Originally Posted by
Aviemore
I get the problem but, unfortunately, I'm a little bit more cynical about the reasoning.
There are a few contributors to the topic, really:
1) Class fantasy was a noble goal, but extraordinarily difficult to pull off. Not only did the design fight against itself by trying to find spec-fantasy rather than class-fantasy, it was always going to be a hiding to nothing when you consider that fantasy is a deeply, deeply personal thing. I'm back playing my warrior because my demon hunter ended up not being as fun as I hoped, but I simply didn't get the warrior spec-fantasy. I'd been playing the class for nigh on a decade, including some RP, and I just didn't see my class the way the designers sold it.
That was a problem for every class and, potentially, every player. If you didn't agree with the fantasy... Well, you were screwed.
2) It's laughably obvious that more effort went into some classes and specs than others. There are probably five or six really good specs, specs that saw a lot of time on the design table and were properly iterated upon, and that was it. A decent chunk of specs then ended up being... Fine. What an ugly word; 'fine'. Functional, but pretty dull and not especially interesting to play.
Sadly, too many specs just ended up being brutally unfinished. It's marked all over the design that there wasn't time to give each spec a decent shake, so almost anything got thrown in at the end in order to make up the difference. Those specs didn't play into the agonisingly challenging fantasy the designers tried to create and, instead, just played into frustration at another beta when too many problems weren't fixed.
3) It's been mentioned, but it's true - there's no need to keep fixing things that aren't broken. I understand that there's an intent to keep things fresh, but players can do that (if they choose to) by switching spec, switching class or diversifying their gameplay. There are plenty of options. With so many specs, it's utter madness to try and change them all every expansion and, in effect, it gives the team too much to do.
4) Lastly and, arguably, most importantly... Chris Zierhut and his team simply aren't very good designers, and are too arrogant to listen to what their players tell them. They've banned class-related questions at BlizzCon because they're not interested in letting players have their say in a forum they can't necessarily control, and their decisions are utterly baffling half the time. I'll never forget Chadd Nervig telling world-leading shamans that they just needed to L2P going into Warlords, and nothing much has changed since then. When push comes to shove, class design is never likely to be very good with these people doing the work.
Just my two pence.