I’m about to set up my new UI using the overhauled UI. But I’m already stuck early in the process due to macro conditionals not being updated to work with the new talents (afaik). If I just haven’t noticed where they are documented, please let me know!
The problem
My problem with losing the talent conditionals is the ability to get keybinds to behave logically different depending on talent selections. My issue goes beyond just having keybinds change what skill they activate upon talents being changed - and even this in itself is enough to ruin my enjoyment playing the game.
Currently I will have to manually change skills on the action bars when swapping a couple talents around. Loadouts do not solve this problem, as having a loadout for every minor adjustment to a talent tree loadout just to have the skills on bars update automatically seems overkill.
I would like to be able to have a couple ‘base’ loadouts, which I can then make minor adjustments to on the fly depending on my needs - with keybind + macro functionality still updating depending on talent selections.
However, here is my suggestion:
The old functionality with /cast [talent:x/y] Damnation no longer works. This makes me wonder if this is a massive oversight. The functionality only needs to be expanded a bit with [talent:x/y/z] Damnation; here x still refers to row, y still refers to column and z will refer to talent selection in a choice node.
If going this route there are multiple ways to go about handling the talent trees. Here are the two I can come up with.
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Squash the class tree and spec tree into one, so the row spans across both trees, and columns are still just columns.
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Split trees into [classtalent:x/y/z] and [spectalent:x/y/z] for simplicity and separation of concern.
If any of this suggestion is already a reality I would love to know