Cataclysmic new subversive changes: the talent tree system is completely redo

Source: Internet
Author: User
Keywords Talent Redo
Beijing time July 8 0 o'clock, Blizzard released a new note, introduced in the next information film "Cataclysm" (Complex: "Holocaust and Rebirth", Jane tentatively: "Cataclysm") in the talent and the system will change. The full text points are as follows: Each talent tree is reduced to a maximum of 31 points of talent.  (Go back to Level 60) level 10 First select the tree of talent, just let you point talent. When you choose a gift, you get a unique skill and a passive bonus.  (such as the 10-class on the dual-holding and so on) after the selection of the talent tree, the deputy talent turned gray, only when the main talent point full 31 points, can continue to point.  You can get 1 talent points per 2 level.  Level 75 can be taught by professional trainers in the hands of specialized skills. The following is a blizzard Blue sticker detail: When we first published the design goals of the BlizCon2009, one of the main focuses was to remove some of the boring and compulsive passive talents.  We mention making talent choices more interesting and enjoyable, and more meaningful. Previously, we let the player site release a preview of the Druid, pastor, Shaman, and rogue talents in the development. We've got some suggestions from these previews and the alpha internal tests, and some of the major suggestions we've heard are that the tree didn't achieve the design goals that were originally presented in Blizcon. These suggestions resonate with the sense of our internal research and development period, when we pass the level limit beyond 60, and the system is not mature enough.  In the next beta test, we will be daring to showcase 30 completely renovated talent trees. The talent of the fun is one of Blizzard's game design principles. We prefer a simple but deep design, not a complex but superficial design. Catastrophe and rebirth will still remove many of the passive and boring gifts, but we do not think that the size of the current tree of talent can be done. So in order to solve this problem, we will reduce each talent tree to 31 points of talent.  Because of the weight-loss relationship, we have to make sure that the talent points are similar to the current upgrade curve, so we reduce the amount of talent points and adjust the speed of the upgrade process to get points. So the result is that each tree of talent retains a unique gift, especially a gift for new spells, skills, or mechanisms. We still have extra space to put into interesting talent, give players unique space, but also help each of the talent tree slimming. The idea is not to let the player choose less, but to make the choice more meaningful. Your skills cycle doesn't change and you don't lose any cool talent.  What will change is the passing talent that precedes the point to the interesting gift, which consumes 5 points that you have worked hard to get. We also took a serious look at many of the command-type PVP gifts, such as the mechanism by which spells repel or decrease duration.  Since there will always be PvP or PVE, we want these two differences to be less extreme, so that the player does not feel the need to change another dual talent into a PvP type. A return to the Old WorldGame, and the talent system back to 1.0 of 31 points, design, the simplification will help blizzard reduce the design difficulty, for the subsequent balance changes to provide a better platform. The rise of specialization we want you to focus on a particular tree right away, depending on the way you choose to play. The first point you spend on the talent tree will be very important. If you choose an enhanced system, we want to make you feel like a shaman right away, not after 30 points of enhanced talent. When you unlock the talent system at level 10, you will be asked about choosing a gifted talent before you spend the first talent point (for example: Do you want to be a weapon, a rage or a defensive warrior?). )。 Making this decision has some help, including the passive addition of the character you want to play, and the signature skills that are attached to it.  These skills and bonus can only be achieved through specialization in this talent. When you choose a gift, you get a unique skill and a passive bonus.  The passive additive range is calculated as a percentage, the Flame mage will increase the 20% fire damage, the caster extends the cast distance, and some more interesting passive addition, such as the rage control of the weapon fighters, the dual-weapon specialization of the Rage fighter and the Rogue, or the dual-armed weapon that enhances the shaman. The original talent chosen will unlock the core skills of the role. Our goal is to get the expertise to start earlier, rather than bury it in the depths of the talent tree as before, so that other talent trees cannot get it. For example, allowing the shaman to obtain early lava bursts and dual weapons makes them feel like an enhanced shaman.  Other examples that allow players to get their signature skills at level 10 are: Lethal strike, bloodthirsty, shield bash, amputation (mutilation), Shadow Flash (Shadow Step), Thunder Storm, Earth Shield, water element, and repentance awareness (penance). Rating: Level 10 has the basic skills, will greatly facilitate the player's practice, but also allows the player from the beginning to better understand the direction of their chosen career, and this way quite have RP (role-playing) flavor. [Page] insists that each talent tree will have about 20 unique talents in the future (currently around 30) and visually look more like the original tree of World of Warcraft. The 31st talent is roughly the same as the 51 points we originally designed for catastrophe and rebirth. Many of the gifts of boredom or extreme specificity will be removed, but we do not want to remove any talent that will affect the spell/skill cycle.  We want to make the overall damage, treatment and viability of the same, but also according to your specific choice to provide a lot of passive bonus. During the upgrade, the player can get 1 points of talent (41 points at 85) for approximately every 2 levels. Our goal is to get a new career spell or a bit of talent every time the player upgrades. Another big change is that you can't invest in any number of other talent trees until you've invested 31 points in the talent tree of the main specialization. During the upgrade process, approximatelyis level 70 to reach this turning point. We want to choose the talent of specialization is an important thing. Therefore, we also need to make sure that new players understand the significance of reaching the bottom of the talent tree before they put points into other talents.  We'll find a way to make sure that both the talent and the reset are working as they are now, so that players don't feel like they're locked in a chosen tree. Commentary: In other words, the player chooses his or her next direction at level 10 and will only be able to put talent into this line before the level 70 until after 31 o'clock to unlock it.  The goal should be to enable players to focus on their chosen route and better understand the overall concept of their chosen talents. The real specialization was originally designed to add more and more points to the player in the talent tree, and will be replaced by the passive addition of the selected specialization. These passive addition is calculated directly by percent, and will not be affected by the number of inputs to the talent tree. The specialization given by each tree will now be obtained by the specialized attributes provided by the high-grade items, and the player will be able to learn the skill of specialization in the hands of a professional trainer at level 75. In most cases, the properties of the specialization are the same as those we have published this year.  The level of specialization provided by the stack of high-grade items will increase these attributes.  Commentary: The player's specific attributes will be fixed before acquiring the specialized equipment, but this change has no obvious effect, but the acquisition of skills should help players notice the role of the system. Reborn when the player is promoted to level 10, the system provides the basics of three different talents for the player and makes a choice. Then they can put talent points into the chosen tree of talent. Other talent trees will darken until the selected talent tree reaches 31 points to use. The role of the selected specialization will gain an active skill and more than one exclusive passive bonus. In the process of upgrading, they will alternate to acquire talent points and new skills. They have to go through 31 points of talent, and every gift will be more useful and stimulating than ever before. Once they have finished their 31st talent at level 70, other talent trees will open their investment points. When a character enters an area above 78 in Cataclysm, they begin to see the equipment with the new attribute specialization.  As long as you learn specialized skills from a professional trainer, they can get the bonus of this attribute according to the direction of the specialization. We know this is a big change, and we have a lot of details to do better. However, we feel that these changes are more consistent with our career design goals in the Holocaust and rebirth. We are also confident that this will lead to a better gaming experience. We would very much like to hear from you constructive comments, thank you. (Edit Zhang Xing) next page 10 skills available in each occupation [page] 10 skills available for each career: Death Knight This system will activate the wizard frost after you order your first gift. -Summoning the Water element Paladin discipline-Divine Storm priest discipline-penance shadow-spirit whipping rogue assassination-sharp damage-shadow step Shaman-thunder storm enhanced-double hold, Lava smash recovery-Shield warrior Weapon- Anger Mastery, lethal strike rage-bloodthirsty defense-Shield bash, vigor
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