@ ForsakenRoe
I suppose I was granting Kohashi the benefit of the doubt just in case he does have an interesting idea. The Glare spell being changed to borrow the pseudo combos of PCT and VPR might be something, but I would have to have more context for where it is leading to. If I had to guess, it would probably have to be a new class like a Chemist or so.
Most of first talent tree versions from Warcraft have usually been an illusion of choice from my experience. It looks like 30 - 61 on paper or so, but the damage increasing and consistent defence nodes definitely reduce the amount of calculated choices. There were even certain expansion times where some class specs had only 1 cookie cutter template that was correct (cough Enhancement Shaman cough). When those trees did have some choice, it was usually just a few points to put into a node or 2. I found the talent systems that had something like 5 - 6 sets of 3 choices to have a bit more choice. Although it wasn't by much because it generally came down to passives for soloing vs. cooldowns for dungeons and raids.
An example from what I could remember would be for a Brewmaster Tank Monk to choose between self heals from using their Brew Skills (Gai Plin's Imperial Brew) or another effect that increases haste even further when their delay stagger DoT is yellow to red (High Tolerance). The first one was obviously for soloing with the other one for dungeons with a healer present. Solo mobs could usually only get me to low green levels for the stagger DoT, so ... The current talent tree allows you to have both now, but I see recommendations of only 1 point in High Tolerance if you need to be more defensive in dungeons. The solo one says not to go into High Tolerance or Ox Stance at all likely due to green stagger DoTs again.
Your ideas do remind me of when Warcraft made the Glyph system during the earlier expansion times. The effects do look nice from what you were brainstorming. Not sure why some were still of the mindset of the highest DPS glyphs, but the others saying the increased defensive benefits are not needed yet are probably right. We would likely need a touch more average encounter damage to make them more worth it. Which I understand you are working on that for suggestions already.
It would also be nice if there is more materia choice for what we would want. Probably the main thing they may have to do is to slightly nerf the Critical Chance one and slightly buff DH and Det since we already have good clear times for the dungeons from my impressions. Tenacity I have heard from my Savage friend that it's at least not so terrible now. Piety is still garbage though and would likely need a substantial healing boost effect on it paired with higher encounter damage again >.> Skill Speed and Spell Speed would be ... hard to come up with a proper idea for. DoTs have been gutted from DPS so much for that portion to not really be worth it. Cooldown reductions would introduce drifting rotations away from the 2 min meta burst ... All I got for an idea is to madly increase auto attack speeds for Skill Speed, slightly reduce spell casting time and potentially mana cost more for Spell Speed and reduce a little on GCD recasts and skill animation time for both.

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