I would like to start by saying that I am interested in trying out Season of Discovery and understand that it is likely a testing ground for future ideas in long term Classic + realms. I would prefer most of these changes to be made within the talent trees and class abilities, rather than through a Rune System. I realize that this system is likely the easier way to test and quickly plug things in and out, while not having to work on the core systems. That being said, I think there are plenty of areas that I can provide feedback and suggestions. My goals are to maintain Classic feel and Class Fantasy, while creating more enjoyable and balanced class gameplay, while reducing homogenization.
Below I will try to cover some thoughts on the Runes of each class, though I am most familiar with Paladin, and so will likely have the most detailed suggestions for that class. My knowledge of other classes is limited, so I will mostly be commenting on perceived power, game design, and class fantasy.
Overall, there are many abilities that I think are fine but it is important to consider if they add too much complexity or are not interesting enough to warrant using the limited changes to avoid too much bloat and power creep. I am concerned with how overloaded a lot of the main tanking Runes are, as well as how homogenized the abilities granted by them are to other tanking specializations. I also worry about a lot of the very strong passive abilities, especially all the ones that grant large amounts of damage increases and critical strike chance. Many of them are rather uninteresting and wouldnt be recognized as an ability belonging to that class if the name and icon were changed. In a lot of cases, I would prefer them to develop a new classic ability than to bring in abilities from a class path that was already explored. Many abilities cant find a good place outside of the Rune system, within the standard classic systems of abilities and talents, and so are likely not designed as a good fit for classic.
If I am wrong about something, if you have a different point of view to share, or if you have some other suggestions, please let me know below. I would love to hear your ideas and feedback!
Warrior
Warrior
Chest
- Blood Frenzy - I like the concept of generating rage from bleed effects, but 3 rage each time you deal bleed damage seems like too much. This could easily be a talent.
- Flagellation - I do not like the name but like the idea. 25% increased damage seems very high, but we can see. This could be a talent.
- Raging Blow - I like this. It feels classic fitting to me. Could be a baseline ability.
- Warbringer - This does not fit well in Classic. Being able to use charges in combat is already strong enough. Useable in any stance hurts some of the classic feel of changing stances for different things. Removing roots and slows is too much, I feel.
Gloves
- Devastate - This sounds like a good change, but I am worried it will be too much damage though. I think it would be best to replace the sunder armor ability as a talent in the Protection talent tree.
- Endless Rage - This sounds good. Its a large increase, so we will have to see the effects. It could be a 5 point talent.
- Single-Minded Fury - Seems decent and helps fury some. I think this would feel more thematic if damage or movement speed were increased by maybe 15% only while enraged.
- Victory Rush - I am not certain how I feel about this yet. I am sure many people are excited to finally be able to heal a little, in a very limited context, but I worry it takes away a core aspect of being a warrior. I dont think warriors or rogues should be able to heal unless given a very good class fantasy ability, and this is not it for me.
- Quick Strike - This seems simple. Nothing complex and feels like it could have fit in classic. I don’t know how much it would be used though.
Legs
- Consumed by Rage - This sounds interesting to me. I like how warriors are focusing on melee swings and rage mostly. It depends on how easy rage is to pool now whether this is balanced or not. Is there an internal cooldown on this? Can I just hover around 80 rage, continually gaining this? This should count toward other enrage abilities and runes dependant on enrage.
- Frenzied Assault - This sounds a bit unfitting to me. It sounds strong, while also not adding much class fantasy and feels strange. I think there are more interesting and classic feeling ways to help with Two-Handed weapons than such a huge focused change like this.
- Furious Thunder - This is a nice buff to Thunder Clap. I am mostly okay with this one. I am a bit concerned with giving warrior tanks too much area of effect, fundamentally changing how they feel and play. I dont know how it fits into classic beyond making it baseline though.
Paladin
Paladin
Chest
- Seal of Martyrdom - I would prefer that they try to modify the power of existing seals like Command and Wisdom to provide similar effects. I do not feel that there is need for more area of effect damage from a seal and would like to be careful adding too much AOE.
- Divine Storm - I think this ability is mostly fine, though I would prefer to focus on Retributions ability for single target damage. Perhaps replacing this ability with a strong single target attack, something like Templar’s Verdict. Also ideally, this would become a keystone talent at the end of the Retribution tree. It could also be replaced by Holy Strike - make your next weapon swing deal x damage as Holy Damage on a CD, to remain more Classic and work for Ret or Prot. Another option could be early iterations of Justicar’s Vengeance, dealing damage and healing you, increased if the target is stunned.
- Horn of Lordaeron - I don’t really feel like this ability fits well. Paladins are about blessings and auras, this is just a Deathknight ability thrown in and does not really make sense to me.
- Aegis - I feel like this is likely required to be defensive as a tank, but really just replaces and are better versions of the Redoubt and Shield Specialization Talents, which is exactly what I think these should do instead of being a Rune.
Gloves
- Beacon of Light - This is a defining paladin healing feature in future wow so I understand adding this. I am concerned at the effects this may have, and may prefer the Glyph of Holy Light from wrath instead, causing your Holy Light to heal allies nearby the initial target of the heal, giving some more use to the Holy Light spell and small but not significant area healing. This should be a keystone of the Holy tree.
- Crusader Strike - This is mostly fine. The mana regen mechanic is kind of boring, so I’d prefer it being conditional with Judgement of Wisdom on the target for more mana return, and I feel it should do a little Holy Damage. Replacing this with a version of Holy Strike would be better fitting to me.
- Hand of Reckoning - This is probably the Rune that I have the most to say about. Overall, I dislike how much they pack into the single tanking Runes across the board. They are like entire overhauls into one Rune, making them 100% necessary for the specialization and changing the class feel just by overlaying a bandaid.
I dislike simply adding a Taunt. I think this Rune, but ideally a talent, should make a Seal’s judgement taunt the target. Seal of Justice is a good otherwise rarely used option. I am also concerned with the mana regen effect, and think it is thematic with a Paladin, but mechanically it might feel better to restore mana on blocks. I know they have mana issues, but I do not want to make mana negligible. We will have to test and see how it feels at 25% heal regen. Increased threat from Holy Damage is nice, but I want to be careful to keep tank threat as a meaningful mechanic.
Legs
- Divine Sacrifice - I think this spell is a pretty powerful cooldown to be added to classic. I will have to see how it pans out, but I am sure there are more thematic spells that would feel better in classic.
- Inspiration Exemplar - I do not like this. I would prefer if this was made into an aura instead. Overall I am unhappy that they are just throwing in a Shaman ability to other classes. I would prefer if they would just have Tauren Paladins and Dwarf Shamans, though I know that requires adding class trainers, quests, and loot drops.
- Avenger’s Shield - This is a very cool ability, but I am not sure if it belongs in classic. Perhaps some more changes to it to give it a more classic feel, though I may be more in favor of another spell instead, perhaps the Exorcist Rune fulfills this role well enough.
- Exorcist - I believe this is a great one. It should maybe be a talent, but a baseline ability change makes sense.
- Rebuke - I don’t particularly like this one. It feels too homogenizing. It takes away what other classes can do being special, while also just being a copy of their spell with a paladin name. I would prefer to give an interrupt to Hand of Justice even if the stun is resisted, or they could give one of the Seals an interrupt effect from Judgement, such as Seal of Justice or Crusader.
Shaman
Shaman
Chest
- Dual Wield Specialization - This sounds cool and is not gamebreaking. I am concerned with the two-handed specialization options though. I would rather both be viable and have different feels, than to move toward only one.
- Healing Rain - This ability sounds fun and thematic, but is quite a strong area heal on an already strong area healer. I think it feels like it could fit in classic, but must be balanaced to not overtake the class identity.
- Overload - This sounds fun and maybe thematic with elemental shamans, though I fear it will be a bit too powerful in PvP on an already burst focused class. I think this would be a very large buff to those abilities it affects.
- Shield Mastery - I like that they are leaning into the Shaman tanking abilities. The mana generation and armor stacking from blocks doesnt feel especially shamanistic though. I would hope they could find a more thematic way with Shaman mechanics, that couldnt just fit any class for tanking. Maybe tie the mana regen to water shield and the armor to using an earth ability.
Gloves
- Lava Burst - This sounds very cool and very strong. I like that it is tied with Flame Shock. Perhaps an increased chance to crit instead of guaranteed crit, but we will see what feels right. This could be baseline.
- Lava Lash - This sounds good and I like that it ties in with Flametongue.
- Molten Blast - This is pretty nice. It makes sense but I think something lightning based could make more thematic sense. Such as Lightning Shock that does damage, slows attack speed, and bounces to nearby enemies with Lightning Shock. Could also make it so Lightning Shield causes an attack speed slow debuff and Lightning Shock bounces to each target affected. Alternatively, an earth area spell feels more fitting for tanking. I dont think resetting cooldowns is a very fitting feel for classic.
- Water Shield - This sounds good to me. This is a better solution to tanking mana regen than block regen. I am concerned that since different Shaman shields cannot be active at the same time though, that it will cause issues if you wanted to use this as a tank.
Legs
- Acestral Grace - I dont know if I like this. Healing by doing damage and damaging by healing doesnt feel like it fits within the Shaman’s Class Fantasy.
- Earth Shield - I really like this. I think this ability feels like a classic ability and gives some interesting choice for which elemental shield you want on a target.
- Shamanistic Rage - This feels like a generic ability for damage reduction and mana regen. It doesnt tie in with any other Shaman mechanics, and if I changed it to rage, it would sound like a warrior ability. Maybe its alright, but I would like it to fulfill the class fantasy a little better.
- Way of Earth - This is mostly good and I am happy to see tanking pushed more with Shamans. I have similar concerns here as to the other tanking Runes. They are so overloaded and feel like theyre all the same just with different names. I like the focus on earth as tanking. The 30% increased health from Rockbiter feels too contrived. It would be nice if they could tie it to something else, or find a different way to give shamans more health for tanking.
It is unfortunate that all of the new tank forms have to reduce chance to be crit by 6%, this feels like it is just ignoring a mechanic through handwaving. I think Earth Shock should continue to share a cooldown with shock spells and continue to be ranged. Keep the effect different than other taunts. Possibly further differentiate it somehow to feel more Shaman flavored.
Hunter
Hunter
Chest
- Cobra Strikes - This seems alright and nothing super gamechanging or impactful thematic wise It is however some extra bloat of complexity and I would consider how important it is or else not include things like this. Random passive damage increases make things a lot more complicated.
- Expose Weakness - This doesnt sound or seem quite like a Hunter ability. If it was themed more on marking weakness, it might be more thematic. It sounds quite strong and this doesnt seem like something that would be found in a talent tree in classic.
- Lone Wolf - This seems good. I am concerned with this having a similar feeling to demo warlocks having to sacrifice their pets for their effects, rather than using them. There should be a no pet hunter option though.
- Master Marksman - This seems fine. Its a bit boring, but could maybe work as a 5 point talent in the marksman tree. I would prefer to use the limited changes to a class on something more fitting to the fantasy and more fun.
Gloves
- Beast Mastery - This is a huge buff to the pet. I think its good to make growl a true taunt. This is a loaded Rune though and I dont know where such power would come from in the original classic systems. Maybe as a keystone passive or a 3 point talent in the Beast Mastery tree. I fear if I cant find a place where it would be implemented, then it is likely not a fit for classic.
- Carve - This sounds simple enough, though I would hope for something more exciting. Should melee Hunters thematic be area of effect? I dont know, but I think it could go either way.
- Chimera Shot - This is very awesome and feels very thematic. I love the use of existing hunter mechanics and it feels like it can fit within classic. I dont know that the disarm effect of Scorpid Sting is quite the right effect. This should be a keystone Hunter talent.
- Explosive Shot - This should be themed more around natural fire, given that Hunters are mostly nature themed. It doesnt seem too exciting, but I dont know the range and cooldown. I would rather hope to use the limited changes for something more.
Legs
- Flanking Strike - This is a cool idea and it feels thematic with a melee hunter coordinating an attack with their pet. I dont know how often reset cooldowns are used in Classic, but I dont think it quite fits well. I would also like to see a reimagined Classic melee hunter instead of following a similar path of the modern melee hunter in wow, with stacking damage increases and reset cooldowns.
- Kill Command - This is alright. I like that it feels like a more classic version of Kill Command. The cooldown is important to how this ability actually affects the gameplay.
- Serpent Spread - This sounds quite strong but fun. I like the thematic of this, but I would require one of the targets hit to already have serpent sting on them, in order to spread the effect. A passive like this feels like it has a hard time finding a place in classic systems. It can’t be baseline, so it would have to be in a talent tree as a strong 1 point passive talent.
- Sniper Training - This sounds very powerful and potentially broken in PvP, if combined with some of the other Runes and Shadowmeld. I admit, that would be very cool though, unless you were on the receiving end. Giving out this much critical strike seems like a common theme for buffing power. I would rather see a smaller version of this in the talent tree.
Rogue
Rogue
Chest
- Deadly Brew - This one seems reasonable. It seems reasonable for Classic and doesnt seem like anything especially exciting. It may reduce the impact of poison choice. It would fit as a talent in assassination.
- Just a Flesh Rune - This is the tanking Rune. Like the others I feel like these are quite overloaded and a bit boring because theyre so similar to each other. The rogues does seem to be the most different at least. It plays off of another Rune Blade Dance, to reduce damage which is good that it uses other class mechanics. I dislike the handwaving of the chance to be crit mechanic. Its interesting that this increases your threat, being that rogues are naturally all about low threat and having a .8 modifier. I like Feint becoming Tease and acting as a taunt. I would like them to layer one more thing into the taunt to make it feel more rogue like. Maybe it will cost energy, could require combo points or have different effects the more combo points you have, with the base being the taunt. Overall its more interesting than others, but I dont know how you could introduce all this into the base classic game without the Rune system. It would have to be a new specialization or a greatly modified talent tree path in Combat. Perhaps it is testing for a monk class in the future.
- Quick Draw - I like the idea of a rogue that focuses more on some ranged attacks. I think it would be cooler if they focused more on shadow attacks and make them like a dark ranger. This seems to be more towards the swashbuckler fantasy, which is still fitting. I think having a ranged slow could be concerning for a rogue though. I think simply dealing damage is enough for classic.
- Slaughter from the Shadows - This seems strong but fitting. It seems quite gamechanging and like a large amount of power creep, which is my concern here. It could be a 2 point talent in the Subtly tree.
Gloves
- Mutilate - This ability sounds great. I think it is an iconic Rogue ability and feels alright in classic. I like that it does more damage to poisoned targets.
- Shadow Strike - This sounds very thematic to a rogue in the shadows. I like the idea here, but I do worry it pushes some of the mobility power in the game. Whether this is too strong depends on the range and how easy it is to track this ability happening. It could potentially disorienting or confusing without enough visual clarity. This could be a keystone talent in the Subtlety tree.
- Saber Slash - This seems great to me. It sounds like something that could exist in classic, though the stacking bleed doesnt fit quite as well. I like the art of the skill and the feel it has. Obviously its power is dependent on energy cost, and as always I hope it doesnt entirely replace other abilities. It could be a talent in the Combat tree.
- Shiv - This sounds interesting. At this point they have become slightly redundant with abilities that replace other abilities. I like the idea of an ability that specifically poisons you with the stab though. I dont know if this is worth the limited changes, in comparison to other more meaningful options.
- Main Gauche - I really like this ability. I think it is great for a tanking attack and perfect for the rogue tank. I think that they had to design it for the new role, is part of why it turned out more interesting. I dislike that it likely again takes the place of Sinister Strike.
- Between the Eyes - I like part of this ability. As I mentioned before, I like the idea of more ranged gameplay for a rogue. Though I would prefer it to be shadow ranger oriented, this is cool too. I am very concerned with a ranged stun though. I do not think this feels right for classic and in general it seems very strong for both pvp and even pve. I think this is interesting enough just as a source of damage.
- Blade Dance - I really like this. This sounds great as a finisher for a rogue tank. This is very thematic and I think they are doing well when it comes to new abilities, instead of bringing in existing abilities from other expansions. This may have some issues giving rogues too much survivability in PvP along with Just a Flesh Wound, without impacting their damage capabilities much. As with the other Rogue tank abilities, I am not exactly sure where they would fit except as extra options in the Combat talent tree.
- Envenom - This sounds good to me. The theme of using poisons as an assassin fits. I am not sure how classic feeling this ability is, with a bit of extra complexity, but I dont think it is too unfitting. Any way to simplify this ability to a more streamlined effect would be nice, but I imagine it is much easier to port in an already existing ability than to edit and design a new one, but I dont know. This could be a keystone talent in Assassination.
Druid
Druid
Chest
- Fury of Stormrage - This is a strange ability. I am not certain on the exact thing this passive is trying to solve, but it seems like it is helping with mana regen by making wrath filler and cost no mana. It feels wrong for classic and I would hope they could find a better way to help with druid mana regen than this. I understand if this is trying to push balance resto hybrid specs, but it doesnt feel right. If this existed, I guess it could be a 3 point talent in the balance tree, but this doesnt feel classic to me.
- Wild Strikes - I dont like this, mainly for the reason that it is simply pushing Shaman abilities onto another class. I would prefer Tauren Paladins and Dwarf Shamans instead of homogenizing abilities that dont really fit.
- Survival of the Fittest - This is the Tank boosting Rune. It is likely required for Raid tanking druids. These runes have all mostly been boring to me. In this case the 6% chance to be crit is handwaving mechanics, which may be necessary for this testing ground, while the flat damage reduction of 20% in bear form is quite strong while also quite boring. This would be a 2 or 5 point talent later in the feral tree and it would be a must pick talent, which makes it fairly uninteresting. Perhaps they would just give this damage reduction to bear form baseline instead.
- Living Seed - This is fairly thematic and can feel nice gameplay wise. I think there are more iconic and creative druid healing mechanics they could come up with and implement than this one. If they do add more, this would just be another extra bit of power creep that doesnt provide enough to warrant it.
Gloves
- Wild Growth - This was always a fun ability and very iconic for druids. It gives you another button to press and changes the gameplay of restoration druids. I am worried about giving them too much area of effect healing though. It depends on the cooldown and cast time of this will be, if any. This could be a mid level keystone talent or baseline ability for restoration druids.
- Mangle - This sounds good but I hope it does not replace Maul or Claw. It will depend on the rage and energy cost. The duration of the bleed damage increase is quite long at 1 minute though. I also think it is cooler to keep a separate ability for bear and cat forms.
- Lacerate - This is okay, but I am concerned it is too similar a mechanic to Sunder Armor. I know bears are kind of alternate warriors, so at least this causes bleed damage. It is interesting that it does weapon damage. Stacking up to 5 times doesnt sound too exciting as far as gameplay goes. I dont know that it fulfills the class fantasy of being a bear druid.
- Sunfire - I dont quite understand this ability. I have seen some people speculating, but as far as I can see it is kind of boring. Just a nature version of moonfire and I dont think it feels right for feral to use this. Maybe there will be some lunar to solar cycle mechanic for balance in the future, but for now I dont think this is what feels right for balance druids. I have heard some wish it was Solarbeam instead, which could be fun.
Legs
- Skull Bash - This seems good and thematic. If they must have an interrupt, I like this. It must require bear or cat form though. I wish there was something more they could do to make it feel even less like everyone else’s interrupt, like a little damage from the skull bash or something more.
- Lifebloom - I am not sure how popular this version or any version of Lifebloom is for Druid Healers. The idea is there, but I think this ability could be more interesting and less gamebreaking. I know many builds turned into being entirely focused on lifeblooms. I would rather this ability not completely overtake the healing gameplay of druids like it has before. I dont know that this one is necessary or quite fitting for Classic.
- Savage Roar - This is okay, nothing super exciting. Just a combo finisher that increases damage done. I guess its thematic to the class fantasy, but it sadly seems a bit boring and a bit strong. A finisher that modifies your bleed damage on the target would be much more interesting and thematic.
- Starsurge - This seems good. It depends on the cooldown and cast time if any in classic. Nothing special but seems like it probably would fit in classic.
Priest
Priest
Chest
- Strength of Soul - This seems very strong. There was a reason that the debuff weakened soul existed. I like the idea, but I worry that shield spamming will make healing less fun for other classes. This is probably a good movement toward Discipline specialization, but I dont think this fits very well in classic.
- Serendipity - I dont really like this one. I think it is quite strong and really is an extra mechanic that layers on everything else. I would much rather have something more interesting that fulfills the class fantasy of a Priest.
- Void Plague - It is good that Shadow Priests get another damage over time ability, though a disease doesnt feel fitting. I know there are plagues in the future for Shadow Priests, but to me the void and insanity feels like it should be shadow magic. I would like to lean more into void and Mind Blast, rather than another damage over time like warlocks.
- Twisted Faith - This seems fine, but nothing spectacular or new. I like that it increases Mind Blast and Mind Flay on targets with Shadow Word: Pain. It would likely be a 5 or 3 point talent in the Shadow tree.
Gloves
- Shadow Word: Death - This is an iconic Shadow Priest ability. I like this, this is a fine addition and should be a low to mid level keystone talent in the Shadow tree or even a baseline ability.
- Circle of Healing - This is a nice ability, but I dont think it fits well in classic. I am worried this will be very strong area healing and a lot of power creep. Instead, a Rune could modify Prayer of Healing to heal the target and the targets party members, instead of having to add a new ability.
- Penance - This is an extremely iconic spell for Discipline Priest. I think it is very fitting and works fine in classic. It might be a step too far, but I could see this spell in classic. It would definitely be a high or top keystone talent in the Discipline tree.
- Mind Sear - I dont particularly like this ability. I dont think everyone needs area of effect damage and priests already have damage over times. This is a fairly boring spell, and I think there are much more interesting things that could be added to create more fun and thematic gameplay for a Shadow Priest.
Legs
- Prayer of Mending - This spell feels good and probably fits well into classic. It doesnt seem problematic and I think it would be another nice feature for priests. There are probably more interesting spells that could be added instead, but at least this is fitting if most people like this spell. I would be interested to see what new ability they might could come up with to fit in classic to define a new Priest rather than just develop the Priests they have already made.
- Homunculi - This one is definitely unique and weird. I dont know how well this one fits and I dont believe I really like it. I appreciate the attempt at something new and interesting, but I dont know that this fits the Shadow Priest fantasy quite right. It feels more like a trinket than a class ability.
- Shared Pain - I am not sure about this passive. This seems really good and really fun. It would definitely greatly affect the gameplay of Shadow Priest. I would prefer to have this chained to something like Mind Blast exploding and spreading the Shadow Word: Pain instead. Its a bit too strong to not have a condition like that. I think this is too much for classic, but it could work. I dont know where it would fit in, because most talents dont have effects like this.
- Power Word: Barrier - This one sounds great. Creating a protective barrier sounds very thematic to a holy healer. I do really like this and its great to have raid cooldowns in a very limited capacity. It is important not to go overboard with every class having a big raid cooldown though. The limitation to party is important, but would be strange to have the visual of a protective barrier on the ground but it may not be affecting you if you arent in the priest’s party. I am not sure if this ability works well with that party limitation. I like it, as long as they dont go too crazy with raid cooldowns, and it depends on what kind of cooldown this will have. It could fit in classic and should probably be the final keystone talent in the Discipline tree.
Mage
Mage
Chest
- Regeneration - Allowing mages to heal is already quite different from what is expected. I know there may have been plans for a time mage, though I do not know if it was intended to be a healer. I wish there was a less organic name for this spell. Something that sounds more time based. I am concerned about healing by doing damage. It fits with some thematics, but I dont feel that mage is one of them. Hopefully this is not a mainstay for mages, and is helping test for a new class potentially.
- Fingers of Frost - I think to make this feel more like a classic effect, it should instead apply a “Frozen” debuff to targets for the duration of the root effect, even if they were immune to being rooted, such as a boss.
- Burnout - This seems rather strong. That is a lot of crit for Classic, I worry it might mess up the value of crit gear. It doesnt really feel like something that would exist in classic.
- Enlightenment - This sounds interesting, but this is a huge change to the class. I would prefer smaller adjustments that can find a place in either talents or baseline abilities, within existing systems.
Gloves
- Rewind Time - I feel like this healing mechanic feels much more thematic to a time mage. I like this much more than the others. I worry this healing will be quite high though. A lot of damage can occur over 5 seconds. It would likely be a full health heal in most boss encounters.
- Ice Lance - This is a nice ability that I feel could work in classic. Its instant cast spammability doesnt fit well with classic though, so maybe adding a cooldown, or an increased mana cost on unfrozen targets to balance that. Should be a keystone talent in the Frost tree.
- Arcane Blast - This is definitely an iconic ability and arcane mage requires the addition of some more damaging abilities. I think it fits alright into classic. The mana cost increase of 175% seems steep for classic, but we will see. Should be a keystone ability in the Arcane tree.
- Living Bomb - This ability is alright. It fits fairly well into fire mage fantasy, but I am not sure it fits as well into classic. It is unnecessary extra powercreep if in the future Hot Streak or instant Pyroblast mechanics are added in runes.
Legs
- Living Flame - This feels a bit out of place. I dont know that it feels very iconic, thematic, or like it meshes with the rest of the mage’s kit.
- Mass Regeneration - This has mostly the same issues as the previous mentioned Regeneration spell. These seem like generic single target and multi target heals. I dont know how well they fit in classic or with mages.
- Arcane Surge - This sounds very cool, but I dont think it fits in classic. Perhaps something that plays on the stacks of Arcane Blast instead. If not, then this probably just further contributes to power creep.
- Icy Veins - I know this is an iconic ability for mages, but this doesnt make much thematic sense to me. Why would an ice spell make your casting faster. If anything this should be a time spell, self Time Warp, if we are adding time aspects to the arcane mage. This is too strong of a power boost and doesnt really fit within classic to me.
Warlock
Warlock
Chest
- Lake of Fire - I am not sure if I like this. The idea sounds very cool and maybe like a destruction Warlock, but maybe more like a fire mage. This is a lot of extra bonus damage and I am not sure how fun the gameplay of reapplying Rain of Fire on your targets every 15 seconds is. This could be an amazing affect if paired with Warlock tanking. I think Rain of Fire could use some boosts in usefulness, but I am concerned about this one and if it fits in classic.
- Master Channeler - This is interesting. It sounds like it would be for an Affliction Warlock or the Tanking spec to give some self sustain. That thematic I like, but I am concerned the healing might get a bit out of hand for classic. Time will tell. This could be a talent in the Affliction tree, which unfortunately is likely not the same as the tanking spec.
- Soul Siphon - I like this mostly. I think this helps push the Affliction warlock gameplay. It creates a filler spell, that hopefully mostly replaces Shadow Bolt for Affliction gameplay. There may be a more interesting filler possibilities that fit affliction fantasy more, but this is a good one. This would be a good talent for Affliction.
- Demonic Tactics - This one is a bit boring. I dislike that a lot of Runes are buffing by increasing critical strike chance. I dont want to minimize the rare 1% crit chance on available gear. I guess it is important to increase melee critical for the tanking role, but overall I would rather see something more interesting and demon focused for a Demonology Warlock.
Gloves
- Metamorphosis - Now this is the big one. I think this idea is both amazing and a bit underwhelming at the same time. The concept and idea of giving warlocks the ability to tank and the ability to harness demonic powers like a Demon Hunter to strengthen themselves works amazing for this thematic. I believe it works better for a dedicated Demon Hunter class, but given this circumstance, I think its awesome and fits here. If not a full on transformation, using buffs like Demon Armor and similar things for tanking would be cool too. This probably makes the most thematic sense for a cloth wearer to tank though.
Unfortunately, similar to other tanking Runes, this one is not as unique as it could be. A lot of abilities are bringing in Warrior abilities with a different name. Like others, this Rune is very overloaded, but it has to be to give a new role to a class. It obviously makes sense to have searing pain be instant, though without a cooldown, it becomes a little too spammable, which isnt usually the case of most abilities. I like that you get a new ability from Shadow Bolt to be Shadow Cleave, though at a certain point, if you change all the abilities and change all the stats of the Warlock, it is no longer a Warlock and another class built into the warlock. Hopefully the Warlock feel will still show through. I like that Curse of Recklessness is used as the taunt, but I wish they could make it more unique and feel more attached to the Warlock mechanics, than another attack me now button. Making it melee feels odd. I dont think Demonic Charge and Demonic Howl are very interesting. I like the names, but they need to be more unique instead of copying existing abilities with a demonic name. Simply doing something a little different and involving some other warlock mechanics would make them feel more fitting. I dont know how well this all fits into classic, but am very excited to see such a cool thing be in the game. Hopefully it is fitting and work, but it may better be used as a new class, like Demon Hunter, as not to rob Warlock of its Class Fantasy. - Shadow Bolt Volley - I dont particularly like this. This sounds like a modern mechanic, but not as a core class talent, but maybe from a borrowed power trait in the modern game. The idea of multi shadow bolt is cool, but it would be better as a cleave, shooting two or more shadow bolts to nearby targets at reduced damage, rather than bouncing shadow bolts. I think the cleave shadow bolts feels more thematic. I do worry about the power of area of effect shadow bolts though. I dont know if this is something that would be in classic.
- Chaos Bolt - This seems really strong and I dont know if something like this belongs in classic. The thematic is good and feels good for a Warlock. I dont know of anything else like it in classic, and I think it should be reworked a bit, if added at all.
- Haunt - This is a really big buff to affliction. I think the idea is really good and thematic, to have a spell that increases your shadow damage on a single target. It depends on what the cooldown and cast time are, whether it fits in classic or not. I think the healing may be a bit much but overall, it would fit well as a keystone talent for the Affliction talent tree.
Legs
- Everlasting Affliction - I am not sure about this one. The idea sounds cool to refresh your Corruption on targets, especially as a tanking Warlock using Shadow Cleave or Searing Pain. I do however worry about making it something you no longer have to think about, keeping up Corruption.
- Incinerate - This seems like a good addition for Destruction Warlock. Hopefully it only increases fire damage for the target that is burning and not just in general. That seems like a really large damage increase though, and it could probably be dialed down a bit to fit in classic. It would at least give a rotation and promote using fire spells instead of just shadow bolt, but can it compete, or will it be too much.
- Demonic Grace - This is likely a necessary cooldown for a defensive tank. Unfortunately both the 30% dodge and 30% increased crit are both boring. A lot of the Runes they have made simply buff critical strike chance, which makes them strong and fun, but also dependent on them and lessens the impactful feeling of crit on armor. I would rather see some more leaning into Warlock mechanics to gain these effects or perhaps based on your current demon you get a different effect. Make it feel like a Warlock ability if you read it without the name or icon.
- Demonic Pact - This does not feel much like a Warlock ability. I would rather have an ability that does something unique based on your current demon. I dont know if this feels like a Classic Warlock ability.