With DPS rotation helper, maybe fix the unbalanced talents

So it’s pretty amazing we’re getting the tool to give us a DPS helper assist…

But what about fixing talent problems?

For example; I ran a setup that I made on my own, taking what I thought was the “best” talents

Then I tried to play with some other talents, and my DPS went up(even though my enjoyment went down)

I think as long as talents are

  1. Far too many talents to pick
  2. Balanced very poorly… I mean hundreds of thousands of DPS lost with wrong choices
  3. Able to avoid taking talents that even MAKE the spec actually be the spec

These seem like a very important issue to fix… I get they wanted “choices” again vs the very simple talent trees we had, but lets be real, it’s just another “if you don’t go do research outside of the game, you’re likely gonna fail/do worse” aspect…which is why they’re adding things like rotation assist in the 1st place

1 Like

We used to have less choice, asked for more, they gave it to us. The new talent trees are the best addition to the game in years

2 Likes

Are they fun? Sure

But very, very imbalanced. If their goal with adding UI features and such to the game to reduce the need for addons…and reduce the need for going outside the game for information…then we need to know what build is gonna give us the max DPS/max utility/max self sustain etc because right now, it’s only provided if you do outside research, simcrafting and loading builds build by those that figure out what’s gonna give maximum DPS and when the difference is hundreds of thousands of DPS there’s a problem

1 build I can do 500k, another 800k. Both could be built as an “AOE” build, but 1 is clearly the “winner”

Is this really a talents issue, or an issue that could be solved by an in-game DPS sim?

It’s not really hard to do, but you shouldn’t have to download an addon to copy paste info onto a third party website just to figure out if your talent build is trolling. New player isn’t going to figure that out without being told.

They should change the weight of talent points depending on how strong the talent is. For example, Power Infusion and its upgrade should cost 5 talent points. Shrapnel shot which nobody takes ever should be like 0.2 talent points. That would make talent balancing a lot easier without changing metas around if they keep the same talent point totals of meta builds.strong text

A bit over the top, but I do think something like that could work

Of course the numbers would be chosen with actual thought I’m just farting them out over here :joy:

Meh, it gives the illusion of choice.

Could do without the button bloat that came with them.

2 Likes

Button bloat isn’t really an issue though

No, they’re not.

They’re just a set of things to click until you get a functional character.

Better off with MOP style talents.

The talents you picked at least clearly did something.

Now you can move a point over here and there for like 2% to something.
So much choice!

Hero talents work better than anything within our class or spec talent trees.

1 Like

There are some places where you can make choices. Like the damage difference between Mind Spike and Mind Flay is rather minor and it’s more just a playstyle choice.

Some things aren’t so much a choice on their own, but are based on your hero talents like Void Eruption vs. Dark Ascension. In an ideal world hero talents would be balanced and you could choose the one you liked more.

And some things are just so bad or require too many talent points to reach there’s no reason to take them like Mindbender.

Isn’t it? It led to the defensive bloat we have now. Every rework adds another 1 in some way, even after the Devs wanted to move away from it.

Everyone has so much CC that mobs now spam mechanics if stunned or stopped. Without it nothing would cast, there wouldn’t be any danger.

Everything hits significantly harder and more often because of healer CD and defensive bloat. The only spec I can think of that hasn’t got many is Holy Priest. The only way they can challenge healers now is by having the group damage be crazy.

I don’t see any issue with the current design

Um, shadow priest has basically the same utility stuff it had back when I first started playing shadow in Wrath. The only new stuff are like Angelic Feather and Leap of Faith.

Bliz designs encounters around the tools players have to handle them. Everyone has multiple short defensives, aoe CCs, and movement abilities so encounters are obtuse bullet hells and dungeons are filled to the brim with unavoidable AoE damage and must stop casts to make us use the tools we asked for.

Didn’t they always have these as talent choices on the MoP talent tree? Priest is like the 1 class that the Devs have left utility bare for some reason.

Half the talents were passives we got while leveling before the DF tree too lmao.