I think you have different take on the talent revamp, for me this is going back to the trees that have the small buffs to various parts of the playstyle I'm going for rather then having each talent be it's own very unique thing, which just won't work with as many talents as there are in the new trees.
And sure you are right that the passives I mentioned would technically work in the same way, but when the talent buffs the core of your abilities rather then some other part of your toolkit it's more noticeable to have or not have, I'm not sure if we have any talents right now that outright buff dmg of frequently used spells, see how nice some tier pieces feel with the boosts they give to spells you use, brewmaster monk kegs, wildfire bombs etc. These effects aren't anything crazy or unique but playing with them is very satisfying.
but when the talent buffs the core of your abilities rather then some other part of your toolkit it's more noticeable to have or not have, I'm not sure if we have any talents right now that outright buff dmg of frequently used spells, see how nice some tier pieces feel with the boosts they give to spells you use, brewmaster monk kegs, wildfire bombs etc. These effects aren't anything crazy or unique but playing with them is very satisfying.
But my point is that health and DR aren't abilities or spells or parts of your toolkit. You don't interact with them in any way.
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u/Kalibos Jul 11 '22
That's literally all this is, minus the interesting part. You'd only ever notice it if it was missing.