Originally Posted by
Bobblo
In modern incarnations of WoW, you are correct. But, if you were to reduce the power of healing spells, then you are wrong. In vanilla, a healing spell healed much less in proportion to the health of the player. In addition, the cost of the spell was far greater in proportion to the healer's total mana, throughout the fight.
Tanking now is arguably faceroll compared to vanilla. The boss tells you when to use taunt. The boss tells you when to use your cooldowns. Like i said, i last seriously raided in Cataclysm, and last seriously raided on a tank in Wrath of the Lich King. In LK, tanking was awfully simple for most fights.
Soft enrage isn't really an enrage. It just means you ran out of resources. It allows the raid flexibility, but having everyone heal except the tank or two tanks is quite the exaggeration. Blizzard put in the enrage timer so they can tell the raid exactly how much of a role you have to bring.
While i like Gruul's design (especially an earlier iteration), i am not arguing for no multiple phase encounters. I am arguing to reduce it tremendously, for example, to end bosses only.
It's really hard to find a good example in WoW, because of Blizzard's intent for an arcade game. Think chess. Beating your opponent can be really difficult even though you have a lot of time (at least compared to one's own reaction time) to make a move. You have to think for the future. This is largely non-existent in WoW, especially in anything past-BC.
Imagine you have to fight four trash mobs, W, X, Y, and Z. W is the highest damage, because he is a caster mob. X is a healer. Y is medium damage dealer, but cannot be tanked. And Z is a tank, who stuns and is otherwise a pain to leave up. You have only two forms of CC. Now, just like chess and current WoW, you come into the game with a plan. But, unlike current WoW, let's have our four mobs react to your actions. You cc X and Z, thinking you can just burst down W, and out heal all the damage that's coming up. All of a sudden, Z gets a random buff that grants him immunity to CC. How do you respond?
Now, i am not advocating for WoW to turn into a turn-based mmo, but just asking for more time to think. Of course, if you are given more time to think, those decisions must be more impactful. Right now, you either make the clear right choice or the clear wrong choice, but in a matter of a second. I shun this kind of design (at least, when it is every single fight).
Perhaps it was, i haven't played Legion. Though, i think if you were to count the amount of utility spells in the game right now, i would imagine most of them came with the original game, or some variation of it. Life Grip and Smoke Bomb are two that i know are not (and that was in the start of Cataclysm, when Blizzard was trying to relaunch vanilla, in some ways).
The issue i have with raiding nowadays largely stems from two things. 1) The unholy trinity of class design; and 2) The arcade feel of raid design.
Because of this, players have, generally, infinite resources in an encounter. Mana management is pretty much out the window. Thus, player health is out the window. You either have health, or you don't. When you add in more finite resources, you add in a whole new level of game design.
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I haven't raided in Legion, so, i understand a lot of my points can only reflect the general feel of the modern state of the game. But, you hit on something very key. Let's say we have two classes, one is a marksman, the other is a demolitionist. The bombs guy clearly does more damage, so much more it is not even a contest. However, when he explodes the boss, he will be sure to do damage to all (friendly and enemy) nearby targets. The marksman's damage only hits the target of his choice.
With this, you put the damage onto player decision. Again, coupled with boss reaction, could make for some really interesting encounters.