@Graendoll: I figure that having them as a talent would probably make it easier to code in regards to loot drops. Otherwise, they’d have to put an extra button in the loot choice drop-down, which would be messy, or have both types of weapons drop for everyone, which would cause some gnashing of teeth on the forums.
@Foctordreeze: Well, great minds think alike, and sometimes I get lucky!
There’s a lot more to this post, but I’m gonna hone in on this part, because I think it’s the crux of the issue; a fundamental difference in design philosophy. Let’s start with some ground work here and lay out a base level of things we (probably) agree on.
People will always find something to complain about.
The world first pushing theorycrafters will always do all the math, figure out what is numerically the best, and use that. People will use their work to make guides, and for the most part the people who are trying to optimize their numbers will follow along.
There will always be people who don’t give a poop about being optimized.
Ok, are those all things we can agree on? Good. Let’s move along to the main event, design philosophy. I like player agency, I like RPG elements in my RPGs. At WoW’s inception, there was a good amount of this. We had full talent trees, you could make hybrid specs between them or go all out and specialize. There were tons of options for gear depending on what stats you were going for. Sure, it was an unbalanced mess, but it was a fun mess.
They continued with this design philosophy through WotLK, and it was my favorite era for the game. Balance was never (and will never be) perfect but the got better with it as time went on. Cata cut down a bit on the player agency by making you hit the bottom of one tree before picking a second, and MoP, for all it did right, introduced our current talent…not tree, chart I guess? Regardless, it started us down the path we’re on now, with spec fantasy over class fantasy, to the point that today every spec is basically its own standalone class. This is not where I want to be.
I want fun choices. I want talents to fundamentally alter the playstyle. I want to play around with strange combinations and just see what happens, experiment and see if I can find unexpected synergies. I don’t care if it’s balanced, I’ll find it fun.
Your design philosophy seems to be to simplify things in pursuit of balance. For you, balance is the highest goal. In your post you even advocating removing talents entirely if they can’t be balanced properly. You say to come up with a spec that you find fun and make it consistent, but as shown throughout the various scattered threads, not everyone is going to find the same things fun.
It seems our design philosophies are fundamentally opposed. Can we agree on that too?