Op has a point there is a lot of random BS going on in these hero talents.
I’ve read through them and said to my self. I guess I’ll just sim them and use the ones the robot tells me.
Op has a point there is a lot of random BS going on in these hero talents.
I’ve read through them and said to my self. I guess I’ll just sim them and use the ones the robot tells me.
Yeah, they should’ve workshopped that more. Like I get wanting it to sound cool, but gestures to the situation sometimes it’s better to be practical in naming. Although I’m having trouble coming up with a short and concise name that isn’t “specialization” since that’s already used. Niche talents?
Eh, I dunno. I like talents that encourage synergies between skills, timing, and positioning.
Also, we currently have talents and tier sets that already do this. Are those too complex as well?
Most of the time it’s ONLY if you want to play at the absolute optimal level do you need an addon to track your buffs. At that point, you would likely need addons anyway with that mindset.
To be fair, a lot of the effects/concepts are literally pulled from existing heroes based off of our classes.
Naw, been too much of that for far too long.
I’ve liked most of the Hero trees they have previewed so far. The only 2 I disliked were Oracle which they already said they are reworking and Trickster because I think changing a defensive ability into something that also has offensive utility leads to increasing the gap between the best players and the average player that will not be able to manage when to use it offensively and when to hold onto it because it is needed defensively.
Players be like ‘having Hover activate for free after Deep Btrath is too complex’
Of course the Shaman one’s didn’t come out…
Par for the course!
Ironically, it seems adding this level of talent options on top of your class/spec talents in a self contained tree seems to be easier to balance, not harder.
If a Hero talent tree requires you to index into a specific talent in your current trees, then they can account for that and have a better idea as to what you will have access too and what you won’t before you even start factoring in the hero talent tree.
Then once the hero talent tree is selected, it is known you will have all the talent options said for 3-4 choices which then when you compare to the other hero talent option you need to be balanced around, it will have the same expectations and restrictions of you need to index down in current talent tree to pick up a specific talent that is required for the other Hero talent tree.
What they end up creating is a system that has a lot less variance as the current system because they know you will be picking up key talents in the existing talent trees and as such, won’t have as much freedom of movement/choice as you would have otherwise if you didn’t pick a particular hero path talent tree.
So with such a reduced level of variance from multiple capstone options and sprawling talent choices in the current trees into a more set and defined you will have access to this key ability and this entire hero path talent tree layout, it becomes a lot easier to predict what players will pick while expanding on what they picked and specialize into to be better.
Where as if they just added these talents into the existing trees, they would have to touch all 39 spec trees + 13 class trees in finding a good place to put all these talents while also shifting around and changing current talents in order to maintain both balance from current trees but also balance with additional talent points being granted and now the player has the choice to index to existing talents or pick up the new ones or a mix of both.
That then creates way more variables to take into account and make the entire system both new and existing need to be analyzed and modified and potentially a lot of wasted time will had taken place leaving many specs either broken in an unplayable way or broken in an overpowered way.
With them segregating the existing and new talent tree, they avoid major reworks to the existing talent system purely because they are adding new interactions.
Not saying the existing talent trees don’t need to be worked on, but they won’t need to be worked on to the extent they would have been if they added all the new stuff within the same existing trees.
The only other alternative is to not add anything new at all. But the question becomes… why even level another 10 levels if you gain no talents and no abilities to play with.
Regarding the visual aspect that are expected in these “hero” spell interactions, they really should just exist in the form of Glyphs you slot into your spells. They should not be connected directly to the leveling up process in talent acquisition as they would just fall flat on a great deal many more players because people want to feel more powerful when they level, not less or remain the same.
So they had to add something, and going the route of a merging of 2 specs, they allowed the player a choice between 2 paths where if they don’t like the look and feel of one, they have another option. Otherwise they could easily just make keeper of the grove and put that specifically for Restoration and like it or hate it, Resto druids would be using Treants and not have another option to choose from. Extend that to all other specs and it makes sense why everyone gets 2 options instead of forced to deal with 1 and not have a way out aside from changing specs completely.
Laughs in swing timer trackers all the way back in Vanilla.
Yea I didn’t play a melee or Hunter in Vanilla and I guess I avoided the swing timer issue.
But then when I went back and played classic both on private servers and on the classic server, I tried both Melee (Warrior) and Hunter and oh man… that swing timer for Warrior and ranged attack timer for hunter helped a ton now that I knew it was a major factor in doing damage right vs potentially just not doing damage at all or to a severally reduced degree.
But hey, most aspects you needed a addon for back then you don’t need now a days.
I recall leveling to max level and not having the ability to see raid frames as it simply was not in the game which made my first time going into Strath and Upper BRS back when it was not party or player count limited and you can just raid the place with a full 40 people (but you can’t do quests) and then having to heal them on my priest without any raid frames… chaos I tell you lol.
Re:
Hero specs fall under the “takes a step forward” bit.
This extended cross-spec talent system is not something they’ve really done, though. It’s not some major leap or experiment, but it’s also not just adding a couple of extra talent rows at the bottom. It’s somewhere between the two. Like I said, if Blizzard had just thrown a couple extra rows on the bottom of the class and spec trees people would be complaining about that too.
Some people can’t be satisfied.
To be honest, only in Vanilla and Legion, the classes and specs have a identity more clarier.
Time Changes, but, doesn’t seem to be in the right way, cuz, is like they’re not adding so much for balance issue. The problem, when I play WoW I don’t feel like doing big things, I know is for MMO limitations, but, you know, for me, the funniest classes/specs to play are Warlock demo/destro, Paladin, Mage fire, Demon Hunter and Shaman, because when you pomp your CDs you feel like a god. You bring a demon army, rain fire and nukes, you became the light itself, burn your enemies until they die, shoot laser rays and dance, and shaman is literally Storm, Earth and Fire heed my call.
When they said “Hero Talents” and they will bring a class fantasy experiencie, then I see the preview is like: “¿Where is my class fantasy experience?”. They are just more buff to take in consideration for the rotation, not like I doing something special, I think only warlock is good in that way.
In my opinion, this game is trying to address more the balance and not the fun, normally, people said the game is too complex and that is why the game is not getting more players, I thinks is because it gets more boring when you’re playing and there is not impact in the visual part on what are you doing.
While everything may be passive it changes the talents you choose and the rotation significantly.
You have to pick up Lunar Beam. Now the best talent to drop will probably be Rage of the sleeper as they fill similar CD times and roles.
Moonfires generate even more rage which means it will add more Raze, maul or IF’s into your rotation.
Dealing increased damage after Lunar Beam means you are probably going to want to stack CD’s after LB (Heart of the Wild and Incarn/Convoke.)
Light of Elune or Astral Incarn is going to be a talent that needs math to figure out. It may make convoke worth it. On the other hand large Light of Elune can make Moonfire procs into additional aoe damage (procs of procs though is probably an irritating play style and not worth it.)
Lunar calling is interesting as you may want to somehow mash a galactic thrash build. This would work against the amplification talent though so it might not be worth it.
Moondust or Elunes Grace is going to be a talent swapped with the kind of content you are running.
So a talent build for M+ might look like:
Moonfire Thrash Build
https://cdn.discordapp.com/attachments/1188894521354887342/1212359429949882388/image.png?ex=65f18cb4&is=65df17b4&hm=861c263a8131749ba5718a2fde347c9f7b6be4e68c9c3b5d761650149a1a08ed&
Either way both of these builds are different from the current galactic builds.
OH, GOOD HEAVENS, NOT READING!
When they took out the seasonal M+ affix Blizzard at least paid some lip service to the concept of the problems with cognitive and visual overload in the game.
But I suspect it was just lip service to hide that they just wanted to get out of having to design an affix every season. Because they immediately tried to add affixes that made the problem worse and seem to have no understanding that one of the largest contributors to this problem is spec designs that need an insane number of aura trackers to play efficiently. And adding to it is turning all the specs into a game fizzbin.
They’ll probably ignore it as they always do because it’s an entire expansion’s “new mechanic”.
Then once people start quitting out of frustration and burnout they’ll change it and everyone will come back because, ‘Blizzard is listening now, guys!’
It happens every expansion and I’m not expecting this one to be any different. I’m expecting it to be worse, actually. But we’ll see.
Yay more multipliers and complication….
If they are junk,did anyone test them? if not they how is anyone to know?
Agreed. I wish they made cosmetic changes instead and didn’t raise the level cap so we wouldn’t need this bloat