You wanna know the real problem with class design?
The real problem is this, there are thousands of people with different preferences, not all of them are good or valid, or well thought out.
And some of these preferences are along the lines of: I wanna sacrifice anything that makes a spec dynamic and actually fun to play so i can maximize everything down to the last percentage.
If you follow this line of thinking this is the spec you would get:
1: No rng at all, so no, stormbringer, no hot hand, no opportunity, no deepening shadows, no divine purpose, no elemental mastery etc…
Why? Because rng while it can spice up the rotation and make it more dynamic and fun to play as long as it’s counteracted with some deterministic aspects that guarantee certain results, just having rng by itself means variance, and variance means that the damage you deal is not 100% up to you. So rng goes.
2: No cdr or cde mechanics. Why? Should be obvious, because muh uptime! If you’re not on boss, you not only don’t do damage but also don’t get your cooldowns back faster than you otherwise would. So this means that if a fight has intermissions, or you need to get away from boss for a mechanic you lose more damage.
So even though dynamic cdr and cde is very cool, it has to go for the sake of balancing, and damage potential.
And let’s not forget about ludicrous amounts of burst damage, because we all know: Burst damage is the best kind of damage. Which usually means no high uptime on main cds, because you’re a lazy thinker and cannot come up with another way to have good enough burst other than having low uptime on your main cd.
Outlaw feels nice to play with high rush uptime due to the energy regen and the faster gcd? Meta high uptime is nice because of the haste? Combustion is higher uptime than it used to be thanks to legacy of the sun king, resulting in a overall more enjoyable experience with less problems and better gameplay? Well screw all that, now cds are only low uptime, and you deal like 3 times or 4 times as much damage than normal inside them.
So let’s look at a spec that would result from this “design”.
You press your buttons in a strict sequence, because there is nothing that actually procs or spices up the rotation, so everything is basically on a cooldown, and you just press abilities in the same way over and over and over.
Inside your cd your abilities do more damage, there is no feedback to the rotation, no wow moment, but everything is balanced down to the last %.
Maybe add in some deliberate downtime to the rotation, which would allow you to get off boss without losing damage.
Does it sound fun? Because it certainly doesn’t for me.
So ill just say it, the problem is people who think like i described here, providing absolutely trash feedback, and terrible ideas.
And just being a good player doesn’t mean your ideas are worth a damn when it comes to actual design.
Because you know, a game is played first and foremost for gameplay, and everything else is secondary to that, balance included, balance is irrelevant if the gameplay is garbage.
And the result of these types of ideas are not just bad, but absolutely terrible gameplay.
The reason you have fun gameplay is because of interactions, and those interactions add complexity, that complexity almost always has drawbacks, if you have a proc that works when you press an ability you have to press that ability, which means you must attack something, you cannot add interactions without adding certain conditions.
Seal fate, cool mechanic, must crit, which means you have to attack a target
Stormbringer, no abilities being pressed=no resets on stormstrike so you must attack something
Old gwd, soul shards spent reduce the cd of your infernal/tyrant/darkglare, which means you must be attacking something. Now this is gone and it’s just a fixed reduced cd, which means there is no interaction anymore, and they might as well remove this and make it baseline. There is an overall effect on the gameplay, 2 min infernal is better than 3, but the feedback from doing your actual rotation is gone, which means the interaction between correctly spending your resources and cd reduction is GONE, therefore the interaction is GONE.
Not so difficult to understand either when you actually stop for a second and think.
Does that mean that it shouldn’t be done because “balance”?
I’m just tired of people saying rng bad, or cdr/cde bad because muh damage, without understanding a single thing about actual design, and what makes a spec fun to play.
And that’s all there is to it. Maybe if some of you were to think a little more about your ideas you would come to realize this.