You got some amazing ones (new playstyle, new visuals, usubale by both speccs - see paladin and mage) and then you got stuff like slayer, trickster or packleader (which have no new playstyle, little to no new visuals and/or are designed with one specc in mind).
Why is there such a huge difference in quality between these? (same with talent trees/rotations btw.)
Do different teams make these?
Either.
Maybe some people aren’t actually looking for new playstyles.
That’s what I like about that other game, I can play the new content with the old spec, as well as the other way around. They (mostly) balance it, and there we go.
They cannot add endless new buttons, procs and stuff anyway, without neutralizing the rest, unless they are mutually exclusive.
Example: Classic Frost Mage is a lot more interactive than this bloated stuff we have now. Plenty of movement, risks, all that. Same about hunter, I immerse in classic but totally don’t with modern. On the other hand, ret paladin is fairly okay now, favorite is WLK though, classic meh.
Choice is good.
Players have different Playstyles, some like simpler rotations and some like more complex rotations. Could be due to how nimble their fingers are, could be how nimble their brains are.
A selection of Passive talents and Active talents gives players choice to select ones that suit their playstyle.
For me on my Main I’d probably take some Active ones but on Alts that I might not play very often I’d prefer some Passive ones.
I’ve only really looked at the Ele Shammy ones. I wasn’t too impressed with the one that summons lots of ancestors to do stuff. Didn’t seem like it would add much to my spec. But the Stormbringer one did seem interesting.
So me having a choice is good and I’ll choose the Stormbringer (if I can, probably won’t be available to me as I won’t be playing TWW and so won’t get to 80).
Haven’t looked at them.
But surely this is a subjective analysis from data in Beta.
Do they look bad performance-wise or by how they will impact on gameplay?
If it’s performance then tuning can be done.
If it’s gameplay, as in all their choices are Passive or all are Active (both could be problematic) then some re-designs might be needed.
Hunter:
Dark Ranger - gives you an attack that doesn’t fit your rotation and passives with barely any visuals.
Pack Leader - no visuals, no gameplay, your kill command deals more damage.
Sentinel - probably the best hunter has, all passive, occasionally you summon an owl to bombard the area below it.
Rogue:
Fatebound - all passive RNG bull.
Trickster - makes you use distract in your opener. Already reworked once when they tried to make rogues use feint as a dps ability.
Deathstalker - completely passive, barely any aoe, messes up assassination rogue rotation.
Doesn’t sound great admittedly.
There should be a Passive heavy Hero Talent (dread name, shouldn’t have been Hero - should have been Style Talent or something) and an Active Hero Talent that impacted your gameplay.