Shifting Perspectives: What are optional talents?, page 2

In defense of this design, I cannot honestly say that I can make a purely logical argument against it. If nothing else, the new balance tree is virtually idiot-proof. Perhaps it is my innate elitism or a burning desire to validate what it is that I do, but I feel that this step towards making the game less involved is one too far. I am being totally serious when I say that there is no possible way that you could make a balance spec that was grossly inferior to every other balance spec out there -- it simply isn't possible. Simply maxing out every single balance talent there is still leaves you with four points left over to spend anywhere else you'd please.
Yes, in doing this utterly random, poorly researched build, you would miss out on some really nice talents. Yes, there are instances where not having these talents will significantly reduce your DPS, although this is mostly only applicable to encounters with heavy pushback and not having Nature's Focus.
There is a very fine line between having talents that are all useful to a certain degree and having the ability to literally blindfold yourself and still end up with a mostly viable spec. I do not think that players should have to spend hours upon hours of time just to figure out a spec that is viable for them, yet at the same time, a player shouldn't also be able to just point and click on talents without putting any thought into it at all. Talents should have meaning; they should matter, and it should be possible to make a mistake, as it were, and end up with a spec that isn't optimal towards specific areas of the game.
How far should the optimal and non-optimal talent set-ups be? I cannot say. That is an entirely subjective opinion that cannot be answered with concrete facts. I will say this much, though. A well researched player who knows how to properly plan a spec toward reaching a specific end should always outperform a player who has not done these things, and that performance should not be within the variable of RNG.
Understand that making an optimal character is still not that easy. There are gearing options, glyphs and the new Path of the Titans to consider on top of talent choices; however, as one part of the puzzle unravels, the importance of others only increases.
Can mana regeneration be considered optional?
Taking a break from my rantings on the capacity of other players; there is another issue that I would like to address. Previously I classified our mana regeneration talents as being optional; however, this is generally far from the truth. Currently in the game, a well geared balance druid doesn't need to spend additional talents on mana regeneration; everything that they need is baked right into Moonkin Form. We are losing that perk, though.
The question remains, then, how mandatory will our mana regeneration talents be? Will balance druids always have to take Moonglow, Dreamstate and Euphoria in order to sustain themselves? Will we have to use our own Innervate? Will we eventually be able to drop points out of mana regeneration talents as gear increases?
Mana regeneration is a huge issue, even in PvE, that is often overlooked. It is overlooked because currently mana regeneration is so ridiculously high across the board. The Lich King is a pretty prime example of this. The encounter lasts for 15 minutes, and while there are high and low periods of mana expenditure, there is no RoS-styled mana rejuvenation effect between phases, yet virtually no one has any problems with mana on this encounter. As a DPS caster, mana should never have to be a concern to us. Mana is a liability, a handicap, and one that simply should not exist in the realm of dealing damage if encounters are to be designed the way that they currently are. If a DPS caster is ever at risk of going completely OOM, then he has a significant disadvantage in comparison to non-mana based classes, all of whom have infinite resources.
Why take a balance druid if he is going to go OOM when you can take, say, a fury warrior who will always have rage -- especially when they can both put out the same level of damage? To this end, mana regeneration talents are always mandatory, yet always situational. Regeneration talents are only applicable insomuch that they allow for you to not run out of mana during the course of an encounter. If you can end an encounter using a full rotation throughout the entire time, then it doesn't matter if you end that fight with 100 or 100,000 mana; all that matters is that you never, ever have to stop using your highest DPS rotation due to mana constraints (with the caveat, of course, that the system is balanced around this principle).
Having scalar mana regeneration, while nice, is something of an issue in certain respects. Mana regeneration is, in essence, nothing more than a specific utility: the utility to maintain your expected damage levels. It does not directly contribute to your capacity to deal damage; it only does so indirectly. It is for this reason that scalar mana regeneration is an issue. As you need less mana regeneration -- or rather, fewer talent points spent towards mana regeneration -- those talent points can then be spent on other things that might directly increase damage. Generally speaking, these talent switches usually result in very minor increases in DPS, given that a majority of specs won't have to give up core DPS talents for mana regeneration.
Even still, this is one positive note about the new talent tree. Whether our mana regeneration is mandatory or not is rather superfluous. We have four extra points as it stands already, and there simply isn't anything major that we would ever have to give up in order to gain additional mana regeneration. This makes balancing across multiple gearing levels even easier and is a major benefit.
Survivability as an option
If there is one thing that the balance tree is really missing both now and in Cataclysm, it is any manner of talents that focus on our ability to take damage. Survivability is simply one thing that balance druids have always struggled with. Although we now have access to several new spells that allow us to avoid damage to a degree (and thus indirectly increase survivability), there really isn't anything else that we can take. In a PvE setting, survivability is generally an optional talent choice that players make, yet so few really appreciate how important these talents really are. The amount of damage that a player takes is equally important to the amount of damage that a player is capable of dealing. As the saying goes, dead DPS is 0 DPS; anything at all that can make you that much more survivable is such a huge asset. It really saddens me how much players disregard such a fundamental aspect of the game.
The balance tree really could stand to use some talents which increase our ability to live, not only because it is something that we have needed in PvP for so long, but also to expand upon the options that PvE druids have access to. Each encounter within the game is different; each one requires a completely different set of skills and utility to conquer. Balance, as it stands, simply does not have that many options. With your four spare talent points, you can pick up Gale Winds, Fungal Growth, Lunar Justice or Perseverance. The last one is a notable difference, as it does help in this situation, yet we should have something that isn't thrown off into the restoration tree and obviously made for feral tanks to give them a reason to sub-spec. Where is our Primal Tenacity? Our Improved Barkskin? Why does the balance tree not offer any form of passive or even active defensive utility? This is something so basic, so common, that I'm not sure there are really any trees in the game that don't offer some form of damage reduction other than ours. Even fire and arcane have something! Fire -- the worst PvP spec in the history of the game has defensive talents; they kind of suck, but they're there. Balance druids? Nothing.
This baffles me, people. Baffles me.
Every week, Shifting Perspectives treks across Azeroth in pursuit of truth, beauty and insight concerning the druid class. Sometimes it finds the latter, or something good enough for government work. Whether you're a bear, cat, moonkin, tree or stuck in caster form, we've got the skinny on druid changes in patch 3.3, a look at the disappearance of the bear tank and thoughts on why you should be playing the class (or why not).





Reader Comments (Page 1 of 2)
Anhydrous Jun 11th 2010 5:10PM
I think you might have forgotten something on the first page. You might want to go back and fix that before FINISH THIS COMMENT
Falcom Jun 11th 2010 5:18PM
404: edit button not found.
zubbiefish Jun 11th 2010 5:44PM
I would realy like to hear your thoughts on FINISH THIS SENTENCE. I realy think you hit the nail on the FINISH THIS SENTENCE. Realy great to see that FINISH THIS SENTENCE. Anyhow, FINISH THIS SENTENCE.
Ikarus Jun 11th 2010 5:52PM
zubbiefish, you made my Friday. I laughed out loud. Thanks :)
mdleide Jun 11th 2010 5:19PM
Excellent proof reading, you are truly a wonderful columnist.
Shade Jun 11th 2010 5:50PM
Honestly, I'm glad that little mistake was there. While it was an oversight, it was a one-time mistake and serves to show that Tyler doesn't just write stream-of-consciousness and hit the submit button once he hits the character limit. It's proof that thought goes into the structure, wording, and content of the article, and for that one 'FINISH THIS SENTENCE' that was left in, how many do you think there were that he corrected in various stages of editing?
Good to know there are still internet writers who pay attention to the rules of writing, as opposed to the annoying trend of people who call their opinions art and claim the title of 'author' without doing any of the real work.
(cutaia) Jun 11th 2010 5:52PM
It's interesting that everyone else managed to point out the funny little error without sounding like a complete jerk.
Zalvi24 Jun 11th 2010 5:23PM
like always i love reading your article but, were you supposed to write the elemental side of totem talk? or was that a one time deal? we havent seen one since march
Tyler Caraway Jun 11th 2010 8:09PM
That was just a one time deal. I could talk to some people if you would like for me to see about writing it as a standard thing. Not entirely sure they'd go for it, the world can only handle so much of me =P
Nighthavk Jun 11th 2010 5:40PM
FINISH THIS SENTENCE.
Cody Jun 11th 2010 5:50PM
Guys, c'mon. Can't we look past the FINISH THIS SENTENCE
Tyler Caraway Jun 11th 2010 5:59PM
I think it's funny. :)
Amathir Jun 11th 2010 6:03PM
I actually love the fact that there are so many "optional" talents. I think that's the point Blizzard is trying to make... They'd rather make it so that HOW you play your class is more important that the talents you choose. I've always hated that you only have 2-4 points to spend where you like at the end of the day to stay competitive.
I'm no ego dps by any means... most of the time I'd rather have the utility. It's for this reason that my arcane mage always takes Slow, even though many PvE raiding builds avoid it. 1 talent point for an additional bit of utility? VERY helpful!
I can't wait to see more of the trees and see if they've added more fun non-direct dps impact talents that will enhance my play style instead of my dps chart.
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Tyler Caraway Jun 11th 2010 6:34PM
I like the idea of it as well. It may not seem as though I do, but I really do. I like how I currently have a choice between picking up Typhoon or getting something like Genesis; I like that I have the option between Improved Insect Swarm and Genesis and Brambles once I reach higher levels of gear and can ditch my mana regeneration talents. I love speccing into utility - I do not like not having options, however.
I want to have that choice; I want to be able to choose between minor DPS talents and utility talents where sometimers one wins over the other. Right now, I just don't see that choice. Right now, you can get all of the DPS talents, even the insignificant ones, and still have talent points left over for utility talents. I understand it is Blizzard's design intent for players to feel like they actually have the option of taking these talents - let's face it, sometimes it doesn't feel like we have a choice because we have to give up so much - however I just don't think that we shouldn't also have the option to trade off that utility for moderate amounts of damage.
Given the choice between Fungal Growth and Genesis, even I would have a hard time making a case that Genesis is flat out required; the DPS gain that it provides is simply that inconsequential, yet that simply isn't a choice that we have to make any morte. We should have to make that choice. The balance tree really does need to have 3 or 4 more points worth of 'mandatoryu' DPS talents in my opinion. With that change, you'd end up actually having a choice between whether you want to care about straight damage or whether you want to care about utility.
In some cases, the straight damage would win - it would be hard to make a case that Fungal Growth is awesome for a fight like BQL, while it would be much easier to say that you really should focus on getting as much DPS as possible from your build out of this encounter - while in other cases the utility would win - having Fungal Growth for Saurfang or The Lich King would be almost a must and far more important than some insiginificant DPS by any measure.
woshiernog Jun 11th 2010 9:55PM
Personally I feel that all talents should be optional. Since cookie cutter builds exist and you are pretty much shunned for not following them, why not build them into the classes and leave talent points for you know talents.
When I think of the word talent, I think of something someone can do that not many other people can do. Can you touch the tip of your nose with your tongue? Probably not, but it is a talent that some people posses. Something that separates you from the masses, and not just other classes. I was hoping that Blizzard was going leave us more talent points to be creative with our spec. As awesome as Solar Beam is, (super effective btw) every one will have it. Think of the coolest thing that you can do. Now imagine if 10% of everyone you knew could do it to. Do you still feel special?
Rafinius Jun 12th 2010 1:17PM
I agree with woshiernog. But the thing is that the new cataclysm balance tree doesn't do this. As Tyler said there is only one real Balance build. While his complain was that you don't have enough options to fail, mine is that you just don't have enough options to make major choices. You have enough points to take everything really viable and then still some points left to pour into the weaker and situational talents. In my opinion there should be several choices to be made that, while not changing your class and role, still have a noticeable impact on your gameplay (like different rotations and different utility on specific encounters). With the talent tree as it is now there will be no theorycrafter discussions on what is more viable. It's just place the talents like this and nothing else matters.
The shadow priest tree has the same problem. I mean how can you make choices when the only viable pure dps build is: . (Go look at the shadow priest cataclysm talent review to see what I mean).
So what I would like is that there are many great talents for any class/role combination to choose from, but not enough points to take them all. That there are different talent builds that have just a few different talent placements, not because those few talents where optional and unimportant but because they are differentiating one build from the other.
omedon666 Jun 11th 2010 6:41PM
I think "ego DPS" is my new buzz term of the week.
But the main reason I wanted to comment was the idea of specs (not just balance) being "idiot proof". This is an excellent move to encourage inclusion and involvement. To design raid encounters around a reasonably expected level of performance, to simply succeed and enjoy access, is wonderful. I'm one of the more number crunchy members of my small guild, and I've had to explain some talent concepts to guildies before, and these aren't stupid people, they just won't (and I commend them as people for this) pour their lives into analyzing the bejeezus out of a game. Those people with healthy priorities in the big picture should not be kept from "success" (at an access level) in their leisure activity. Now, hard modes, yes, number crunching and ego DPS can belong as requirements there, but for simply experiencing the content, cookie cutter builds to the last point should not be required, and I have zero problem with a clear, distinct line to "good enough", for those players that will never look at a talent comparing spreadsheet or forum discussion either because they don't need to, or because they don't think they should have to. The game, at an access level, should be self contained, IMO, not require an RSS feed of "how to WoW".
Zalvi24 Jun 11th 2010 6:51PM
i got a lot of Ego DPS why do you think beyonce wrote the song?
brian Jun 11th 2010 7:28PM
Partly why I think they have so few of the optional talents that raise dps by a marginal amount is that everyone would flock to those instead of picking up utility. It's a scary thing, after being taught and pressured and lectured that you have to pick up every single thing that increases damage. Well, to an extent, but you know what I'm saying.
I think it's too bad they couldn't add more things like Imp Insect Swarm and Gale Winds, but I suppose they figured that the utility would just end up getting skipped.
Oteo Jun 11th 2010 8:40PM
"Many of you know whom I am"
*twitches*