Dev Watercooler: Cataclysm talent tree post-mortem

Lead Systems Designer Greg "Ghostcrawler" Street has posted a new Dev Watercooler for us today, this time dealing with his thoughts on the talent trees and how they've been panned out in Cataclysm so far.
Some of the highlights:
- Blizzard likes that the talents trees are simpler without losing a lot of depth.
- Mastery has integrated well.
- Ghostcrawler feels the game is as balanced as it's ever been.
- There are still some clunky talents that need fixing.
- True hybrid builds are not really a possibility, and Blizzard acknowledges this.
- There are plans for the future, but nothing to share yet.
You may have noticed we changed class talent trees for Cataclysm. We changed not just the trees themselves, as you might expect for an expansion, but the entire structure of the trees and the way you choose talents. Now that the Cataclysm model has been in play for several months, the team has been discussing what we like and don't like about it, and I thought that might be of interest to some of you. As always with this series, this is design rumination, not a list of upcoming changes.
What Worked Well
What Didn't Work
The Future
This is the part where I'd really love to share our ideas for how we could address these problems, but some discussions are still a little too rough even for the dev watercooler. When we're a little farther along, we'll be able to share more. In the meantime, this is a great topic for further discussion. Players like to evaluate the talents in their particular class, but it's also useful to evaluate the talent tree system as a whole. It's an iconic design for World of Warcraft for sure, but that doesn't mean it can't be improved.
Greg "Ghostcrawler" Street is the lead systems designer for World of Warcraft. He once spent a summer capturing live radioactive alligators. True story.
What Worked Well
- The talent trees are simpler now, but without losing a lot of depth. Most of what we cut were passive talents that everyone took anyway, or really lame talents that did nothing.
- Choosing your specialization at level 10 and not having to delay playing your character the way you want feels great. You can play your shaman as Elemental or Enhancement with the tools and bonuses to make either work.
- Specs within a class feel different. This was a big challenge for the DPS warriors, warlocks, hunters, and rogues in particular. Nowadays those specs have different rotations, different strengths and utility, and a different flavor overall.
- Mastery integrates into the trees well. We can delay the complexity until higher level, and we're at the point now where it's a competitive stat for many specs (though to be fair, not all yet).
- There are some legitimate hard choices for many of the specs. Usually these come in two varieties: which talent you want before you can advance to the next tier of the tree, or where you want to spend those remaining talents after you've hit the bottom of the tree.
- At the risk of catching flak for this statement, I feel that the game is as balanced as it's ever been. When you look back at the vanilla or Burning Crusade days there were many specs that were just jokes and the difference between the highest performing and worst performing specs was on the order of 30-50% or more. Nowadays, players worry about 5-10% differences. Those are differences we still want to fix, absolutely, but we've come a long way. The talent trees have helped us do that.
What Didn't Work
- I'll admit there are still a few clunker talents -- those that are undertuned or just not interesting enough. There aren't many though, and they're relatively easy to replace.
- On the other hand, the talent trees still have traps for the unwary. For example, a Fury build that skips over Raging Blow is making a serious mistake. That may seem obvious to current players but it's the kind of thing someone returning to the game after a hiatus might not understand immediately. (After all, you didn't robotically take Ghostly Strike just because it was a gold medal ability.) While there is something to be said for safe choices, it would also be nice if the talents we expected players to have were talents they always had.
- Some players miss true hybrid builds. (Hybrid in this context means spending near evenly in two trees -- I'm not talking about the more common use of "hybrid" as a tank or healing class.) To be fair, these builds were either not very competitive or were just cherry picking a few powerful talents in order to create something that was likely overpowered, especially in PvP. In other words, the reality of the hybrid build never lived up to the myth. But it's fair to say that it's impossible now to have a hybrid build, and we understand some players want them back.
- I said above that there are tough choices within the trees of many specs, but there aren't very many of them within each spec. Often it can come down to where to spend those last 1-3 talent points. While that was our goal, it would be even more exciting if there were more of those hard decisions. Hard decisions can be painful when you're faced with excluding an ability or mechanic that's fun to have. But overall we think hard, exclusive decisions are a good thing. They encourage experimentation and discussion and give players a chance to try out different things, all of which can help keep them engaged.
- Even worse, one potential place to spend those points is in the first two tiers of the other trees of your class, yet those talents are extremely design-constrained. First, they have to be attractive to the main spec using that tree, so chances are you're not going to find much interest in the healing tree if you're a damage dealer (unless you want to improve your limited healing). Second, those top-tier talents can't affect higher level abilities since the talents are available at level 10. Finally, because those talents are available early, they should really be relatively simple to understand for new or returning players. You don't want to put complex procs with lots of exceptions and internal cooldowns that high in the tree. All of those reasons mean that it's rare that there's a true game-changing talent available in those first two tiers. This would be totally broken, but imagine you could spend those last 10 points anywhere in another tree. Much more exciting, huh?
- This is a personal pet peeve, but I don't like the talents that have a 33/66/100% chance to do what you want them to do. That's just an awkward way of making a valuable talent cost more than one point. The new Cataclysm talent tree design didn't cause this problem, but it didn't fix it either.
The Future
This is the part where I'd really love to share our ideas for how we could address these problems, but some discussions are still a little too rough even for the dev watercooler. When we're a little farther along, we'll be able to share more. In the meantime, this is a great topic for further discussion. Players like to evaluate the talents in their particular class, but it's also useful to evaluate the talent tree system as a whole. It's an iconic design for World of Warcraft for sure, but that doesn't mean it can't be improved.
Greg "Ghostcrawler" Street is the lead systems designer for World of Warcraft. He once spent a summer capturing live radioactive alligators. True story.






Reader Comments (Page 1 of 5)
(cutaia) Jun 1st 2011 12:17PM
"but imagine you could spend those last 10 points anywhere in another tree. Much more exciting, huh?"
Oh, why oh why did you say this?
wow Jun 1st 2011 12:27PM
I thought you knew. It is a gov't conspiracy to drive you complete flippin' nuts.
Seriously, though, I wish he wouldn't have said that.
Shinanji
nolarachel Jun 1st 2011 12:58PM
So does this mean I could take Beast Mastery & Chimera Shot (etc.) while in my Survival spec? That sounds awesome (scary, but awesome).
Andrew Jun 1st 2011 1:00PM
Aw man, I just imagined myself Deep Freezing a warlock and blasting it with instant Arcane Power'ed Pyroblast crits at full mana.
It wouldn't be broken, Ghostcrawler! It would be *soooo right*!
clundgren Jun 1st 2011 1:14PM
It would be soooo awesome, but sooooo broken. Just as one example, for two points, every single retribution paladin would be doing double damage on every judgement and crusader strike. Before crits.
Grovinofdarkhour Jun 1st 2011 1:15PM
I don't know about you, but I LOVE it when somebody opens a huge can of worms. 'Cause I mean, hey... they're worms!
It would be pretty awesome if you could put your extra points anywhere in another tree CONTINGENT ON the cost equaling the tier. No longer need to work down from the top, but how low you wanna go determines how many talent points it'll cost. For example, say you're a Marksman, but you really really want Black Arrow (bottom of the SV tree) - fine, but it'll cost you 7 talent points. Or a bear tank, and you want to put 2 points in Nature's Ward (resto tier 5)? Swell, but there go all 10 of your extra points.
Utter brilliance? Or downfall of mankind?
Ata Jun 1st 2011 1:21PM
Grovin, my thought was maybe they 'grey out' certain talents, things that are very specific to that tree and it's identity, like Black Arrow or Chimera Shot or Beastial Wrath, but open up the others for placement. That'd be kinda cool.
talkingmike Jun 1st 2011 1:51PM
Oh come on, you totally took that out of context!
Did you miss the exposition before that about how game-changing talents had to be at the lower branches of the talent trees?
Or even the "This would be totally broken" comment just five words before your quote?
Revynn Jun 1st 2011 3:00PM
Oh for the love of all things awesome, let me have Metamorphosis in my Destro spec. PLEAAAAAAAASSSEEEEE.
I would also love to be able to pick up Beast Mastery in an SV spec and raid with Loque'nahak on a regular basis.
(cutaia) Jun 1st 2011 3:39PM
"Oh come on, you totally took that out of context!
Did you miss the exposition before that about how game-changing talents had to be at the lower branches of the talent trees?
Or even the "This would be totally broken" comment just five words before your quote?"
Yes, I saw all of that. And no, I'm not taking it out of context. The exposition and the fact that he is aware it's a silly idea is EXACTLY why I think he shouldn't have even mentioned it. Taking it out of context would mean ignoring those stated problems, which is likely to actually happen down the line.
Ghostcrawler knows that the things he says get harped on for years. We've got pony memes and disclaimers before most of his new blog entries to prove it. When someone goes around believing that this change will or could ever go through, THEN you can run around telling them they took it out of context.
loop_not_defined Jun 1st 2011 6:00PM
Grovin: "Utter brilliance? Or downfall of mankind?"
I'm going to go with "downfall of mankind". But hey, Fallout has proven that even *that* can be fun. :)
Frank-potato Jun 1st 2011 10:49PM
I'm sorry did i just heard Ghostcrawler say that protection warriors can Bladestorm to grab better aggro of pats? OMFGWTFBBQPWNHOTSAUCE!!!!!!!
Thijz Jun 1st 2011 12:18PM
"I feel that the game is as balanced as it's ever been."
I'm not usually one to nitwit and 'QQ' about class imbalance, but have you played Elemental Shaman, Mr Ghostcrawler? I barely play PvP, so I'm talking about PvE here, but the dps charts are just ridiculous. Hunters and warrior are hitting numbers close to or above 20k dps. I'm in almost full 359 epic gear (just two 353 items), all gemmed, enchanted and reforged correctly and i'm doing an average of 13k. At some bosses there's hunters in my team that are doing twice the damage I'm doing with comparable gear.
Necromann Jun 1st 2011 12:26PM
Overall, it is more balanced then years past, though.
DuceWild Jun 1st 2011 12:30PM
Not trying to argue with you here but we have an elemental shaman that is in mostly 359's and he tops out at 19k all boss fights in raids. He is second highest DPS under our hunter.
wow Jun 1st 2011 12:33PM
I have to agree with Necromann, with some obvious exceptions, WoW appears to the most balanced I've ever seen it in PVE, Don't PvP much so don't know about that. I've been playing since Mid TBC days, and I am pretty happy with the rebalance so far, it isn't perfect, but at least it is getting better.
Shinanji
Skeluntes Jun 1st 2011 12:43PM
If you only do 13k, you doing something wrong. I can hit that number in 346 blues, part of which are overlaps from my resto gear.
Quazievil Jun 1st 2011 12:37PM
Not trying to be a jerk, but it might be you more than the gear. We have an ele shammy in our 25 man with what sounds like very similar gear to you. He's top 25% of dpsers on most of the boss fights; putting up over 20k sometimes. And that's heroic and regular modes.
That being said, it might just be HIM too.
B1ue Jun 1st 2011 12:37PM
While an elemental shaman shouldn't and likely won't top the charts, that's a bit low. In fact, it's lower than I usually crank out in my 346 shaman. My suggestion is for you to take a step back, examine your rotation and talents, and see if there is somewhere you can improve. If you genuinely can't find anything, and as someone taking their class as seriously as you are, you probably won't, I would suggest taking a break for a while on that particular toon. Go level an alt, work on an offspec. Really immerse yourself in the other toon or spec for a little while. Then come back and reexamine what you are doing with the shaman.
Also, it's not neccesarrily anything you're doing. Are all the spell crit and damage buffs up? Spell haste and power are provided on your own, but that 8% damage and 5% crit can add up, and if no one in your raid is providing them, you may want to mention it to your raid leaders, who want to see you perform well as much as you do.
Bapo Jun 1st 2011 12:38PM
GC was talking about through WoW's lifespan, it's the most balanced it's ever been, which is true.
I main a ret pally, and atleast now I'm not laughed out of dungeons / raids (though I never really raid)
And if one spec is all that is lacking, out of all the dps specs out there, I'd say that's not that bad.