So, from my understanding of these new trees. Probably all classes. Is that...there will still be cookie cutters, but this time it'll be per boss/encounter vs just best dps like back in ye olde vanilla.Don't get me wrong. I like the idea, and it could pan out really well. I've always chosen what I've found useful, or simply fun, (or just the least bad in my eyes).The current - pick the best out of these 3 per line is so much better for user friendliness. That's all.
More of these please! It was a good read and looking forward to more talent tree reveals in the future.
I can't believe people still fall for the thought that these trees will give "more options". They literally took half of your spec's baseline abilities and make you learn them from a tree. In the end it's just more boring boxes to click for the same result, only swapping between them quickly will be more inconvenient.
The talent tree system will fail, just like how it failed before.Reusing a failed system and branding it as a new feature for next expansion? that is still a failture.
Can't wait to see how people will bash this system.They say they want varierty and choice, but right on release they'll all be on wowhead guides copying the meta build.
With the "recent" reveal of the Dragonflight Death Knight talent trees,Not recent at all they released the talent trees for 2 classes almost a month ago now, and yet the expansion is to be released by the end of this year, unless they pull a rabbit out of the hat on alpha/beta soon, i don't see them getting them all done in time.I still do hope they have alot more ready and maybe the first alpha build is alot more complete then recent Alpha's got my fingers crossed cause i wanna be done with Shadowlands by the end of the year :PEDIT: replaced the word specs with classes.
I am waiting for Warlocks and how we are going to be impacted.In theory, DKs looks better, We will see how this will play out. This is, in theory atleast, what they wanted us to do in Legion with having to play multiple talents to cover multiple encounters (i.e a build for fortified, a build for tyrannical, a variant for explosive, multiple builds for raid encounters). We will see how this plays out. Who knows, maybe, just maybe, they will nail this one.
The main issues with I see with the tree so far are:
The funny thing is, they're trying to do a liter version of a grim dawn/PoE tree, and it's barely even necessary. Youhave increased avoidance and leech for builds on the general tree for incremental gains that are never going to be use, unnecessary or going to be covered via gear. Sure a % value is going to be nice, but you have so many actives that its not going to even leave room for certain passives that'd otherwise be a fun or cool stat enhancement. This game just doesn't play like an aRPG and they're trying to give us choices that reflect those types of builds. Sure hope they make content that actually makes you think about your build's survivability, because nothing past TBC has required that
It’s interesting that on the generic DK class talent page an unholy DK puts more points in the frost side than the unholy side. I get there’s a whole other page devoted to unholy specifically, but I wish there was a little more freedom to pick abilities without having to go so deep down a line full of things you otherwise wouldn’t necessarily pick.
Removed
I don't like the first row of the Class treeI think it would be fitting if the first row was the 3 DK Presence, it would be a great thing to add back hereMove the 3 current spell to optonal pick after presence (with the auto-pick for each spec of course)Also going down the tree there should be more chance to "move across" into another part, not just at the beginning#bringbackDKpresence
My problem with these new trees are rigidity. It would be a lot less tiresome to navigate them if you could simply traverse the tree in any order not just from the top link to the bottom one (like for example in path of exile). Or just simply make it with less unnecessary connections, because as it stands right now this is far more limiting then the old or even the current tree.
I don't know anywhere near as much about DK as I do Druid, but just by this writeup, I can tell the two trees are nowhere near the same in quality or options.The DK class tree seems to me like they didn't have enough to put in a class as a whole portion, and needed to pull from the spec specifics to fill it out. Hell, it even has flat stat increases in a few places just to be filled. Meanwhile, the druid class tree pretty much has all sorts of stuff that was class based to begin with, has some more overall buffs than leech or avoidance, and has a few new things. I guess it was cheating when the affinity talent row could basically account for 15+ talents in a class tree alone. But then the spec tree, at least for unholy? It seems like it takes them until the bottom row to get to what is basically major default CDs. Where the druid trees? They have multiple legendary effects brought back, a few new things, and 2 covenant abilities all in the later rows. The choices feel like you are trying to take as many awesome things from SL and Legion at the same time as possible. Its night and day to the lower part of the DK tree.I just don't think the DK trees were anywhere near as far into development as druid. But it also makes something else obvious. I am almost certain the gameplan for these trees was based on the general makeup of druid ability and talent distribution in retail right now. There are a few classes that you can just look at them at face value, look at how these current trees are structured, and have no idea how the hell they are going to make them work. Mage is one IMO. Shaman isn't too easy either. Anyway I feel like there is no way we don't see an almost completely different set of DK trees next time we get info on these. The druid ones though, if you want to like this system, just go look them over. They are awesome.
Heyo Bisceps olde buddy, old pal.
Meh. I like that there are a handful of possibilities (particularly in the "general" tree) but we're still locked into some spells and talents that don't feel "core" to the class. For example, Dark Transformation. This is an ability that I've never liked because it doesn't make any sense, yet it's a prerequisite for Army of the Dead, Improved Death Coil or Defile. It's like they mix and match talents in different parts of the tree, rather than having a "pet branch", a "wound branch" and a "spell branch", for instance. It's hard to stick to a theme or have proper customization like this.
What do you make of no longer having Raise Ally? At least, I didn't see it in the SWAG powers or any of the three trees.