Originally Posted by
Verzen
So a little bit of background. I have been playing mmorpgs since before MMOrpgs were a thing. I started on MUDS in middle school. Everquest came out and I hopped on to that. I killed Quarm in a plane of time guild. I switched to EQ2, then WOW shortly after that. I raided Ragnaros and BWL before I took a break and came back during BC. Stuck around off and on since.
One of the major traps MMORPGs fall into is the syndrome of balance. NO ONE does it right and the strive toward balance ultimately begins to make all classes feel the same. Sure. Button X does damage Y. And it's called something else. But every class in that category has button X that causes damage Y. In the beginning WoW had something interesting. Immunities mattered. You dont bring a fire mage into BWL. You dont bring a frost mage into Naxx.
But due to the strive for balance in all things, the game slipped away from an RPG into more of a competitive E sport when only 1% of the player base even competes at that level and literally everything revolves around this. In order to try to keep the casuals engaged, Blizzard threw down dailies and grinds to give us the illusion of progress. Skinners box as it were. The game drifted away from the feel of an RPG into something else entirely.
When death knights started out with their own version of reincarnated where they became a ghoul... that was both flavorful and fun. They removed it due to a balance issue but what that really did was that the class became more bland.
Throughout the expansion we saw other classes get their gimmicks removed as well. No more auras. Totems are less meaningful. No more poisons. Eventually every class began to feel the same. In the strive toward balance, WoW lost its soul.
If WoW wants to strive toward the future, they will keep this in mind. Make the game FUN. Dailies arent fun. They are a chore. Rep grind isnt fun. It's a chore. It's a lazy fix to a developmental problem. We must start at the base and that's redesigning all the classes and making their designs meaningful.
I want to bring a paladin because I want devotion aura. Cool.
Let's bring a death knight because they have offensive auras or maybe vampiric aura. Or perhaps give unholy back their "phase 2" ghoul ability.
Make WEAPON DAMAGE matter again. Not just stats so warriors wielding two handed weapons in one hand feels EPIC again like in BC.
Design and focus around classes so they are fun to play. Stop worrying so much about balance where you need to get rid of iconic or fun niche abilities that may make you seek out a specific class.
Make each class as diverse and interesting as can be and part ways away from the bland sameness all classes feel like.
This is the same reason EQ2 failed. I've been against extreme balance my entire life. Let's focus on the fun of the game rather than the competitiveness that appeals to the 1%...