Agree with much of what you’re saying here Bepples!
We all have our preferred versions of the spec/design. It’s all subjective really.
Or…I should say that most of it is. Overall the SV spec was designed to have a very fluid/smooth gameplay. It wasn’t meant to be a huge burster or relying on heavy hits. The core of the spec that is.
Have heard this from others as well. I played in the MoP Beta, and I wasn’t a huge fan of what the new talents did for the spec(more so, what they did NOT do).
I came back for WoD as I really wanted to play through that story. Many hated WoD for various reasons. My opinion, is that I liked most of the stuff that we actually got. Granted it wasn’t a whole lot. But apart from Tanaan Jungle, and mostly the continued talent design, I liked most of it.
The leveling experience in WoD, it felt really good if you ask me. They managed to really involve us as players with building outposts and it felt like we actually explored the new content(new to us).
Opinions on Highmaul as a raid, varies a lot. I liked the theme. There were some good variation in the encounters and how they played.
Blackrock Foundry, I can say the same for. I really liked it.
Hellfire Citadel, was a bit more of a divided opinion for me. Some fights, I liked. Others, not so much. Mostly, it was also about the general aesthetics and design of the place.
As for our Garrisons, the base concept, was very intriguing. I liked the profession buildings + some of the other buildings that we could get.
The Shipyard and Naval missions, I felt could’ve been a bit better. Something more than, you went down there, looked at the docks and what ships you had. You clicked the command table and started a few missions. And that was it.
Looking back, I would’ve preferred it if we had scrapped the Garrison concept entirely and focused on creating a place within the Ashran hubs that was similar to buildings in the garrison.
We could’ve kept all the outposts throughout the zones, and let some of the buildings from the garrison remain within those outposts. Such as, stables, and more.
Anyway, enough about WoD.
Did not actually know of this. As I did not play during MoP(came back during the WoD pre-patch).
Yeah, a shame idd. For us old ranged SV lovers
Was not a fan of this. I get why they did it. But still, not a fan.
Aspect of the Fox
Party and raid members within 40 yards take on the aspects of a fox, allowing them to move while casting all spells for 6 seconds. Only one Aspect can be active at a time. 3 minute cooldown.
I would not mind getting this back…
Sure, it’s a niche ability. But it deff had it’s use.
Black Arrow‘s cooldown is reset if it’s dispelled.
This is another thing that would be really helpful(and fun) in PvP. In PvE, you wouldn’t really gain any benefit from this anyway.
But for PvP, combine with the design from my suggestions, this could make for a fun addition. (Maybe)
In general, I would not mind it if, for PvP especially, dispelling the SV DoTs, would be harmful in itself.
The fact that SV did not have any major CD at all during WoD, was a bit of a bummer if you ask me. It was not intended as a burst spec, I get that. But to not really have anything at all?
Kill shot, I would say that if people want it for PvP purposes, by all means. For PvE, I haven’t missed it at all. Much because it doesn’t really live up to it’s name(and it never could really).
This is why I would suggest(am suggesting in my spec design), that any execute-effects for a ranged SV spec, should be based on increased damage/crit or other things. Not on instant hitters.
It did, though I would say that it wasn’t that interesting of a stat anyway. Most of the time at least. Part from the beneficial effect to L&L that is.
Ah yes, and we all know why…sadly.
That did not help either.
Although, this focuses more on performance rather than gameplay(IMO). Ofc it matters, as it often determines the popularity and viability of a spec in e.g. content.
Opinions vary ofc. Like they always do.
Idd.
Some of which, I did not like.
The removal of letting us choose between Dire Beast/Dire Frenzy, being one of them. As for BM, I liked Dire Frenzy more than I like Barbed Shot. But hey, people wanted another ranged ability for BM so…
Might not be a popular opinion, but I don’t mind that each spec has an identity of it’s own. That it has a unique playstyle. (includes offensive talents).
What I think of more, is all the extra abilities tied to the entire class rather than single specs. The ones we lost.
Yeah…not the best choice they’ve made.
Abomination! -I think is the word you’re looking for
Anyway, if you look at the specs today and if we were to get that 4th spec option with Explosive Shot being the top focus(pretty much), I would say that if MM keeps a version of Explosive Shot. I would not be against it.
For MM, it would be optional, and ranged SV would be the spec where you really focus on mastering using the most of the ability/explosives.
Heck, speaking of class fantasy and letting 1 spec be really good at something that the other specs are not, even though they can have optional access to a version of it.
Yeah, the class as a whole really need this ability back baseline, for all pets…
I agree.
It looks like it yeah.
More so, perhaps lacking in knowledge on what many of the players want out of the class? Who knows really, it’s just speculation on my part. I have no idea why they made the choices they made. I don’t know the whole story.
As there’s always more to it than what we’re told.