Ok, let's see.
Questing/Storytelling
- The leveling experience is great, but once you have completed the story of your zones, there's a lack of max level continuation. The War Campaign's gating and overall less quests seems like a downgrade from the Suramar questing.
- Creation of new NPC`s to advance and have a more deep lore, without having to ress/butcher old characters whose role is not fitting the new development.
- Class campaings similar to Legion. Choosing your race/class should have more impact in the world you play in. Quests unique to your class/race or even role can give the player more conection with his character and duties.
Classes/Balancing
- Every class/spec must have a niche in order to perform better in a certain situation. Class buffs are a good beggining, but ultimately is your kit the one which should decide the worth of your spec.
- Make most of the talents baseline (tuned down if needed) in order to be able to aoe/ST to an extent without the need to change your builds everytime.
- That doesn't mean your spec would be able to perform well in every situation (the niche is still relevant) but you cannot have specs which are unviable in certain content.
- Talents should change the way you play by manipulating your existing abilities for your style. There's room for new abilities given by a talent, but those should not be needed to play your base spec (Mop style).
- Complexity is good. Not every class needs it, but having a few specs that requires more skill/knowledge to play, but at the same time are rewarding when played good, it's a good draw for players who look for a challenge.
- Revert the GCD change.
Itemization/Loot
- Remove titanforge. Keep warforged capped at a 10 itlv upgrade.
- Bring back the Valor badge system.
- Remove the big random loot from side activities such as Warfronts, emisaries, etc. Valor points would be rewarded from those kind of activities instead, giving the player the opportunity to choose the piece he wants instead of relaying on constant RNG.
- Trinkets should have a more active impact in your gameplay (at least high end raiding trinkets). With legendaries gone, trinkets can have the role of a targeteable powerful item instead.
- Slow down the power curve between difficulties/raids. Secondary stats can have a better scaling without massive itlv growth.
Dungeons/Raids
- Remove Heroic Dungeons. They're just pointless now.
- Bring back Master Loot, activable once your raid group consists on a minimum of 50% guild members.