Originally Posted by
Wrecktangle
Honestly, this is probably one of my favorite bits of WoW when they removed most throughput utility from specs. I HATE being reliant on other people for my output. I'm all for utility for "save the day scenarios", but I hate mandatory forced and tuned utility.
Regarding tanks/healers I do think a degree of homogenization is required and tbh I don't even think it's a bad thing. I just think you need to really differentiate the feel and thematics of it for it to not feel bad. I just wish encounter/job design allowed for more varied niches. You can have a homogenized tank toolkit that functions identically with slight variances and different playstyles.
WAR could be like a MNK, in that it plays in a rapidly escalating playstyle, PLD could be like a RDM where it gets free casts after certain conditions (and give more spells to make it interesting), and DRK could be like SMN/SCH where it stores charges of Dark Arts to use on beneficial times, rather than constantly. I think it's ok to have some thematic overlap as long as it doesn't cross role (i.e. overlapping itself within the same role, Caster -> Caster, Tank -> Tank, etc.).
A lot of people hate on Eureka because zerg content is neither fun, nor engaging and forcing the playerbase into it to get the relic is a dick move.
That's my opinion anyway, one I've seen echo'd by others.