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Pre-AQ loot was best; not talking the actual loot itself but the way loot was done before stupid class tokens.
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Rated PvP was a mistake, and I love rated pvp, but it never belonged in a game like this.
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Gear gaps between raids that in a “vanilla world” as a reference for power factor are greater than 5 item levels.
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Multi mode raids, different sizes raids, different difficultly raids…, all a big ugly mistake.
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Class design
Class design offensive CD’s; let’s use all expansions not just CV retail. Avenging wrath style power adders, heroism style power adders, and power adders that stack on top power adders is basically how you play modern wow. Because of this the characters feel weak unless they have the cooldowns stacked and up.
Class design defensives.
Every class has basically a shield wall or plaladin bubble of some kind; worse are those that can be used while in CC because its reactive rather than predictive. Reactive abilities are the worst possible design because its too easily scripted, botted, and makes those classes less interesting and leas awesome to be seen played well,
Class design Crowd Control.
RNG CC’s like mace stun or frozen chill effects, blackout, etc; these aren’t goid designs, but swing the hammer the other way and hammer of justice clones are garbage design also. CC should always require either Setup, like combo points, A risky cast time with penalty for lock out, rooted target (deep freeze) stealth (sap) expensive resource cost and at the cost of alternative resources like off current target gouge killing existing combo points. Some changes that really hurt the game were dumb things like Glyph of sheep, glyph of blind, or rep not breaking on paladin DoT. Regarding cast CC such as Sheep, Clone and fear; frankly the cast times are too short,
Class design AE and multi target,
Way too much multi target AE it down diablo style class designs from late vanilla onward. Frankly AE should be very expensive and server use in only specific situations. Its honestly very lazy play that only becomes a ridiculous thing with gear. This is everything from multi dotting to spamming blizzard, to WW cleaving; its just poor design to have this be so often the best possible option to kill targets.
Class design standard abilities.
Why does every ability in later versions of wow have to contain some kind of DoT, debuff or just, something extra? Its so dumb and sloppy because it was how in versions of wow like wrath that we ended up with stupid things like glyph of sheep, because every use of abilities has some kinda DoT and often its AE… Another thing that it may sound counter intuitive, more numbers flashing on screen is not more better. What we do like are seeing our abilities that are supposed to do damage (like frost bolt) deal that damage in an effective way without the need to stack up tons of power adders.,
Class design mobility.
Not every class should have Blink, Sprint, Freedom, charge, etc, etc,. Class mobility in TBC is about perfect excluding druids who have way too much given their power factor. Feral charge was a bit too much provided they get to basically be immune to roots, snares and sheep.
UI problems and Addons.
Want to fix this?
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Talk to the people who build tidy plates, threat plates and make this standard.
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Disable the use of things like power auras, weak auras, etc.
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Kill off addons like DBM and heal bot because these force you to build content around the use of these addons,
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Seriously improve the in game customization of the UI, include ways to improve how bag space is viewed, how buff timers can look, debuff timers can look, and make it possible to move their positions.
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Build your own website that does what WCL does, only make it also score things like interrupts, buffs used in reference to the other classes in raid that gained its use and credit that to the caster, etc., the composition score should be the real story because it is the real story.
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Mop style Pvp resilience back on pvp gear… However with a twist to kill off dampening nonsense; resilience also nerfs healing by the exact same value as damage.