lukep wrote:Do others agree that this should be changed?
Not really. "Broken" talents that are unfair and deadly at high levels should be fixed, and there have been efforts to do so (thanks lukep; were high level spider summons (iirc) ever fixed?). But, changing a talent from scaling linearly to slightly sub-linearly isn't really a big deal for most of the mentioned talents.
lukep wrote:This is bad because it circumvents the scaling that is applied to almost all other sources of damage, and the inconsistency between them can lead players to the conclusion that a talent isn't worth investing in, as the starting values are too low, despite the fact that the high end could be very worthwhile.
Uh, not really. If the starting values are low for one method then they will be low for the other method too.
Using a linear relationship (as is done for Traps) results in then being stronger at high levels then they otherwise would be using a CombatTalentDamage function.
SageAcrin wrote:Traps and Glyphs could use overall overhauls as categories IMO, as they both have some wonky scaling issues and both have weird niches that I don't feel are really that well done.
What's wrong with the scaling of Traps? They're great early, and remain awesome late. Perhaps you and others would enjoy a "Traps no break stealth" addon?
Zonk wrote:Speaking of inconsistencies and misleading players...most talents have diminishing returns, but the two weapon fighting ones(the passives that determine your offhand damage)work the opposite.
Meaning that going from 4 to 5 can be a quite bigger bonus than 1->2, something that might not be obvious at first. It's also likely to make a huge difference for NPCS who have these talents at a very high level.
Offhand damage is capped, so it
does not make a huge difference for NPCs who have it at very high level. Same for "Slow Motion".
lukep wrote:The main places I see this are in [...] Slow Motion
Slow Motion is unlike any other talent in the game. It does not do damage, so why should it scale as a typical damage talent?
So, I'm ambivalent regarding the suggested changes, and don't think they need done or would affect the game much if they were done. However, this does reveal a long-standing issue: how to communicate the scaling of a talent to the player? If talents were more or less done equivalently, then some sort of scaling coefficient or what-have-you could be displayed in the talent levelup description.
Anyway, thanks all for taking a detailed look at the internals. The game wouldn't be what it is now if not for the community support and involvement

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