I understand I’m a minority from the pvp community in here. But ask your self why there are so few pvp players.
From a pvp perspective. Compare turtle with two other immuneties. Ice block and Bubble. In bubble you can move and deal dmg.
In ice block you heal for your full health.
In turtle, you often die anyways due to bleeds and debuffs.
I don’t PvP but as keystone hero/mythic raider I’m not happy with the state of Hunter defensives. So nobody’s happy I guess, but for different reasons.
Just saying one thing: not enough points to get all the abilities back from the rogue class tree that I have now. Not happy with it at all.
I don’t know what is most ironic here. 1, that the rogue can’t be as broken as it is now or that you write from a DK. I’m really trying not to facepalm my brain out the back of my head.
Why the hell is Sepsis on all 3 specs tree instead of once in the general?
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Same goes for hunter, btw. These new talent trees are a joke. A new addon shouldn’t make my characters weaker than they are now and make my lose half my abilities.
(And who cares that I write from a DK? I have all classes on max lvl.)
Restless Crew: Restless Blades also affects party members within 40 yds, reducing the remaining cooldown of a major offensive ability by 0.2 sec per combo point spent.
This is a cool, but terrible idea for x reasons:
- All rogue specs should get some form of raid/party utility, not only outlaws, otherwise why would raid/party leader allow for a rogue to play as sub or assa;
- Restless Crew will push spec-specific team comps.
For classes with weaker CDs, it won’t be as impactful as for those with stronger CDs;
- It promotes playing multiple outlaw rogues to maximize the effect. Nobody wants a return of 3x outlaw M+ meta from BfA;
.
.
x)…;
Sounds fun, but please rethink this.
It wasn’t to offend you. It was the irony of how strong the DK tree is in dragonflight. From a pvp perspective. It’s ridicilous. And while I agree to an exstend you shouldn’t become weaker. I would say, rogue right now, is insanely strong. So either nerf the heck out of them now or make them weaker in the next. Not stronger.
But I do agree. Hunters of all kinds will see limited play in comparison. As it stands now, I’m going to be a DK.
Well, I don’t care about PvP in the least, but even for M+ the classes are losing a good deal of the utility they now have… but I guess we can agree on that DK was the least worse tree they showed us so far.
This just shows how you have absolutely no vision for the classes; what they should be good at and and how they function. 15 yeas later and we are back to 3 point talents that only stack up some % factor further up? Most of the non-functional talents for hunters are back and I can’t see anyone taking them.
At the same time, very popular spells we had in Legion such as gladiator-style net, hatchet toss or even caltrops are nowhere to be seen. Pet talent trees or specialization swap at very least is nowhere to be seen. Not even a word about it despite the whole “we want you to love your pets” blue post from yesterday. None of you obviously even plays a hunter. I guess exotic and especially spirit beasts will be ignored completely third expansion in row. Wonderful work.
What has been created amounts to a whole lot of non-meaningful choice which not only makes many aspects of the game more difficult for both yourself and your party, but also creates a whole lot of potential toxicity within the community. If I say invite a survival hunter, I have certain expectations and I don’t plan on adding custom requirements in my group descriptions each time to make sure they won’t be a burden. Just another list of issues on the whole melee discrimination of why even take a close combat hunter when you can have one attacking from 45 yards instead?
You already saw what the sub-optimal covenant choice in SL resulted with - being removed from the group. I have little faith that you will manage to pull this off. Definitely not pre-ordering, won’t even be playing for the first few months seeing how rushed this expansion appears to be. Too much of development will be wasted on trying to reinvent the core game play.
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You might not care for pvp. But just because it doesn’t mean anything to you personally, doesn’t mean you should vouch to destroy it. And only caring about the effect of one perspective, does exactly that. That is why there are very few pvp players.
Remember, the pvp playerbase is also helping keeping your game alive.
Never said anythign like that, only that I’m not looking at those trees from a PvP perspective but a pure PvE one.
PvE and PvP should just be utterly separeted in terms of gear and talents as it was before. Otherwise the two game modes will never be balanced.
Im pretty dissapointed in the Marksman hunter tree i would’ve really liked to see a return of aimed shot being castable while moving or giving the old hellfire citadel bonus that made it instant. I was also really hoping for a variant of sidewinders returning, the talent was a mess but i really liked replacing steady shot with a instant cast with charges since it gave the rotation some downtime.
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I don’t think you truely can seperate them. But I do see things in the trees that appeal more to pvp than pve and vice versa. Like, for PvP, having multi shot isn’t nessesary in 99/100 cases, from arena standpoint.
There are some talents that are nice for m+ but not for raids. So in there, I can see ideas and niché with these talent trees. What I feel a potential danger, is the barrens of difference in how strong they are. Some classes are just bonkers while others are “Wow eh, so I can get my current spell book back with less than before? Ohhkay”. Like I wouldn’t mind loosing out on some of the spells I currently have, if it were to trade for something new or something cool. But an entire expansion, where all we’re getting is literally what we already have and more for some while less for others.
Theoretically. This is like taking your chocolate bar away, break it into pieces and tell you, you can now choose a limited amount of it.
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I don’t know if anyone at Bliz actually reads these things, but I think there’s 2 different design teams working on these.
It seems to me that whoever designed the Rogue layout hates choice; both the class and the spec trees have essentially no choice in how to build. Outlaw in particular is devoid of downward cross-routes for talent pathways (there are some with precursors in two pathways, but they don’t lead anywhere), and almost all talent choices will be determined not by the talent itself but by the linear pathway and required points needed in order to get a particular capstone ability. There is very very little in the way of customization that you can do within the constraints of getting the capstones that make builds work.
Hunter on the other hand has a wealth of possible routes, giving genuine choices at each branch, and enabling a very very large number of possible builds. It seems tom me that this sort of thing is what your talent tree system is designed to enable, so I’m wondering why some classes seem build for this, while others like Rogue are so strictly linear?
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let’s say you mutilate, that is two weapon strikes in one global, which means both attacks have a chance to crit, if one crits and the other doesn’t, you gain the standard two combo points and then one extra combo point from the one that crit, if both strikes crit you gain the two standard combo points and then two extra.
It is the same for say fan of knives, it by default only gives you 1 combo point, but let’s say you hit 5 targets and all 5 crit, then it would give you 6 combo points, one for the default 1, and then 5 for the 5 crits
Im blind. Where is kidney shot? There are talents for it so it isnt gone…but i cannot find it.
Could you be so kind and elaborate to me where these routes are and what possible builds are? Because I don’t believe “improved mend pet” or “lowering cooldown on exilaration” is considered builds at all.
Still perfectly matches the simpler description. 2 crits, therefore talent activates twice, therefore two bonus points. Simple.
Oh well.