HOT TAKE: ability pruning was good and removed the need excessively complex macros

TL;DR: Dragonflight’s new talent tree allows players who do enjoy more active buttons to press that luxury, but it should not be the norm nor commonplace when this game has so many abilities that need not be separate. If you’re a classic andy that has 28 fingers, power to ya. Pre-shadowlands ability pruning was only frustrating because the talent tree system back then removed even more agency from the player on top of that.


Let’s be real, the “un-pruning” in Shadowlands was little more than a PR stunt to coax Classic players into trying retail again. And on that note- if you like ability clutter to the degree classic has, power to ya. But speaking from game design experience, it’s a hard argument to justify breaking down dozens of abilities into 2 or 3 separate abilities if they can exist as one single ability, albeit with a little more tooltip text.

Example: League of Legends’ modern champion design is a contentious topic, because every time there’s a new champion, there are a plethora of complaints that they are too complex, and their tooltips are too long. But those complaints always simmer promptly after players actually play the champions and “get it” (Aphelios is the only outlier here, he is a full-blown alien spacecraft control deck). It’s a testament to making the most out of the least, and what it gets them are 4-button characters with an immense amount of skill expression that allows for amazing crowd moments during Worlds or the LCS or whatever.

With this new Dragonflight talent tree in mind, it is the perfect solution to the dilemma at hand. It no longer forces people to choose 1 of 3 across several tiers, which means speccing into the exact passive or active secondary features that you want is within your control. This means if you want that cluttered UI, you can have it. But it shouldn’t be the default, nor should it be majority.

2 examples that I feel sum this up are as follows:

  1. Shield Charge, Charge, and Intervene exist as 3 separate abilities, and are a royal pain in the keister to macro together just the way you want it. Something always either breaks, 2 abilities will be used at once, or the functionality will backfire. All 3 of those abilities could and should exist as one unifying ability, but with parameters. Mouseover/Help for intervene, reduced stun time but increased frequency for shield charge replacing regular charge and having 2 charges. It’s QOL, frees up space for if you do choose talent tree active abilities, and provides more skill expression with a single ability.

  2. Monk’s Invoke + Statue abilities. These abilities should be one in the same, and thematically make sense. Place a statue of [August Celestial], summoning an effigy of them at that location, granting bonuses and causing the statue to [Effect corresponding with Celestial].

Anyways bring back item pruning, the classic andy’s arent coming back to retail so can we skip this charade ty

No thank you. I don’t like falling asleep on my keyboard to hit 4 buttons. There are passives you can take and you have agency over how many buttons you have. I love the new talent system and most of the classes now.

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Go play a moba if you can’t handle more than 5 buttons.

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No thanks, I’m old and therefor enjoy dated systems and poor gameplay. Make us use more buttons, Ty.

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I mainly think they need too allow more abilities to be macroed into another. Monks and unholy dk have a plethora of cds which are on the gcd still.

Eh, macros weren’t ever required or needed. Most addons for healing basically allow mouse overing, and macros in-general aren’t as needed. If you need complex macros for every spec, scenario, and method of playing. Then you should be reevaluating how you play.

At most macros save maybe 1 second of your time.

No, having a decent amount of abilities is fun.

I don’t know why games like LoL get brought up as a comparison. They are completely different games. Like saying why does chess have so many pieces that do different things when checkers has 1 piece.

Also having 2 charges of an ability is an objective nerf compared to two different abilities because skills with charges complete their cooldown in series while 2 different skills will complete their cooldown in parallel.

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Why would it coax classic players back?

That is when rotations, abilities, etc were the most streamlined, the most simple, and you had the fewest things to do in your rotation.

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There are only a few specs that could use some pruning and/or combining of abilities. Most of them are fine.

…yeah complaining about button bloat while praising LoL and its 5 buttons aren’t gunna get you anywhere on the forums :rofl:

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I really didn’t like how many abilities we lost in Legion and I’m happy to have my buttons back.

Some classes/specs have a lot more buttons than others do, but I think that’s okay. Players can choose to play a simple spec if they don’t like that many buttons.

I think that if two spells function the same they could be combined or one pruned.

E.g. brewmaster monk has so much button bloat.

But if two spells do different things like intervene and charge they shouldn’t be merged or pruned.