More numbers tuning on the god comp isn’t going to fix the M+ class diversity problem for the following reasons.
- Bear is the only tank that can pull massively due to good defensive funnel. Pull more mobs, generate more rage, more iron fur + incarn CDR + after the wildfire procs, then pull more mobs. This gameplay loop is not only uniquely powerful but is actually very fun to play. This should be the gold standard for tank design. Talents like Brewmaster’s talent anvil and stave read like they do this but got nerfed during beta to have an ICD making the talent worthless. The combination of resource generation as a function of pull size + major cooldown CDR should be given to every tank spec.
- Augmentation brings more than just damage to the group. It also gives buffs to the tank and healer on top of many powerful groupwide defensives. This makes certain encounters way more manageable than they would be otherwise. They also provide a multiplicative modifier on the group’s burstiest damage CDs. No other class can bring this benefit to the group currently.
- There are too many mindsootheable packs in this season’s dungeon pull and too many dangerous AOE magic debuffs making priest’s utility near mandatory for most high keys. The solution to this would be to drastically nerf the AOE magic effects so that they can actually be healed through. For example, only put out 2 debuffs, heal one and dispel the other, especially if one always goes on the tank. Give more classes the ability to self dispel is another option. Many of the problematic debuffs this season can be dispelled by freedom effects which helps some classes, but the not every class can free itself frequently enough to manage the mechanic effectively which is a problem.
- Mage and paladin are probably a numbers problem to be honest. paladin just has better healing throughput and mage after the rework is one of the best AOE specs in the game right now.