Latest Blue – Uh, Ok
August 28, 2010 89 Comments
On the plus side, at long (long) last, we’ve finally received a DK-centric blue post!
On the down side… well, where to begin…
Mechanics that weren’t working have been changed up.
I assume this is in regards to the rune system and runic power generation changes? After all, those are the only real “mechanic” changes we have received.
The issue here is that the current rune system (and it’s RP produced) work just fine on live, so the claim is somewhat off. Yes, the current system wouldn’t have worked in Cataclysm, given new abilities and procs, but there hasn’t been much to live up to that promise of new abilities (Outbreak, which is far from necessary and in no way interesting) and new procs (Runic Empowerment, the current state of which is a nightmare and has yet to be commented on), so the different is negilible.
Besides, the new rune system has just as many issues as the old, at least when you look at in the overall picture of other beta changes, and thus isn’t some miracle, especially when many problematic aspects of the new rune system (such as rune costs for cooldowns or relative cost for non damage abilities) haven’t been adjusted as they were supposed to.
In fairness, the wording doesn’t state that they think they’ve actually fixed or solved anything, just that they’ve changed it!
Some boring, passive damage talents have been removed.
Very few (although, don’t get me wrong, I can’t help but love Blizzard for the removal of Desolation!).
In contrast, look at all the ones which remain: Improved Icy Touch, Annihilation, Corrupting Strikes, Morbidity, and Necrosis are as present (and as boring and passive) as ever.
Relative to the total number of talents available, we actually have more “boring, passive” increases in the new trees than we do in the Wrath ones, which is quite ironic considering half the intent of shrinking the trees was to do the exact opposite.
Overall we didn’t feel the need to replace talents like say Rime, Dirge or Killing Machine
Secondly, Dirge is nothing like Rime and Killing Machine. The latter two are excellent talents, both in terms of the actual numbers behind them, and in terms of effect on our playstyles. Dirge is not only far behind, mathmatically, it’s even farther behind mechanically – it’s passive, predictable, and quite unexciting. It in no way resembles the proc-based nature of both Rime and KM. Pairing the three together is faulty logic.
It’s possible that Dirge has been redone in an internal beta build into some form making GC’s inclusion of it with Rime and KM more understandable, but if that’s the case, then it’s a direct conflict with the statement of not having needed to replace it!
Third, yes, of course Rime and Killing Machine didn’t need replacement. They’re everything the rest of our talents wish they could be! It’s a bit disingenuous to say that you didn’t need to replace talents “like say” Rime or KM when those are the two best examples there are of talents which didn’t need work. That’s like picking the two best public schools in the country and saying that overall the public school system just doesn’t need much work.
DK trees don’t need as much change just because their newer.
This is quite untrue. Yes, our trees are newer, and on live are better done then the rest. But, when looked at through the lens of the new talent tree design philosophy, our trees are just as poor off as any others, regardless of age.
Now, don’t get me wrong: a blue post is welcome! I would rather get official feedback, no matter how misguided, incomplete, or seemingly incorrect it may be, than the alternative of nothing. It’s certainly beneficial to know what the developers are thinking during beta, especially if their thinking appears to be heavily contradictory to tester sentiment and their own stated design philosophies. So for that, I say thanks. Genuinely: thanks.
However, one can’t help but be a bit disheartened by the sentiments reflected in that post. Our trees on live may be closer to the Cataclysm philosophy than other classes, due to how relatively new they are, but on beta, that’s most certainly not the case; in the initial pass every class received (as they had to, due to the size reduction), we quite clearly ended up behind, in comparison, and the fact that our trees were previously more fresh was rendered utterly irrelevant. We have as many – more, as proportional to the total number of available talents – bland, passive talents as ever, those of the exact nature Blizzard said they were looked to reduce/eliminate. The new rune system has the potential to be better than the old, but in its current state has even more issues. Cherry-picking our best talents as examples to say we didn’t need much work is just plain sneaky!
But, whatever. As I’ve said before, many times; all it takes is one patch to flip things around, and we still have plenty of time for that one patch. What GC says could be based on trees we still aren’t privy to, or who knows. No reason to cry doom and gloom.
Still, not promising!