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Blizzard's MoP Talent Calculator!Follow

#27 Nov 25 2011 at 6:35 AM Rating: Good
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A Feral Druid hybrid would shine in a situation where the tank pulls too many mobs and an off-tank is needed to spread the damage, giving the healer some breathing room. The issue, right now, is that if the tank pulls too much, he'll get one-shot and the Druid will get two-shot afterwards.

The problem with how the MoP talents/specs are turning out right now, Ferals are having all their tanking stuff removed. It makes no sense to promote hybrids by pigeonholing them even more.
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#28 Nov 25 2011 at 11:59 PM Rating: Good
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Mazra wrote:
A Feral Druid hybrid would shine in a situation where the tank pulls too many mobs and an off-tank is needed to spread the damage, giving the healer some breathing room. The issue, right now, is that if the tank pulls too much, he'll get one-shot and the Druid will get two-shot afterwards.

The problem with how the MoP talents/specs are turning out right now, Ferals are having all their tanking stuff removed. It makes no sense to promote hybrids by pigeonholing them even more.


In all honesty, I think they were talking out their butts when they said they were sorry for removing hybrids hybridness. They make that comment, then less than an hour or so later, tell us about how they are removing the ability for kitty druids to be emergency tanks "because nobody else can do that" and removing the ability for feral tanks to do any kind of real damage in cat form.

In the end, its more of Blizzard's pandering our calls for fixing the problem when in the end, once its all said and done, we'll even be less hybrid, less customized, and more homogenized than we were this time around.
#29 Nov 26 2011 at 9:35 AM Rating: Decent
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It boils down to the fact that class balance in Cata kicked their ***. Even with simplified stats & reduced skill trees.


They are going through hybrids line by line and removing abilities from builds in order to make balance easier. They are removing the talent trees after the Cataclysm reduction of the skill trees really didn't help make their job easier. It is clear that they didn't really have a grip on their own game at Cata release, they don't want that to happen again for MoP. So the further reduction and simplification of it to make their jobs easier.

Edited, Nov 26th 2011 10:36am by bodhisattva
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#30 Nov 26 2011 at 9:47 AM Rating: Decent
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http://us.battle.net/wow/en/forum/topic/3595674659

This guy makes a really decent point.


They reduced skill trees & locked us into them until we hit 31 points in 4.0. They did this claiming that it would "reduce cookie cutter builds", basically the same lines we are hearing about the MoP talent build system. If anything it only exacerbated the problem.

They are painting themselves into a corner, it is bad design and it lacks the spark of awesomeness that used to define how blizzard approached problems. If anyone of you thinks that there will not be clear cookie cutter decisions and this time with only 6 choices then you are deluding yourself. Their argument for further reducing and simplifying the game is broken and the changes are both uninspired and worse only worsening the problem by reducing depth and choice.
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#31 Nov 27 2011 at 8:39 AM Rating: Decent
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http://us.battle.net/wow/en/forum/topic/3430939761?page=1


There is a decent thread on Paladins. On page 8 a 2400+ rated mage who has a Paladin breaks down the current skill tree from a PvP perspective. Pretty much shows that there will be cookie cutter builds and how some options are not options at all.


The PvE ppl have noted that 2 out of the 6 choices are pure pvp and have no PvE bearing in the slightest, which is true.



It is not just paladins, the new trees really do present a lack of choice, they are lack luster for most hybrid classes as of right now and they need a lot of work. Blizz needs feed back and people actively posting well thought out posts that are greater than Èthese suckÈ. Get on the oboards and start posting!
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#32 Nov 27 2011 at 11:39 AM Rating: Excellent
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There's a lot they seem to be willing to sacrifice in the name of balance, looking back over the last couple of expansions. The interesting thing here is they've really taken the talent tree's and attempted to distill the real choices out of them (or tried to create the choices where they didn't exist before. The thing is, there's a lot of choices that aren't making the cut.

If my shammy is trying to decide between 3% crit, 6% more damage from shock spells and 15% more damage from lightning orbs. That's not really all that interesting, especially if I only want to know what does more damage. From an output perspective there's always going to be a 'best choice' and it's not going to be interesting to figure out what that is. Enter the spreadsheet and the cookie cutter, but that's fine by me, that's what I want in that situation.

Where it become interesting for me is when you have to give up output for utility. 3% critical gives way to 20% increased range on your totems for example. You may never make that swap for raiding, but that's fine. That's not a problem with the cookie cutter, it's more a problem that there isn't enough opportunities to make sure of the utility abilities. Maximizing output could easily make you like a glass cannon, and there's a time for that perhaps.

TLDR: What I'm saying is that utility abilities will only be attractive when they give us a reason to use them. In lieu of that, were choosing between uninteresting abilities, or using max DPS builds with no consequences.

Also as a side note: Ursol's vortex needs a cast time, or I'm teaming up with a priest and having fun at the LM cliffs next expansion.
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#33 Nov 27 2011 at 12:10 PM Rating: Good
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They tried to fix something that wasn't broken and in the process broke it. Now they're trying to promote variation by removing options. Their logic is from another dimension, it seems. A dimension where up is down and nothing makes sense.

I'm not going to go into the MoP talent calculator idiocy, because Blizzard themselves have said it's pre-alpha, which means it's hopefully going to change. As it stands right now, I will not be playing this game after the talent revamp patch goes live.

And I don't care what Blizzard claims, this is not the same development team that worked on the game pre-Cataclysm. Everything about the current development plan screams new kids on the block.

If I'm wrong and it is the same development team then they're in dire need of major unscrewing of heads from asses.
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#34 Nov 27 2011 at 2:07 PM Rating: Excellent
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TBH it reminds me a little of the diablo III look, but that has more depth. When in Rome perhaps? Smiley: rolleyes
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