Does this mean ret will get a buff that we get to keep or more of the same 2 week buff and then nerfed because the top 10% of arena players can’t win every match?
Cant have that!
My main problem with introducing a new system like this learning it. Had this system been introduced and we learned it as we leveled it wouldn’t be as bad, but you’re wanting us to learn this new system at basically end game levels, long after the learning curve. Basically, making us feel like a level 1 all over again but in an advanced setting.
You already have balancing issues within the game for classes and now this is just going to add yet another layer of balancing problems. It would be so much better to remove button bloat and simplify characters until your quality testing team can get issues fixed before adding this layer.
Metzen was brought back on purpose for nothing but the hype.
Even the idea of the a “Saga” in Warcraft storytelling isn’t new. We had Arthas Arc, Cata - WoD was Garrosh Saga, Legion - SL was Sylvannas Saga… they always have planned several expansions ahead and the story always was intertwined.
I haven’t pre-ordered War Within yet because it seems VERY light on content and idk if I can justify such a steep cost for so little. Warbands aren’t a feature they are a QoL change that could be done in a patch. The cosmetic upgrade of seeing multiple toons upon login screen is being done. I think to try to sell it as a feature.
Delves seem to be the only genuinely new content and there has been so little revealed about them idk if it’s worth my time yet.
TLDR: Need more data
So for each spec in a three spec class e.g. Warrior, Priest, Mage, Shaman, Paladin, etc there will now be two named sub-specs per spec, one of which that will be completely populated by the end of TWW? Since druids have four specs, will they how have three sub-specs per spec? How are you going to handle Demon Hunters that only have two specs?
Wonder if that is why Evokers got a third spec? Maybe give Demon Hunters an Augmentation spec? I guess they could go back to the original Druid concept of Balance / Feral Combat / Restoration.
The article said that there are going to be 39 hero trees. I get 11 classes with 3 specs each for 33 hero trees. If every druid spec has a hero tree based on each of the other druid specs, that would be 6 more hero trees leaving none for Demon Hunters. If they use the older druid specs, that would be 3 hero trees which would leave 3 more trees for Demon Hunters. But for Demon Hunters with two specs, I don’t see how you get more than one hero tree unless you just decide to.
I can’t make the math work for 39, except something like: druid has 4 trees - (Bear - Heal, Bear - Caster, Cat - Heal, Cat - Caster without Bear - Cat and Caster - Heal) and Demon Hunters have two trees, because we says so, which are: Leans Tanky and Leans DPS. My head hurts now, a little.
What happens to the trees after TWW, the other two announced expansions, and the expansion after that? Also, when it comes time to compress character level and / or gearing i-level again, what happens to all of these hero trees and the base spec trees?
This is why tree based character customization was abandoned after Wraith, they become unmanageable after a few expansions.
I hope hpal can mouse over target who they want these dropped armaments on. Otherwise this completely sucks and wont be useful at all. Imagine in the chaos of raid or m+ that my teammate the mage has to shuffle over to pick up my hammer to recieve a shield buff. Or amongst the chaos the tank has to see through the pile of 12 trash minions and find my glowing holy hammer on the ground so he can pick it up and get healing. Sounds mega stupid and annoying to deal with. If mouse over cast is not a thing on this no one will play it.
Preach.
My exact thoughts, but there are far too many out there that do not see these pitfalls.
I can’t wait to see the shaman talents!!
God yes, I love the new updated moonkin and the work put into it, but for those of us who don’t want to play as a big ol chicken and use glyph of stars, a more translucent look, rather than a blue smurf would be awesome lol.
You can’t not go sanlayn as a pvper. The movement speed alone is gigantic.
I second that. I’m not sure what Fury warrior is ever using Thunder Clap. It seems completely out of step with the class. I don’t get the name either. Is Mountain Thane an alliance thing?
It’s going to be a nightmare from a PVP perspective. Not impressed.
Priest has to spend 2 points for 5% personal leech. DK gets 6% group leech. That is a lot. Think of it as essentially 10 talent points for your party.
return my flayed shot
Most of the new things introduced is EQ things that worked. SoD is just the different servers, or the Evoker being the Enchanter. remember Holly is running a lot of these past her “desk”. That being said I think that is awesome! why not use what works.
Because it never did. People dropped eq like a hot brick soon as wow showed up. It was always a failure. Eq2 and vanguard equally as much. Stop lying to yourself and stop trying to make this game eq.
Or we could do both. Not one or the other?
Hello designers, nice to see your new design, Hero Talents has had a great response in China, some people think he is the artifact, or Conduit 2.0. but what I see is a new take on DK by the design. Here are some small suggestions I made after seeing San’layn, they may not be mature enough, but I still hope to feedback to the designers.
I apologize for my bad English.
Infliction of Sorrow and Vampiric Strike
I’m glad to see that the designers are paying attention to the interaction between DK and Plague, and I’m very satisfied with the design of this talent, but the talent design still has some flaws in its usage, that is, the trigger rate is too random, when I don’t have Gift of the San’layn, I can only trigger Vampiric Strike randomly through Death Coil or Death When I don’t have Gift of the San’layn, I can only trigger Vampiric Strike randomly via Death Coil or Death Strike with a 10% trigger rate, so it’s going to be a very difficult situation to deal with in the middle of a fight. For example: when my Plague lasts for only 2 to 3 seconds, and I triggered Vampiric Strike, I’ll need to continuously use Outbreak twice to replenish Plague. The first time I used Outbreak was to continue the duration of Plague, and the second time I used Outbreak was to utilize the Plague inheritance mechanic to maximize the remaining damage of Plague by making the Plague duration 130% of the original. I hope the designers can understand that if this does happen, it will result in a very difficult experience for the player, and even anger at the Infliction of Sorrow talent.
If it can be modified, I hope the designers can modify the design of the 10% chance of Death Coil or Death Strike triggering to read: in the absence of a Gift of the San’layn, every 10 seconds a Death Coil or Death Strike makes the next Scourge Strike or Heart Strike into a Vampiric Strike; or modified to: after the duration of Gift of the San’layn is over, your first Death Coil or Death Strike triggers a fixed Vampiric Strike, and on the 10th second after using Vampiric Strike, it will once again cause your Death Coil or Death Strike to fix-trigger Vampiric Strike.
The reason for this change is to fix the entire flow so that you don’t waste runes or GCDs to reuse a skill, causing the entire battle to seem bloated and overwhelming; secondly the reason why it’s set to Vampiric Strike every 10 seconds is also based on Plague’s duration, as I’m defaulting to Ebon Fever in the case that Plague lasts 13.5 seconds, a time period where it would be very easy to either patch up early or do whatever, and even if you don’t order Ebon Fever, Vampiric Strike every 10 seconds won’t be affected much.
The Blood is Life
This talent looks very interesting, but the actual use is a garbage, you can see Unholy DK’s Ruptured Viscera, no one use Ruptured Viscera this talent, the same tier of Magus of the Dead is more cost-effective, especially Blood Beast explosion looks powerful, but it needs to wait for 10 seconds. The Blood Beast explosion looks powerful, but it needs to wait for 10 seconds, which will be its Achilles heel. In this fast-paced era, 10 seconds is already enough for DH or other professions to kill monsters other than the boss, and by the time we finish the explosion in 10 seconds, the only thing that will be attacked is the air, and the damage dealt will only be zero.
If it can be modified, I hope the designers can refer to DH’s Ragefire, Blood Beast is no longer triggered by Vampiric Strike probability, we can design a Blood Tank, 50% of the damage we dealt or healed will be accumulated in the Blood Tank, and when the accumulation is full, it will allow the next Vampiric Strike to be directly summoned! Blood Beast, when summoned, Blood Beast will charge at the target and explode, immediately dealing explosion damage equal to the accumulated value of the Blood Slot, which is shared amongst the surrounding targets. If Blood Beast is not in combat when summoned, Blood Beast will follow the DK around until it enters combat and charges the nearest target causing an explosion, and then the DK will be able to use the Blood Beast as a weapon to destroy the target. Pact of the San’layn will increase the cap of the Blood Slot by 75% and 100% of the damage or healing we deal will be accumulated in the Blood Slot; or Blood Beast will continue to consume the Blood Slot after being summoned to inflict a small Blood Storm on the surrounding area until the Blood Slot is consumed, then Blood Beast will disappear, if not in combat, Blood Beast will follow the DK around until it charges the nearest target causing an explosion. If not in combat, the Blood Beast will follow the DK around, and Pact of the San’layn will make the Blood Beast permanent, with a maximum of two Blood Beasts, and 80% of the damage or healing we do will be accumulated in the Blood Slot, and whenever the Blood Slot accumulates to 50%, the Blood Beast will be destroyed. Whenever the Blood Slot reaches 50%, the Blood Beast will automatically release a Blood Storm.
The reason why we have Blood Beast charging is a reference to Reanimated Shambier in 9.0, where you slowly walk up to the target to explode, the design is so stupid that by the time your zombie even slowly walks up to the target, the whole fight is over, and we’re still attacking the air and dealing 0 damage.
Infliction of Sorrow instead of Festering Wound
Since Gift of the San’layn can make Vampiric Strike no longer consume Plague and deal 20% of Plague’s remaining damage, doesn’t that mean we can make Plague work for the duration of Gift of the San’layn instead of Festering Wound? Gift of the San’layn duration instead of Festering Wound, this would be a very interesting idea, and if it were to come to fruition, San’layn could change the entire landscape of Unholy DK.
Lastly some small suggestions, if I had chosen San’layn as an Unholy DK wouldn’t my effects have been red with blood as well, like Warlock who received green evil fire, which I’m sure is very cool!
I love that the new buzzword is evergreen, and that any system they make will have that attached in order to garner hype.
It’s quite obvious that the game is already too difficult to balance in PvP to make everything viable and fair. Yet you add these talents, which I don’t think will contribute to even more balance.
I’m curious to how their implementation will be in all aspects of the game. I’m worried these are overcomplicating things far too much for your regular player.
Personally, I would’ve been happy if these talents were purely cosmetic. Give all your spells a different appearance in line with the class fantasy you’re choosing. I don’t believe that overcomplicating the game with more talent trees is the way to go, from a PvP perspective.
If it had to actually change things mechanically, I would’ve prefered the above + some spells are changed up in damage type. The way the damage is dealt should stay the same, but moon / sunfire for druid becomes toxic spores or whatever, a damage over time ability. To live out the fantasy of some kind of nature damage dealing druid. So essentially the damage literally stays the same globally, but the damage type is different (from arcane to nature damage for example).
Same with hunter, who could be dealing magic damage instead of physical damage with all of their spells for example.
Just class flavor. It doesn’t have to crank up those percentages for me personally.
I don’t know how people will react on the PvE side of things. But even there it’ll probably get harder to balance which will indirectly result in certain specs being taken to a raid over others.