This Is Blizzard's Solution To Talent Bloat In World of Warcraft



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24 thoughts on “This Is Blizzard's Solution To Talent Bloat In World of Warcraft”

  1. I just wished they could fix rotation bloat, several specs require so many buttons just to do core rotation feels like too much (mostly mandated talent points). Like shaman etc so much bloat i end up going bm hunter or ret cause its just too much for me.

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  2. You see the names of the subspecs and it SOUNDS really cool, but you look at what the talents ACTUALLY do:
    Deal 4% more damage for 6 seconds …
    Increase damage by 2% stacking …
    Stormbolt hits multiple targets …

    Remember when talent choices really changed the way your class felt?
    Increase attack speed by 30% after a crit
    Increase offhand weapon damage by 50%
    25% additional energy regen on rogues
    Shadowstep, Titans Grip, Single Minded Fury, STARFALL.

    I guess the retail ret paladin talents are OK, but a lot of them are just "+damage by 2%" yeah man 2% feels totally useless unless you're a adderall freakazoid.

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  3. Meh, they still miss the problem with talents, it doesn't matter if we have MOP style talents, vanilla style talents, or these new talents+hero talents if they don't have a niche to exploit, you will still be playing 1 of 3 generic roles and there is a correct way to play all 3, you can't commit to a niche, you can't specialize into a niche. It doesn't matter which of the hero talents you pick, if you pick wrong you're failing at your job.

    For example, mage. You are pure DPS, so it doesn't matter that they have 3 hero talents, they're all designed to do one thing, damage, and there is a correct choice for cleave, and there is a correct choice for single target, and if you pick wrong, you're hurting yourself and your party. Now imagine if you're playing a mage, and you go into a dungeon, now you need to specialize for one of 3 sub roles, off tank/kiting, AOE control, hard control, now imagine that you have frostfire for slows/barriers, temporal for hard CC, and a third one designed for solo play, now these talents are interesting and you're filling a unique role for the group, but as the game is designed now, you have an illusion of choice, because its 3 flavors of DPS, but only is clearly better than the rest when punched into a calculator

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  4. This clearly has a lot of potential to be used also for class skins, something people used to say blizzard would never do.

    They can start with some simple vdx tuning but go pretty far if they want visually

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  5. These are cool but still run into the same issue as borrowed power. What happens in Midnight, in The Last Titan, in the first expansion of the next story? Are they just gonna keep adding and removing new ones with each expansion? I guess if they actually stick with it, it's fine, but I just can't imagine what the point is long term.

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  6. I hope they are more than what they appear to be. Like being able to turn disc or holy priest into a actual viable dps role through this would been awesome. But seems like they are going for less impactful options.

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  7. Honestly, they should follow FFXIV's example and just yeet talents out the window completely to be replaced by subclasses/jobs that come with a certain kit baked in.

    These talent systems always resolve down to 2 or 3 optimal builds anyway.

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  8. I like it but think we should be allowed to skip the hero talents all together & use all points in the existing trees if we want to. 50/50 between class & spec as before.

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  9. They should definitely redo do some of these and actually add a new visual design to some of them.
    Like what is the point of "Dark Ranger" if your entire kit is just a regular hunter kit?

    What's the point of a "Rider of the Apocalypse" if they can't have some form of mounted combat.

    Just seems weird that they would name them this stuff, especially considering players immediately got excited for this when they saw it before realizing it's just 10 talents that slightly alters some abilities to give you some extra damage.

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