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Anti-Aliased: From Captain America to the whirling dervish, dual-specs discussed


It's not too often that I actually get mail dropped in my box. My column is usually so loudmouthed that people just usually complain in the comment box instead of taking the time to send me a well worded e-mail. However, one of our intrepid readers, Patrick, actually sent along a question to my inbox, which I'll happily relate to you now.

"Do you have any thoughts on dual specs in WoW? I thought this was ugly towards the *World* of Warcraft - anyone could be anything at any time with no real choice / consequences for those choices. Blizzard is moving further and further away from an immersive game to being a game about 'gaming the system' behind the game. Additionally, it seems like Blizz spends more time on shifting mechanics (and keeping players occupied with adapting) than in making really interesting and rewarding (not loot, but the more ephemeral 'rewards') content for their players."

Actually Patrick, I've been milling over this for some time now. While the initial concepts of dual-specs were put in place to alleviate the gold crunch and hassle of re-specs, the system has evolved much further beyond its initial structure. Some of those things I wholeheartedly welcome, but others I'm wary of. So let's talk about dual-specs, and why the system is beginning to really, really break.


What are dual specs, and what the hell is that title all about?

So, for those who aren't all on the WoW news train, dual specs, or second talent specialization, is an ability that a player can purchase for 1000 gold at level 40 or beyond. It allows the player to create a second tree of talents, a second pane of glyphs, and a second assembly of abilities/hotbars that the player can switch between at almost any time. Just press a button and poof, your character now has the talent tree of a healer, or poof, your character now has the talent tree of a tank.

As for the title, I'm a paladin. I'm a paladin who likes to be a protection specialized tank or a crazed retribution damage dealer. As a tank, I throw my shield angrily (like Captain America) and as a damage dealer I like to spin around in circles with holy energy (like a whirling dervish.) With dual-specs enabled, I can switch between the two every five seconds in Naxxramas, if I really wanted to.

First the good news

Dual-specs, in and of themselves, are not bad design in the least. The players are doing it anyway, and they're paying a huge amount of money to do so. It only makes sense to just put it in, as they're going to do something of the sort with the current system even if this new idea never goes live.

It also alleviates the stress placed on parties who can't find the right person to fill that last slot. Say you want to take two of your friends to a 5 man instance, but both of them are tanks. Normally, you'd only be taking one of them to keep that "perfect party balance." Certainly the other one may be able to come along in some cases, but not always. With dual-specs, this problem is quickly eliminated. Someone can just switch over to their other spec and be done with it.

Without any doubt, the addition of dual specs is a good gameplay design decision. But, has it been properly implemented by the team?

And now the bad news

In my opinion, no, the team has not implemented the change-over process in a balanced manner. While being able to switch your spec at any time seems like a good idea, the practice may become very different.

In other games that allow a change in class abilities, such as Final Fantasy XI or Runes of Magic, the system is regulated by distance. Changing abilities can only be done by visiting a town in these games, giving players the ability to switch during their combat downtime, but making sure players can't quickly switch abilities in the field. This is done to make sure that players wouldn't find ways to abuse the system while in a combat zone while still being convenient.

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