Link to the spreadsheet, it's creators do god's work: docs.google.com/spreadsheets/d/1UgawxPKreuGbgiCaAUfCZePbkB6q0wzQY93pgtW-XNU/edit?gid=103822883#gid=103822883
i would love too see a sheet about the best M+ healers and tanks so far cause im still debating what to main as healer and tank...my list so far is Holy priest and Brewmaster Monk
Yesterday as i was about to sleep, a thought poped in my mind, which may sound extremely obvious in hindsight but anyway i wanna share it as it applies to any type of content and it looks things from the top perspective as it includes virtually all specs. DF's talent system has had and still has a lot of issues (which TWW inherits up to a very significant degree where this problem still exists) for many classes, for various reasons, but one of the most important being, the fact that how the talents or as portions of builds applied, more specifically, meaning, much binary the choices or unclear (for some exceptions) they have been forcing players to make which also goes against the initial claims of the freedom of the new talent system (not a 1:1 comparison but the friction still exists as the idea doesn't pan out as it should basically simply because you can't give people more stuff than they should or classes become unbalanced, the only way you can do this is by giving them a different way to do it and some other things which i will mention below). The constant changes and reworks only work only to assist the strength/weight of this argument. Talents should give a significant effect, which, when learned, in order to feel good to pick + when a tree is "fully" learned, as an overall complete structure should also feel as such, because having talents which are balanced around small amount of percentages for example (an avoidable tool which is needed for power-shifting like constant-type values in programming and math, but the scale ratios of other values can quickly make it very bad or very broken/strong if not constantly being kept in check which is why they should be avoided as much as possible, exceptions exist where they they are fine) should almost never be in there, UNLESS they are corrective/compensating type for an active effect which usually is related to the first one, because usually, that first active or even passive effect lasts for so little for balance reasons, so picking it makes no sense but if it has another passive (or even active for example) attached it to it, basically unifying talents makes them play and feel like they are not useless or subpar unless they are tuned so low that they actually are and just need either a buff to some of its components or straight up a complete removal/change. Examples Misty Peaks. This establishes a very clear baseline as for how classes work and then how talent builds apply/can build upon them, also making it easier for the player, AND the devs, ESPECIALLY IF, they would be adding separate ratios (VISIBLE TO THE TOOLTIP BLIZZ!) different content for more talents and/or spells, simply because, if a kit and a talent tree is well made to begin with, ideologically, in this way mostly, the only thing you have to do to keep the balance in check and classes feel good and players be happy, is by just keep tracking your telemetry statistical data of them ad adjust accordingly instead of having to go around in circles with reworking everything over and over, they've already proven this makes things easier to balance and requires less work with Atonement among other spells and talents (and Ancient Teachings but that literally requires the bonus healing from Chi Harmony to actually be good enough of a healing part of the Fistweaving play style at least, yet they went and proved my point by adding another passive effect to Ancient Teachings because they knew that for balance reasons they couldn't directly buff it despite the fact that it was underperforming and another compensating talent related to it is Dance of Chi-Ji, so like, i know i am right Blizz, you don't have to constantly keep proving my points you know, just do the job players are paying you for *cough*). It's not like ( /s ) there was an interview of Ion saying that, it was a terrible decision to change the talent system when they moved from Cata to MoP simply because, the people who have made the talent trees at the time, even though in a different era, they've mastered the art of making them, yet Blizzard abandoned every of their effort with the MoP talent system for no good reason (other than, and the only root reason i can think of, was to make it sustainable for devs to keep classes more balanced with less effort as WoW was treated as 3rd class citizen basically and the fact we know this from a lot of devs who said that during that duration of time, they where paid ~45% of what their market value was, example Thor from PirateSoftware only reinforces this hypothesis especially up until SL as the MoP talent system has had its indirect effect to classes, insert speculation ratio here :P). Summarization the easiest ways to do that is to simply give back spells from the talent tree to every class then build talents around on that, add more separate ratios for different type of content for more talents and unify more talents or add other effects to them, like what we had in Wrath and Cataclysm. I have not still figured out, how people who get paid to create such complex interacting kits/mechanisms, still haven't figured this part out, but one day i might, maybe again as i am falling asleep, or while having a bath or... xD
Eternal flame is such a useless ability it’s basically holy shock and glimmer you’re getting the same thing so we basically have the same move and holy shock is not a snip healing move shielding is
is not. Eternal Flame was bugged. It was not getting the increased healing from Blessing of Dawn that increases next spender ability by 30% at 1 stack and 60% at 2 stack.
Right but they are the same thing so when you use eternal flame, you get a big heal and then it trails with a healing overtime so if you think about it, you use holy shock for a initial heel and then it trails with a heel overtime, which is glimmer
Paladin needs are core Idantety Meele or rang . for mee is clear meele all the way i quit the class after 9 yers becouse of this shit caster meele play style.
I fear blizz will always make hpal a hybrid class between melee/range, because alot of players dont want a fully range or melee one and enjoy the mixed play...😢
Link to the spreadsheet, it's creators do god's work: docs.google.com/spreadsheets/d/1UgawxPKreuGbgiCaAUfCZePbkB6q0wzQY93pgtW-XNU/edit?gid=103822883#gid=103822883
Your videos are pure gold. Congratulations for the high quality and good explanations you do
There's a translate button on warcraftlogs at the top right for when it's in a different language.
The more I make videos, the more I realize I'm a boomer who can't use technology.
Appreciate it lol!
ah wouldve loved to hear your thoughts on presvoker, wish you didnt forget LOL still a very informative video!
Healing stream totem is leading because Cloudburst is bugged.
Great disclaimer :)
i would love too see a sheet about the best M+ healers and tanks so far cause im still debating what to main as healer and tank...my list so far is Holy priest and Brewmaster Monk
Good video and blizz should see they need to improve alot on all classes...
RDruid = Sad atm. Here's hoping for some buff.
Void reaver bugged maybe if it worked the nerf wouldnt look so weird
Could you share the log link?
Just pinned a comment with the link!
Yesterday as i was about to sleep, a thought poped in my mind, which may sound extremely obvious in hindsight but anyway i wanna share it as it applies to any type of content and it looks things from the top perspective as it includes virtually all specs.
DF's talent system has had and still has a lot of issues (which TWW inherits up to a very significant degree where this problem still exists) for many classes, for various reasons, but one of the most important being, the fact that how the talents or as portions of builds applied, more specifically, meaning, much binary the choices or unclear (for some exceptions) they have been forcing players to make which also goes against the initial claims of the freedom of the new talent system (not a 1:1 comparison but the friction still exists as the idea doesn't pan out as it should basically simply because you can't give people more stuff than they should or classes become unbalanced, the only way you can do this is by giving them a different way to do it and some other things which i will mention below).
The constant changes and reworks only work only to assist the strength/weight of this argument.
Talents should give a significant effect, which, when learned, in order to feel good to pick + when a tree is "fully" learned, as an overall complete structure should also feel as such, because having talents which are balanced around small amount of percentages for example (an avoidable tool which is needed for power-shifting like constant-type values in programming and math, but the scale ratios of other values can quickly make it very bad or very broken/strong if not constantly being kept in check which is why they should be avoided as much as possible, exceptions exist where they they are fine) should almost never be in there, UNLESS they are corrective/compensating type for an active effect which usually is related to the first one, because usually, that first active or even passive effect lasts for so little for balance reasons, so picking it makes no sense but if it has another passive (or even active for example) attached it to it, basically unifying talents makes them play and feel like they are not useless or subpar unless they are tuned so low that they actually are and just need either a buff to some of its components or straight up a complete removal/change. Examples Misty Peaks.
This establishes a very clear baseline as for how classes work and then how talent builds apply/can build upon them, also making it easier for the player, AND the devs, ESPECIALLY IF, they would be adding separate ratios (VISIBLE TO THE TOOLTIP BLIZZ!) different content for more talents and/or spells, simply because, if a kit and a talent tree is well made to begin with, ideologically, in this way mostly, the only thing you have to do to keep the balance in check and classes feel good and players be happy, is by just keep tracking your telemetry statistical data of them ad adjust accordingly instead of having to go around in circles with reworking everything over and over, they've already proven this makes things easier to balance and requires less work with Atonement among other spells and talents (and Ancient Teachings but that literally requires the bonus healing from Chi Harmony to actually be good enough of a healing part of the Fistweaving play style at least, yet they went and proved my point by adding another passive effect to Ancient Teachings because they knew that for balance reasons they couldn't directly buff it despite the fact that it was underperforming and another compensating talent related to it is Dance of Chi-Ji, so like, i know i am right Blizz, you don't have to constantly keep proving my points you know, just do the job players are paying you for *cough*).
It's not like ( /s ) there was an interview of Ion saying that, it was a terrible decision to change the talent system when they moved from Cata to MoP simply because, the people who have made the talent trees at the time, even though in a different era, they've mastered the art of making them, yet Blizzard abandoned every of their effort with the MoP talent system for no good reason (other than, and the only root reason i can think of, was to make it sustainable for devs to keep classes more balanced with less effort as WoW was treated as 3rd class citizen basically and the fact we know this from a lot of devs who said that during that duration of time, they where paid ~45% of what their market value was, example Thor from PirateSoftware only reinforces this hypothesis especially up until SL as the MoP talent system has had its indirect effect to classes, insert speculation ratio here :P).
Summarization the easiest ways to do that is to simply give back spells from the talent tree to every class then build talents around on that, add more separate ratios for different type of content for more talents and unify more talents or add other effects to them, like what we had in Wrath and Cataclysm.
I have not still figured out, how people who get paid to create such complex interacting kits/mechanisms, still haven't figured this part out, but one day i might, maybe again as i am falling asleep, or while having a bath or... xD
Eternal flame is such a useless ability it’s basically holy shock and glimmer you’re getting the same thing so we basically have the same move and holy shock is not a snip healing move shielding is
is not. Eternal Flame was bugged. It was not getting the increased healing from Blessing of Dawn that increases next spender ability by 30% at 1 stack and 60% at 2 stack.
Right but they are the same thing so when you use eternal flame, you get a big heal and then it trails with a healing overtime so if you think about it, you use holy shock for a initial heel and then it trails with a heel overtime, which is glimmer
Sould of the forset is the healing buff from switmend.
Paladin needs are core Idantety Meele or rang . for mee is clear meele all the way i quit the class after 9 yers becouse of this shit caster meele play style.
Yeah it definitely doenst cast and feel as fluid as mistweaver does, really odd that they are pushing it still after all the feedback!
I fear blizz will always make hpal a hybrid class between melee/range, because alot of players dont want a fully range or melee one and enjoy the mixed play...😢
Dude, make some timestamps
Just added! I had them ready to add but forgot, thank you for the reminder!