But whats the difference between giving you a choice if you want an interrupt or no, or just giving you an interrupt baseline and reducing the nuber of talent points you have by 1?
if you pic interrupt there is literally 0 difference, and if you dont pic an interrupt you are getting 1 more talent point that you can spend on other things. Interrupts are really useful, but sometimes they are not needed so having choice not to take it gives you a chance to spend that talent point somewhere more usefull.
It happens with every game so how do you wanna avoid it nowadays? It’s been a thing even before online and competitive play became a thing, I still looked up builds and walkthroughs for Fallout 2 or Baldur’s Gate 2 or even older stuff. There was less pressure to go with those builds for sure though and people felt free to experiment and have fun. Count it to the modern day rat race I guess.
That’s a matter of opinion. I think it’s an upgrade compared to what we have now.
But even then… What we have now doesn’t matter. What we have in DF matters.
I hate people like what you describe. Truly utter hate.
Learn to accept others. Don’t force people to play the way YOU want them to. THIS is truly what is wrong with gaming. This is the corruption at the heart of it all.
It shouldn’t be. Those people are stupid. Those people are wrong. Those people are dumb.
“Precious talent points”… Blizz gave enough talent points for you to chose utility and/or dmg.
If you want more dmg, get more dmg.
But wait, Blizz designed the trees where you HAVE to get utility on the way down where most of the dmg traits are.
I don’t get kicked from groups, because i’m not an idiot.
If you have such issues, sorry.
P.S. You don’t miss out on any dmg related picks by picking Camo in the tree i made, because you still need to fill in 3 MORE points after to reach the bottom row where the majority of talents are dmg related.
I think WoW has solidified its endgame over the years to revolve increasingly around difficulty. So the difficulty dictates the gameplay, and the gameplay dictates the playstyle. People simply have to adopt a certain approach to the gameplay that allows them to tackle the difficulty posed.
The obvious solution is to just lessen the emphasis on difficulty in the gameplay, because then players have more freedom to play WoW as they please.
But on the flip side, then maybe the reason a lot of people play WoW is because of the gameplay emphasis on difficulty.
A game like Diablo II has a cap on its difficulty. Hell. So the amount of customization and experimentation that the talent trees (skill trees) offer is equivalent to how many builds are viable in Hell. If it can survive in Hell, then you can play it!
WoW has no cap on its difficulty. Keys and leaderboards always push upwards, so the customization and experimentation goes a bit out the window because there’s a unending difficulty to be bested.
So yeah, the design is a bit at odds with itself. On one hand players want all this customization and choice, and on the other hand you have top players theorycrafting the heck out of everything to present guides on what’s best for pushing high keys or getting gladiator.
It doesn’t mix so well.
True. But seeing as one part of that ‘mix’ is toxic and destructive and breeds negativity, it’s easy to make a decision as to which side should get the upper hand. But Blizzard is too scared to act; they have a (former) high end raider as a game director and THAT is a big part of the problem. Things aren’t going to change when the problem remains within the people in charge.
Well this is actually wrong as you need to spend 20 points to unlock the strong damage abilities on the bottom of the three. The maximum amount you can spend on the last 3 rows is 11 talent points which you can do with the build presented on that link…
I think there is plenty of room in the talents for making slightly different picks. Picks where the impact is small and obscure enough that it can be debatable. Skolex mythic moonkin - Do you go with More resto or More guardiany
Resto you say, but are you looking at the moonkins heal logs?
You may also have some choice of focus burst vs. AoE. Depending on final tuning, there may be some bosses where you have to adjust that to the raid needs.
I don’t agree that it does. It creates frustration. Which to me either leads to me abandoning the activity or me getting to angry that I come here and make angry posts and yell at Blizzard.
Stuff just being fun will work for replayability.
Stuff being repeatable with different outcomes will do that.
Just having more stuff will do that.
There’s more roads that lead to the same outcome.
Imo they have. But fun is subjective. The problem is serving so many different wants and needs from many different players.
In WoD players would run the Dungeons a handful times at most – in the entire expansion!
No difficulty or grind built into the design, so no reason to do it.
In Legion Blizzard built difficulty into the Dungeon design with Mythic+. And people have been running Dungeons like crazy ever since. Difficulty generates replayability.
Same with grinding. In WotLK you could grind reputation in Dungeons, so everyone and their mom ran Dungeons until their eyes bled. Grinds generate replayability.
But what’s the formula for fun?
If you look at WoW players as a whole, then they generally seem motivated by progression, either as a means of challenge or labor, i.e. content designed with difficulty or grinding. That’s fun.
Not when you have millions of players. Then you can sort of narrow the term down to certain specifics.
If it’s Pokemon Go, then fun to people playing that game is probably something about collecting and leveling up and evolving and such.
If it’s Call of Duty then it’s shooting with cool weapons and running around in cool maps and so on.
And it’s the same with WoW. Because people have chosen to play this game, then you can sort of narrow down what the expectations are in terms of fun.