Talent System Feedback
Talent System Feedback
I wonder, when mop rolls out, and every fire mage has the same spec, will you admit failure? Theory crafters will figure out which combination of talents and glyphs provides the best dps given a situation. We call those situations boss fights. Look back at your data, and tell me how many fire mage specs where used on ragnaros.
Yep, we would admit failure if every Fire mage still takes the same talents. We don't think the theorycrafters will be able to solve the problem as easily as you describe though. Does Greater Invis or Cauterize provide the higher dps? Both can save your life, depending on you and the situation. Maybe Nether Tempest or Living Bomb might have a marginally higher dps than each other for some fights, but still, it's much easier for us to balance two abilities against each other than it is to balance a 33/5/3 build against a 34/3/4 build.
As to your Ragnaros question, the answer as you can imagine is that the talent builds were virtually identical. That's what we we're trying to fix. However, if you look at glyphs, the situation is much more diverse. The new talents are more akin to Major glyphs, in that they aren't just passive dps increases. About 30% of mages had Glyph of Dragon's Breath and about 30% had Glyph of Blink. Which was the higher dps? Apparently there was disagreement, or nobody knew, or it didn't matter.
You didn't remove traps either. Look at warriors. Yep blade storm tanking sounds boss.. until you realize that dodge, parry and block do not function while channeling an ability. Don't worry, I had to look that up on a third party website, because blizzard refuses to document their own games basic mechanics.
We want Bladestorm to be attractive to tanks. It would be a flaw in the tree if one of the talents was a no-brainer to skip. In 5.0, Bladestorm does not prevent dodge, block or parry, and it even allows shouts, of which Last Stand is included.
I sympathize with the problem that our tooltips can't explain all of the nuance, depth and exceptions for the abilities. At times we have tried to be more complete, but the tooltips ended up reading like legal documents and of course grew very long. It's a problem we'll continue to try and solve though.
The issue is you are asking us to ignore the fact it's you that designed the 4.x system and you also similary tried to "sell us" that system as a net positive back in the pre-4.0 days. It's a matter of trust and prior performance.
Hey, we're happy to admit our mistakes and try to improve the game for the future. I suspect you'd probably prefer that than if we stubbornly clung to failed experiments. Our sincere hope is that new talent system fixes the problem of player choice and customization once and for all. I think it has a strong chance of doing so. But I've been in this business long enough to know that I might be wrong.
If for an example in a raid I am a healer who "never has to move" or that the "movement I do doesn't really need any fancy augmentation from a talent" then offering me three "movement" talents won't seem interesting. That's why throughput "increasers" seem more interesting to people because at least they can see the utility because for the most part
I'm not trying to nitpick through all these examples. I just want to communicate that the system would be a lot less compelling if there were obvious choices or non-choices like this. But please keep telling us of any you think fall into that category. We have time to fix them.
We do some Patchwerk-style fights still (Ultraxion was pretty close), but there are plenty of fights with many moving parts as well. Maybe we're arguing semantics here, but I don't think "increasers" are interesting. They may be useful, perhaps even mandatory, but that works against their being interesting. You don't have to think about them much. You don't have to experiment. You don't have to be a clever player to benefit from them. They just kind of sit there, making your numbers bigger.
Deciding "will I use this talent?" is interesting (in my definition anyway, which is the definition commonly used in game design, so maybe I'm just slipping into industry jargon). Deciding how to use the talent is interesting. I love the thought that a mage who has killed the Sha of Fear a dozen times might decide to switch from Rune of Power to Incanter's Ward, just to keep things interesting.
As an example from Mage Tier 4, Cold Snap screams Frost. It does not reset any Fire or Arcane ability, want to take a guess how often any Fire or Arcane mage takes that? Or flip it around, want to take a guess how often any Frost mage doesn't take it?
Cold Snap doesn't reset Frozen Orb though, which would make it too attractive to Frost and not attractive enough for Fire. It resets spells like Frost Nova, which all mages have and will likely use. It also restores your health, making it useful even if you don't have a spell on cooldown.
Agreeing with this sentiment more and more as I peruse the new warrior tree. None of the talent choices are exciting at all relative to the other two choices in the tiers. It really does feel like I can just pick whatever without any real impact on my performance.
You *should* be able to pick whatever you want without any impact on your performance. If one talent increased your performance more than the others, we would all just take that talent (unless some of us didn't care about performance, which is always possible).
Bladestorm, Shockwave and Dragon Roar all have different cooldowns. That alone will give them a different feel -- do you want to hit weaker buttons more frequently or more powerful buttons more rarely? But your overall DPS can be the same (unless the fight length makes the length of the cooldowns relevant, but even that is interesting in that you need to consider it). If Dragon Roar did the highest damage in most situations, then the other two choices are boring and won't get used a lot.
This attitude 'use cookie cutters or you're bad' annoys me to no end, in vanilla, TBC I not ONCE used a cookie cutter spec and on my NE priest I was second tank healer in Molten core at 58
If that's the case, that's awesome. That's what we want. But most players aren't in your situation. They take virtually the same talent choices as everyone else. You would probably be sad too if you felt like that was your only real option. We want every player to feel like they can choose whether they like A instead of B or C.
GC you take so much heat. Props to you man, for weathering a very turbulent storm daily.
It's cool, man. They just want the game to be fun, which is exactly what we want.
Talent System Feedback
I wonder, when mop rolls out, and every fire mage has the same spec, will you admit failure? Theory crafters will figure out which combination of talents and glyphs provides the best dps given a situation. We call those situations boss fights. Look back at your data, and tell me how many fire mage specs where used on ragnaros.
Yep, we would admit failure if every Fire mage still takes the same talents. We don't think the theorycrafters will be able to solve the problem as easily as you describe though. Does Greater Invis or Cauterize provide the higher dps? Both can save your life, depending on you and the situation. Maybe Nether Tempest or Living Bomb might have a marginally higher dps than each other for some fights, but still, it's much easier for us to balance two abilities against each other than it is to balance a 33/5/3 build against a 34/3/4 build.
As to your Ragnaros question, the answer as you can imagine is that the talent builds were virtually identical. That's what we we're trying to fix. However, if you look at glyphs, the situation is much more diverse. The new talents are more akin to Major glyphs, in that they aren't just passive dps increases. About 30% of mages had Glyph of Dragon's Breath and about 30% had Glyph of Blink. Which was the higher dps? Apparently there was disagreement, or nobody knew, or it didn't matter.
You didn't remove traps either. Look at warriors. Yep blade storm tanking sounds boss.. until you realize that dodge, parry and block do not function while channeling an ability. Don't worry, I had to look that up on a third party website, because blizzard refuses to document their own games basic mechanics.
We want Bladestorm to be attractive to tanks. It would be a flaw in the tree if one of the talents was a no-brainer to skip. In 5.0, Bladestorm does not prevent dodge, block or parry, and it even allows shouts, of which Last Stand is included.
I sympathize with the problem that our tooltips can't explain all of the nuance, depth and exceptions for the abilities. At times we have tried to be more complete, but the tooltips ended up reading like legal documents and of course grew very long. It's a problem we'll continue to try and solve though.
The issue is you are asking us to ignore the fact it's you that designed the 4.x system and you also similary tried to "sell us" that system as a net positive back in the pre-4.0 days. It's a matter of trust and prior performance.
Hey, we're happy to admit our mistakes and try to improve the game for the future. I suspect you'd probably prefer that than if we stubbornly clung to failed experiments. Our sincere hope is that new talent system fixes the problem of player choice and customization once and for all. I think it has a strong chance of doing so. But I've been in this business long enough to know that I might be wrong.
If for an example in a raid I am a healer who "never has to move" or that the "movement I do doesn't really need any fancy augmentation from a talent" then offering me three "movement" talents won't seem interesting. That's why throughput "increasers" seem more interesting to people because at least they can see the utility because for the most part
I'm not trying to nitpick through all these examples. I just want to communicate that the system would be a lot less compelling if there were obvious choices or non-choices like this. But please keep telling us of any you think fall into that category. We have time to fix them.
We do some Patchwerk-style fights still (Ultraxion was pretty close), but there are plenty of fights with many moving parts as well. Maybe we're arguing semantics here, but I don't think "increasers" are interesting. They may be useful, perhaps even mandatory, but that works against their being interesting. You don't have to think about them much. You don't have to experiment. You don't have to be a clever player to benefit from them. They just kind of sit there, making your numbers bigger.
Deciding "will I use this talent?" is interesting (in my definition anyway, which is the definition commonly used in game design, so maybe I'm just slipping into industry jargon). Deciding how to use the talent is interesting. I love the thought that a mage who has killed the Sha of Fear a dozen times might decide to switch from Rune of Power to Incanter's Ward, just to keep things interesting.
As an example from Mage Tier 4, Cold Snap screams Frost. It does not reset any Fire or Arcane ability, want to take a guess how often any Fire or Arcane mage takes that? Or flip it around, want to take a guess how often any Frost mage doesn't take it?
Cold Snap doesn't reset Frozen Orb though, which would make it too attractive to Frost and not attractive enough for Fire. It resets spells like Frost Nova, which all mages have and will likely use. It also restores your health, making it useful even if you don't have a spell on cooldown.
Agreeing with this sentiment more and more as I peruse the new warrior tree. None of the talent choices are exciting at all relative to the other two choices in the tiers. It really does feel like I can just pick whatever without any real impact on my performance.
You *should* be able to pick whatever you want without any impact on your performance. If one talent increased your performance more than the others, we would all just take that talent (unless some of us didn't care about performance, which is always possible).
Bladestorm, Shockwave and Dragon Roar all have different cooldowns. That alone will give them a different feel -- do you want to hit weaker buttons more frequently or more powerful buttons more rarely? But your overall DPS can be the same (unless the fight length makes the length of the cooldowns relevant, but even that is interesting in that you need to consider it). If Dragon Roar did the highest damage in most situations, then the other two choices are boring and won't get used a lot.
This attitude 'use cookie cutters or you're bad' annoys me to no end, in vanilla, TBC I not ONCE used a cookie cutter spec and on my NE priest I was second tank healer in Molten core at 58
If that's the case, that's awesome. That's what we want. But most players aren't in your situation. They take virtually the same talent choices as everyone else. You would probably be sad too if you felt like that was your only real option. We want every player to feel like they can choose whether they like A instead of B or C.
GC you take so much heat. Props to you man, for weathering a very turbulent storm daily.
It's cool, man. They just want the game to be fun, which is exactly what we want.
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