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7-07-2010 @ 12:45PM
7-07-2010 @ 1:39PM
This kinda makes sense.The big reason for the cap going to 85 instead of 90 was talent bloat. The main thing I'm worried about is this:"The passive bonuses range from flat percentage increases, like a 20% increase to Fire damage for Fire mages or spell range increases for casters, to more interesting passives such as the passive rage regeneration of the former Anger Management talent for Arms warriors"I really hope that means there are no talents for "+ damage over time", "increase crit damage by X%", "range increased by X" or "resource regen by X" talents anymore. I was very, very saddened to see variations of those in the previewed talent trees. Players shouldn't be forced into "meditation" talents or 'armor/aspect', healers or dps.We want the Body & Soul/Lightning Overload/Backdraft/Moonkin Frenzy/Blood craze/Tidal Wave/Lock'n'Load stuff... The cooldowns, the procs, the chance on hits, the interesting interactions that usually only appear as tier bonuses. That's what we want for our talent trees. And I hope that's what we're getting.
7-07-2010 @ 2:04PM
It does, it just seems between the guild talent changes and these changes, that they are taking away a lot of customization in the name of making things more...customizable. I know we aren't even close to finished, but the direction seems to be towards easy-fying everything. And I used to make fun of people who complained that the game is being dumbed down. But it is. That's not a bad thing, but it's coming dangerously close to become a bad thing.
7-08-2010 @ 4:02AM
I have to disagree with both of you and while I think you have good points the streamline of talents is probably a good thing for a couple of reasons. First would be a newness factor to the game that has existed for 4 years and that is very important for the life of this game. Second is that they will still have to put PvP and PvE centered talents which may mean talents that affect multiple spells / abilities.
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