Disclaimer: Since the whole system is difficult to follow in writing, each option is illustrated with a graphic (Warrior skills because I am most familiar with that class - no, they're not intended to be actual suggestions or a wish list of mine, just
ideas of how the system in general is supposed to look like).
The new talent system is an
attempt to keep the advantage of the MoP-system (which introduced the feasible
option to pick varying talents depending on the situation for the first time)
while simultaneously increasing its application range: Since every skill gets
its own set of skill points, more exotic or rarely-used skills can be
customized and improved on their own without being left behind for being
"too trivial" in comparison to the bread-and-butter-skills of a
class.
Customization talents
The fundament of the
proposed system is that players get to customize their skills individually:
they get a few customization options for their skills (either for all, for most
or at least for the more important ones). The impact of this customization
should be roughly on par with what's in the game in the existing talent tables
or what major glyphs did when they were still relevant.
There are four different
ways of designing customization:
- A: 1-X-1-1: The most baseline version. Every skill has 1 list with X different specializations, and the player gets to pick only one.
- B: 1-X-2-2: A more complex system. Every customizable skill has X different specializations with up to 2 slots, and the player can allocate 2 points - either by picking two specializations once or one specialization twice. In order to make split specializations more attractive, the efficiency should be something along the lines of 60%/100% bonus for the first and the second point respectively, so picking the best and the second best option for a given playstyle should be roughly on par with picking the best option twice.
- C: 1-X-Y-1: A system that offers considerably more variety - every skill on the list has X different specializations, and the player gets to pick Y of them (the X:Y-ratio should be around 3:1).
- D: Y-X/X-1-1: The skill has Y lists with X skills each, and the player gets to pick one of each list. This is comparable to how things were when you could both use talents and glyphs to improve a particular skill, the difference being that this time there are more different options to do so. This system is particularly interesting if a skill should have different lists in order to disable specific talent combinations: either because the differing lists affect drastically different areas (like, say, performance vs. movement-enhancing) or because there's a notable power differential between the two.
Customization talents: Upper left: A (1-4-1-1), lower left: B (1-4-2-2), upper right (1-6-2-1): C; lower right: D (2-3/3-1-1). |
Additional remarks:
- It's not mandatory that only one list type is used for all skills - different skills might get differently-sized lists. Which would actually be closer to how things have always been considering that every class always had more and less important skills, with the more important ones (usually) also getting more different boosts via talents or other mechanics (glyphs, sets, legendaries, artifact skills).
- The talent lists should include customization options which are roughly on par with one another. If different talent choices for the same skill are vastly different when it comes to power, this might necessitate the use of two different lists (i.e. the use of option D above).
- Additional non-essential lists for cosmetic talents are also an option - this would necessitate using the D-list as well. In practice, they would work like cosmetic glyphs do.
Floating talent points
The general idea is that
all skill points a character has are tied to specific skills; floating talent
points (or "floaters" for short) would be a deviation from that
system. Since a generous or even exclusive use of floaters would make a class
nigh-impossible to balance, this should be used sparingly and also be limited
to be dispersed between comparable skills.
·
Floaters should ideally be used when there are a fewer floating points
than talents to be used.
·
It might be feasible to restrict the use of floaters to 1 point per
talent if more would be too powerful (see above).
·
Floaters should only be shared between talents that are comparable and
roughly equal in power.
Synergy talents and floating talent points. |
Synergy talents
These are talents that
increase the efficiency of one or two skills if they're used in conjunction
with one another. A very prevalent form of this is the synergy between a
buff/debuff and a direct daMage skill, with the direct daMage skill becoming
far more efficient (cheaper, more daMage, higher crit rate etc.) if the
buff/debuff is active.
Skill talents
The other way talents are
used in the existing system: the three talents on a given tier all offer a
different on-use-skill or a passive ability. This is basically the same as
things currently are; however, these talents could also include additional customization
lists of their own. Skill talents are practically floaters by default.
Skill talents. |
Combat style talents
These talents change how
the class performs across the board, by affecting its stats, baseline daMage,
resource usage, passive skills etc.
Mastery and combat style talents. |
Mastery talent
A variant of the general
style talents, the mastery talent enable a character to choose what the mastery
stat means for his class. This shouldn't be half as difficult as it sounds
considering that the impact of mastery has been changed multiple times over the
course of the game, which means that there are still a lot of possible tested
options for the game.
Talent profiles/presets
The finalization of the
talent change-mechanic. Instead of being limited to two or three sets of
talents like it has been before, every player gets as many different talent
profiles as necessary (or at least a dozen) to allow the players to carefully
customize their characters for different situations without having to respec everything
from scratch.
Talents via itemization
The entire system could
be extended to also include items; because essentially that's what already
happens with set bonuses and legendary item perks. The following options are
available:
- Normal items (rare/epic) could offer additional talent points for a minor talent list of a specific skill, or new additional perks that are roughly on par with talents from a minor talent list.
- Legendary items could offer additional talent points for a major talent list of a specific skill, or new additional perks that are roughly on par with talents from a majort talent list. Or both at once.
- Set bonuses would operate like legendary items (power-wise), except that the second bonus would usually be notably stronger than the first. For all intents and purposes they would be like one-and-a-half or two legendaries in that regard power-wise.
Possible objections/questions:
- Isn't this too complicated? Arguable. Even if that's the case, the most baseline form of the talent system (A) should be pretty easy to deal with; and it's not mandatory that every single skill gets the customization list.
- Won't this be difficult to balance? If some options might lead to a skill getting out of hand, there's always the possibility to nerf the skill and introduce a skill option that brings it back to its baseline strength. Which means that the player can either use the skill as he's used to or has a variant that's weaker but offers something else to compensate. Another option would be to keep the bonuses more moderate than indicated in the pictures; by sticking to bonuses in the range of 5% or 10% for most skills.
- Isn't this pretty similar to the old pre-MoP system? Not really - the problem with the old talent system was that the skill trees usually didn't really leave much choice because half of the talent slots were pretty weak, but a max level character had enough talent points to pick up all useful talents anyway - leading to highly streamlined cookie cutter builds practically everyone had to take. This system would actually be more like the post-MoP system, only with (considerably) more customization options. Also, talent customization might, in a tuned down version, just as well be used alongside the MoP talent matrix.
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