The biggest copypasta of stances was the DK presences, but they were trivialized too and then also pruned later on.
But they weren’t as big copypastas as you can see happening in today’s WoW though.
Well, MoP was pretty much an abomination already, with its pruned talent template and so many passives. The banners stood out like a sore thumb mechanics-wise as well. I’m not saying warrs didn’t need the banners then, I’m just saying they kinda didn’t mesh well overall.
Warrs were turned into a DK the moment they trivialized stances though, even before they pruned them. The steps to one-dimensional design were happening back then already, everything originated from the change to talent points in cata, then the change to the talent template in the MoP prepatch, and everything that was moved to passives and added abilities as a way to compensate for these changes.
It is kind of like they took things too far in one direction, so then they overreacted and took it too far in the opposite direction, and they’re still, after all of these years, deep into that overreaction.
But yes, you definitely hit the nail on the head. The class is so one-dimensional it feels like you’re playing a homogenized melee that doesn’t stand out much when compared to the rest of the melees.
The original talent system and abilities that separated all of the classes from each other from vanilla to WotLK made for a very varied gameplay experience overall. Now, not so much. You only learn the roles now, because the gameplay itself is so homogenized and one-dimensional that once you’ve learned one of that role, you can go pretty darn far as any other of that role after just a quick rundown of sorting out the UI on any other.
Oh, and there was resemblance between warrior stances and druid shapes back then too. Druids had their own thing with the visuals, the magic and stuff though.
Just to clarify, you can see the same dumbing down of everything and homogenization of mechanics in abilities in every other class and spec. Some more than others. The game is like a hollow shell of what it once was.
Which brings me back to what I’ve asked before, what still makes this an RPG for PvP:ers? Where is that RPG element for PvP:ers? I only see a fraction of it left in the game, compared to the past. Not just in class designs, but in social designs and overall immersion as well. (This may come off as a contradiction to people, but social designs includes the designs of NPC interaction too.)