I hope you get the talent tree right blizz because what been leaked isn’t very good so far with the drachyr. Borrowing the powers of others classes doesn’t make them unique and will gut the others classes of theirs you come into the same problem you had in bfa-sl again. Being a compact battle machine isn’t a good idea .
… Why?
What is the upside of interrupts staying on a tree? Because so far I’m not seeing it.
In the case of Druids specifically, I like that it gives Balance and Resto access to Skull Bash when they didn’t have it previously, even if that access is very expensive. If they did make Skull Bash baseline then I highly doubt it would go to Balance and Resto rather than just Feral and Guardian.
Secondarily, the part that interests me the most about talent trees isn’t so much what is on the trees or what endgame builds will look like, but rather the movement of talent points in various forms of endgame content. I don’t want to have a one-size-fits-all build for all endgame content I do. The more pieces that get swapped in or out depending on what I do the happier I’ll be. I like the idea that I’ll be able to sell my interrupt in contexts where it wouldn’t be useful in order to pick up some extra survivability or something.
This kind of highlights how odd it is to have talents that give you abilities. What sense does it make that a rogue would forget how to kick someone?
It’d be cool to have every class ability at your disposal at all times. Things that are off spec would be much less effective or you could talent into them to increase potency or enhance abilities that you’re currently specced for.
Druids… Ugh…
I mean given Balance and Resto Skull Bash also means that they have to use their globals to transform into Cat Form and stay on that for a bit to Catweave until they use yet another global to transform back. Isn’t that how it works? Because if so, why should there be more opportunity cost for Druids to allocate into it? It’s a heavy opportunity cost to allocate into Skull Bash, mind you for said specs.
For Resto Druids, I can understand them foregoing the interrupt.
For Balance Druids, it’s a bit more complicated since they’re one of those classes with long interrupts like Solar Beam.
For Feral and Guardian Druids, they absolutely should allocate into Skull Bash anyway.
As for the second paragraph, even if the Interrupts being baseline or not, how do both scenarios accomplish any different from how people will form an endgame build?
What sense does it make that a Death Knight would forget how to freeze someone’s mind?
Because there will not be a singular end game build in DF. Your talent build will vary from dungeon to dungeon and from raid boss to raid boss. Interrupts being on your talent tree is just another one of those moving parts that will be selected in virtually all of your dungeon builds and a select few of your raid builds.
That is how it works. I still think it should be expensive to talent into simply because short-CD interrupts are not supposed to be a specialty of those specs. Having it be prohibitively expensive and slightly less prohibitively expensive if you’re catweaving sounds like a fine tradeoff to me.
I mean I don’t know about Druids. Seriously, it’s one of the class I’m least familiar with. But that’s not really the case in comparison between a Death Knight and a Rogue.
One needs to allocate a kick while the other have it baseline. Hunters also need to be allocated too while I predict Mages probably don’t have to. It’s not very equal.
Also should Interrupts be one of the “moving parts” of the tree? If so, why? Because it’s just a lot easier to make it baseline and not face as much downtime to optimize builds between dungeons and bosses. It’s just one of those things that’s just better to have it baseline and the ends of your statement mean the same.
Because I tend to have one-shoe-fits-all build. I will not overload my loadout to allocate from one point to another because I don’t think that’s worth my downtime and bother warlocks to summon me back or pay for a Codex.
I mean if Shamans have interrupt baseline as Resto and if the team comp is short on interrupts or a dungeon with heavy emphasis on it, why should I bring a Druid?
… Other than Mark of the Wild?
Kinda the same dilemma that DK vs Rogues have: I’ll probably pick Rogues to not face an anomaly of a DK player not allocating into Mind Freeze for whatever the reason would be.
For Rogues I can see why it’s baseline since Rogue’s are the preeminent kickers. That’s why the slang for an interrupt is a “kick.” They are the first and best kickers so I think it makes sense for them to have a small bonus in that regard by making it free for them.
As for DKs… Yes I agree with you I think that Mind Freeze is poorly placed and have said as much in one of my earlier feedback posts. I would move it somewhere that’s both more central so that all three specs have easy access to it as well as somewhere that doesn’t gate off required talents like that STR increase.
I haven’t looked at the Hunter tree too much so no comment on that one.
From my perspective I say yes because they’re situational. I think any talent that’s situational should be a “moving part” that I can easily sell or buy back depending on if it’s useful. For instance I don’t like the placement of Soothe since it’s impossible for me to sell Soothe when it isn’t useful.
You won’t have to. I would be a lot less eager for changing talents on a fight-by-fight basis if Blizzard wasn’t making this change, but they are so I think it’s fine.
I generally solve that problem by not playing with bad players. Good players won’t go into a dungeon without their interrupt. And [layers bad enough to not talent their interrupt in a dungeon will become far less common as you’re doing higher and higher keys given that there’s a correlation between key level and player skill.
Counter Shot needs to be allocated. I think it takes at least 3 points? Could have been something else but okay.
A class being preeminent kickers does not warrant an interrupt being in a talent tree for others. Including Druids imo.
I don’t know if “situational” is the right word for Interrupts. Since it’s a very important ability nowadays that it’s just better to have something else in place of a talent that grants it. I’m not sure if comparing it to niche CC like Hibernate, Control Undead or something like Soothe is necessarily fair.
But on the flip side, I still don’t see the upside of interrupts being in the talent tree.
That’s… Cool I guess. Still peed on my Cheerios of the fact that they couldn’t come up something more creative than putting Interrupts on a talent.
This is the reason why I go dungeon with friends nowadays. But the fact that it is a talent, a choice means that in an unfortunate pug environment, means that you have a chance to run into an anomaly of a player that don’t have that talent allocated.
Just because it’s an important talent, doesn’t mean everyone will allocate into them.
Comparing Interrupts and utilities like Hiberation, Soothe, Control Undead, etc. isn’t really fair because Interrupts are actually applied most of the fights. Not all, but most.
Well right now it is better than about 6 others I can think of
The only feedback that I can give you at this point is… Exclusively work on Warlocks, the other classes don’t matter. Double, no, triple the amount of devs working on Warlocks!
The Demon Summoning Witch waits in anticipation.
I believe that is a choice but a good one ,not all players use interrupts ,like supernova as a mage ,it is useful but most don’t use it for the sack of their dps.
Whether or not you feel that way doesn’t make it any less true. I agree, interrupts are all but mandatory in every Mythic+ dungeon. However they are not mandatory in any other pillar of endgame content. Raid fights which require interrupts are less common than those that do not and in PvP you won’t need an interrupt if the enemy team does not have any casters. (I haven’t PvP’d in a long while so I don’t know how common those team comps are nowadays but they showed up from time to time last time I was running 2s.) So there are some situations where interrupts are useful, and some where they are not. That makes them situational. Like almost every other piece of utility.
Forcing every player to have their interrupt available won’t stop bad players from being bad players. If a player does not know the content well enough to know that taking their interrupt is a good idea then they are likely falling down in other areas of their play as well. Grouping with bad players is just a risk you run when pugging. We try to mitigate that risk by using IO scores and the like but it’s always a risk. Nothing Blizzard does with the talent trees will stop bad players from existing.
*Dungeon fights. They’re applied in most dungeon fights. They are significantly less common outside of M+. Which is why I keep saying that M+ is not the only form of endgame content despite being the most popular. Just because it’s the most frequently useful piece of situational utility doesn’t stop it from being situational. So I think the comparison is completely fair since the difference is one of frequency, not a difference in kind.
All in all this expansion is going to be amazing! Keep up the great work Blizzard you are the best!!!
They should but okay.
Reshyk, your points are taken. But I still don’t see the upsides of making Interrupts a talent.
Sure we don’t need interrupts at all times. Sure they’re situational (more situational than others >:L).
Who knows, maybe I’m wrong about Interrupts being talents being a bad thing at this point but I’m just not certain about the good either.
That’s fair. I’m not sure which way Blizzard is going to go with it and while I would prefer that interrupts be a talent, I won’t be too broken up if they end up not being one. Honestly I can see some of the arguments people are making on the other side even if I don’t agree with them.
Several raid encounters require interrupts. Torghast requires interrupts. PvP requires interrupts. Which pillar are you referring then?
I agree that it’s largely an invented issue because regardless, virtually every damage player will burn as many talents as necessary to pick it up–they could cost up to 17 talents before it becomes a question to not take them and those preceding talents would have to offer zero role power to make enough squawk that it changes. The issue however is that these critical components should not come with a heavy cost, and to the point where entire classes have no excuse to not have it baseline (DK is an example, along with Warrior, Rogue, and Mage). Aside from those classes, having a low point investment (max 3–10%) is completely reasonable.
I mean if they want to keep the interrupts on the tree, that’s their prerogative at this point.
Runic Empowerment/Corruption however…
It’s their game after all.
I’ll just stick maining my Demon Summoning Witch that can have her pet kick every 30 seconds with massive damage scaling.
I’m both excited and nervous about the Warlock Tree. Especially Demo.
Several is not all or even most. You can freely change talents between encounters now so just because some boss fights require interrupts does not mean that you would bring an interrupt to every boss fight.
True but given that there is no Torghast in DF I don’t know that I want to put much weight on that.
Granted it’s been a while since I’ve done arena but back when I did I would change my talents based on the team comp I was looking at. I even saw a couple of double melee teams which if I had the choice I would not take an interrupt against. I don’t know how common such teams are but regardless having the ability to take advantage of them when they do show up is something worthwhile I think. I could even see the value of playing some mind games where you don’t take the interrupt in order to take some other control tool. The opponent wouldn’t know exactly what your talents are and would need to play around the interrupt regardless of whether or not you talented it. Or that could all be dumb stuff and I have no idea what I’m talking about. I’ll freely admit to being out of my depth when it comes to PvP.
Regardless, I don’t need to find a ton of examples where interrupts aren’t useful in order to say they’re situational. Just a few. The fact that most raid fights don’t require it is enough on its own to say that they’re situational.