In the current talent system, many spells that were once baseline are now talents, which restricts our choices. A certain number of talent points allow progression only up to a certain point, and tying tier sets to specific talents forces players into particular talent paths. This approach reduces playstyle diversity and creates an illusion of choice. Even if players try to deviate from the meta, they are often ridiculed, as the agency of their character becomes an illusion dictated by a few theorycrafters. This issue is pervasive across all levels of group content, not just high-end activities.
The current version of the beta highlights this problem. For instance, three main AoE spells for warlocks, Seed of Corruption, Rain of Fire and Implosion, are mandatory picks, as progression in the talent tree is not possible without them. My main is not a warlock and every class has a similar issue in their trees.
The design goals of class trees focusing on utility and spec trees on build diversity have also failed, especially for hybrid classes, but that is another topic for now.
Why not make these mandatory talents baseline and offer different talents in their place?
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The hero talent system coming in TWW was meant to add a new layer of customization, but they fall short. In previous expansions, we would have just gotten ten new talent points and some new talents added on top of the existing trees, but this is just marketing at its finest.
Hero talents do not enhance diversity, in fact I think they stifle it and it is another step towards choreographed gameplay. I think they should not force players into specific class/spec talents, as this defeats the purpose of providing paths and choices. They should affect baseline class spells or provide new spells, focusing on new visuals and class identity. But because there is hardly anything left that is baseline, we get this.
How can Hero Talents truly add to customization if they continue to restrict player choice?
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I propose freeing up talent points by making the first few tiers of the trees baseline, adding new fresh talents in their place and never tying tier sets to specific talents, like tier sets used to be in the past. This would create a more inclusive and engaging environment where player choice is genuinely meaningful, and the illusion of choice is eliminated to as great a degree as possible.