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Cataclysm Class & Mastery Systems Update

When we first announced our design goals for class talent trees back at BlizzCon 2009, one of our major stated focuses was to remove some of the boring and “mandatory” passive talents. We mentioned that we wanted talent choices to feel more flavorful and fun, yet more meaningful at the same time. Recently, we had our fansites release information on work-in-progress talent tree previews for druids, priests, shaman, and rogues. From those previews and via alpha test feedback, a primary response we heard was that these trees didn’t really seem to incorporate the original design goals discussed at BlizzCon. This response echoes something we have been feeling internally for some time: that the talent tree system has not aged well ever since we increased the level cap beyond level 60. In an upcoming beta build, we will unveil bold overhauls of all 30 talent trees.

 


Talent Tree Vision


One of the basic tenets of Blizzard Entertainment game design is that of “concentrated coolness.” We’d rather have a simpler design with a lot of depth, than a complicated but shallow design. The goal for Cataclysm remains to remove a lot of the passive or lame talents, but we don’t think that’s possible with the current size of the trees. So to resolve this we're reducing each tree to 31-point talents. With this reduction in tree size we need to make sure they're being purchased along a similar leveling curve, and therefore will also be reducing the number of total talent points and speed at which they're awarded during the leveling process.


As a result, we can keep the unique talents in each tree, particularly those which provide new spells, abilities or mechanics. We’ll still have room for extra flavorful talents and room for player customization, but we can trim a great deal of fat from each tree. The idea isn’t to give players fewer choices, but to make those choices feel more meaningful. Your rotations won’t change and you won’t lose any cool talents. What will change are all of the filler talents you had to pick up to get to the next fun talent, as well as most talents which required 5 of your hard-earned points.


We are further taking a hard look at many of the mandatory PvP talents, such as spell pushback or mechanic duration reductions. While there will always be PvP vs. PvE builds, we’d like for the difference to be less extreme such that someone doesn’t feel like they necessarily need to spend their second talent specialization on a PvP build.

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