Interesting.
In regards to demonhunters a lot of their abilities (iconic ones) are already present in a variety of other classes. I will be interested to see what they do with those to make the class unique. Will they take them away from other classes? Will they replace them? Make them better?
Survival hunter is going back to melee (I don't think you guys understand that this is a huge change) they get a polearm, how will this effect spec switching?
I have always liked playing multiple characters... the homogenizing that GC was responsible for... ruined that. There wasn't a reason to play other classes because they weren't unique, they all had similar utilities that when you stripped them down had the same function/purpose. This whole design to force/encourage players to focus more primarily on a single character rather than multiple also took away from how I liked to play. I think that is why I enjoy moba games so much.
I also think the current talent system has contributed to this problem, for some classes and certain talent tiers, they are not situational and there is an obvious (perhaps not so) best choice.
Source"So class identity is an important part of this expansion?"
"It definitely is. [Recap of earlier announcements about Disc, and Survival]
Assassination, Combat, and Subtlety are going to be more differentiated. Assassination is going to be poisons, Subtlety is a ninja, and Combat is more like a Pirate."
/10char
Rogues need it more than any class.
I also think mages need it too. You can say one is ice, one is fire, one is arcane, but they all share so many abilities and talents that everything is watered down and homogenized across the specs. They aren't as bad as rogues though.
That might sound interesting, but i could see it be a real problem in raids to find a spot for them. Can't put them in the range camp fully since they might not be able to hit anything, but can't really put them in the melee camp either. You'd need a whole bunch of specs working at that range for it to make sense.
Because rogues are fine.
im still happy about the combo points carrying over to new targets. god that made my life, im still riding that high.
There is no minimum range in this concept. just a max range smaller than casters, larger than melee. They don't have to have a 'grouping' aside from soaks and stack heals. which in that case they'd fall to melee or run back a few yards to range. I don't think it would impact raiding that much at all in concept. We're looking for flavor here right? This would definitely be a new one.
Rogues are getting changes to every spec to make them feel more unique. Watch the Yoggcast interview Tom Chilton talks about it.
I don't see him saying anything about an overhaul.
Just one abillity each for the specs would be enough for them to make such avertisements as those are the "feels" they are aiming to with the designs anyway.
The whole swash bukcling thing is getting claimed since bandits guile was introduced and the poison thing since envenom and mutilate.