ghostcrawler

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  • Encrypted Text: Ghostcrawler explains it all

    by 
    Chase Christian
    Chase Christian
    06.20.2012

    Every week, WoW Insider brings you Encrypted Text for assassination, combat and subtlety rogues. Chase Christian will be your guide to the world of shadows every Wednesday. Feel free to email me with any questions or article suggestions you'd like to see covered here. Greg Street, more commonly known as Ghostcrawler, is the lead systems designer for World of Warcraft. While we can never know exactly what his responsibilities are internally, we do know about his external presence: He is the authoritative voice concerning class design. Players flock to his increasingly rare blog and forum posts to read about the direction their classes are headed. There are a slew of developers working on WoW, but his words are the ones that seem to guide our fate. In a completely unprecedented event, Ghostcrawler has been replying to dozens of posts in a Mists of Pandaria beta rogue thread. His posts are so frequent on this thread that he even had time to reply to my comment personally. He's shared several pages of information with us about rogue design in Mists, Blizzard's concerns and design for the class, and class design in general.

  • Ghostcrawler on holy paladins in Mists of Pandaria

    by 
    Matthew Rossi
    Matthew Rossi
    06.18.2012

    Holy paladins have some questions as to where their healing is going in Mists of Pandaria -- and Ghostcrawler, like the last son of Krypton, has burst onto the scene to answer them. Yes, that's what Superman does: He bursts through stone walls and answers questions about holy paladins. Dr. Street (that's his secret identity -- shh, don't tell anyone) offers details on paladin healing and mana cost, why certain abilities like Holy Radiance were nerfed, and the critical chance of Holy Shock. It seems that paladin healing is intended to be balanced around its many mana-discounted or outright free effects. While if a paladin and another healer both just stood there and cast their cheapest heal, the paladin would indeed run out of mana sooner, the design of the class is intended so that they won't do that, so design has to be balanced around those free heals. I won't pretend to be an expert, but the premise seems logical enough. Ghostcrawler also mentions specifically that the Holy Radiance and Holy Shock spells are being looked at and could be adjusted if they're underperforming. You'll find the entire post reproduced here after the break, so you paladin healers (or any healers who are interested) can take a look and see what you think.

  • Ghostcrawler explains Mists of Pandaria dungeon changes

    by 
    Matthew Rossi
    Matthew Rossi
    06.13.2012

    In Mists of Pandaria, there are no level 90 normal mode dungeons. There are normal dungeons, but those are leveling content. Once you hit level 90, you're expected to be geared enough to start in on heroics, because those are tuned for players to be able to step in and run them. In order to explain how this all works, Ghostcrawler took to the forums to answer some questions. Ghostcrawler - Why take away regular queues at 90? There are no level 90 regular dungeons. The Mists of Pandaria heroic dungeons are easier than the Cataclysm heroic dungeons.* Once we made that decision, we thought that having two versions of the level 90 dungeons (normal and heroic) didn't make sense because they would be very similar in difficulty and offer similar loot. We thought about calling them something besides "heroic," since heroic tends to mean hard to a lot of players, but we also needed to call them something, because some dungeons like Temple of the Jade Serpent have a lower-level and a level 90 version. We thought about calling them "level 90 versions" but figured "heroic" required less explanation. (We also could have dispensed with lower level dungeons, or made lower level versions of the level 90 dungeons, but we felt like both solutions were just to make the nomenclature of "heroic" more clear, which seemed like bad reasons.) TLDR: Some Mists of Pandaria dungeons have lower level and level 90 versions. Others just have level 90 versions. In both cases, the level 90 versions are called "heroic." * - If you like very difficult dungeons, Challenge Modes are targeted at you. source And in case you're wondering, he also explains challenge modes in more detail as well as explaining why Blizzard has decided to tweak what you can queue for at 90. As always, even if you can't queue for something, you can always walk or ride up to the door and zone in that way. I remember when that was the only way you could run a dungeon. I also remember when all my gear was "of the Bear." I'm old, is what I'm saying. It's open warfare between Alliance and Horde in Mists of Pandaria, World of Warcraft's next expansion. Jump into five new levels with new talents and class mechanics, try the new monk class, and create a pandaren character to ally with either Horde or Alliance. Look for expansion basics in our Mists FAQ, or dig into our spring press event coverage for more details!

  • Mists of Pandaria: Head enchants ... gone! Shoulder enchants ...

    by 
    Adam Holisky
    Adam Holisky
    05.30.2012

    If you're looking for some of that absolutely totally awesome reputation grinding to get head and shoulder enchants in Mists of Pandaria, then you've got another thing coming to you. Ghostcrawler hit the forums today to let us all know that head enchants are gone and shoulder enchants are provided by scribes (and not by faction vendors). Hopefully, many players will see this as a good thing, since the repeated grind of rep like Therazane was pretty annoying and absolutely necessary for any max-level alt. This should make things much easier for the playerbase as a whole. And if you're worried about there not being enough stuff to do at max level, don't be. Ghostcrawler Head enchants are gone. We decided that putting head enchants on the various faction vendors wasn't working well with our design intent for the factions. There is a lot of max-level quest content in MoP, much of it focused around the reputation with the new factions. I think it's really cool stuff -- worlds away from the old Argent Crusade scourge stone days. :) In previous expansions, the head enchants on the faction vendors served to force players into that content. You couldn't even choose which reputation to pursue -- you had to pursue the one with your specific head enchant. Our design intent for MoP is to give players options in how to play, and the head enchant design wasn't compatible with that. Once we decided to no longer offer new head enchants, we made the older ones non-functional or else players would feel like they had to go back to older content or be missing out on power. This way, helmets are just no longer enchantable and you'll have one less required step to get a piece of loot ready to wear. Shoulder enchants can now be provided by scribes, so those still exist, but they are also not part of the faction reputation system. source It's open warfare between Alliance and Horde in Mists of Pandaria, World of Warcraft's next expansion. Jump into five new levels with new talents and class mechanics, try the new monk class, and create a pandaren character to ally with either Horde or Alliance. Look for expansion basics in our Mists FAQ, or dig into our spring press event coverage for more details!

  • Ghostcrawler weighs in on shaman feedback

    by 
    Olivia Grace
    Olivia Grace
    05.23.2012

    The beta has been under way now for some time, as have the feedback posts on the official forums. Shaman have had a few major changes to their repertoire, as well as a few more minor ones, but the general feeling from reading the posts made in the forums is that these changes don't go far enough. Shaman, it appears, don't feel like they're getting what they need to be viable, let alone competitive, and the unique nature of a lot of their abilities seems to continue to be as much a hindrance as it is a help. But arriving like the white knight in medieval-styled dramas, just as the situation feels dire and unsalvageable, is Lead Systems Designer Greg "Ghostcrawler" Street. The shaman feedback post has finally had the equivalent of a Blizzard seal of approval, in the form of a blue post from the bluest of blues. So what did the big GC address in his post, and what still remains outstanding for beta shaman? One big complaint that many shaman brought up was glyphs. I recently tweeted fellow WoW Insider writer Joe Perez about this very matter, namely, that shaman glyphs were a mess. They felt either very lackluster or very penalty-heavy. A few patches ago, before the recent changes, I was playing my shaman with two empty glyph slots, because none of the glyphs felt worth using. This is a Bad Thing. A recent patch went some way to repairing this, but with it, a host of new problems appeared, some of which GC addresses after the break.

  • Mists of Pandaria Beta: Spirit gear is coming back in fashion

    by 
    Adam Holisky
    Adam Holisky
    05.15.2012

    It's been known for a while that spirit gear isn't on the list for the most part right now for players leveling in Mists. DPS cloth abounds, and the idea the designers have is that you can just reforge the DPS gear into healer gear easily enough (or at least reforge it so that it's passable as healer gear). In part, this concept comes from the new rewards system, where you don't see all the gear rewards the quest giver offers but rather only the ones that are specific to you. As a solution to this, Blizzard provides green gear vendors that distribute off-spec gear. However, Ghostcrawler announced today that Blizzard's going to offer more spirit gear again via quest rewards. This is in part due to the constructive (read: non-trolling) feedback it's received on the issue. Ghostcrawler After reading more of this feedback and looking at the zones, we're concerned that there aren't enough quest rewards with Spirit on them. We are leaning towards offering more, as choices, so that players who feel like their Spirit is low can choose to have more. source So rejoice, healers! Getting geared up will be a bit easier for you now. It's open warfare between Alliance and Horde in Mists of Pandaria, World of Warcraft's next expansion. Jump into five new levels with new talents and class mechanics, try the new monk class, and create a pandaren character to ally with either Horde or Alliance. Look for expansion basics in our Mists FAQ, or dig into our spring press event coverage for more details!

  • Lichborne: Death knights remain in holding pattern in Mists of Pandaria beta

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    05.15.2012

    Every week, WoW Insider brings you Lichborne for blood, frost, and unholy death knights. In the post-Cataclysm era, death knights are no longer the new kids on the block. Let's show the other classes how a hero class gets things done. When one takes a two-week vacation, one generally looks forward to things having changed, even slightly, when one returns. This is especially sure when speaking of the Mists of Pandaria beta test. Strangely, that hasn't been exactly the case for death knights. There have been changes, certainly, but not as drastic as we might have hoped -- and not as well-explained, either. Today, we'll take a look at a few of the more important changes and what they imply for our class. In addition, we'll see what Ghostcrawler did and didn't say about death knights in a recent post. Plague Leech and disease issues There've been a few changes to death knights, but the most interesting one comes with Plague Leech. This first-tier talent, which replaces Vile Spew, will allow you to generate a death rune by canceling the diseases from your target. The nice thing about this skill is that it gives us another much-needed Blood Tap replacement now that Blood Tap itself has been turned into a somewhat more restricted talent. The bad thing about this skill is that it's probably going to become mandatory for min-maxing DPS death knights. If your diseases are about to expire anyway and you can eat them for an extra death rune, it's hard to see how that won't become a DPS increase. Once we all reach level 90 and the math has been sufficiently mathed, it seems relatively obvious that Plague Leech will be considered mandatory by the hardcore PvE community, for better or for worse.

  • Spiritual Guidance: Lightwell, Lightspring, and the latest on priest healing in Mists

    by 
    Dawn Moore
    Dawn Moore
    05.15.2012

    Every week, WoW Insider brings you Spiritual Guidance for discipline, holy and shadow priests. Dawn Moore covers the healing side of things for discipline and holy priests. She also writes for LearnToRaid.com and produces the Circle of Healing Podcast. Well, we got it. I never thought I'd see the day, but we finally got the Trial of the Crusader Lightwell that shoots heals at allied players instead of requiring them to click. Holy priests will gain access to the new Lightwell, called Lightspring, using a glyph of the same name. Before you get too excited, however, I should mention that there is a catch. Apparently, automatic Lightwells don't heal for nearly as much as a manual ones do, so depending on the fight and your raid members' ability to use the Lightwell in the first place, you may choose to skip the Glyph of Lightspring now and again. Good ol' Derevka has already written up a thorough first look at Lightspring in which he points out many of the spell's limitations. In the post, he points out that Lightspring only heals targets at less than 50% of their health, and it has a 5-second cooldown between heals to prevent it from being used as a raid cooldown. To read the rest of Derevka's write-up and see his comparisons on the numerical output of the two spells, head over to Tales of a Priest.

  • Ghostcrawler talks warriors on the Mists of Pandaria beta forums

    by 
    Matthew Rossi
    Matthew Rossi
    05.10.2012

    Ghostcrawler has contributed a great deal to an already large list of consolidated warrior issues on the Mists of Pandaria beta forums, and then just kept on posting. It's actually a lot to consider -- so much so that I'm fairly certain I can get two big posts out of it. This post will be the one that tries to break down what it all means. Some of what he's posting is of more concern to beta testers than the general population (for instance, how the devs prefer their feedback), but we can still take some interesting points from the two posts where GC lays everything out for us. If you'll forgive me for a lot of paraphrasing and selecting: Tanking for warriors (the oft-discussed active mitigation system) is designed around the concept of turning rage into survival. Shield Block and Shield Barrier are designed that keeping them up reliably will improve your survival, but in cutting-edge content, you'll want to use them in a smart way (that is, save them for big damage situations) rather than just hitting them as soon as you have the rage. Tanking for new tanks will be designed so that missing a Shield Block now and again won't wreck you. Rage is the limiting mechanic for the class, not cooldowns, at least so far as the design vision of the class is concerned. Arms and fury have a big rage generation attack and a big rage spending attack, but that's where the similarities between them are intended to end. Arms should feel more predictable but have slower rage generation due to its use of a single, slow weapon, while fury abilities proc less reliably, but the spec has more rage to spend because it uses two weapons, to fit the distinction between arms as a disciplined blade expert and fury as a screaming madman. The intention for Battle Stance is to be the default battle stance (as the name would suggest), while Berserker Stance will be attractive for PvP or fights with high incoming damage. Blizzard's still working on Berserker Stance's design, but that's the goal. There's more to discuss, so let's get to discussing it.

  • Level 90 druid talents take a level in badass; shapeshifting breaks roots again

    by 
    Allison Robert
    Allison Robert
    05.08.2012

    Every week, WoW Insider brings you Shifting Perspectives for cat, bear, restoration and balance druids. This Tuesday was supposed to be an "off" week for the column, but screw that. You know what? I think I finally nailed why the druid experience on the Mists of Pandaria beta has felt so bizarre at times. We've seen the re-emergence of stuff we used to take for granted (shifting out of roots and the return of permatree among them), and you know what it all reminds me of? Someone once described the boot camp experience as one in which "all of your God-given rights are stripped, only to be doled back later, one by one, as privileges." Yep. That's what this is like. Anyway, Ghostcrawler hit the forums last night to give us some news on a revamped set of level 90 druid talents that have completely altered the ratio of win to suck in the bracket.

  • Ghostcrawler on account-wide achievements

    by 
    Adam Holisky
    Adam Holisky
    05.08.2012

    Lead Systems Designer Greg "Ghostcrawler" Street has just released a new post on account-wide achievements. He makes a strong point that Blizzard's overall design goal is that it doesn't want us playing one character over another only because of achievement concerns. This is quite good news for raiders with multiple alts and others who need to use achievements as a sort of progress check on their moving-out-of-the-fire skill and game knowledge. Some key notes from Ghostcrawler's blog post: While you only earn achievement points once, you will still see the achievement pop-up notification if you earn it again on a second character. Most achievement criteria are not account-wide. That is, if you explore Thousand Needles, you'll need to explore it all on one character to get the associated exploration achievement. Meta achievements like What a Long, Strange Trip It's Been are account-wide, meaning you can finish Flame Warden on one character and Noble Gardener on another. Faction-specific pets, mounts, and titles will not work across faction -- that is, no Alliance mounts for Horde characters. The goal is to share rewards across the entire account that are granted from achievements. In particular regard to that last point, Ghostcrawler says: "I'm not going to promise this yet, because a lot of magic has to happen for that to work, but it's our intent." So that looks to be very much work in progress still, but it's great to know where Blizzard is headed. Ghostcrawler's full post after the break.

  • Ghostcrawler discusses healing gear in Mists beta dungeons

    by 
    Mathew McCurley
    Mathew McCurley
    05.07.2012

    Ghostcrawler took to the official forums to address the lack of spirit cloth gear that some players have experienced in the Mists of Pandaria beta dungeons currently available for testing. Spirit gear for pure healers is necessary to retain mana regeneration levels and output as content increases in difficulty. With a lack of spirit gear, some healers found their jobs more difficult. Ghostcrawler confirmed that the level-up dungeons found throughout the 85 to 90 content cannot be over-challenging due to the nature of their place in the progression. The meat of the answer is that as you approach endgame content at level 90, more gear appears with endgame stats on it -- dodge, parry, and block for tanks, spirit for healers, and so on. When that gear becomes important is when the stats start appearing. Until then, pop some reforge, check reputation vendors and other sources of level-up gear for spirit stuff, and mish-mash together a set of decent healer gear. (Or, at the end of the day, you're just really unlucky with drops.)

  • Ghostcrawler talks demonology warlocks in Mists of Pandaria

    by 
    Adam Holisky
    Adam Holisky
    04.13.2012

    Warlocks are the most changed class in Mists of Pandaria, and demonology is getting some serious attention from Ghostcrawler as its new playstyle is flushed out. Notable in Ghostcrawler's discussion is that the days of using both fire and shadow spells with a lot of demon damage are being looked upon as something that weren't super compelling. Importantly, Ghostcrawler also says that demonology warlocks aren't intended to be melee casters anymore. As a raiding demonology warlock, I find that Ghostcrawler's design intentions really make me pleased. Right now, if you want to do good DPS as a demo 'lock, you're going to be in the melee group as much as possible to get the most benefits from Metamorphosis and Immolation Aura, while at the same time staying stationary to turret out your DPS. In Ghostcrawler's plan for Mists, the necessity of melee-range spells is going to be situational. No longer am I going to be pestering my raid leader to put me in the melee group for Zon'ozz, and I should be able to stay at range and enjoy such benefits there as much as I can (which, at least in my perfect world, would include less movement). It'll be interesting to see how this kit plays out in the end. It always seems to be one of those specs that gets changed around a fair amount in one way or another, and Ghostcrawler does say that Blizzard is looking to make a home for demonology. So have faith, fellow 'locks! Things are looking evil. Ghostcrawler's full statements, after the break.

  • Ghostcrawler talks college, game design, and his path to Blizzard

    by 
    Adam Holisky
    Adam Holisky
    04.11.2012

    In a two-part interview with The Baltimore Sun's entertainment blog, Greg "Ghostcrawler" Street (lead systems designer) sits down to talk about his days at McDaniel College, how he got started in the game design business, and what it's like being Ghostcrawler. Of particular interest to those here is that Ghostcrawler says Blizzard is a little paranoid about changing things too much, and that it doesn't want to alienate the old players in favor of the new players. Of course, some change is necessary to keep things fresh, but Ghostcrawler makes good points on how there is a balance. He also weighs in on Mass Effect 3 and all the fun players are having at the end of the game. Ghostcrawler sums up the situation nicely: When you make a two-hour movie, and people like it, but they don't like the ending, they'll say "that was disappointing." But when you make three video games where players have invested 30-plus hours each, and the ending isn't good, they're mortified. That's been an investment in their life that now feel wasted, specifically because of what they did with it really rubbed a lot of players the wrong way. Read the full interview over at The Baltimore Sun.

  • Dev Watercooler: Mists of Pandaria looting explained

    by 
    Mathew McCurley
    Mathew McCurley
    03.27.2012

    Ghostcrawler is back on the blog with a comprehensive look at how the new loot systems are going to work in Mists of Pandaria. This newest blog post reads like a lesson in loot design and is valuable if you are interested in the development process of these systems. One of the most interesting things to come from the new design is that there will be no rolling on loot in the Raid Finder, eliminating the "callous jerk" problem. The game chooses who gets the loot, not any of the potentially trollish players (not to offend any actual trolls in the raid, taz'dingo, etc.). While rolling for transmog stuff is definitely an issue when the game decides who gets what, Ghostcrawler flat-out states that Raid Finder is not the place for vying for transmog loot. There are other places for that. This new personal loot system will be used for world bosses as well. Ghostcrawler also revealed the bonus roll system, where players will be able to earn tokens from various factions in Pandaria to spend on (among other things) a bonus roll when attempting to get loot off of a boss. This system will award tokens through tasks and dailies, giving people who prepare for Raid Finder a bit of an advantage if they choose to spend a token earned. Faction rewards, enchantments, epic items, and factional gear can also be purchased with these tokens. The valor points system is also undergoing a revamp, with points taking on a new role of upgrading existing gear, but the final system is not really ready for much discussion. And, yes, the explanation for AoE looting is priceless. Hit the jump for the full post.

  • Mists of Pandaria: Press tour interviews from around the web

    by 
    Anne Stickney
    Anne Stickney
    03.19.2012

    Not only is there a ton of information about the next expansion's features floating around, there are plenty of interviews with the minds behind the expansion as well. All of the fan sites got their own chance to ask developers questions about Mists, so each interview has different information. Check out these links to other developer interviews from around the web. Wowhead interviewed Lead Content Designer Cory Stockton about professions in Pandaria, bind on account pets, titles and mounts, transmogrification, and more. Wowhead also quizzed Lead Game Designer Tom Chilton about monks, questing, dailies, updating old world instances, and the player community.

  • Mists of Pandaria tries to breathe new life into an old World of Warcraft

    by 
    Mike Schramm
    Mike Schramm
    03.19.2012

    Video games these days have a shorter shelf life than ever before. Titles fall out of the top ten within days or weeks (if they ever get there at all), there are awesome new releases arriving every month or so, and even the biggest games are on a yearly (if that) sequel schedule at this point. And yet World of Warcraft has remained a constant. Blizzard's MMO has held millions of players in sway for over half a decade, and those players have killed countless boars, cleared out endless quests, dungeons, and raids, and have vanquished not one but three world-threatening expansion bosses, in the forms of Illidan Stormrage, Arthas the Lich King, and Deathwing and his Cataclysm.So Blizzard is perhaps taking on its hardest task ever with the upcoming Mists of Pandaria expansion. There's no question in the halls of the (recently quieter) Blizzard campus in Irvine, California that the game is at a crossroads of sorts. Blizzard's formula for WoW expansions (define a baddie, and lead a player to gear and level up to the final fight) has worked so far, but it's almost as if the company realizes that the old tricks are getting old.Blizzard needs, then, to take World of Warcraft, one of history's most-played, most-traversed, and most-conquered games, and make it feel new. "This is definitely different fare from any expansion we've tried so far," VP of Creative Development Chris Metzen said in a presentation to assembled press. He then talked about the game on a much longer scale than a few weeks, a few months, or even a Call of Duty-length year. "The big global threat that's coming, to define the next couple years of WoW's gameplay, is really war itself."%Gallery-150969%

  • Transmogrification, the hottest new game of dress-up

    by 
    Anne Stickney
    Anne Stickney
    03.14.2012

    If you're anywhere near as addicted to transmogrification as I am, you've likely been collecting gear and creating multiple sets ever since the feature was introduced. Likely, your bank is full of sets, and your void storage may very well be full of sets too. In the last post of the Cataclysm post-mortem series, Ghostcrawler (lead systems designer Greg Street) talked about what worked with the expansion as well as what didn't -- and transmogrification was firmly on the amazing feature list. According to Ghostcrawler, it opened an entirely new avenue of gameplay, and more and more players are jumping into old dungeons and raids looking for the perfect look for their characters. But what transmogrification has really accomplished is that it's given us a way to customize our characters in a unique and profound way. Let's face it -- the character creation screen in WoW doesn't exactly have a ton of options to choose from. No matter how unique you think your character looks, in a game with millions of people playing, there are likely millions of players out there with exactly the same hairstyle and face choices. And with tier sets becoming so prevalent, particularly in Cataclysm, all the characters had started looking like carbon copies of each other. Transmogrification allows players to get that thing that they've been after since the early days of WoW -- a distinct and unique look for their characters.

  • Ghostcrawler discusses Mists of Pandaria buff and debuff design

    by 
    Mathew McCurley
    Mathew McCurley
    03.08.2012

    Ghostcrawler has continued his series explaining some of the system changes coming to World of Warcraft in Mists of Pandaria. The newest blog post discusses which buffs players will be bringing to groups as well as which debuffs certain classes can inflict on enemies. Blizzard is giving a variety of classes each category of buff and debuff in order to make setting up 10- or 25-man raids a breeze. First, Ghostcrawler outlined the main design goals of the new buff and debuff categories, saying that making the player feel more powerful in a group as well as making group-building easier were two of the biggest reasons for the changes. DPS classes should be excited to know that buffs and debuffs will vary per role rather than spec, so a DPS warrior will bring the same utility whether he is arms or fury. After discussing the design goals, Ghostcrawler gave some notes with regards to the new categories of buffs and debuffs, with the new categories as the big finish. Check out all of the categories in Ghostcrawler's post after the jump.

  • World of Warcraft: Cataclysm post-mortem reflects on success, failure, and lessons learned

    by 
    Matt Daniel
    Matt Daniel
    03.08.2012

    World of Warcraft's Cataclysm expansion is over a year old now, and Mists of Pandaria is looming just over the horizon, which means that it's time for a Cataclysm post-mortem. The infamous pony-promiser Greg "Ghostcrawler" Streets took some time out of his day to set aside the nerf bat and answer some questions regarding World of Warcraft: Cataclysm. What worked? What didn't? Where the hell is the dance studio, anyway? Just kidding, we still don't know that last one. One topic that's frequently revisited throughout the post-mortem is the talent system revamp. In a nutshell, Ghostcrawler says that the team (and the players) were largely pleased with the ability to choose a spec and gain powerful, useful skills right at level 10. What didn't work out as planned? "Everything else!" says Ghostcrawler. The team realized that "the talent tree model where you pick up tiny performance increases here and there (and where there's, mathematically, nearly always a 'right' answer and a 'wrong' answer) is not a great model." He goes on to add that Mists of Pandaria's talent system "should fix this problem once and for all." Well, third time's the charm, right guys? At any rate, there's more on the discussion table than just talents, so head over to the full article and see what lessons Cataclysm has taught the devs.