I don’t think removing challenges should be the goal of a studio like Blizzard, but rather overcoming them.
If something is fun, and cool (which many people felt was true about feral’s ability to fill both roles) then efforts should have been taken to accomodate that.
All specs have challenges in balancing while maintaining the features that make them cool, and Blizzard consistently fails by removing what is cool in favor of simpler balancing… and they rarely accomplish the stated goal. I mean, Brewmaster monk (still reasonably cool) has lost a lot of what made it unique in so many thematic abilities. What it was, was a guy that has to keep getting drunk to shrug off damage (stagger) dodge attacks (shuffle) and then drink a hair of the dog to get rid of the hangover. What it has become is a guy with a couple potions for removing damage that has been passively and magically transformed into a dot, and who generates threat in no small part through a circus trick and two ox based pets (one of which happens to be a statue). To put it even more simply, they removed the drunken master theme in favor of a shield block potion and a shield wall potion, coupled with a dot cleanse. Why? Because it was “too hard” to make staying drunk feel similar to other tanks. It was too unique and that felt to some people like an unfair chore they were required to perform to be effective… but not just effective, in BFA it was in many cases OP, allowing the BRM to completely cheese some mechanics. So instead of balancing the brew management, and perhaps reducing the monotony (simplicity) of the drinking, they dumbed it down… and you still hit a brew whenever you can, you just dont have to to stay drunk anymore. You still drink as often as you used to hit ironskin brew. Its just not really thematic. It feels less meaningful. Because it is easier to balance.
Rogues are a challenge to balance. How do you make a melee that is effective DPS in settings where DPS is all that matters (at least competing with classes that don’t have stealth), but keep the stealthy assassin gameplay for PvP and world content, without making the rogue feel too cheesy and powerful? Games have struggled with that forever. If there is PvP, having a class with unlimited stealth makes people feel helpless. But you dont remove that, you buckle down and find ways to balance it. You have to for rogues. Its not just a wow class, its a cornerstone of the genre. You make a multiplayer fantasy RPG without a stealthy rogue and you make a flop.
To me, favoring ease of development over class themes is folly. Its a bad development philosophy. To use a slippery slope fallacy, what is to stop them from deciding that DKs shouldn’t have undead minions because it’s too hard to develop for? Just balance the friggin spec.
All of that said, almost none of those challenges apply to making SVs major DPS
rotational abilities (pretty much bombs, serpent sting and KC) fit with a fully ranged loadout. The DPS on a dummy could easily be practically the same. Ranged would have an advantage over melee, because it would be ranged. That’s easily balanced by melee exclusive group utility.
Now, you can’t just give current MSV a unique utility that other hunters dont have, because the spec is already controversial. It is melee and a lot of hunters dont want to be melee and could be forgiven for feeling like the melee spec gets something special and they dont. But if it’s not melee, if it’s switch, it’s different. It’s still not perfect, and the easiest fix is just to switch it back to ranged, but I dont think thats the best fix. Ranged enthusiasts get 3 fully functional ranged DPS specs. Also, hunter gets a spec that can fill both the ranged and melee role… can switch between fights even to bring a unique utility for one fight or more ranged DPS for another, with nothing more than a weapon swap. In PvP, the “melee” spec gets more survivability in the form of said utility and the ranged version gets more survivability in the form of greater range.
With my suggestion for SV, it’s like feral… in that it can feel like a dual role spec, but its still just a DPS. What Im suggesting is that, with little more than a weapon swap (out of combat I think?) it could be a more effective melee than it already is (with unique utility) and a fully ranged DPS. The weapon choice is effectively a free talent.