MoP style talents vs DF style talents

Now we can tailor our builds the content we enjoy. That wasn’t an option with MoP talents. For example, one row for Mage was Supernova, ring of frost and one other option I can’t recall at the moment. There was really no difference between the 3 abilities, they were all a form of CC but it was just a matter of aesthetic, really.

MoP talents weren’t meaningful. If anything they were cosmetic options.

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Nothing like a person belitting others over a difference of preference

Grow up!

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I would contend that the game’s leveling experience has giant gaping problems that go well beyond quibbling over how the talent system fits into it.

Nope. I like choices. The more the better.

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What about the “choice” of catastrophic builds

The mop grid would have been fine if it was max lvl paragon points you get versus the number of rows there were

Skill issue.

Well yeah, that’s the problem. They can be overwhelming for new players

You experiment to make it better?

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Grizzle, core Warcraft gameplay is the same as it was in Mists, which had a much simpler talent system. It demonstrates the needlessness of the added complexity and confusion of the new system.

You can engage me on the merits of my argument, or you can take your own advice.

And I’m not advocating anyone be put on trial because of a feature I didn’t like, but I will call someone out who does, because it adds no value to discussion other than trying to shout people down.

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Sure, but is it wise to make it possible for newer players to make catastrophic builds? Especially when wow has a new player retention issue

Here’s something people aren’t considering in favor of the DF talent point system: It feels more like an RPG.

In RPGs, in order to simulate the process of learning and growing as a person, traditionally these games allow you to allocate stats and learn new skills and talents. When you level up, it just feels good to have a new point to put into something. Even if the majority of WoW’s gameplay is done at max level, that’s still an important part of gamefeel.

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Alright so maybe with more tiers mop style would find that balance

Also let’s not forget we have the option of choosing hero specs too

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Everything can be. It’s overcome by experience. Most new players will join guilds and get guidance. They can even copy and import builds directly from friends and guild members. The majority of longtime players learned to make builds without these luxuries long before Mists came along and took their choices away.

I hated the mop talent tree. I’m happy with how they are doing talents now for the most part. I think there’s some things for certain classes that need to be baseline. Like Gateway for warlocks. It’s still hands down better than the MoP ones.

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I like the talent tree better than the mop build.

It feels good, but the experience of leveling a new character is at once so rushed and chaotic that the leveling experience now is pretty meaningless.

My daughter has started playing WoW. She doesn’t really get why her new character off the starter island is suddenly going to meet dragons after hastily being thrust through Stormwind. She does enjoy flying around as a dracthyr.

What is the value of introducing a system with an overwhelming quality when previous systems did not overwhelm, in spite of the gameplay being the exact same?

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At level 10 we choose our specs and at 71 we choose our HS.

So that’s gives us a window of 60 levels to improve the MoP style to keep that rpg feel.

We could maybe have 12 tiers for one point every 5 levels.

Then maybe have more than 3 options per tier?

On top of that every level grants a new active or passive ability / rank up

What you consider added complexity others consider options. Options are good.

Just pointing out the ironies of hypocrites. Rules for thee but not for me

And im not belitting anyone for believing something different than me, but i will call out someone who does

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