What makes good class/spec design in your opinion?
In my opinion there are a few points that make a spec enjoyable to play.
1: It must have some dynamic elements to the rotation, this is usually achieved by adding some proc conditions, for example, fingers of frost, chaos strike fury refund, stormbringer etc. If a rotation is extremely static it is not fun.
2: It should not have so much rng that you feel like you have 0 control over your spec, imagine if fire mage didn’t have guaranteed crit on fire blast and no fireball crit stacking mechanic. That would be terrible. If there is rng in a spec, there also must be some mitigating factor so you don’t run into situations where you never get anything.
3: cooldowns should be impactful but not so strong that half of your damage or more comes from it, think combustion, the perfect example, why exactly does this cd also need to grant mastery as well as crit on every ability? Can’t it just guarantee a hot streak proc regardless of whether it crits or not? This way you would retain the cool rotation from combustion without the insane power spike. Basically keep the mechanic, but don’t stack so many things on top of each other. There is no need to have a 20 % extra damage that does nothing other than bigger numbers. Reduce the burst, increase the duration.
4: Interactions with stats, so far only haste can be said to have an impact on each and every spec in the game as it does this by design, it increases the rate of abilities you can cast basically, i am a firm believer that energy classes should also have their gdc reduced by haste, and that the gcd of every class should be 1 second baseline, with haste reducing it just like it does now. Crit could grant more resources, for example, or have a higher chance to proc something etc… Mastery should be designed in a way that actually impacts the rotation and isn’t just versatility 2.0. As for versa, i think it should be relegated to pvp only, and in it’s place i would personally bring multistrike.
5: If a borrowed power system is to be made, scrap it, and make an actual progression system, think like artifacts but long lasting, and improve it by slowly building upon it. Covenants and soulbinds are terrible, azerite and essences were decent, only artifacts were actually pretty good, the only thing that was the problem was the fact that ap was not account wide.
6: the bulk of the spec should be baseline or in the progression system that you can fully unlock, like artifacts, there should be no talents that feel required for a spec to flow well, infact i think they should do one of these things with talents.
1: remove them, and add the best talents, and in general things that synergize well together as baseline or, part of the progression system.
2: Talents that feel required, and talents that greatly improve the rotation should be baseline, instead talents that are just small modifications to an ability like splitting ice, or talents that completely change how a spec plays like glacial spike are talents.
3: keep it as it is, but allow us to choose more than 1 talent per row, that could be done with a token, or part of the progression system, whatever.
7: visuals, visuals are not the most important, but they do add to the experience.
8: The spec must provide both aoe and st as baseline, as well as different defensive cooldowns or healing.
For example, shaman could have low damage attenuation but good healing, rogue good damage attenuation but below average healing. The important thing is that they are comparable in terms of effectiveness.
I am not asking for perfect balance, but there are clearly some bad outliers, like enhancement shaman has some really big problems with survival.
9: every “pet” spec aside beast mastery, should have a baseline petless alternative. Think like lonely winter. Pets are just terrible.