Omar Gonzalez is my hero -about talent trees:no, I do believe the actual system is boring.Old talents tree could be slow to build (and % talent was not very engaging) but at least there was choice to take and levelling was way more interesting.Now, each expansions bring nothing new to characters, and Artefact or Azerite collar are just an insincere way to force us a tree talent to grind.Just make it a baseline features of the game and not a "gimmick".That mantra "each expansion needs a gimmick" is, for me, lazy game design.It's one of the reason why in the end, yes, I preferred "classic wow" to wow. Of course the game is still fun and it's beautiful. but in term of game design, it's more boring, with not enough choices and base abilities.I very excited to the prospect to get back "eye of the beast" in the game.
I don't think they are. Last they said if you have an active wow account you will get Classic for free. They may change that but I have not heard if they have.
Bring on 'Classic+' with updated character models and LF*. I'd play that.
The old talent tree had all the faults of the new one and was full of glorious filler and actually offered less overall choices(How you multispecced was the main one, but due to lack of intended synergies what actually was wanted from other specs was clear cut and limited).The only argument is that players are goldfishes and want to be fed a pellet every time they level to make them feel good. Objectively speaking you got something actually impactful around every 20ish levels, which is worse(and way slower in classic) than in retail. Also anyone bringing up Artifact Weapons, you were always meant to get everything on it(and therefore the vast majority were gatekeeping for the best stuff anyways), so they could go far greater in effectiveness for each level, which on a talent tree where you can skip around more would lead to the most degenerate builds where you actually have 1-2 button rotations because with their talents picked they'd be far better than you actual rotation. So yeah filler will be filler and is nothing but a way to make you fool yourself into thinking you got rewarded.Objectively speaking, retail levels where you don't get anything, are more impactful than vanilla ones where you learned a new rank and got a filler talent point, simply because every ability you have scales up with levels, and the difference between two levels of items is bigger than it was back then(and way more consistently rewarding rather than randomly itemised, the reason why upgrades in Classic stick around is not because it is more rewarding, but because most rewards are so bad it takes ages to get something actually better for you). Anyone denying this is lying through their teeth, because numbers do not lie(now you can make points about scaling, but that is irrelevant assuming fighting against level appropriate enemies).In the end I just wish people would stop being goldfishes and realise what is up before Retail makes the same wrong conclusion, god knows we don't need more drip fed content because people want constant headpats for the achievement that is getting a level(a monkey would through trial and error reach level 60, since the oly requirement is killing things and there is no reason to kill the harder stuff).
Using the word "objectively" in your subjective opinion doesn't make it objective. Just saying. Your point is you prefer the new talent version because its gives less choice but more meaningful ones, which isn't even true for every class / spec. The thing you don't consider people love the ILLUSION of choice. Just because its not always a meaningful choice doesn't make it less rewarding. But if you think "retail levels where you don't get anything, are more impactful than vanilla ones where you learned a new rank and got a filler talent point" then Classic clearly is not for you, enjoy your BFA.
I'm really laughing at this whole "only one viable build of talents" argument about the current system. Are you new? The new system offers way more variety for builds than the old system ever did, the old system had an ILLUSION of choice. The key talents were always necessary if you didn't pick them you were a troll and people would literally kick you from their group. So you were given 5 points each tier to get to these key talents and most of the talents were necessary "% damage increase on x ability" talents and at the end of the day you had maybe 15 points or so (depending on expac) to spend on talents that were filler talents that weren't necessary and provided no real advantage... and then you pretty much never changed those talents, the only time you needed to change talents were to change specs before dual spec was added.The new system offers actual impact on abilities or new passives that actually impact your game play. Sure, a lot of them are not desirable for every single situation but there are ones that deal better with different types of fights and if YOU never change YOUR talents because you found an iceyveins guide and just went with the recommended general build without reading the build breakdown and what kind of situations each talent is useful for doesn't make that build the only viable build it means YOU aren't changing your talents to match the fight and are probably doing less than those that do. With the old system, you'd just pick a cookie cutter build just like you do now with maybe 15 points that don't actually matter being moved around to talents that have 0 impact and going "wow I'm creative".
love how people whine about classic news, come into the article, read it and post just to say they dont want to read it lol. Face it, classic gonna wreck retail :)
always thought that Chronosh from xDlate is Ukrainian...
Okay I've been seeing this whole argument about the Talent system for both new and classic. So this is an unbiased look at both systems from what I've heard by the community. *OLD TALENT SYSTEM*Positives: It adds more variety on a path or tree in which talent points you want to spend. Some changes are good for leveling while others are good for raiding/pvp etc. You get talent points to spend on each level.Negative: You have to follow a specific set of talents in order to maximize your healing, tanking, and damage output. Not to mention the experimentation around hybrid builds such as Feral Druids (before they got Guardian) with mostly filler specs before getting the game-changing talents. It is a lot more difficult to pinpoint which talents need to be nerfed or buffed.*CURRENT TALENT SYSTEM*Positives: A more streamlined system, that focuses on acquiring superficial abilities and passives. While more separated, there is the convenience of having to switch talents on the fly in major cities and inns. Along with the edition of War Mode and even a new set of Honor Talents used for pvp/wpvp questing.Negatives: It takes forever to reach a new talent ability/passive. Talents are also CLASS LOCKED such as Retribution paladins having their own talents instead of sharing with Holy or Prot. Even then, people choose talents based on maximizing their damage/Healing/better defenses for tanking.*OVERALL*Both sides have their share of ups and downs, yet it also comes down to the community's knowledge and experience. People will look for guides on what talents are the best for what scenario. The best middle ground I have seen is with the Artifact Weapon Traits, these were tailor-made to each class with the same point system of old but with a modern twist. They were also locked under-progression with Artifact Power which scales the more you collect them and it gets progressively higher...much like leveling.(Lastly, the only reason the old talent system was more rewarding back then was that leveling back then was horrendous, like a punishing uphill climb. Whereas in current content, it's the complete opposite where the quests are more fun, but with a hollow reward.)
2k16: https://www.youtube.com/watch?v=0Wrw3c2NjeE2k19: "and when we said "no" in the past it wasn't because we had some philosophical objection to the idea of it-- "