Class Design
I truly believe every single class, especially the classes that have recently been redesigned, need to be redesigned again with less non-rotational abilities (CC, Mobility, Cool-downs) with the rotation remaining engaging but with a more simple damage profile rather than having 10+ sources of damage coming from 1 spec.
Look at Demon Hunters…If you look at Havoc Demon Hunter damage breakdown, they have like 12+ sources of damage and then you have to look at Demon Hunters overall design because Havoc has essentially been given everything except stealth…
they have 4 forms of crowd control, slows, interrupts, burst, sustain, dots, aoe, single target, defensive cool-downs, offensive cool-downs, 4+ gap closers, healing reduction, self healing, offensive dispels, defensive dispels, group dispels, group damage buffs… The only thing they don’t have is stealth which technically they can get if they play a night-elf… So what Weakness does Demon Hunter have? and how can you balance Demon Hunter outside of making there damage terrible or empowering other specializations to be the same?
3 Things need to change within a class design to make the game healthier and better!
- Classes need to be pruned
Things that need to be pruned
- Crowd Control
- Defensive Cool-downs
- Offensive Cool-downs
- Mobility
- Utility (dispels / group buffs)
Things that don’t need to be pruned and could even be added/improved
- Unique situational class abilities such as Slow Fall, Far Sight, Enslave demon ect… More classes need these sort of unique situational spells
- Engaging rotation which may include damage rotation of 4,5,6 spells.
- Damage profile need to be less
- Damage profiles need to be simplified rather than having 10+ sources of damage with 5 of them basically being passive
- Talent trees need to be redesigned
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I think some may disagree here but many would agree that the Dragonflight talent tree are the worse incarnation of the 3 designs… The new talent trees have basically given everybody abilities that where once choice nodes (or borrowed power) whilst linking them together with even more powerful talents and having to add new powerful nodes to make it feel fresh.
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They have made classes / specs bloated and too powerful. virtually every spec feels like a button mash gameplay with having spec having 2-3 choices for everything taking choice of when and how to use your abilities not important, especially in places like PVP…
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Talents needs to be pruned into a singular talent tree with far less Cool-down, mobility and Crowd Control choices within the talent trees… All Mages should have the same (although maybe spec visual) cool-downs, mobility and crowd control with specialization and talents defining the players rotation, spell animation and damage profile… You should not get 3-4 mobility spells, 2-4 Crowd Control spells, Multiple Burst Cool-downs and Multiple defensive cool-downs through talents…
Gearing
Gearing is another problem is I think has become way to complicated with multiple upgrade options and multiple sources which all have different iLVL…
Realistically Gear should just be update, an upgrade is an upgrade and that gear should be based on the difficulty you play… remove the Vault and add Bonus Roll token which you get 1 per week which will guarantee a drop which will allow you to essentially choose the item after killing a raid boss or at the end of the Mythic + Run which will allow you to atleast get 1 perfect upgrade per week…