Originally the developers made a statement about the addition of another talent row at 120, something along the lines of being unsustainable multiple expansions down the road.
However, since then Blizzard has stated they have changed their design philosophy of pruning and the addition of class abilities via talents (most recent Dev Q&A).
Regardless of the history we are at a point where I believe adding another 120 talent row would be healthy, fun and exciting for the game.
Reasons why:
- Chracter progression. When you level from 110-120 you actually get weaker, and this is necessary with how the leveling system is designed. However there are no new class abilities or spells to look forward to when you cap out max level. This would fix that and give people something to be excited about for hitting max level.
-There are currently class imbalances that could be remedied with one simple talent addition per class. Many specs within the same spec share talent options (Druids for instance), and to keep this new system relatively lightweight, I would encourage the new talent rows to be shared by all specs of the same class. More on this later.
- Group utility is a sore spot for class balance right now. This will address and attempt to better balance the utility aspect of classes. (DPS and Heal tuning should be addressed separately, with a tuning pass).
Because this post is going to be lengthy this is the intro AKA part 1. Details to follow
1 Like
So the idea of the 120 talent row is to give each class Ultimate abilities. Talents options are the same for all specs within the class.
Ultimates would have long cooldowns, 10 or 12 minutes.
Here is the sample list. Numbers are placeholders and would require tuning:
Death Knight
- Entire raid is immune from for movement effects for 8 seconds
- Parry of the entire raid increased by 20% for 10 seconds and for each parry heal yourself for 5% of hp.
- Inceease raid’s resource regeneration by 300% for 12 seconds
Demon Hunter
- Critical strikes do 300% more damage/healing for 8 seconds
- Increase raids versatility by 20% for 10 seconds
- increase raids avoidance by 20% for 12 seconds
Druid
- Mass death grip all mobs within 30 yards to the Druid and reduce the damage they do by 20% for 8 seconds
-Increase raid HP by 20% for 10 seconds
- Increase hot/dot healing/damage by 200% for 12 seconds
Hunter
- Pets do 500% more damage, have 200% more HP, and can taunt bosses for 8 seconds
- Increase group mastery by 20% for 10 seconds
- the further group members are from targets (up to 40 yards) the more damage they do by 200% for 12 seconds
Mage
- Mass invis the group/raid for 8 seconds
- Increase group crit by 20% for 10 seconds
- Summons an Archmage that copies all harmful magical spells cast at targets for
50% of their original damage
Monk
- gives the entire raid group 30% stagger, lasting for 8 seconds
- grants a 20% hp shield to the entire raid for 10 seconds
- the closer your are to the target the more damage done by up to 200% at 0 yards
They need to first revamp the entire talent system. It’s too old and we need a new one to make leveling more rewarding and engaging. See Old Republic’s for reference as to a way they can create one that’s similar to ours, but can grow better and is more intuitive.
1 Like
Part 2, Final talent rows for classes continued
Paladin
- Instantly dispels all debuffs (magical, posion, disease, curse) from raid. And raid is immune to these debuffs for 8 seconds.
-Block chance of entire raid increased by 20%. Yes even for classes without shield. This is a Paladin vicarious protection buff. Lasts 10 seconds.
-The raids physical damage is increased by 50% for 12 seconds
Priest
-No party members can die after casting this ability. They can be reduced to 1hp, but not die. Lasts 8 seconds
-Instantly restore 20% missing mana, and increase mana regen by 200% for 10 seconds
- All raid/party members do 50% more magical damage for 12 seconds
Rogue
-Instantly remove snare/roots/stuns from party/raid members, and increase raids speed by 20% for 8 seconds
-Increase raids dodge by 20% for 10 seconds
-All Physical damage done to enemies applies poison for additional 50% damage for 12 seconds
Shaman
- For every totem that the shaman casts, restore 10% hp to the raid, duration of 8 seconds
- increase leech by 20% for 10 seconds
- aoe spells (healing and damage) cast from
the raid does 50% more damage/healing for 12 seconds
Warlock
-reflects 20% of magic damage received on friendly raid/party members to attackers
over 8 seconds. The 20% reflected damage is negated.
-increase raid haste by 20% for 10 seconds
-Bwomsamdi appears for 12 seconds and casts duplicate copies of DoTs on enemy targets.
Warrior
-reflects 20% of physical damage received on friendly raid/party members to attackers over 8 seconds. The 20% reflected damage is negated.
-increases raid armor by 20%
-All Physical damage done to enemies applies a bleed for additional 50% damage for 12 seconds
I already see a problem with this. Your “Top” level talent should not be utility. It should be power, and impressive. Giving warlocks an AI rip off, “like we used to have and they simply took away from us,” is not exciting or new.
I"m sure you have a fantastic idea for Demon Hunters, and i’m not opposed to a level 120 talent, but i can’t help but feel that’s exactly what these would turn into if we accept them being utility. Just replacements for things they take away from us. Except the lucky classes who still have their tricks.
1 Like
Ultimately they don’t need to add progression for characters for a full 120 levels, what they need to do is look at their current system and decide whether continuing to force players to level is the right move.
The further we progress down the current path, the less available (outside of monetary transactions) it is for people to level a new character, or more importantly, the harder it is for new players to get into the game. With such a large wall of requirement to surpass for new players ~30+ hours of redundant levelling the retention percent of new players must be, in my opinion, fairly horrible.
Blizzard needs to look at doing a major revamp in how they treat levels, and what they believe is power progression for an expansion.
The level cap realistically should be no more than 80 if players are expected to complete it before having access to current content. This would also address the issue of not feeling as if you are getting anything for levelling as the abilities earned would be condensed into a smaller bracket.
1 Like
TOR’s talent choices are pretty terrible though.
I didn’t say copy paste it. 
It should be noted that all these talents would be an instant cast spell/ability.
They are intended to be very powerful talents. Similar to the ultimate choices heroes of the storm receives at level 10/20.
What you should have done was post it first in a Forum nobody looks in, the chances of you getting random replies is reduced greatly allowing you to follow up a reply by you. When you’re done, you can edit the Title and move the entire thread into another Forum where you want it viewed.
Mostly done now.
This space is reserved for the rebuttals of rebuttals.
1 Like
It’s a good idea to rework the talents at some point. I’m not sure if the devs would take an idea like this and consider it mid-expansion, but I too was sad we didn’t get 120 talents and felt like Bliz dropped the ball.
I honestly think giving us a new talent row at 120 is a healthy idea for the game. Make it powerful group utility. And just put it on a 10-15 minute cooldown to keep it in check.