Druid: Buffing barkskin / nerfing bear, getting rid of the affinity tier in exchange for something else individual to the specs.
DK: Bring back the outplay player agency needed for using Icebound fortitude before a stun instead of using it as an extra get out of jail free card after being stunned.
Hunter: Back to old traps that didn’t arm instantly / scatter pathing for eating traps design. Not abandoning marksman multiple expansions in a row to have choice between melee vs ranged. Also killshot / conc shot / snake trap.
Mage: Alter time, Deep freeze better design than shimmer, fireblast for all specs for killing totems or extra instant damage if no procs. Make ring of frost specific for frost so fire can’t abuse having 3 casting schools and actually letting fire have a real snare on the former ring of frost tier.
*Remove Greater pyro.
Paladin: Bring back 1 minute forbearance, aura switching made aura mastery more interesting when it could affect your teamates instead of divine favor for personal interrupt immunity. Sacred shield maybe.
Priest: Not having every disc mechanic be a PvP talent. Making things like power infusion more affordable / useable on teamates. Giving disc extra baseline mobility like fade freedom to move their characters vs cleaves.
Rogue: Baseline undivision of the 3 specs (gouge/garrote/disarm/poisons), tricks damage modifier.
*Mop sub was the best class design for rogue expansion wise.
*If still “spec fantasy” dividing poisons at least give all 3 specs equal snares/mortal strikes. Sub 30% snare/15% mortal strike vs assa 60% RANGED snare/30% mortal strike is unequal quality of life.
Shaman: Gust of wind instead of current ghostwolf design.
Warrior: Shattering throw, stance dancing.
Warlock: Fel flame for killing totems, cata soulswap, shadowflame.
Overall:
– CD on dispel. Double dispel should be baseline at the least if can’t go back to unlimited dispel model because of PvE.
– Bring back snapshotting dots.
– Fixing gearing. Vendors, set bonus for 2 pvp trinkets, either guarenteed gems on gear or gems turned off in arena.
– Bringing back interactions between abilities: Gouge->Berserker rage->Shiv/Sooth->Fear. Dispelling offensive cds like demon soul/wings.
– Having less focus on trinkets being so strong compared to normal gear. Fixing stamina creep and making seasons get faster and faster instead of slower.
– Learn from the mistakes of the azerite system if doing something similar in the future at the very least put something in place against trait stacking to be less cookie cutter.
– Nerfing a lot of dps self healing and healer damage. Offensive healers should be through utility like spam purges, cyclones at low hp, bopping offensive, not from toxic mechanics like feral affinity, melee wings, way of the crane.
– Less defensive cooldown based gameplay. Longer defensives cooldowns or have short defensives be extremely weaker.
– Add more player agency / faster interaction with reactive abilities like grounding/warrior spell reflect being spell specific again rather than time based.
– DO NOT bring back curse of tongues/mind numbing mechanics.
*Focus a lot of balancing around melee caster healer for variety sake (hunters being more on the caster/ranged side).
- Rogue/Ret/Survival/Warrior/Feral/DK/DH/WW/Enhance
- Mage/Lock/Spriest/Ele/Marksman/Boomkin
- Disc/Druid/Shaman/Hpal/MW
– ^ Is insanely more comp potential for variety than current defensive melee cleaves vs double wizard cleaves vs cc comps like RM / jungle.
*Consider bringing back spell batching if it goes well in classic. On paper lag should always be considered it bad, but it added a layer of depth and fun minigames.
Especially when timing mobility abilities like warriors exchanging charge positions, shadowstepping charge/feral leap or vice versa, kicking warstomp clone etc.