Varaben
So a assassination rogue played extremely similar to a combat rogue just with different weapons and maybe a different spender or builder.
(I played with most in assassination build during period of normal talent design, combat was strong option for pve, but I didn't like its playstyle, sub at that moment was difficult for me to master and seemed less balanced in terms of priorities/being more situational, albeit not weak, gameplay; there were many such people who were not guided by d/hps metric, this didn't have current catastrophic scale of distribution, namely, by its non-mediated participation in process, but all "specializations" somehow had their strong and ardent representatives = gameplay was different enough; in fact, argument is not mine, but my interpretation of one of discussions of old forum, with friend's participation; this argument won't have that weight in current game situation, outcome is too corrupted)
Well, this is something I don't quite agree with. I'll going to try to explain why. Gameplay between specializations as a whole differs primarily in abilities you prefer, it doesn’t mean that you don’t have right to use “neighbor” toolkit, it's available to you, especially functionally relevant secondary effects of abilities. You're absolutely correct about talents giving passive modifications, so area of specialization is "designated" by priority of using upgraded by talents/glyphs abilities. Yes, you use them much more often than others and it's they who set the beat of your gameplay... but you don't lock yourself on them as the only ones available to you, you don't forget about "everything else" if necessary and for greater flexibility/variability. But now everything else is completely inaccessible for you, all previously available mechanics/class features are cut into 3 parts (and another piece from each is nibbled for PvP talents) and this is all, that you have. At the same time, most of talents provide "mandatory" active abilities for filling, and not passive ones, which means that choice between them is often too obvious and by making it you yourself limit your toolkit ≈ imposed by devs. Therefore, speaking of a toolkit, you need to understand that it's not so much different (wrong word), but one-sided, circumcised and partially veiled by "cosmetic substitution", which means, in essence, "same defective" for each of representatives.
(eg: mages had 3 shields, each of which had its own separate area of application/functionality, each of branches gave bonuses to one of them, but, if necessary, mages still changed them according to situation, since even basic "different one" was more useful in certain situations than talented one... but that opportunity was taken away = same toolkit as shield, but different, moreover, which is only third of original functional)
Should I also additionally mention here current design/degree of influence of "borrowed powers"
You choose not between passive properties of all abilities/mechanics available to your class, but between what was your momentary choice during the battle - now it has become long-term one, completely cut off from you.
Еven simpler: you have 3 talents in front of you, which are 3 buttons of abilities/mechanics, having previously made choice of one of them, you gave this ability/mechanic a slight advantage in your set (well, you like it more than others, it will be more useful for you more often), but now you completely lock yourself in this single button.
I don’t think you didn’t understand this, it's more just again for outlining concepts... so, difference between gameplay was imposed by choice of passive talents, they were responsible for priority of abilities and how they interact with each other, BUT this doesn't do gameplay between specializations "similar". Gameplay between specializations was very different (basic functionality was similar, yes, but not playstyle, which was different even for those who chose different talents within !same branch!), the most striking and wild example of this delusion were (and are to this day in discussions about old "specializations"; in general, I'm talking about period of "final" result in classical trees' development, not about raw vanilla, but rather about WotLK)
hunters. Three absolutely different types of gameplay, with completely clear designation of priorities of abilities, but with full complex and variable toolkit, regardless of chosen specialization - gorgeous design. DK of
WotLK period - gorgeous set of passive talents for choosing with having same toolkit... since we started talking about trees - boundaries of branches as a whole aren't really necessary for good talents' design/organization of different playstyles, they could absent and everything still will look holistic, full-fledged and functionally fulfill its role in hierarchy (some very light parody of this approach to talent existed in MoP).
Why did they cut off it all?
Balance? - not, nothing like that at all, it's much easier to balance on basis of general situation, instead of poking around with many too "valuable"/influential small elements. Result is no full-fledged balance, the whole metric revolves around d/hps logs, real players and their "actions" have long been
forgotten.
(Already proven by time)
Playstyle? - not, no less stupidity, given their attempts to completely bind specializations within framework of "roles", do you know how many of them? - that's right, there will not be enough "separate" ones for each class, some classes aren't even quite enough if being the only consumer. Now, just imagine that 36 classes needed "individual" gameplay. Have you estimated the scale of
disaster? Result is different icons and effects (cosmetics, still even those didn't get full way permission, and it seems to me that reason lies precisely in possible involuntary emphasis of obviousness of this paragraph's conclusions), while gameplay is more and more unified.
(Already proven by time)
Then may be...
Tear off growth of character's strengths from its
real progress, thereby freeing hands of their "department of
sick ideas" in terms of fee, getting them opportunity to legally "remove" all traces of their destructive
actions, simplify work of automatic systems, and devalue as much as possible influence of player's real choice on final result, to make it as direct/predictable as possible, thereby cutting off all "unwanted" consequences. (I'm probably a little gloating that even these most obvious reasons for the most part have "
failure"
outcome, nevertheless) I tend to them as to root causes.
Oh yes, the topic!.. it's not about this, well then once again
reminder:
dear devs, I'm waiting bards from you, not so much for play them, rather just to make fun of result, I don’t believe in you, you don’t give me a single reason to different attitude. My stingy regards