So I saw a video of Ion Hazzikostas asking for WoW suggestions in general. Here are some from my POV.
Racials:
Many people play certain classes with a specific race just because some combat racial abilities are simply too strong and many races are not played at all, because the difference is actually that huge and for some races the abilities feels absolutely useless. The solution is not to buff or nerf certain abilities, but simply make us choose what we want somehow and rework those not used. Give us a “time” cooldown to respect the combat ability or whatever, just make it possible. There is no reason not to, look at Nightborne for example, why would you design a playable race no one wants to play?
Group Finder (especially for m+):
Give us a “solo shuffle” for m+ content, you’ve already implemented the RIO score, so it’s possible for sure.
Classes/Rogue:
I also miss some RPG class elements, and I feel like that about many. From a rogue player’s pov, I think there are moments when we could have a bigger impact on the fight. For example, I love it when a tank happens to die, we could actually tank in evasion for a couple of seconds and Tank might get CR and taunt it back so we could continue like nothing happened. Those moments feel so good I believe you should embrace this potential and maybe let us have a taunt and maybe off-tank a certain boss ability and let tank taunt it back afterward. Something like that would feel awesome, a class possibility but not mandatory. And I believe you can think of such elements for each class.
Assa:
nowadays both hero talents are focused on buffing envenom, I have no problem with having an option to play envenom spec, but there is no choice for as it is now, Assa should be about bleeds and maintaining stuff.
Sub:
Stealth and fast combo point spenders are the go for this spec, I miss shadowy-dust, I like the burst damage, but outside of cooldowns it feels so weak, and now there is no ability to regenerate those, it’s terrible.
Outlaw:
Delete it from the game.
Classes/Evoker:
Make augment Evoker a tank spec instead of DPS.
Professions:
It seems like everything is designed to force people not so focused on every part of the game to buy a game token to have gold for consumables and enchants etc. I understand this from a corporate pov, but this is a game and we pay monthly sub and for cosmetics already, so making professions (or any other part of the game) mandatory for someone who just wants to run dungeons and raid is not a good design. You also seem to make professions very complex and complicated, much information is hidden purposefully behind a mouseover tooltip so inexperienced players will immediately stop caring about it and rather buy the token instead. This definitely feels like the real reason behind all this complexity.
Raids:
I like complex fights where group coordination is required, but only to an extent. The current raid is actually so complex that without addons it feels undoable until you nerf it to the ground and everyone is over geared enough to overcome mistakes. It doesn’t feel good to fight something fully robotic way. I believe some complexity is good, but some of the new bosses require the whole raid coordination, which is simply too much. Finding 20 people capable of playing the mechanics correctly while all having time on the same raid day in the week is almost impossible for most guilds.
I feel two ways about trash mobs between bosses, on one hand, I like it’s not completely bothering to kill a few mobs in between, but they don’t drop anything except a very small chance for BOE, the fight is not challenging. So I do believe it should be redesigned somehow, or deleted completely from raid progression. On the other hand, we don’t go the raids for trash mobs, so in a way, if you delete it completely it wouldn’t be so bad.
The mythic raid at least for sure should have an option to “just boss progress” because the time lost by running back, buffing the raid again before another pull is HUGE. Let us resurrect full health beside the boss, so we can just buff up and go again, this could mean maybe up to 1/3 more attempts to kill the boss for each group. Spells like soul-stone should be a combat utility used in a situation, not before pull to make sure someone can resurrect us when we happen to wipe.
PvP:
PvP should not be scaled by PvE. I love how you make this content more accessible with the template gear for everyone, vendor to be able to choose etc, but you still seem to struggle when balancing that whole thing.
Dragon Riding:
Dragon riding should not be granted and usable everywhere. Especially not for leveling players. This time you managed to create a great zone, like Hallowfall but I found myself not really caring about the ambience of the zone because you allowed me to grind quest like there was nothing else from the very beginning. The zone should be felt by the player and if there is a quest in the mountains I’d expect to plan my questing route that way before unlocking the flying or taxi(which is almost unused nowadays). The zone doesn’t matter because it’s the same everywhere because of dragon-riding. Pick quest, mount up, open map, point in a direction, fly up, fly down, do quest, mount up, open map, point in a direction, fly up… and so on
If I think of something else I will edit it in. Cheers.