Originally Posted by
Potentio
Yeah, man. I tried to think of all the complexity that has been pruned away by pruning all the abilities. I am sure there is more than the list below contains
WARRIOR
Taunt removed from DPS specs - could be used on pets to get you out of CC just before it landed / in pve taunt rotations could result in extra time where the boss is nuked during enrage
Spell Reflect - strong counterplay potential
Charge stun
Intervene - A strong counter play ability which allowed the warrior to eat one incoming physical ability on a team mate. (occasionally used to outplay another player by stopping a stun or other physical ability, and could completely shift the arena or situation in your favor)
Stance dancing
PALADIN
Exorcism: Ranged Spell; very iconic to the paladin class (damage to demons and undead).
Word of Glory: (removed from ret) Consumed 1-3 holy power for a moderate heal. Added to the support aspect of Retribution paladins
Seals: Originally a strong identity of the paladin class. A good paladin was easy to identify and swapped seals constantly to counter their enemies abilities. This included healing, slowing, DoT, or AoE portions of seals. Separated a bad pve pala from a good one, no doubt about it.
Turn Evil: Allowed the user to fear undead/demon targets. Allowed for counterplay against Warlock/Death Knights.
Ret Hand of Sacrifice Dispel: Could be used to get a partner out of a crowd control effect. (Allowed for additional utility and potential outplaying)
Judgement Buffs: Keeping an uptime on these separated a good holy paladin from a bad one.
HUNTER
Scatter Shot - Originally used when hunter trap was no instant trigger. Allowed for counter play from the enemy players to stop the trap on their partner.
Scare Beast: Allowed for unique counter play versus shamans, druids, and hunters. Being one of the few crowd control abilities that could be used on feral druids.
Viper Sting: Over time mana drain type ability. Situationally strong. (Doesn’t currently fit into the game because mana is a complete bollocks, dumbed down gameplay...)
Aspects: Aspect of the fox/dragon hawk allowed for additional skill plays from the hunter in order to minmax damage. (most fits the marksman class fantasy) Aspect of the Fox (WoD version) was probably the most interesting. Granting their team a cast while moving ability.
Spirit Bond: Passive ability that granted you and your pet healing. With the removal of pet feeding it brought back the identity of a pet being part of the hunter.
Hunter´s Mark: a skilled hunter knew when to use it properly so the healer would dispel the wrong spell. Counterplay potential...
ROGUE
the whole rogue class is a mess after pruning...
PRIEST
Hymn of Hope: AoE channeled mana regeneration ability. Great for a caster heavy party/group.
Leap of Faith: “Life Grip,” one of the few abilities that could distinguish a good shadow priest. (Preemptively gripping a hunter trap or psychic scream)
Shadow Word: Death: A strong counterplay ability that had a delayed damage effect to yourself. Allowing you to “death” yourself out of crowd control.
Inner Fire/Inner Will: Allowed for a unique “aura” to change based on playstyle. Bad priests made bad decisions.
Spectral Guise: gave priest a way to deal with their difficulty landing offensive fears. Became a problem when it could be paired with feathers (personal speed increases) but increased the gap between a bad and a great priest.
Lightwell: The unique healing “totem” for holy priest. Periodically gave healing out to a partner when they took damage. Before that, people had to click it to receive the healing. The healing was significant though. But people complained, because "I wanna tunnel vision the boss QQ". Removed altogether. DUmbed down.
Psychic Horror: unique ranged disarm
DEATH KNIGHT
Gorefiends Grasp: AoE deathgrip became essential part of DPS DK that gave them raid utility.
Desecrated Ground: Allowed the Death Knight to get of one CC ability and granted immunity while inside of it.
Unholy Frenzy: A utility ability that could be used defensively or offensively. The damage taken portion could be used to break crowd controls. (separated a good DK from a bad one)
Rune Management: With runes being changed, there will be less differential between a player using their abilities at proper times and one who's not.
Anti-Magic Zone: Cool utility spells that granted a team damage reduction from spells for a short amount of time.
Icy Touch: Generally used for its purge.
SHAMAN
I have no clue. But the whole totem management is much easier now I think? And lots of abilities were just split between the specs and Earth Shield no longer exists in the PvE shaman toolkit.
MAGE
Off Specialization Abilities: With the current direction of interrupts. It seems necessary to have multiple DAMAGING spell schools (generally Crowd Control abilities should be kept on the same school). Different schools of spells allowed you to fool a bad player to interrupt a weak spell. Great differentiator between great players and baddies.
Combustion change: Getting a good combustion off vs a bad one really separated a great mage from a bad one. When it worked off a good Ignite, the skill level required was much higher. Now it is just a cooldown among many. Homogenization, dumbing down, standardization, etc...
Mage Wards: Could be used against different spell classes to prevent incoming damage. (counterplay)
Bomb Spells: Added an additional complexity to the mage specs. Frost bomb being the most unique and allowed for potential burst situations. Deciding which bomb to use separated a goodie from a baddie. Now there is no bomb row anymore...
Fire Blast: Instant damage fire school ability. Could be used to eat a reflect/ grounding totem.
Alter Time: Allowed for strong counter play or skill plays in general (snapshotting your buffs.. but too complicated so snapshotting was removed altogether...)
Deep Freeze: 5 second magic stun, allowed the mage to set up shatter combos on their kill target (this is how it should be). With mages being strictly CC/Frostbolt bots it has made this a cc set up ability. Also diversified the pve rotation which currently in BfA is just frostbolt spam and waiting for procs...
Mage Armors: Allowed for counter play depending on the matchup of your enemy. less physical damage taken, less crowd control taken, etc. Again, decision-making removed, homogenization glorified and gameplay dumbed down.
Mirror Images: Should be baseline again. If used properly could give you a second of casting by dropping the targets focus.
WARLOCK
Fel Flame: an instant cast low damage warlock ability which allowed the warlock to cast something other than DoT effects while on the move. Great for killing shaman totems, reflects, and stopping node captures.
Curses: HUGE class fantasy that has been missing since MoP. It allowed for unique play style that separated the class from Mages. (increasing spell damage taken, decreasing melee damage done, etc.); returning as pvp talents.
Demonic Armors: Allowed for changing of different counterplay based off opponent. (similar to mage armors)
MONK
Brewmaster dumbed down in general. Very different from what it was in MoP. Still the most complex of tanks and among many considered difficult to play.......... which I dont get.
Provoke: Should be given to every spec. Gave them a nice way to reset a boss when paired with transcendence. Nice niche ability in PvE.
Clash: Charged an enemy stunning the target. Very useful to the brew master spec. Added to the dizzy fist type aesthetic.
Zen Meditation: Transferred 5 enemy spell abilities to the monk and greatly reduced the damage they dealt. Allowed for strong counterplay when used properly [could be used to ground an enemy cc].
Spinning Fire Blossom: Very unique snare type ability. Projected a flower in a straight line in front of you dealing damage and rooting the target.
Healing Spheres: Made monks a very unique healer. Instant cast ground based healing allowed for a unique level of healing which valued awareness/positioning.
Spear Hand Strike: Healing monk’s lack a way to stop incoming crowd control or spells. Counter play type of ability. Juking interrupts has become a huge part of pvp as a caster.
Grapple Weapon: Unique way a monk could increase their healing/damage output for the duration of a disarm. Cool minmax class fantasy ability.
Storm Earth And Fire: A very unique ability, granted the target the opportunity to copy themselves repeating their abilities up to 2 targets. Could punish healers who sit behind pillar or try to drop combat in arena.
DRUID
Efflorescence - used to be so the raid had to gather together before it blew up. Required more awareness
Soothe: removed an enrage effect. Important in both PvE and PvP. (it served two functions removing reflect or removing enrage.)
Off-Spec Form abilities: It feels odd having your other forms but nothing to really press inside of them. Having an extra kick or even pounce in cat form felt unique.
Insect Swarm: Low hitting dot that lowered the hit chance of the target. Hit was also something that separated a bad player from a good/great one. Bad players ignored it altogether and just whined about misses. So Blizzard removed it under a completely different excuse.
Cower: A threat drop while in cat form. When healing for high amounts as any of the specs granted an interesting play style where the druid could change forms to drop agro.
Cyclone: Originally having a unique DR made this ability very interesting. It had defensive and offensive capabilities. A large issue currently is druid specs are far more tanky than previous expansions.
Genesis: Allowed for skillful plays between balancing HoT uptime and burst healing. (Unique)
Hibernate: A well timed hibernate was amazing when playing against feral druids or shaman specs. Great counterplay and unique ability.
Thorns: (mostly the Cataclysm variation) unique ability which could force an enemy target to swap off the thorned target. Unique playstyle against melee.
Shapeshifting Slows: Very essential part of the class since vanilla. Although it became too strong with mana becoming less important.
Symbiosis: Unique ability which granted druids abilities of other classes. Generally led to some symbiosis traits being stronger than the other. Added an ability to basically every class.
I am sure I am still missing a great deal. Keep in mind that some of these spells still exist in the game but have been completely overhauled to require less thinking and/or have been merged together with some other abilities/passives. This is one other thing which seems to be a trend, very little decision-making is actually required on the part of the player, e.g auto-trinkets with CC of a given duration, auto-bubble when off CD below 15%, etc. The game has reached a state when a lot of in-game character reactions are automated and dont even require a decision from teh player. Pushing buttons is not difficult, but knowing when is the most opportune moment to push it certainly comes with just experience and is characteristic of great players.
Anyway, to those of you who degrade my thoughts because I haven´t killed Argus - I have, 3 months ago already. I will not share my armory profile because in the past this has resulted in harassment. Some of these players who harassed me are quite hostile to me in this thread as well. Also, even if I hadn´t, it would not undercut or subvert my thoughts in any way. It would be naive to think otherwise.
To those of you who degrade my thoughts because I haven´t even been to the beta - I am on it right now. You looked quite ridiculous pointing out the reasons for you thinking so and the following poster proved you wrong. I also plan to do a short overview soon in this thread, of every class on a spec by spec basis as they are currently in BfA whilst comparing them to their MoP versions. I choose MoP because classes never felt more engaging than back then. You really had to use your brain to excel at most of the specs back then.
And to those of you who say that classes are easier now but raids are harder... well, the raids were not much easier than they are now. You cannot tell me that Throne of Thunder was easy... Coupled with an extremely tightly tuned and well designed raid, the classes of above-average complexity provided some of the most difficult and immersive game experiences WoW has ever provided and probably never will again.
just please no personal attacks and statements based on my nationality and what not
and sorry if there are some mistakes in the ability / interaction list. Any additions as to what class X or Y has lost are appreciated.