"If we keep adding and adding with every expansion, eventually what we end up with becomes very unwieldy. "We are becoming increasingly aware of the cost of any change we make that has ongoing maintenance and the risk of design bloat," Hazzikostas says. As the game continues to expand, at what point do its own systems buckle under that massive weight? More recently, Legion overhauled each class entirely, eliminating non-essential abilities to refocus on what makes each archetype appealing.īut it's a problem that nearly every area of World of Warcraft struggles with. Every 15 levels, you select a talent from one of three choices. That's why the Mists of Pandaria expansion revamped the whole talent tree for a system that, for now, is a lot simpler. You make decisions where you don't think about how it might play out 10 years from now. No one signs up to make a game that they think is going to last over a decade. "At some point the entire system becomes an incomprehensible mess," Hazzikostas explains. But one of its biggest flaws was that, with 85 levels, it was a lot of points to manage. As you gained levels, you dropped points into those trees to customize your character's skillset. Each class had three skill trees full of passive buffs and abilities that centered around a specific playstyle. In the past, World of Warcraft had a talent system fairly typical to most RPGs.
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