Originally Posted by
Simca
I played all of the specializations in the game in 7.3.5, and they all felt about the same with the exception of the 3 reworked specializations. The good changes are mostly balanced out by the bad in terms of gameplay. As an example, Holy and Discipline Priests feel better to play now, but Shadow Priest feels worse.
Honestly, BFA changed far, far less than most previous expansions I think when it comes to how the classes play. Think about all the extensive reworks we've seen in the past, even in just Legion. The stat squish bringing down secondary stat levels has changed more about the feel of specializations than Blizzard themselves did.
I will say they did a better job this expansion than any in the past about making talents interesting (in general; there are exceptions). They're finally getting to the place we were promised in 4.0 with the talent overhaul where there are interesting choices. As a Holy Paladin for example, it is very, very difficult to pick a 'wrong' talent now. It really is.
The GCD changes affecting healers and tanks in particular are an intensely stupid idea (for DPS, it's whatever). I have some hope that they will figure this out and fix it, but they've let me down in this area enough in the past for it to only be a small hope.
Still, I agree with other posters when I say: if you think all the specializations feel amazing since pre-patch, then you didn't play them all in 7.3.5. They were all basically the same with a couple exceptions. Hell, below I'll attempt to quantify the changes somewhat in response to another post, and it's not a super impressive list.
More pruning? Less baseline spells?
I mean it's true for some specializations, but not as a general statement. It's more absurd to say that there was more pruning than to say they were giving us things. Some specializations lost 1 ability (their artifact), but all of the others gained. Only about a third of the specializations had a net loss (and then only a single ability). The majority either had a net gain or were neutral in terms of gain/loss for abilities.
Every specialization lost their artifact, but remember that these were also added:
DH: Consume Magic/Disrupt, Torment (for Havoc)
DK: Death's Advance (but lost Wraith Walk, so this balances out to a net loss when considering artifact but is still nice because Wraith Walk is a talent allowing for 2 movement abilities at once)
Druid: Hibernate, Soothe
Hunter: Command Pet, baseline Intimidation (for Beast Mastery)
Mage: Arcane Intellect, Remove Curse
Monk: baseline Leg Sweep
Priest: Power Word: Fortitude, Holy Nova (for Discipline), Mind Sear (for Shadow)
Paladin: None
Rogue: None
Shaman: Tremor Totem, baseline Capacitor Totem
Warlock: baseline Shadowfury
Warrior: Battle Shout, baseline Sweeping Strikes (for Arms, but lost Cleave), baseline Avatar and Shockwave (for Protection)
I'm sure I'm missing a few cases, and I didn't include the reworked specializations (Marks, Survival, Demonology). However, by my napkin math, only 3 classes (9 specializations) in the game suffered a net loss in abilities: Death Knight, Paladin, and Rogue. Around another 25% of the specializations were neutral in terms of ability gain/loss, and the rest gained abilities.