Excellent post, just wanted to add on some points on class balance and utility within M+ in general.
I don’t think it is possible to achieve true spec balance (in mythic plus) in the current design paradigm where devs want every spec to be unique in their spec identity and utility toolkit. However, with the explosion of M+ popularity over the last 2 expansions, this stubborn design model has to evolve.
Look, we already have different_flavours_of hard CC available to every class which has been in game forever. These have never negatively affected spec identity and if done well have even served to further reinforce the spec’s fantasy. By hard CC I am referring to spells like Sheep, Sap, Imprison, Paralysis, Trap, Hex etc. They all do the same thing to slightly different target types, but are different enough in their flavour to reinforce the class fantasy.
Why can’t the same be done for some other important meta defining abilities that makes meta specs more desired over the have-not specs? I will broadly group up the utility archetypes and list what we currently have and what can be added still to specs to balance it out a bit.
– Group Stealth –
Current: Rogues only
You have to either severely limit what can be skipped in dungeons (not fun and feels bad for Rogues), or give similar abilities to other specs.
Ideas
Feral - Group critter transformation that makes you neutral to mobs for 15secs, you die if another player or mob steps on you while in critter form.
Survival Hunter - Camouflage/Dust trap, fire a trap that creates a 40yd Dust cloud that severely reduces aggro radius of mobs. 3 charges on 7min CD
Arcane Mage - Group Invis. Activate spell again to teleport group back to original position when aura was applied and reset all aggro. 7min CD
– Mob Displacement/Control –
Current: Deathknight Grip/Mass Grip, Monk Ring of Peace, Druid Typhoon and Vortex, Fire Blast Wave, Elemental Thunderstorm
Counters Sanguine, Interrupts some unkickable abilities, knockbacks assist Tank kiting especially for Necrotic, general mob control and grouping for more efficient AOEing and cleaving.
Arcane Mage - Swaps your current position with your non-player target. 1min CD. Not quite grip but I think it’s interesting with some thought involved.
Warriors - Meat Hook. Pulls in all targets in a straight and narrow 20yd line. Hook is telegraphed on ground before firing. 1.5min CD
Priests - Lesser Mind Control. Forces a non-player target to move to your targeted location within 40yds, 5sec duration. Target will not cast as long as they are moving. 1.5min CD
Enh and Ele Shaman - Reverse Spirit-link Totem (rename it). Life total of all non-CCed, aggro targets within 30yds is distributed evenly over 30secs. I think this allows for creative usage and helps on pulls where you need stuff to die evenly (eg. Bolster). 1.5min CD
– PERSISTENT AOE Slows (50% and above, excludes area slows like Traps) –
Current: Assassin Crippling Poison, Fury Piercing Howl, Blood Grip of the Dead (not persistent but 90% decaying slow boosts its power a lot), Brewmaster Special Delivery,
Useful for helping tanks to kite on high keys for several reasons.
Hunters - Tar Trap radius increased to 15yds
Shamans - Earthbind Totem radius increased to 15yds
Feral - Rip and Primal Wrath applies a 10% snare that increases to 50% after 15secs. (bleeding out makes you slower) Refreshing the dot maintains the slow.
Frost DK - Remourseless Winter is now 50% slow instead of 20%
Unholy DK - Defile talent also has Grip of the Dead effect
Ret - Consecration Talent now also slows like Prot version. Unbound Freedom (PVP Talent) is now baseline
Ok, some of these may not be the greatest ideas, but what I’m trying to do is spread out the abilities that define the meta across more specs, in their own flavour. You can call it limited homogenization of core utility abilities, but in my opinion there is no other way.