The DKs one lack of the baseline abilities of presences, you need to bring back presences please, at least UNHOLY PRESENCE, that is something fundamental to DKs
Makes sense, since youâre not using mana with the other specs⊠it is odd.
Also just wanted to point out this:
Feral Druid Baseline Abilities
Feral Instinct: Reduces the chance enemies have to detect you while Prowl is active.Feline Adept: Soothe and Remove Corruption are usable in Cat Form.
Restoration Druid Baseline Abilities
Natureâs Cure: Cures harmful effects on the friendly target, removing all Magic effects. Combines with Remove Corruption if known.
The Guardian and Balance specs donât have anything under âSpec Baseline Abilitiesâ
So iâm guessing they didnât finish what they give all the specs baseline to flesh them out.
Blood DK. To get to Purgatory on the last row from Dancing Rune Weapon (row 8) you are forced to take Tightening Grasp which is useless if you didnât take Gorefiendâs Grasp on Row 8. That basically says âyou arenât allowed to have Purgatory unless you take GG as well. If thatâs intended then Tightening grasp and Purgatory should be switched with Red Thirst and Unquenchable Thirst respectively. Those two feel unnecessarily locked behind GG when neither of them require GG to provide value.
Still prefer the straight forward pathing of the pre-cata trees. But it looks better than the boring setup we have now.
And I donât understand the idea of having to take 4-5 irrelevant talents in order to get to X. Seems restrictive and a bunch of fluff.
I never wanted talent trees back. Theyâre unnecessarily complicated. What weâve had recently was working very well.
I think youâre in the minority on that one man. Sorry.
I donât think itâs honestly a good idea to tie EVERYTHING to a talent tree. Currently base things like mind freeze and the like are tied to the talent tree. Which as some feared seems like some base things like interrupt or frost traps will require points to unlock. In any case however this just looks more complicated than it honestly needs to be to be blunt. I would think a system like the ones in classic, to where you had base line abilities that were enhanced by the talent trees. Over literally everything coming from the talent tree itself, would be a far easier system to both design and engage with. As currently from what the article suggests it seems like everything will be tied to the tree. Over what we have now of separate spells that are enhanced, or new spells through talents are able to be interchanged and used.
Please donât repeat BFA and Shadowlands and reinvent the wheel, it hasnât worked well so far, and has only made things worse.
This is correct for all classes. Theyâve already explained this: you wonât auto learn spell book abilities anymore. All progression is within the talent trees. Anything deemed necessary for a spec is generally to be learned before level 10, automatically granted when choosing a spec, or made a very early âtalentâ so youâll always be able to get it.
Looks amazing but
Where Warlock
They would rather you not play Warlock.
DK Class Tree - feels like the frost and blood âsectionsâ should be switched. The interrupt being on frost side makes it too far for UH DKâs to grab easily. Additionally, UH and Frost both have damage elements that Iâm sure theyâd like to share with each other while blood and frost have survivability elements theyâd like to share. Just seems like frost should be in the middle.
Can feral get Lunar Inspiration changed to do bleed damage? Maybe rename talent to Blood Moon?
Itâs been very niche-- if not dead weight --ever since bleeds were changed to also scale off haste.
(Also, red moonfare would be awesome.)
Earlier it was said how some covenant abilities became so entwined with the build it was hard to remove.
Can you elaborate on why convoke is in every spec tree, but abom limb is bottom of a class path making it much less accessible?
Which should we expect for other classes?
Also wanted to say I love the option talents! Feels very dynamic! I am curious though because the all the Druid paths have many of them, with Boomkin having 10 while Blood DK has 5.
Which of the two is the outlier? Which will be more common for other classes? I know they arenât the sole measure of character power, but it is a more engaging tree with more choices.
- âDoes this mean itâs possible to make very âbadâ builds?â
- In short, yes. There are limits and guardrails here, such as those abilities that are automatically given. And furthermore, our goal in designing the trees is not to trap players in complicated choices in order to make a functional build; in fact, itâs the oppositeâitâs to set up the trees with intuitive paths that lead you to reasonable builds. But a key philosophy of this rework is to keep the player in the driverâs seat of their characterâs growth within their class.
I love this answer. For too long the devs have been obsessed with making sure players play perfectly optimal. Which means taking choice and freedom out of the playersâ hands. Let players play how they want. The key should be fun, immersive choices.
I would like to go back to the days where not everyone had an interrupt and stun. It would help the mess that is PvP. And it could bring some class identity back. Not everyone needs a heal(right Warriors?), a kick, and a stun of some sort.
Currently with regards to the pathing: There are a large number of mandatory pre-requisites for key abilities. Forces you to pick a lot of talents you might not want for crucial skills. Fewer connections mean more player control & more interesting builds.
Edit: Also can we please just scrap raid buffs and debuffs at this point?
I was thinking the same thing. Feels like it would make way more sense on the resto or balance side. E.g. resto druid pops cat form for a quick burst on something then pops back out.
Considering this is possible today and Iâve never seen it happen I doubt it will happen in the future⊠the only argument is people skipping interrupts and I think most people are really blowing that issue out of proportion. Weâve literally only seen two classes, they are early WIP, both have an interrupt far down the tree that is easy to get and for some specs youâre effectively forced to take. People need to drink decaf and chill out before they start assuming that every single rogue is going to ignore Kick. Half of you that have kick already donât even use it so what will actually be different if some people choose not to have it???
Honestly sounds dope for PvP and off tanking.
This was what stood out to me too. Like, the fun of these two things was that they worked together.