--- it was Cata conversation ---
Well, impressions are relative/individual, but from mechanics point of view - this was the worst option of "old system". For example,
MoP was the best option of "new system" but! new one is worse than old in coherence with RPG component of this game. Ie, I can say that I liked MoP classes design, but I continue to argue that in general it's bad system for this particular game. Is that more clear? Mastery was crap in way they implemented it, but reforging was good. Glyphs was added
during WotLK, in fact, they were additional "talent" options and could be easily realized inside talent trees, but they found a good place for a new profession, which isn't bad in itself.
- I could like smoking, but this still doesn't mean that it's healthy for my organism.
I may like system, but this doesn't mean that it's correct/better. Just as for current game design, todays class system design is appropriate (*shudders&frowns* it's disgusting to associate this filth with word "design" in general, but let's say this way), but here already conflict is much more global and flawed is
entire game design, because it was created in attempt to divide indivisible (аnd the first steps were laid exactly by Cataclysm with its "separation into specs"/LFR/CRZ/phasing attempts). Most evident and obvious present ex.
Originally Posted by Blizzard Entertainment
The team wants to see more class representation in Mythic + and the MDI and will consider this when adding affixes in the future.
- it was needless to take into consideration such $hitty additions during class design in MoP (as well as in previous expansions), so... but
exactly Cataclysm was transition from old global design to new one, and it fully concerns class design too -
it wasn't old and it wasn't new, it was transitional hybrid that had no independent future, because it had disadvantages of both systems together.