”.

Seems like some additional drama potential but who plays MMOs and doesn’t want that?

… Why does this need to be a close eye? Just make Interrupts baseline. :expressionless:

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There has been good conversation about “optionally selecting” and “makes good players gooder by selecting based on context”. But I’m with you, baseline seems to make sense if all your specs had it before. At least via free tier 1 option (like FDK tree design) for healing classes.

A resto druid taking a 1-pt interrupt shouldn’t be like it is now; it is a 7-pt interrupt (placing a 3x talent predecessor on an interrupt is just rude).

Is that really a problem though? Right now Resto Druid doesn’t have access to Skull Bash at all. Making it an option for them behind several points of dead talents seems appropriate to me given that short-CD interrupts are usually not the specialty of healers. So taking it incurs significant cost. Perhaps a bit less of a cost if they intended on catweaving in which case they would have taken most of those talents anyway.

Personally, I’m in the camp that interrupts should stay on the tree. As far as I’m concerned, there’s no significant difference between an interrupt vs. any other kind of situational utility. (And let’s not kid ourselves, interrupts are situational. As popular as it is, M+ is not the only pillar of endgame content.) It would be just as silly to pass on Hibernate in a dungeon with good Hibernate targets as it would be to pass on Skull Bash in dungeons more generally. Players who have played literally any amount of M+ will know how valuable interrupts are in a dungeon and aren’t going to be persuaded to give it up for Ursine Vigor or something.

Overall I think this is a largely invented problem given that the expansion isn’t out yet and we have no proof of how common a problem people skipping interrupts in a dungeon would be. The way I see it, no one doing a dungeon harder than a +10 would ever skip on interrupts because once you get that high you know enough about dungeons to know that interrupts are good. For newer players who don’t know their way around yet I think that the pre-made builds that the blue post was talking about solve the problem of new players sabotaging themselves by not taking an interrupt.

I think that the placement of interrupts is very important though. Like you I think that any class who had access to it before should find it very easy to get now. It should never be more than a single talent point for any melee class to pick up their interrupt. Barring that however, I do support the idea of making interrupts optional since I think that the option to mix and match your utility based on the content you’re running is half the point of talent trees. So I don’t think we should be making all of our situational utility baseline at the earliest opportunity. I think it would be a shame if Blizzard caved to those demands before we even see if it’s a problem that needs to be solved.

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Not sure I agree. Many raid bosses have adds that need to be interrupted over and over again by many people in order not to wipe. I think all interrupts should be baseline and not talents

(I also want silence back :slightly_frowning_face: )

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That is true. And many raid bosses do not require that. Similarly, we have seen even in Shadowlands that there are some bosses where Hibernate is very good (Houndmaster) and many fights where it is not. Situational utility is useful when it’s useful after all. This blue post has already said that we will be able to freely change our talents when we’re outside of combat without being in a rested zone. So if a raid boss requires an interrupt I don’t see a problem with simply swapping in your interrupt for that one fight and then swapping it back out once the fight is over. The same for any other utility that may or may not be useful in an individual fight.