Talent Trees Reverting to Level 60 Size

Ciceron

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MMO-Champion BlueTracker | Cataclysm Class & Mastery Systems Update

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.

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.
 
So if Mastery is going to be such a big thing, why is it you won't be able to utilize it until lvl 78? I'm also sure they are "confident" the forum Real ID changes will make for a "better gameplay experience" too...

Do like the concept of getting rid of "filler" talents, not sure how this will take though.
 
It's not a challenge at all really, I can do it on... 5 - 6 classes while leveling I think. I'm just wondering why they are basically saying, "Mastery is gonna be a HUGE deal... In the late-game, it'll be non-existent until then." Seems a bit silly to tote a function that ultimately won't be available early in the game (for new players, etc.) I mean they have to banking on either more people signing up or more people coming back and I'm sure a lot of people will be re-leveling either as a new race/class combo and to see all they have done with the Classic world.
 
So if Mastery is going to be such a big thing, why is it you won't be able to utilize it until lvl 78? I'm also sure they are "confident" the forum Real ID changes will make for a "better gameplay experience" too...

Do like the concept of getting rid of "filler" talents, not sure how this will take though.

It's all right there in the quoted text: instead of driving mastery by number of talent points AND itemization, they are doing it by itemization. And instead of re-itemizing everything in the world, they only have to worry about what they've already done (cataclysm ilvl stuff).
 
It's not a challenge at all really, I can do it on... 5 - 6 classes while leveling I think. I'm just wondering why they are basically saying, "Mastery is gonna be a HUGE deal... In the late-game, it'll be non-existent until then." Seems a bit silly to tote a function that ultimately won't be available early in the game (for new players, etc.) I mean they have to banking on either more people signing up or more people coming back and I'm sure a lot of people will be re-leveling either as a new race/class combo and to see all they have done with the Classic world.

Because you are not the master of something till you are high enough level, duh!

This change sounds like everyone's talent is gonna be pretty much the same, even more cookiecutter than now.
 
Seems a bit silly to tote a function that ultimately won't be available early in the game
Haven't they always done something like this in some form when they add a new aspect to the game? Look at gem sockets and resilience.

I'm curious how they're going to rework talents like Divine Strength for Paladins. It's in the Protection tree but I put my first 5 points into it before anything in Retribution. If it stays that way one of our most beneficial talents won't be accessible until much later in the game.
 
Because you are not the master of something till you are high enough level, duh!

This change sounds like everyone's talent is gonna be pretty much the same, even more cookiecutter than now.

No, it's making every talent in the trees useful and interesting, allowing for more customization by giving every talent something to offer and shifting all the required filler talents to the specialization passives.
 
I really like the idea.

But I wonder how they'll handle the feral tree. Will it be a tanking tree, or a dps tree, or can they still do both? What core stats are applied when you choose feral?
 
Haven't they always done something like this in some form when they add a new aspect to the game? Look at gem sockets and resilience.

I'm curious how they're going to rework talents like Divine Strength for Paladins. It's in the Protection tree but I put my first 5 points into it before anything in Retribution. If it stays that way one of our most beneficial talents won't be accessible until much later in the game.

Good question, since for the most part Paladins have been the oddest class in terms of stats and gameplay changes. I mean look at the "paladin" stuff in Classic and even some in TBC, you had 2H maces with MP2, intellect, and strength as well as spellpower and some plate had MP5 and defense rating. I don't think they solidified their mechanics until halfway through TBC.

Heck I still remember when Blessings were five minutes, Seals were 30 seconds and judgments consumed the seal. Or even Seal of the Crusader...
 
I like the idea, interesting choice for the level 10 people, sending them down one tree for a while so they learn the playstyle. I wonder if they're still going to go ahead with letting people have the old PVP titles again.
 
I really like this idea. It should definitely improve the low level experience and make leveling a lot more fun. I don't think it will have that much impact on max level things though.

It sounds like they're killing off all the passive talents and getting rid of most of the 5 point talents so there will be a lot more 2 or 3 point talents.
 
I really like this idea. It should definitely improve the low level experience and make leveling a lot more fun. I don't think it will have that much impact on max level things though.

It sounds like they're killing off all the passive talents and getting rid of most of the 5 point talents so there will be a lot more 2 or 3 point talents.

On both points, i think its a great idea. I really look forward to see how this is implemented.
 
There will be no 5 point deep talents in Cata, deepest will be 3 afaik. That frees up space to shorten talent trees.

Fuck spending 5 points in Cruelty to get 5% crit.

Edit: Doh :ftard: Basically what FM said.
 
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