I'm sure it's happened to a lot of people:
You're sitting around after a raid night and someone asks you "do you want to do X?" You've got the time to do X. You've probably got at least some of the gear and skill to do X. The one thing you're lacking is the spec to do X. And so you say "No" - because you don't want to put forth the minimal time, effort, and cash to redoing your talents, action bars, and glyphs, only to swap them back for the next raid night. X can be anything, from tanking a heroic when you don't have a tank spec, to doing a few arena games, to having some fun in rated battlegrounds. Regardless, it's the little annoyance of respec'ing - however little effort it takes to do - that prevents you from doing something fun. Why don't we have tri-spec (or even quad spec)? Seriously, respec'ing is purely an annoyance at this point. It's based on some archaic belief that having more specs makes your "decisions" less meaningful, when in reality, it's just flat-out annoying. By forcing players to go through the annoying task of respec'ing, you're not making talent choices "meaningful" - you're just creating annoyed players. |
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An oldie but a goodie! :D
The question used to be, why don't we have a way to keep a spec for PvE and PvP? And to a lesser extent, wouldn't it be great if I could swap roles with my hybrid if needed without having to hearth and make everyone wait on me? Those are the specific reasons for why we agreed with the sentiment of those questions, and dual spec now exists in the game. It's great (kind of) that some people have found uses for it outside of that, having two slightly variant builds of the same spec for different situations, however, it's not our intent with multiple specs to encourage that type of gameplay, and thus it's not our intent to offer tri or quad or quint, etc. specs. Obviously having an array of possible specs to choose from would be convenient for any number of reasons, but it would also encourage situations where people are using it to shift their builds around for each individual encounter or task. Those are the kinds of options that quickly stop being options, and instead become a requirement. And as they become a requirement our necessity to design and balance around it changes it from a nice convenience option to a core piece of the game design puzzle. A lot of people like to throw the phrase 'slippery slope' at us when we make certain changes, and dual spec is actually truthfully one of those systems. Once we have two specs, why not three? If three, why not four? But, we have our hiking boots on, and don't intend to lose footing on this just yet. BUT sliding down muddy hills is a lot of fun, so you never know. |
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Aside from the veiled warning that our game is going to die if we don't offer more convenience options, I like your post. Thanks for making it. :) |
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YUH HUH ... meanie
Well I think you've nailed it. And obviously we're in that second camp for the most part, but we think there are some changes that could be made so people in the first camp have some of that inconvenience lessened a great deal without creating a situation where we're really encouraging everyone to have a bunch of specs for really specific situations. Yes, people min/max, they always have, even before dual specs existed, but really opening up the system for pure min/maxing is damaging to some of the basic ideals of what we want specs to mean for the game and the (vast majority of) players. Again, there are quality of life improvements that have been discussed and we'll probably act on at some point, but it's very unlikely to be additional spec slots. It's a tough situation because a lot of the reasoning here is explaining the feeling of the game. The feeling of what a player thinks and sees as they move within each menu, and work within each system. The ceremony of the experience. Those are tough things to put into words let alone convince someone is important to the game. An almost impossible feat to some degree because some players just don't care. Nevertheless, it's something we have to work to keep intact, lest the game crumble to a spreadsheet. |
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Totes. Totes McGoats. |
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Perfect example, thank you for posting. I mean that sincerely because you show how you approach the game, what you think of the systems, and what you expect of them. Unfortunately/Fortunately we have a lot of different types of people playing the game. Unfortunately for you because we have to keep them in mind and you think they're all idiots (and also it'd probably be super easy to just make a game that appeals to a very small subset of players). Fortunately for us because we have a really awesome game that appeals to a wide variety of players, and they're (hopefully) enjoying that the game holds a lot for them. You could argue that we're wrong, and y'know, not to be a jerk but we'll just have to thank you for your opinion and continue making the decisions we think are right for the game as a whole. |
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Since the OP has half as many Dislikes as Likes, I'd have to disagree with that assessment. :) And no, we're not interested in opening up game design decisions to popularity contests. or creating an expectation that polls influence change. There's already a pretty strong (and false) sense of entitlement placed on 'volume'. Talking about things with you, reading conversations, and really weighing the entire situation is a far more useful metric. |