Originally Posted by
bloodmoth13
What are you actually asking for though? auras and poisons arent fun, thematic yes, but they are passive and uninteractive. is it the mechanics or the thematics you want?
This game however has for the most part turned into a guitar hero pvp game where you arent battling bosses, solving mysteries or saving the world but rather executing a rotation flawlessly and doing it better than the 2 other dps in your dungeon group or the 18 other dps in your raid.
Honestly the problem with the game is a problem with the playerbase, and possibly a design issue that accomodates this. The game of world of warcraft, the competetive game, isnt within a single dungeon run or raid schedule, its competing against other players on the server through gear scores and boss kills. This game relies on the pool of players being relatively close in power levels to be fun to play, if you fall behind the curve you can get left behind with nothing to do and get isolated from the rest of the player base.
To blizzards credit, they have done a lot to remedy this, raid finder, mythic keystones (gives high level players rewards for helping low level players) catch up gear etc. though there are a lot of players that argue against these things, that they are cheap unauthentic and lower the prestige of the players who beat the content honestly, and they are right, but they argue for something that would likely kill the game because without catch up mechanisms a large majority of the players would be left behind and likely quit.
Anyway, i dont think that class fantasy will be sated with boring buffs and passive auras. they seem fun initially but boil down to nothing but forgetful passives. i think mechanically classes need some better fleshing out, for example plate dps classes should be on the front line dealing and taking damage, but with the way threat is handled only the tank takes damage, and hybrid healer dps classes should be slinging out heals when able and providing support, but dont and cant because dps are dps and thats all they are intended to be and expected to do, and doing anything that lowers your dps is wrong.
I think class fantasy can come back through mechanics, but it would take a threat system revamp along with some class archetypes and templates been set.
Another issue with giving single classes unique things is that they are generally either completely necessary or completely irrelevant, if its necessary then its unfair for a single class to have something so completely required that assures them a raid position based solely on what it is. take interrupts for example, initially not every melee had an interrupt, but over time making them necessary meant sharing the tools with more players, which was a net positive for the game as it made combat more interesting (seriously old dungeon bosses were boring as fuck, even if you did interrupt their abilities it seemingly did nothing)
I dont think we will ever go back to shadow priest mana batteries, they wound up changing the mechanic, sharing it with others then removing it because it wasnt good gameplay, and im not really sorry to see it gone in its former form.
If i brought it back, it would be optional as a talent and compete with other interesting and powerful utility talents. What giving mana to healers means today is allowing them to heal more inneficiently, using their more powerful heals more often. Essentially its indirect healing, so it can compete with other talents that reduce or restore incoming damage.
For example, a shadow priest that had a talent tier with 1 talent that allowed them to passively distribute their mana to healers while maintaining their rotation, one talent that makes their shadow heal buff their next mind blast (no net dps gain, only dps compensation for off healing) or a CC spell that stuns or fears a single enemy target (or group)
What i would like to see to accomodate this is a complete revamp on threat so more players are taking direct damage, and more overall incoming damage but more avenues to reduce it, such as heavy dps or pet classes off tanking, pure dps classes debuffing or CCing and hybrids off healing incoming damage. the power of this utility should be far above what we have now and integral to group success on harder difficulties. ideally it could even be possible to do dungeon content without dedicated tanks or healers but running efficient heavy dps (bruisers) and off healer support dps.