With the coming transition of the anniversary servers from classic to TBC it’s time to look at changes to improve the game. TBC does make some significant improvements from classic, but falls flat when it comes to certain classes & specs.
The most glaring examples are mages & rogues. Rogues are essentially a waste of space until Sunwell, and mages are a waste of space in sunwell. Rogues problem in the early game is primarily lack of raid utility, being essentially limited to expose armor on bosses. Mages bring practically no utility used in raids, except maybe improved scorch & very limited need of decurse, but not having a fire mage and warlocks playing shadow is a better option for raid dps. Neither class bring any valuable buff or party aura that would come close to closing any gap to bringing another of their role.
On top of this we also have classes like shamans & paladins which bring some of the best raid/party utility in the game, however there is a massive difference in value between the specs. Enhancement has by far the biggest impact on improving a party’s DPS, it’s outright unfun to be a physical DPS without an enhance, a caster without an elemental is not even noticable on the other hand. Elemental is a medicore DPS with mediocre bonuses to casters compared to what a resto shaman would bring. The only reason you would ever bring an elemental is the fact that shamans are so overepresented that they generally make up at least 20% of the raid and other hybrid dps just being worse.
Druids in TBC have no viable DPS spec. Feral has decent dps, but it exists merely as something that makes the best tank (on par with paladin) even more valuable, on it’s own it’s not great at all. Boomkin is utter garbage. Paladins are in a similar position with holy, it is completely overshadowed by two much more useful specs and is the weakest healer in TBC.
Some of the design decisions in TBC did make essentially all classes desirable, which is no different from classic, it did allow other specs than warriors deal meaningful DPS aswell and is great in that regard, but it still falls short of being good design.
My suggestions to solve this is to make every class more valuable & without breaking pvp balance.
Rogues you can’t buff expose armor without affecting pvp, unless you were to give them armor pen buffs that only affect non-players, but you could give slice and dice a party buff component of 5% haste. This however might not even be enough, making it raid wide might be necessary.
Mages should have arcane intellect provide a secondary effect such as crit. Shatter should affect any target immune to roots. Combustion should be lowered to 1.5 minute cooldown, but only increase by 5% per non-crit.
Druids should have their form auras be raid wide.
Casters need to have abilities like improved scorch, shadow weaving, warlock curses etc. be streamlined into flatter spell damage modifiers without specific schools. This would help maintain the pvp balance and it would bring much needed buffs to boomkins & elemental.
Heroism/Bloodlust should be raid wide & induce the sated effect. Shamans are already the first class you want to fill any raid subgroup with, this is basically just the same fix that was done to drums in 2021.
Shadow priest’s mana bonus should be raid-wide, but be reduced for every raid member above 5.
Now paladins and protection warriors… On top of my mind my suggestions that would improve QoL for a raid would be raid-wide shouts & have holy paladins make auras raid wide, maybe add some power to existing blessings & auras. I don’t think raid-wide shouts would help protection warriors at all though.