Thursday was druids' day. Congratulations druids, you had a day. On Tuesday I suggested that new players might benefit from cheap, low level dual spec. It was brought up that this adds a lot of complication. People get confused.
Really now? New players cannot handle the idea of "I can do this or I can do this"? Perhaps that's true. Actually I'm certain it is. In the previous post I told a bit of how mixed up I was with talents at first. I don't know when I really understood the concept of using talents to support the playstyle/role I wanted. Maybe it wasn't until I read the forums more.
That implies a failure on the part of Blizzard. Or I'm just really stupid. I'll go with blaming someone else. Why are new players left so much on their own, stumbling in the dark, and frequently clueless about talents?
Getting back to me being stupid, I must admit that I've had tutorials and tips off for years, so for all I know at level 10 players get a summary of the use of talents and respeccing. I doubt it though, since if they did, players could be expected to understand talents and handle their 'complexity' before level 40.
I'd love to see some sort of tutorial quest line to teach players about talents. The trainers could send them off to learn some lore, tell exaggerated stories about each spec, and most importantly, help them understand what talents are. For DPS they would mostly be RP of sorts, emphasizing the flavor of each spec while for hybrids the quests would explain the roles and how talents relate to them.
I don't expect deep insight. If a new prot paladin can't pick between divine strength and divinity, that's really not so bad. But they should have the idea that their job is to distract enemies from the rest of the group and minimize the damage they take. How exactly to do that can be something to learn on their own.
Assasination: "Once, a rogue made his own poisons and understood them as well as his own weapons. Those times are past, but the path of the assassin still teaches the full potential of poisons; their power to sap an enemy's health, to slow the minds of casters, to even calm the furious rage of an enemy who knows that death approaches."
Combat: "Let the others slink in shadows and dabble in poisons; we are the ones who understand that ultimately, it is direct violence which solves problems. But do not mistake us for the unsubtle warriors; we still know how to not be seen."
Subtlety: "The best place to hide a dagger is in an enemy's back. The best place to hide the hand that holds it is in the shadow of stealth; the stalker unseen."
These are just summaries of what a full quest or series of quests would give. Ideally they would put each class in a slightly different situation which emphasizes the playstyle. Assassination would face an enemy which takes increased nature damage; combat would face an enemy with a lot of health but low damage; subtlety would face an enemy with low health but high damage. Each would be most successful when emphasizing poisons, steady damage, and burst damage from stealth, respectively.
Obviously at level 10 these won't do much, since one talent point hardly differentiates a spec. By 30 they are a bit more clear and certainly by 40. At whichever level it is, the player would be given temporary talents fitting each role and given the opportunity to try each. Then they'd get a free respec at the end so they could pick whichever role they felt was most suitable. Or perhaps two if they can afford dual spec. But really, I just want an excuse to reset the talents of that poor troll shaman who meleed as elemental almost until 60 because he was afraid of the trainer offering to unlearn his skills.
P.S. Let pre-40 shamans queues as tanks. All shamans deserve the opportunity to tank Scarlet Monastery like I did.
Retro Gaming note on Quest for Glory III
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