https://us.battle.net/forums/en/wow/topic/20768907172?page=1
I wanted to bring this thread back now that Blizzard is apparently handing out surveys to see what exactly they did wrong.
Previous post:
I had problems with certain elements of MoP Class design, namely the new talent trees. But all of my gripes back then are just completely trivial in light of what's come since.
Can this company just realize that they dropped the ball in WoD and classes really haven't been fun since then?
5.4 Class Design should be used as a starting point for abilities/talents going forward.
I'm sick of having niche spells taken away, I'm sick of having baseline utility scrapped and handed back as a talent, I'm tired of my class being reinvented to be completely unrecognizable from what it was when I rolled the character.
Just go back. Don't try to "improve" this mess, don't "iterate" on it. You've been trying that since 6.0, and it's still complete garbage.
To expand upon the above:
1.) Removing baseline, niche abilities (Stances, etc.) and handing them back as talents is bad.
2.) Removing baseline utility and handing them back as PvP talents is bad
3.) Discouraging things like AMS soaking and Berserker Stance (Termed by Ion as "degenerate playstyles") is bad.
4.) Redesigning classes so that they're mechanically unrecognizable is bad.
5.) Removing gameplay options like 2h Frost is bad and hasn't improved balance
6.) Slapping everything under the sun onto the GCD slows down gameplay and makes clunky, tedious rotations even more clunky and tedious.
All of that is a given, but there's a bigger problem rooted in Artifacts and Azerite:
Farming to unlock my class' full potential is awful.
I don't want my class to be a barebones hollow shell of its former self, just so you can put me on a treadmill to grind out abilities or passives that I should have baseline at max level.
It's simply not fun, it's not interesting, and the game is worse off for it.
The best case scenario is that you strike a very difficult balance and manage to patch over SOME of the gaps in my class without making certain traits mandatory. You've yet to strike that balance, and you really should stop trying.
Azerite traits specifically constitute a failure at a foundational level. I know people have hopped off the "Azerite Gear" train since you've added vendors and put in SUPER INTERESTING TRAITS (More on that later), but it's inherently linked to modern class design, and thus deserves scorn.
The traits themselves are stuck in an odd position where they NEED to make classes more interesting, but are limited in how interesting they can actually be. There's a hard ceiling on what Azerite traits can do, simply because they're limited to a single slot, and Blizzard doesn't want any specific trait to feel mandatory.
You're trying to strike a balance between two things that are actually mutually exclusive.
Beyond that, has anyone taken a look at the datamined 8.1 Azerite traits? They're extremely boring. Take the Unholy one, for example: You have to pay attention to position when popping Dark Transformation to get AoE damage.
Real interesting, right? Paying attention to positioning when popping a cooldown is going to make up for the lackluster mess the spec has been for a while.
tl;dr: Azerite Gear/Artifact Traits and Pruning are a mistake. They haven't made the game better, they've made the game worse. Classes are not more enjoyable, or more balanced now. They're less enjoyable and balance is a joke (Ask shamans!)
Just. Go. Back. Stop it with this. You've been trying "pruning" since WoD, where class design was bad. You've been trying auxiliary systems that complete classes since Legion, where class design was bad. I don't want to grind to play my character, I'll happily grind rep, or attunements, but I don't want to grind so my class isn't completely uninteresting (Spoiler alert: Even after grinding, it's still not fun to play)
Part II Good Takes Hall of Fame:
10/27/2018 04:58 PMPosted by SuhuyI miss feeling like the class first and the spec second. In Legion they did pruning in the name of class fantasy, but many classes had shared spells that were made spec specific. This feels bad. I miss flame shock as enhance, poisons for sub and combat. Specializing shouldn't mean you lose some of the base tools of your class.