Ghostcrawler on the philosophy behind the Mists of Pandaria talent trees

Some of the more interesting points include that the new system really is giving us fewer choices overall but making sure that the choices we have actually matter. This has been a fundamental shift that Blizzard has been moving toward for the past few years, away from the cookie-cutter builds and non-choice choices. Greg even goes as far to say, "Look, we tried the talent tree model for seven years. We think it's fundamentally flawed and unfixable."
That's a pretty huge thing for Blizzard to admit; kudos to Blizzard for realizing this and talking openly about it.
The full post after the break.
We've gotten a lot of feedback on our crazy, exciting, and scary talent overhaul, for which we are enormously appreciative. For real and for true. We *want* your feedback on the new talents. That is why we are presenting so much detail so early. While we will continue to iterate on talent specifics, your feedback is an important part of that process. Don't abstain because you're convinced that things will change without you. Your input is one of our most important tools for improving the game.
We have seen a few consistent responses from players concerned or dismissive about the model, so we thought we'd take the opportunity to explain the philosophy behind some of our decisions, to provide a better framework upon which you can continue giving us feedback.
1. "I have fewer choices."
This is the big one, and the truth is it is ultimately correct. You will have fewer choices. But you will have more choices that *matter*. One of the important philosophies of game design is that interesting choices are fun. The word 'interesting' is key. Choosing between a talent that grants 10% damage and one that grants 5% damage, all else being equal, isn't interesting (unless perhaps you're a superstar role-player). Choosing between a talent that grants you 5% haste or 5% crit might be interesting, but more than likely there is still a right answer (and like most of us, you'll probably just ask someone else what the answer is.) Choosing between a talent that grants you a root or a snare can be interesting. Which does more damage? Hard to say. Which is better? It depends on the situation.
This is why we don't have a clear damage, tanking, and healing talent choice every tier. In the case of the old trees, choosing the talent you want from among the talents that don't interest you isn't an interesting decision -- it's a multiple choice test, and an easy one at that. Are you Ret? You probably want the damage option. But what if the Ret player had to choose from three healing talents and couldn't sacrifice healing for damage? Now it gets interesting. Worst case scenario is the player just picks one at random because he refuses to heal. However, he has the ability. Maybe he'll use it in some situation. Meanwhile, other players will be happy that they can benefit more from the hybrid nature of the paladin class without having to give up damage to do so.
2. "There weren't cookie cutter builds."
You're wrong. Next!
To be fair, we did manage to engineer most of the Cataclysm talent trees to include a few legitimate choices. These typically occur when you need to spend enough points to get to the next tier of a tree to get the good stuff. Many specs had 1-4 points to spend wherever they want. That's a huge victory compared to pre-Cataclysm talent trees, but ultimately nothing to really brag about.
It is possible of course to strike a blow for individuality and use a non-cookie cutter build. Ninety-nine percent of the time, these builds are just going to be less effective. The remaining percent of the time, they will eventually become the new cookie-cutter. When players talk about their love of options, I think what they are really saying is they are in love with the idea of having dozens of interesting talents. We just don't think that will ever happen.
Look, we tried the talent tree model for seven years. We think it's fundamentally flawed and unfixable. We know some of you have faith in us that someday we'll eventually replace all of the boring +5% crit talents with interesting talents and give you 80 talent points that you can spend wherever, and that the game will still remain relatively balanced and fun. We greatly appreciate your faith, but we fear it is misplaced. It's not a matter of coming up with enough fun mechanics, which is challenging but ultimately doable. The problem is the extreme number of combinations. When you have such a gigantic matrix, the chances of having unbeatable synergies, or combinations of talents that just don't work together is really high. That's not lazy design. That is recognizing how math works.
So given that we don't think it's humanly possible to have 40-50 fun, interesting and balanced talents in a tree, the alternative is to continue on with bloated trees that have a ton of inconsequential talents that you have to slog through to get to the fun stuff. A lot of you guys have stuck with us for years, continue to play regularly, and still love World of Warcraft. You are the reason we're still making this game. We think you deserve better, and we think we can do better.
3. "We'll still have cookie-cutter builds with the new design."
I am slightly amused by the number of comments that say "The theorycrafters will just math out which is the right talent and we'll all just pick that one." But the theorycrafters aren't agreeing with those comments, because they know they won't be able to.
Just to make sure, I chose several specs at random and researched their builds. Sure enough, even with the Cataclysm builds today, you see quotes like "spend the last two points wherever you want" or "choose X or Y at your discretion." It is "easy" (which I put in quotes because theorycrafters devote a lot of time and neurons to it) to determine the value of a DPS talent like Incite or Ignite. It is hard to determine the DPS value of Improved Sprint or Lichborne. Most of the Mists talents are things like the latter. Now there are still some pure throughput (damage, healing, or tanking) talents in the trees. We expect there will sometimes be a right answer as to which talent to take for those roles. On a fight like Baelroc (one boss, no adds), Bladestorm and Shockwave probably aren't competitive with Avatar. We're okay with that, because on Beth'tilac (lots of adds) they definitely can be and it will depend a lot on your play style and the role you have in the fight. However, given that we know a player can only have one of those three talents and that the synergistic effects from those talents with other talents are limited, it is much easier for us to balance say the healing value of Archangel and Divine Star. Despite what you read on the forums, we actually have gotten better at balancing World of Warcraft over the years.
4. "No rewards for leveling."
Once upon a time, you got a new talent point every level. That worked okay for a game with 60 levels. It works less well for a game with 90 levels. It probably is totally incomprehensible for a game with 150 levels, should we ever get there. We keep bumping the level cap because frankly it's fun and we haven't yet come up with a progression mechanism that will feel quite as good.
Leveling is pretty fast these days and fairly rewarding, in that you see lots of new content and get gear quickly, which is something we have trouble replicating at max level (though stay tuned for Mists of Pandaria). On top of that, you'll still get lots of abilities as you level up. Instead of having to click Raging Blow, we'll just give it to you, because frankly if you skip it, you're making a mistake (or you're RPing a Fury warrior who has taken too many blows to the head). There are gaps in getting new abilities, especially at high level, because we don't want players to have to have four rows of action bars to play their character. Again, that is just the blessing and curse of having a game with so many levels.
Third, I'll challenge the notion of just how interesting it is to get that second point in Pain and Suffering or Rule of Law while leveling. Do you really notice that you now kill a creature in 2.9 GCDs instead of 3 GCDs? (But see below for a bit more on this.) There are some game-challenging talents of course, like Shadowform, but as we just discussed, you'll still get those.
Finally, the reality is that for many players, WoW has become a game focused on max level. Back in the day, leveling a fleet of alts was really compelling gameplay, but for many of the old-timers, there just isn't a ton of interest in making a second mage or whatever. Hopefully account-level achievements will help with that somewhat, but at the same time, I don't think it's realistic to expect all of our long-term players to have thirty or more characters at some point in the future. It's a fair concern that the new talent system is geared more towards making max level exciting, but that's also where players tend to spend most of their WoW-playing hours these days. We don't know yet what we are going to do for players who want to play a monk but just can't stomach the idea of hitting Hellfire Peninsula one more time, and how we solve the problem when you get a friend to try WoW, only to discover that your pal will need to spend several weeks or months getting up to max level before he or she is ready to join your Arena team or raid group. But these feel like problems we are going to have to solve at some point.
5. "I like being better than noobs."
It was surprising and a bit disappointing at how frequently we saw this argument. The players in question fully admit that they don't experiment to find the best build. They accept the cookie cutter spec that is offered from a website, but then they use the fact that they knew the cookie cutter to mock players who don't. Intimate knowledge of game mechanics certainly is and should be a component of skill. But knowing how to Google "4.3 Shadow spec" doesn't automatically make you a better player. Sorry, but I'm just going to dismiss this one as an illegitimate concern.
6. "The talents are all PvP choices."
We see this response from players who say "I don't care about PvP," or "raid bosses can't be snared," or even "I am a solo player, so I don't need a defensive cooldown."
First, a lot of players do care about PvP, and almost every choice in the new talent model will be interesting for them. We are also taking some steps with Mists to encourage more crossover between PvP and PvE as the game once had, so even if you don't care for PvP now, maybe we can get you interested in the future.
Second, a lot of raid bosses can't be snared, but their adds and trash sure can be. We don't do a lot of Patchwerk fights these days. Crowd control, movement increases, and defensive cooldowns are all an important part of raid encounters these days. They are even a part of dungeon encounters until you overgear the content.
Now if you're a solo player or a fairly casual raider and you don't often find the need to use crowd control or hit a defensive cooldown, then maybe the choice isn't compelling. But we think that's a problem with the game. I think it's a fair complaint that our outdoor world creatures have become a little monotonous over the years. Once upon a time, you could choose to take on that camp of gnolls, or you could try and handle the elite ogres, or you might get a patrolling kobold. While we don't want outdoor leveling to be brutally difficult, that doesn't mean that every situation needs to be solved with 3 Sinister Strikes. Imagine a cave full of weak spiders. You can choose to AE them all down, use a movement cooldown to get through the cave quickly, use a defensive cooldown to survive the damage, or use your heals to keep you up. When players use their full toolbox of abilities intelligently, they tend to feel good about their character and the game. But it is our responsibility to engineer more of those situations into the world.
7. "Spec doesn't matter."
This is a concern especially for warriors, priests, DKs and the pure classes (those characters who have multiple specs of the same role). What we have concluded is that many players want to choose their spec based on flavor ("I want to be the mage who uses Frost magic") or rotation ("I like the fast gameplay of the Frost DK"). While the raid buff / debuff matrix and spec utility helps to encourage diversity among groups and discourage raid stacking, it's also a little lame when the Affliction lock is asked to spec Demonology (against the player's desire) in order to bring a specific buff. In Mists, we want players to have even more flexibility about which character they want to play. Asking a player to swap from damage to tanking for a couple of fights is acceptable to us. Asking someone to respec from Unholy to Frost just for the debuff is not.
There will still be some utility in the various specs, but less than we have today. You should pick a spec because you like the rotation or the kit. Fire is about crit, Hot Streak, and Ignite. Frost is about Shatter combos and the Water Elemental. Arcane is about mana management and clearing Arcane Blast stacks.
8. "It must be new to be good."
This is a tricky one. Specifically, the warlock and druid trees include a lot of new talent ideas simply because we felt like those classes needed them. While we want to make an effort to add some new mechanics every expansion just to keep things fresh, we don't want to arbitrarily replace fun talents that have stood the test of time just in the name of change for change's sake. Bladestorm is fun. Body and Soul is fun. Shadowstep is fun.
From a designer's perspective, the half-life of a new spell or talent idea is fleetingly short. You know how when you buy a new car and drive it off the lot it immediately loses a huge chunk of its value? New game ideas are like that. Seeing something brand new is super exhilarating, but that thrill just doesn't last. I suspect even by the time Mists launches, we will see a lot of comments along the lines of "When are druids going to get something new? We haven't seen any new ideas since November!"
It isn't our goal to come up with 18 new talents for every class. We want to come up with 18 fun talents, and that's going to mean a mix of old and new. Try not to confuse "shiny" with "good," and we'll try on our end not to fall into that trap as well.
9. "You overhaul talents every expansion. Please leave well enough alone."
This is another tricky issue, because neither extreme (stagnation versus constant design churn) is appealing, and every individual player (and designer!) has a different definition of where those extremes lie. We changed talent trees in Cataclysm to try and fix some of the underlying problems the talent design had since its inception. We actually considered going to the Mists model for Cataclysm, but we were worried that the change would be too shocking to players, so we went with a more restrained design first. As often happens with compromises, it didn't fix the underlying problems. Our hope is that this new design solves them once and for all. That isn't a promise to not change talents for 6.0, 7.0, and beyond. But we hope that an overhaul this drastic isn't necessary again for a long time to come.
MMOs are inherently living designs that are going to change over time. This is particularly true of subscription models, where players rightly expect to see something for their monthly payment. We don't think it's fair to cling to designs that aren't working just because that's the design we shipped with. As we have discussed a great deal lately, we will try to limit our big design changes to new expansions, but it's just not in our DNA to leave something at a B- level if we think we can make it A+.
10. "You've got your minds made up and don't care about what we think."
You're wrong. Next!
As I have said a million times, good games (maybe good anything) can't be designed by popular vote. Our design feedback process is about making informed decisions. The developers will make the decisions we feel are right for the game, but we'll do that armed with the feedback from players about what is fun and not fun for them. If you want to provide the best feedback possible, try to be succinct (we get a lot of feedback), try to be specific (why don't you like something), and don't assume you speak for everyone (game design, like art, is often subjective). Don't get upset if we don't implement your idea -- that's just not a realistic expectation. Don't confuse the echo chamber phenomenon that can occur in forum discussions for consensus. Most importantly, try to remember what will be fun for everyone, and not just your character.
Soon -- TM.
One more thing to keep in mind: Playing with the new talent system in-game is really different from choosing talents on "paper." Some of the decisions we made didn't come about until we could get into the game and see how leveling and playing actually felt. Once we're in alpha, many of you guys will be able to give us some more concrete feedback. We understand that, and we're pushing for doing that just as soon as we can. In the meantime, enjoy the Hour of Twilight.
*Greg "Ghostcrawler" Street is the lead systems designer for World of Warcraft. He role-plays a Fury warrior who has taken too many blows to the head.
We have seen a few consistent responses from players concerned or dismissive about the model, so we thought we'd take the opportunity to explain the philosophy behind some of our decisions, to provide a better framework upon which you can continue giving us feedback.
1. "I have fewer choices."
This is the big one, and the truth is it is ultimately correct. You will have fewer choices. But you will have more choices that *matter*. One of the important philosophies of game design is that interesting choices are fun. The word 'interesting' is key. Choosing between a talent that grants 10% damage and one that grants 5% damage, all else being equal, isn't interesting (unless perhaps you're a superstar role-player). Choosing between a talent that grants you 5% haste or 5% crit might be interesting, but more than likely there is still a right answer (and like most of us, you'll probably just ask someone else what the answer is.) Choosing between a talent that grants you a root or a snare can be interesting. Which does more damage? Hard to say. Which is better? It depends on the situation.
This is why we don't have a clear damage, tanking, and healing talent choice every tier. In the case of the old trees, choosing the talent you want from among the talents that don't interest you isn't an interesting decision -- it's a multiple choice test, and an easy one at that. Are you Ret? You probably want the damage option. But what if the Ret player had to choose from three healing talents and couldn't sacrifice healing for damage? Now it gets interesting. Worst case scenario is the player just picks one at random because he refuses to heal. However, he has the ability. Maybe he'll use it in some situation. Meanwhile, other players will be happy that they can benefit more from the hybrid nature of the paladin class without having to give up damage to do so.
2. "There weren't cookie cutter builds."
You're wrong. Next!
To be fair, we did manage to engineer most of the Cataclysm talent trees to include a few legitimate choices. These typically occur when you need to spend enough points to get to the next tier of a tree to get the good stuff. Many specs had 1-4 points to spend wherever they want. That's a huge victory compared to pre-Cataclysm talent trees, but ultimately nothing to really brag about.
It is possible of course to strike a blow for individuality and use a non-cookie cutter build. Ninety-nine percent of the time, these builds are just going to be less effective. The remaining percent of the time, they will eventually become the new cookie-cutter. When players talk about their love of options, I think what they are really saying is they are in love with the idea of having dozens of interesting talents. We just don't think that will ever happen.
Look, we tried the talent tree model for seven years. We think it's fundamentally flawed and unfixable. We know some of you have faith in us that someday we'll eventually replace all of the boring +5% crit talents with interesting talents and give you 80 talent points that you can spend wherever, and that the game will still remain relatively balanced and fun. We greatly appreciate your faith, but we fear it is misplaced. It's not a matter of coming up with enough fun mechanics, which is challenging but ultimately doable. The problem is the extreme number of combinations. When you have such a gigantic matrix, the chances of having unbeatable synergies, or combinations of talents that just don't work together is really high. That's not lazy design. That is recognizing how math works.
So given that we don't think it's humanly possible to have 40-50 fun, interesting and balanced talents in a tree, the alternative is to continue on with bloated trees that have a ton of inconsequential talents that you have to slog through to get to the fun stuff. A lot of you guys have stuck with us for years, continue to play regularly, and still love World of Warcraft. You are the reason we're still making this game. We think you deserve better, and we think we can do better.
3. "We'll still have cookie-cutter builds with the new design."
I am slightly amused by the number of comments that say "The theorycrafters will just math out which is the right talent and we'll all just pick that one." But the theorycrafters aren't agreeing with those comments, because they know they won't be able to.
Just to make sure, I chose several specs at random and researched their builds. Sure enough, even with the Cataclysm builds today, you see quotes like "spend the last two points wherever you want" or "choose X or Y at your discretion." It is "easy" (which I put in quotes because theorycrafters devote a lot of time and neurons to it) to determine the value of a DPS talent like Incite or Ignite. It is hard to determine the DPS value of Improved Sprint or Lichborne. Most of the Mists talents are things like the latter. Now there are still some pure throughput (damage, healing, or tanking) talents in the trees. We expect there will sometimes be a right answer as to which talent to take for those roles. On a fight like Baelroc (one boss, no adds), Bladestorm and Shockwave probably aren't competitive with Avatar. We're okay with that, because on Beth'tilac (lots of adds) they definitely can be and it will depend a lot on your play style and the role you have in the fight. However, given that we know a player can only have one of those three talents and that the synergistic effects from those talents with other talents are limited, it is much easier for us to balance say the healing value of Archangel and Divine Star. Despite what you read on the forums, we actually have gotten better at balancing World of Warcraft over the years.
4. "No rewards for leveling."
Once upon a time, you got a new talent point every level. That worked okay for a game with 60 levels. It works less well for a game with 90 levels. It probably is totally incomprehensible for a game with 150 levels, should we ever get there. We keep bumping the level cap because frankly it's fun and we haven't yet come up with a progression mechanism that will feel quite as good.
Leveling is pretty fast these days and fairly rewarding, in that you see lots of new content and get gear quickly, which is something we have trouble replicating at max level (though stay tuned for Mists of Pandaria). On top of that, you'll still get lots of abilities as you level up. Instead of having to click Raging Blow, we'll just give it to you, because frankly if you skip it, you're making a mistake (or you're RPing a Fury warrior who has taken too many blows to the head). There are gaps in getting new abilities, especially at high level, because we don't want players to have to have four rows of action bars to play their character. Again, that is just the blessing and curse of having a game with so many levels.
Third, I'll challenge the notion of just how interesting it is to get that second point in Pain and Suffering or Rule of Law while leveling. Do you really notice that you now kill a creature in 2.9 GCDs instead of 3 GCDs? (But see below for a bit more on this.) There are some game-challenging talents of course, like Shadowform, but as we just discussed, you'll still get those.
Finally, the reality is that for many players, WoW has become a game focused on max level. Back in the day, leveling a fleet of alts was really compelling gameplay, but for many of the old-timers, there just isn't a ton of interest in making a second mage or whatever. Hopefully account-level achievements will help with that somewhat, but at the same time, I don't think it's realistic to expect all of our long-term players to have thirty or more characters at some point in the future. It's a fair concern that the new talent system is geared more towards making max level exciting, but that's also where players tend to spend most of their WoW-playing hours these days. We don't know yet what we are going to do for players who want to play a monk but just can't stomach the idea of hitting Hellfire Peninsula one more time, and how we solve the problem when you get a friend to try WoW, only to discover that your pal will need to spend several weeks or months getting up to max level before he or she is ready to join your Arena team or raid group. But these feel like problems we are going to have to solve at some point.
5. "I like being better than noobs."
It was surprising and a bit disappointing at how frequently we saw this argument. The players in question fully admit that they don't experiment to find the best build. They accept the cookie cutter spec that is offered from a website, but then they use the fact that they knew the cookie cutter to mock players who don't. Intimate knowledge of game mechanics certainly is and should be a component of skill. But knowing how to Google "4.3 Shadow spec" doesn't automatically make you a better player. Sorry, but I'm just going to dismiss this one as an illegitimate concern.
6. "The talents are all PvP choices."
We see this response from players who say "I don't care about PvP," or "raid bosses can't be snared," or even "I am a solo player, so I don't need a defensive cooldown."
First, a lot of players do care about PvP, and almost every choice in the new talent model will be interesting for them. We are also taking some steps with Mists to encourage more crossover between PvP and PvE as the game once had, so even if you don't care for PvP now, maybe we can get you interested in the future.
Second, a lot of raid bosses can't be snared, but their adds and trash sure can be. We don't do a lot of Patchwerk fights these days. Crowd control, movement increases, and defensive cooldowns are all an important part of raid encounters these days. They are even a part of dungeon encounters until you overgear the content.
Now if you're a solo player or a fairly casual raider and you don't often find the need to use crowd control or hit a defensive cooldown, then maybe the choice isn't compelling. But we think that's a problem with the game. I think it's a fair complaint that our outdoor world creatures have become a little monotonous over the years. Once upon a time, you could choose to take on that camp of gnolls, or you could try and handle the elite ogres, or you might get a patrolling kobold. While we don't want outdoor leveling to be brutally difficult, that doesn't mean that every situation needs to be solved with 3 Sinister Strikes. Imagine a cave full of weak spiders. You can choose to AE them all down, use a movement cooldown to get through the cave quickly, use a defensive cooldown to survive the damage, or use your heals to keep you up. When players use their full toolbox of abilities intelligently, they tend to feel good about their character and the game. But it is our responsibility to engineer more of those situations into the world.
7. "Spec doesn't matter."
This is a concern especially for warriors, priests, DKs and the pure classes (those characters who have multiple specs of the same role). What we have concluded is that many players want to choose their spec based on flavor ("I want to be the mage who uses Frost magic") or rotation ("I like the fast gameplay of the Frost DK"). While the raid buff / debuff matrix and spec utility helps to encourage diversity among groups and discourage raid stacking, it's also a little lame when the Affliction lock is asked to spec Demonology (against the player's desire) in order to bring a specific buff. In Mists, we want players to have even more flexibility about which character they want to play. Asking a player to swap from damage to tanking for a couple of fights is acceptable to us. Asking someone to respec from Unholy to Frost just for the debuff is not.
There will still be some utility in the various specs, but less than we have today. You should pick a spec because you like the rotation or the kit. Fire is about crit, Hot Streak, and Ignite. Frost is about Shatter combos and the Water Elemental. Arcane is about mana management and clearing Arcane Blast stacks.
8. "It must be new to be good."
This is a tricky one. Specifically, the warlock and druid trees include a lot of new talent ideas simply because we felt like those classes needed them. While we want to make an effort to add some new mechanics every expansion just to keep things fresh, we don't want to arbitrarily replace fun talents that have stood the test of time just in the name of change for change's sake. Bladestorm is fun. Body and Soul is fun. Shadowstep is fun.
From a designer's perspective, the half-life of a new spell or talent idea is fleetingly short. You know how when you buy a new car and drive it off the lot it immediately loses a huge chunk of its value? New game ideas are like that. Seeing something brand new is super exhilarating, but that thrill just doesn't last. I suspect even by the time Mists launches, we will see a lot of comments along the lines of "When are druids going to get something new? We haven't seen any new ideas since November!"
It isn't our goal to come up with 18 new talents for every class. We want to come up with 18 fun talents, and that's going to mean a mix of old and new. Try not to confuse "shiny" with "good," and we'll try on our end not to fall into that trap as well.
9. "You overhaul talents every expansion. Please leave well enough alone."
This is another tricky issue, because neither extreme (stagnation versus constant design churn) is appealing, and every individual player (and designer!) has a different definition of where those extremes lie. We changed talent trees in Cataclysm to try and fix some of the underlying problems the talent design had since its inception. We actually considered going to the Mists model for Cataclysm, but we were worried that the change would be too shocking to players, so we went with a more restrained design first. As often happens with compromises, it didn't fix the underlying problems. Our hope is that this new design solves them once and for all. That isn't a promise to not change talents for 6.0, 7.0, and beyond. But we hope that an overhaul this drastic isn't necessary again for a long time to come.
MMOs are inherently living designs that are going to change over time. This is particularly true of subscription models, where players rightly expect to see something for their monthly payment. We don't think it's fair to cling to designs that aren't working just because that's the design we shipped with. As we have discussed a great deal lately, we will try to limit our big design changes to new expansions, but it's just not in our DNA to leave something at a B- level if we think we can make it A+.
10. "You've got your minds made up and don't care about what we think."
You're wrong. Next!
As I have said a million times, good games (maybe good anything) can't be designed by popular vote. Our design feedback process is about making informed decisions. The developers will make the decisions we feel are right for the game, but we'll do that armed with the feedback from players about what is fun and not fun for them. If you want to provide the best feedback possible, try to be succinct (we get a lot of feedback), try to be specific (why don't you like something), and don't assume you speak for everyone (game design, like art, is often subjective). Don't get upset if we don't implement your idea -- that's just not a realistic expectation. Don't confuse the echo chamber phenomenon that can occur in forum discussions for consensus. Most importantly, try to remember what will be fun for everyone, and not just your character.
Soon -- TM.
One more thing to keep in mind: Playing with the new talent system in-game is really different from choosing talents on "paper." Some of the decisions we made didn't come about until we could get into the game and see how leveling and playing actually felt. Once we're in alpha, many of you guys will be able to give us some more concrete feedback. We understand that, and we're pushing for doing that just as soon as we can. In the meantime, enjoy the Hour of Twilight.
*Greg "Ghostcrawler" Street is the lead systems designer for World of Warcraft. He role-plays a Fury warrior who has taken too many blows to the head.
Filed under: News items, Mists of Pandaria






Reader Comments (Page 1 of 7)
ejunk Dec 8th 2011 12:30PM
I can honestly say that, when fooling around with the new talent calculator for my main class/spec (feral druid) and my alt class spec (holy priest) that the choices presented required more thought and were ultimately more interesting and compelling than the current system. I LIKED that for me, a 99% raid oriented PvE player, their seem to be very few "wrong" choices. the talent choices seem to encourage trying multiple play styles rather than a PvP spec or a PvE spec, though this will most certainly not be conclusive until Panda-land actually drops.
interesting post from GC.
Spiritfire Dec 8th 2011 1:01PM
Agreed. As a balance druid myself, I'm tired of always hearing "you have to take this talent or you won't be viable". There is very little flexibility in the current system for me. The new talents will force me to make decisions now based on my play style, rather than based on maxing my DPS. I will have to choose between Typhoon (something I really like using in solo situations and PVP) vs Faeire Swarm (useful in raid and dungeons to help the melee) vs Mass Entanglement (also useful in solo and pvp and maybe dungeons as well). I will have to decide if I want to use the new Incarnation or have my Treants (which I use quite often as a "save my butt" thing when soloing sometimes or extra dps in dungeons).
Of course, if they make it easy to swap out talents without having to go to a trainer to respec and/or use a reagent like we now do for glyphing, then I can see a lot of possibilities for raiding and dungeons. Let's just hope the reagents are reasonably priced. I'd hate to have to spend more gold for talent changes in a single dungeon run than the reward for doing the dungeon.
These new talents will definitely stop the theory crafting as there is no one right answer any more. It will now all depend on what YOU prefer. It will be interesting to see how this all plays out.
djsuursoo Dec 8th 2011 1:22PM
the new talent system, once i started digging into it and looking at how it was laid out, was THE selling point for pandaria, for me.
and then the other stuff as it was announced and discussed just got me more interested.
i may never roll a panda(well, outside of 'totoro', just because i CAN do it to be fun).
but i *REALLY* am looking forward to the fun stuff for DKs(who are going to be AoE monsters no matter which way you slice it.) and the shaman talents are fun and interesting.
perfect, my two favorites are going to be VERY interesting to play. the fact that the talents are so varied, and all achieve really unique results, that makes them fun.
like for a DK tank i could see taking blood boil spreads diseases over outbreak, since i AoE/disease tank ANYWAYS. of course i'm going to take runic corruption, hello 4 second refresh rate oh i'm going to love you so HARD.
max talent? massive frost AoE sounds AWESOME for a tank, just as awesome as an AoE deathgrip(dammit greg you gave me such a HARD choice there). i like controlling fights. having a fire and forget AoE delayed-stun to punch during a trash pack pull? oh hell yes. being able to break the fight for a few seconds to heal back up is going to be VERY useful.
but point being, the changes are only negative if you fear change.
while there will be talents that might be better for certain encounters than others, i have a feeling that the talents will synergize with other classes talent choices in REALLY interesting(and possibly unexpected) ways that can negate the 'you need x, x, y, z, and q talents for this boss for max dps' syndrome.
Boobah Dec 8th 2011 2:00PM
"These new talents will definitely stop the theory crafting as there is no one right answer any more. "
It may limit the sane theorycrafters from discussing some of the talents a whole lot, but that's as far as I'd go. There will still be lots of theorycrafting, and even some of it directed at talents:
Is Bladestorm or Shockwave better than an Avatar'd Blood & Thunder + Cleave & Whirlwind spam? For AoE they should be, and theorycrafters are going to help the community (and the designers) figure this out.
On the other hand, there's less likely to be a solid answer to Speed of Light vs. Long Arm of the Law vs. Pursuit of Justice, where you're mostly choosing between 'How often?' and 'How much?' for speed boosts, even if it's trivially easy to determine who'd win a race of any given distance.
Shrikesnest Dec 8th 2011 12:41PM
You know what's so great about Ghostcrawler, even if he is kind of a jerky-jerk sometimes? He's frank. No offense to some of the wonderful Blizzard CMs, but some of those other guys are *clearly* overtrained. You get lots of "deeply sorry" and not a lot of anything else. Ghostcrawler has both the position of the authority and the guts to just come right out and talk. The problem with most community management is that you *know* you're being managed, and the management itself talks to you like you're twelve. Ghostcrawler talks to you like an adult. He's pejorative sometimes, but that's only because he refreshingly assumes you're mature enough to take it. He treats you like a person. A person who disagrees with him, maybe, but not just a delicate problem to be gently let down.
Toggle Dec 8th 2011 1:20PM
Actually, I think his name is Greg.
wow Dec 8th 2011 1:44PM
Shirley you can't be serious?
Mr. Crow Dec 8th 2011 1:46PM
Sweet, sweet Dr. Street. ^_^
Redbeard Dec 8th 2011 12:45PM
The thing is, this is the design intent. What ends up happening we'll only know once MoP actually drops.
Mr. Crow Dec 8th 2011 12:56PM
You are right to point out that "intent" sometimes doesn't match with what's ultimately produced.
Path of the Titans was a design intent with a lot of mock-ups built for it and everything, and eventually came to nothing. Shadowmend was a design intent before people realized how backwards it was.
So yeah, it's important for us to respond to Professed Intentions, because that will help to shape the intent going forward.
Drakkenfyre Dec 8th 2011 12:48PM
Making people have fewer choices doesn't make those choices "more interesting."
If you have a class which has had class-defining abilities for 7 years, and now you remove two-thirds of those abilities if they select a spec, it doesn't make it interesting. It's removing those abilities.
Mages won't be able to cast anything outside of their spec with one or two exceptions. Healing-classes will lose healing unless they are spec'd healing (with one or two exceptions.)
The dev team has admitted before that it's hard coming up with a new, distinct ability for each spec for each expansion, so I see stripping down the abilities to their specs as a cheap, lazy way to make each spec feel distinct.
Each time they remove or change something with the specs, it's always "It makes the choice more interesting", I don't find removing two-thirds of a class's abilities more interesting. Making someone choose between two class and spec-defining abilities (such as Blastwave and Dragon's Breath) isn't interesting, it just pisses people off who used to have them both.
And the constant level-shifting is getting really annoying. "Hey, look, Feign Death used to be a level 30 ability, now it's level 47! Now it's 32! Now it's 75! Now it's 30 again!" (a little exaggerated, but still.) Taking something that used to be a lower-level ability, and jacking it up to max level (like Living Bomb becoming a level 90 ability) seems like a lazy way to fill gaps in spells, and is also frustrating to people who are leveling alts, and get an ability removed. (Hunters had Disengage moved from level 14 to 78, Deterrence was moved into it's place, and people screamed that Disengage was more important during the leveling portion than Deterrence, and they moved it back down in a few patches.)
The constant reworking of the talent tree system is also annoying. They said they never felt it was perfect, fine, but it's rebuilt each expansion. If you have been with the game only a few years, you might not feel this, but when the talents have been redone so many times, it feels like you have to relearn a new game each time. And as they present the pre-alpha talent trees, it's obvious they will have to rework them again for the next expansion. Let's hope they build future expandability into them, instead of having to rip them out completely, go "Oops, this didn't work like we thought it would", and redo them again.
I have agreed with Ghostcrawler many times, and I have never ranted on the forums against him. I see him having the unfortunate position of being both the main interface between the dev team and players (formerly) and being one of the head devs. This leads to alot of people personally attacking him as if every decision was his. However his last few blog posts I find as damage-control to extremely, extremely unpopular decisions, and it's getting boiled down to "We're making interesting choices" again and again, and it has gotten old.
Being told how to play and what's more fun in how to play really annoys some people.
loop_not_defined Dec 8th 2011 1:20PM
At what point should Blizzard give up and stop adding new abilities? Because that's the reality they were facing, and have faced many, many times.
You can only cull so many lame duck abilities before you run out of lame ducks.
Drakkenfyre Dec 8th 2011 1:39PM
Giving up, and reworking the system so you restrict people from what they formerly could do are two different things.
"We added this new ability" and "We removed this old, lame ability" and "You can't do something you have been able to do for 7 years that has no real effect on balance because we're tired of rebalancing" are completely different things.
Mr. Crow Dec 8th 2011 2:03PM
Street is making a kind of iron-clad argument here.
GC: This system is fundamentally flawed and an excessive amount of work to maintain.
Drakkenfyre: But you should keep doing it because we shouldn't have to lose abilities to make your job easier!
GC: But doing this excessive amount of work produces something that we don't feel is the best product.
Drakkenfyre: BUT YOU SHOULD KEEP DOING IT ANYWAY.
GC: But we're Blizzard, so making the best product is sorta what we do...
Street is tying this change in with preserving the quality of design that Blizzard has exemplified from the start. To tell them to deviate from that quality is to make them run counter to their intentions as a studio, and to tell them to just maintain that quality without altering the fundamental systems would be prohibitively difficult. Street is presenting MoP's talent revamp as the only way for Blizzard to maintain it's reputation without driving themselves insane.
loop_not_defined Dec 8th 2011 2:19PM
Drakkenfyre, it's called bloat. Flooding all players with abilities - many of which they won't use, perhaps even CAN'T use due to macro/keybind limitations - is simply bad game design. They've removed lame abilities in the past to help keep it from reaching critical, but they've quickly run out of such targets.
This is all very much in the same ballpark, despite your insistence to the contrary.
Not even touching the balance issues a lot of this is going to solve. I'm looking forward to that more than anything.
Drakkenfyre Dec 8th 2011 2:22PM
Devs: "We're having a hard time coming up with new, distinct abilities for each spec each expansion." (near-direct quote.)
Devs: "We're now removing a ton of abilities, shifting others around, and restricting you from doing anything outside your spec. Distinctness achieved."
You seem to confuse "make the system better" with "rip-out the system endlessly."
Cookie-cutter specs will always exist. No matter what. Removing the talent points from 30 down to 6 will not stop that. Until talents exist at the point where one literally does not do more damage, helps healing, or gives another benefit over another, one will always be better than another in a specific area. And at that point, you might as well call talents useless.
Always going after the removal of cookie-cutter specs with the current system will never work. Taking two abilities, slapping them in a talent level, and going "Ah ha!" does not remove the cooker-cutterness. Making a class choose between two abilities they used to have does not make them happy, nor does it make them interesting. Taking an ability you get at level 12, and another you got at level 25, sticking them in the talent tree, and now forcing that class to choose one or another is not fixing the problem. That's taking the easy way out.
I don't view this as progress like you would like to think of it as. I see it as the devs basically giving up on the "three different, but distinct specs via talent trees because it adds and enhances abilities", and more of a "three specs, distinct because it's the only way to unlock those abilities, period."
I am not against progress in the system. I do see where it is flawed. I also see where they are trying to chase after a goal which cannot be achieved in the current or presented system, and the players have to suffer redesign after redesign which wrecks how the game is played, and the designers don't seem to realize until they make talents essentially neutral, they won't achieve the neutral feel they are going for. And at that time, talents might as well not exist.
Boobah Dec 8th 2011 2:26PM
Sorry, but I don't feel your pain about 'limiting' frost mages from being able to fireball or arcane blast people. You didn't use that ability anyway.
"Giving up, and reworking the system so you restrict people from what they formerly could do are two different things."
Err... not really. When you have a system that controls what people can do (through a combination of both adding abilities and making others stupid to use) then giving up on that system as fatally flawed will necessarily change what people can do; if it doesn't, then you haven't actually changed anything.
As far as the hybrid healers goes, tho, I'm still inclined to the opinion that the +x% to healing spec bonuses should be baked into the heals (at least partially); the lack of mana regen while healing combined with the limited heal selection should keep it from getting too absurd. On the other hand, I can see their worry, when enhancement shaman or ret paladins will have mana pools as large as that of healers.
Drakkenfyre Dec 8th 2011 2:43PM
loop, I am not talking about bloat.
I am talking about the inability to achieve the goal (removal of cookie-cutter specs) with the system as it's presented, and the removal of two-thirds of each class's abillity to force distinctiveness.
Removing those abilities doesn't fight bloat, they still exist. It just annoys the players who had those abilities for 7 years.
As for bloat, when you start cutting fat, and you keep cutting, eventually you hit meat. And removing abilities which ARE useful to people does have a negative affect over time. Wait until someone removes one of your abilities you particularly like and is indeed useful, and says "cutting bloat" as the reason.
Read my post above.
Boobah, the Mage example is just that, an example. it applies to many classes. You may think restricting healing on a hybrid class is one thing, but when you are playing that class, and your non-healing spec heal consists of a small heal you got at level 12, and your ass just got smacked by whatever baddie you are facing, you might think differently.
Have you actually seen the abilities based on the trees? Think of it this way. Unless you are Fire as a Mage, you lose ALL fire abilities. Unless you are Resto as a Shaman, you lose ALL healing abilities. There are a few exceptions, and you do retain one small heal in those healing classes, but it's still forcing the distinctiveness by removing a shitload of what the class can do.
If the game came like this from launch, no problem. Seven years into it's existance? Yes, it's a bit of a pain in the ass.
Bourban Dec 8th 2011 2:50PM
How do you know specific abilities will be stripped away? From this and other blue posts (sorry can't remember specific posts) it sounds as if the no-brainer choices will be taken away from you to choose, not taken away completely, so you still get new abilities at levels. "Instead of having you click raging blow, we'll just give it to you..." You are going to choose the talent anyways, so why make you spend a choice on it?
Drakkenfyre Dec 8th 2011 4:08PM
How do I know? Because the new talent trees show you.
I will Mage as an example again. Unless you select Fire, you won't be able to use Fireball. Unless you select Frost, you won't be able to use Frostbolt. This goes for every single class.
Healing classes lose almost all healing spells unless you are Healing spec. Healing classes lose a ton of DPS abilities unless you are in a DPS spec.