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Zarhym
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  • 0. Cataclysm Class & Mastery Systems Update   07/07/2010 08:58:31 AM PDT
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Update 7.16.10

Cataclysm Class Design Q&A: http://forums.worldofwarcraft.com/thread.html?topicId=26137024331&sid=1

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Update 7.14.10

Preview our ideas for the look and feel of the Talent pane here: http://www.worldofwarcraft.com/info/underdev/4p0/classandmastery.xml

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When we first announced our design goals for class talent trees back at BlizzCon 2009, one of our major stated focuses was to remove some of the boring and "mandatory" passive talents. We mentioned that we wanted talent choices to feel more flavorful and fun, yet more meaningful at the same time. Recently, we had our fansites release information on work-in-progress talent tree previews for druids, priests, shaman, and rogues. From those previews and via alpha test feedback, a primary response we heard was that these trees didn’t incorporate the original design goals discussed at BlizzCon. This response echoes something we have been feeling internally for some time, namely that the talent tree system has not aged well since we first increased the level cap beyond level 60. In an upcoming beta build, we will unveil bold overhauls of all 30 talent trees.

Talent Tree Vision

One of the basic tenets of Blizzard game design is that of “concentrated coolness.” We’d rather have a simpler design with a lot of depth, than a complicated but shallow design. The goal for Cataclysm remains to remove a lot of the passive (or lame) talents, but we don’t think that’s possible with the current tree size. To resolve this, we're reducing each tree to 31-point talents. With this reduction in tree size we need to make sure they're being purchased along a similar leveling curve, and therefore will also be reducing the number of total talent points and the speed at which they're awarded during the leveling process.

As a result, we can keep the unique talents in each tree, particularly those which provide new spells, abilities or mechanics. We’ll still have room for extra flavorful talents and room for player customization, but we can trim a great deal of fat from each tree. The idea isn’t to give players fewer choices, but to make those choices feel more meaningful. Your rotations won’t change and you won’t lose any cool talents. What will change are all of the filler talents you had to pick up to get to the next fun talent, as well as most talents that required 5 of your hard-earned points.

We are also taking a hard look at many of the mandatory PvP talents, such as spell pushback or mechanic duration reductions. While there will always be PvP vs. PvE builds, we’d like for the difference to be less extreme, so that players don’t feel like they necessarily need to spend their second talent specialization on a PvP build.

The Rise of Specialization

We want to focus the talent trees towards your chosen style of gameplay right away. That first point you spend in a tree should be very meaningful. If you choose Enhancement, we want you to feel like an Enhancement shaman right away, not thirty talent points later. When talent trees are unlocked at level 10, you will be asked to choose your specialization (e.g. whether you want to be an Arms, Fury or Protection warrior) before spending that first point. Making this choice comes with certain benefits, including whatever passive bonuses you need to be effective in that role, and a signature ability that used to be buried deeper in the talent trees. These abilities and bonuses are only available by specializing in a specific tree. Each tree awards its own unique active ability and passives when chosen. 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, Dual-Wield Specialization for Fury warriors and Combat rogues, or the ability to dual-wield itself for Enhancement shaman.

The initial talent tree selection unlocks active abilities that are core to the chosen role. Our goal is to choose abilities that let the specializations come into their own much earlier than was possible when a specialization-defining talent had to be buried deep enough that other talent trees couldn’t access them. For example, having Lava Lash and Dual-Wield right away lets an Enhancement shaman feel like an Enhancement shaman. Other role-defining examples of abilities players can now get for free at level 10 include Mortal Strike, Bloodthirst, Shield Slam, Mutilate, Shadow Step, Thunderstorm, Earth Shield, Water Elemental, and Penance.

[ Post edited by Zarhym ]

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Zarhym
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  • 1. Re: Cataclysm Class & Mastery Systems Update   07/07/2010 08:59:07 AM PDT
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Getting Down to the Grit

Talent trees will have around 20 unique talents instead of today's (roughly) 30 talents, and aesthetically will look a bit more like the original World of Warcraft talent trees. The 31-point talents will generally be the same as the 51-point talents we already had planned for Cataclysm. A lot of the boring or extremely specialized talents have been removed, but we don't want to remove anything that’s going to affect spell/ability rotations. We want to keep overall damage, healing, and survivability roughly the same while providing a lot of the passive bonuses for free based on your specialization choice.

While leveling, you will get 1 talent point about every 2 levels (41 points total at level 85). Our goal is to alternate between gaining a new class spell or ability and gaining a talent point with each level. As another significant change, you will not be able to put points into a different talent tree until you have dedicated 31 talent points to your primary specialization. While leveling, this will be possible at 70. Picking a talent specialization should feel important. To that end, we want to make sure new players understand the significance of reaching the bottom of their specialization tree before gaining the option of spending points in the other trees. We intend to make sure dual-specialization and re-talenting function exactly as they do today so players do not feel locked into their specialization choice.

A True Mastery

The original passive Mastery bonuses players were to receive according to how they spent points in each tree are being replaced by the automatic passive bonuses earned when a tree specialization is chosen. These passives are flat percentages and we no longer intend for them to scale with the number of talent points spent. The Mastery bonus that was unique to each tree will now be derived from the Mastery stat, found on high-level items, and Mastery will be a passive skill learned from class trainers around level 75. In most cases, the Mastery stats will be the same as the tree-unique bonuses we announced earlier this year. These stats can be improved by stacking Mastery Rating found on high-level items.

To Recap

When players reach level 10, they are presented with basic information on the three specializations within their class and are asked to choose one. Then they spend their talent point. The other trees darken and are unavailable until 31 points are spent in the chosen tree. The character is awarded an active ability, and one or more passive bonuses unique to the tree they've chosen. As they gain levels, they'll alternate between receiving a talent point and gaining new skills. They'll have a 31-point tree to work down, with each talent being more integral and exciting than they have been in the past. Once they spend their 31'st point in the final talent (at level 70), the other trees open up and become available to allocate points into from then on. As characters move into the level 78+ areas in Cataclysm, they'll begin seeing items with a new stat, Mastery. Once they learn the Mastery skill from their class trainer they'll receive bonuses from the stat based on the tree they've specialized in.

We understand that these are significant changes and we still have details to solidify. We feel, however, that these changes better fulfill our original class design goals for Cataclysm, and we're confident that they will make for a better gameplay experience. Your constructive feedback is welcomed and appreciated.
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  • 2. Re: Cataclysm Class & Mastery Systems Update   07/07/2010 09:00:44 AM PDT
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Zarhym! Where have you gone?! Where are the other CM's?!

Edit: Silly me, forgot to say good work , and I'm excited for the new changes :)

Edit#2: Yeah that's going to be interesting, wonder how that will affect twinks...

Edit#3: First. *rubs it in a little*

[ Post edited by Shermasteel ]


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  • Detheroc
  • 3. Re: Cataclysm Class & Mastery Systems Update   07/07/2010 09:02:08 AM PDT
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Wow, back down to 31 point trees... That's going to be nuts...
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  • 4. Re: Cataclysm Class & Mastery Systems Update   07/07/2010 09:03:44 AM PDT
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I've seen this coming for a long time. There are, or were, too many points in the tree that required meaningless point sink talents.

I didn't think you'd actually do this. Kudos.

[ Post edited by Charsi ]


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  • Lightninghoof
  • 7. Re: Cataclysm Class & Mastery Systems Update   07/07/2010 09:04:56 AM PDT
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Those are some pretty bold changes. Interested to see how the new trees look.
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  • 11. Re: Cataclysm Class & Mastery Systems Update   07/07/2010 09:06:15 AM PDT
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I don't like this, because it appears that you will be significantly reducing the number of options available. Yes, I know ideally there will be fewer "mandatory" talents... but won't reducing the number of talents swing the pendulum back the other way? With fewer talent choices, that means fewer options on where to put them.

Also, regarding forcing players to spend enough points in a tree... I understand you want players to get to the bottom (the ultimate talent). This may be news to you, but the 51-pt talent isn't always wanted. My Warlock isn't going to use it, because the Metamorphosis talent is so boring, and I don't raid with her, just quest. She's going to end up with 50 points in Demonology, which is exactly what I want for her build. For my Arcane mage, the 51-pt talent was nerfed so hard it's almost optional there as well.

You're effectively taking away choices from players. While it might be useful for new players who don't realize you want to fill in a tree, I don't trust Blizzard to design good end talents, as the talents now aren't always worthwhile, which means the options I'll have are going to be limited.

[ Post edited by Sariisa ]


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  • Skywall
  • 15. Re: Cataclysm Class & Mastery Systems Update   07/07/2010 09:07:01 AM PDT
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Ooooh, I'm excited for this. This also means that we won't be needing to figure out what talent we need every time we level up.

From Canada with love, eh?

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  • Auchindoun
  • 16. Re: Cataclysm Class & Mastery Systems Update   07/07/2010 09:07:06 AM PDT
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31 point talent trees? What the F?

Hows that even goin to work for Ferals with them bein a dual role spec.

Edit - Upon further thought, I'm even more confused on how this would work for Ferals. The whole stuck in one tree thin I get, but only 31 point talent trees? How can they possibly fit 31 talents into the Feral tree to satisfy Feral Cat, Feral Bear, and Feral PVP without either overpowerin the base or overpowerin the talents?

[ Post edited by Sorchla ]

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  • 17. Re: Cataclysm Class & Mastery Systems Update   07/07/2010 09:07:08 AM PDT
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It seems like they're taking their goals going into Cata and just going full bore with streamlining the talent trees. The trees we know now didn't really seem to get that message across, and going to 31 point trees with you getting passive or active skills like DW Spec and Bloodthirst at level 10 rather than through talents is a major plus for leveling. I love that from level 10 you'll feel like, say an enhancement shaman right off of the bat with having DW and Lava Lash.

It's also good to see that what spec you are will mean more right from the get go, though I can see anyone who wanted a hybrid build would be disappointed, though I think they would have before now given how mastery was working.

The fact that they're 31 point talent trees just hits my nostalgia bone perfectly. Feels like Vanilla 2.0.

[ Post edited by Samayael ]


Samayael <Dark Crucible> - Dragonblight

I shall fear no evil for I am Fear Incarnate.
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  • 19. Re: Cataclysm Class & Mastery Systems Update   07/07/2010 09:08:19 AM PDT
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This will be quite interesting to see. Just glad that alot of the core talents will still be there

REDTEXT

[ Post edited by Maikeru ]


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