
When it comes to talents, which serve the primary purpose of customization and differentiation, consider two extremes in terms of how they could be handled. Do you want to eat your cake, or do you want to save it for another time? If you could do both, that wouldn't be much of a choice. Ultimately, for a choice to be meaningful there has to be some associated cost or trade-off in the process. Why would we ever add restrictions to something like this? Do we just sit around and amuse ourselves by thinking of things to take away from players? (We don't.) This is clearly more restrictive than the way it works in Warlords. But, in terms of the materials required, we're thinking of something that's more aimed at groups, and probably not the sort of thing an individual is likely to carry a stack of and use freely. We currently plan to give Scribes a recipe to craft a consumable Tome that can be dropped in order to allow all nearby players to retalent freely for a time - particularly useful for group play.Ī couple of clarifications, one of which will probably be a relief and the other likely less so: The Inscription consumable as currently planned would be something that anyone could drop, not a profession-requiring item like a Jeeves.

At that point, we're often hardly talking about a meaningful choice at all, but rather a nuisance of extra button-presses or UI navigation before you can use your desired talents.Īnd so, alongside removing the respec cost, that same upcoming build will also restrict the ability to change talents when away from a safe area (defined as an area that provides the Rested state). Or someone might switch to a passive movement-speed talent when traversing an area, and then back to something functional before entering combat. Especially with no reagent cost at all now, it can be all too easy to activate AoE talents before larger packs of enemies in a dungeon, and then switch back to single-target talents before a lieutenant or a boss. I suspect the cost will not be missed.Īn area that has appeared to need a bit more friction, however, is actually talent changes. But in practice, changing specialization is a pretty significant transformation in terms of action bars, optimal gear in some cases, artifacts, and so forth, and already not something that people were taking lightly. Ultimately, the intent behind the respec cost (which isn't really a new concept, dating back to 2004 class trainers) was to help reinforce a bit of spec identity through declaring a "primary" spec to which you could always return for free, and to serve as a mild gold sink. In an upcoming build (hopefully the next one if not, then the one after), the respec cost is gone, and players can freely switch between all specializations with the normal restrictions of cast-time, needing to be out of combat, and so forth. We've definitely heard much feedback to this effect, and this is something we'd been discussing quite a bit internally as well over the past couple of weeks. Talents are about having meaningful choices and if you could respec nonstop, it would feel like you simply had all abilities available and a lengthy spellbook.The materials required to make the items would be along the lines of a group consumable, not lesser mats for individual consumables.The Inscription-created item would be something anyone could drop, not restricted by profession.

Talents will now be restricted outside of safe "Rested" areas, and scribes can craft a Tome allowing nearby players to retalent freely for a period of time.every pull in a dungeon) to where talents could simply feel like extra UI navigation instead of a meaningful choice. Without any reagent cost in the Legion beta, it was easy for players to swap talents so frequently (i.e.

