Apex Talents Should Expand Horizontally, Not Vertically

One of the most important questions for future expansions is how Blizzard intends to develop Hero Talents and Apex Talents without continuously making the specialization trees larger.

I do not think the solution should be to place another four Apex points underneath the current four, followed by another four in the next expansion. That would eventually create one enormous mandatory talent chain, with very little actual choice.

Instead, Apex Talents should expand horizontally.

At the bottom of the specialization tree, players should be able to choose between two complete and mutually exclusive Apex paths:

  • The current four-point Apex path
  • A new alternative four-point Apex path

Choosing the first talent in one path should lock the other path. Players should never be able to take all eight points or mix the strongest individual nodes from both sides.

The objective is not to create more mandatory power. The objective is to create two different versions of the specialization.

The overall structure would become:

  1. The specialization tree defines the core class gameplay
  2. Hero Talents define the fantasy and thematic mechanics
  3. Apex Talents define the final gameplay profile

For Retribution Paladin, the specialization tree would still provide the core Retribution toolkit. Hero Talents would continue to determine whether the player is a Templar or a Herald of the Sun. Apex Talents could then determine whether that character focuses on sustained damage or concentrated burst.

That would create combinations such as:

  • Templar with sustained damage
  • Templar with burst damage
  • Herald of the Sun with sustained damage
  • Herald of the Sun with burst damage

This is much more interesting than permanently attaching one damage profile to each Hero Talent tree.

Retribution Example: Sustained Apex vs Burst Apex

The current Apex path could remain focused on consistent damage, rotational flow, Blade of Justice, resource generation and reducing dependence on cooldown windows.

A second Apex path could restore the traditional burst identity of Retribution Paladin by focusing on:

  • Avenging Wrath
  • Execution Sentence
  • Hammer of Wrath
  • Holy Power spent during the cooldown window
  • A powerful finishing effect at the end of the burst window

This could also have a major visual component. Avenging Wrath could transform into a more powerful seraphic form with six larger wings, improved animations and a clear sense that the Paladin has temporarily reached the peak of their power.

The important part is that this burst profile would be optional.

The game can continue moving some of Retribution’s damage away from short cooldown windows and into the normal rotation, while still preserving the traditional burst-focused Paladin for players who enjoy that gameplay.

The choice would become:

Do I want reliable damage throughout the encounter, or do I want to prepare and execute a much stronger burst window?

That is a meaningful gameplay decision.

Hero Talents Also Need More Meaningful Nodes

Hero Talent trees should continue receiving improvements, but Blizzard should avoid adding more nodes that only provide effects such as:

  • 2% Haste
  • 3% damage
  • 4% Critical Strike

Those numerical bonuses may be necessary for balance, but they should not occupy entire Hero Talent nodes.

A better solution would be to include the small passive stat bonus in the initial Hero Talent node, which every player receives when choosing that tree. The existing passive node could then be replaced with something that meaningfully changes how the Hero Talent plays.

For example, a Herald of the Sun node could create a new interaction between:

  • Dawnlight
  • Divine Storm
  • Templar’s Verdict
  • Hammer of Wrath

A Templar node could create a stronger connection between:

  • Templar Strikes
  • Hammer of Light
  • Empyrean Hammers
  • Holy Power generation

The player should notice when a Hero Talent node is selected. It should change an interaction, alter the rotation, improve a thematic mechanic or create a new decision. A flat 2% stat increase does none of those things.
Diogo Silva

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