I
repeat for umpteenth time, it will be even worse and you have already passed this in Legion. What you need is normal classes design, and not pieces of your strategy
scattered on all corners of Azeroth. Items are
expansion progress, these are
stats/characteristics, this is your "role" and
main content separator, but “
class stuff” is your character progress in game
as a whole, this is your strategy and style of play (otherwise, you will get an imbalance and "
mandatory" items, exceptions to super
flexible systems that you'll never get from Blizzard).
BIS items can't be avoided, especially in case of scant builds choice (since it became super-relevant, since trees were removed in specs' favor, which essentially don't change builds within its borders, but often only button/effect you use, with taking into account BfA: which are also not equivalent = with clear favorites), they can only be made inaccessible, as in case of w/tf, which only causes players frustration, because depriving sense of control over situation/customization/gameplay, which leads game to less interactivity/involvement/interaction and breaking basic progress/competition rules/principles for games of this genre. Prolonged and purposeful construction of such boundaries suggests that they're trying to limit players' imagination and capabilities to their own (if it were above average players' level, than it might won't be so bad, but judging by socio-demographic statistical trend, bar slowly, but clearly falls) and that their current slogan could sound something like this: "Player's choice freedom isn't game's advantage, but developer’s disadvantage".
I understand that it's difficult to explain this to people who have never seen it, but... I don't know. Maybe I just lack words or am mistaken with their choice? I mean, everything is simple and easy to understand/lying on surface, why it's still so hard to get it?
Do you know when this will really work? When everywhere there will be a “constantly active” scaling of everything with everything and there will be no classes at all, then it will somehow work without interfering anything, but (how it isn't strange) it’s still relatively far away (not so completely unattainable, but in near future; this is the way how it looks like in approximated game future according to some people I know; not that I believed it, looks disgusting even on paper, like murdered progress, but in principle). And it doesn't matter how many and what traites you'll adding, but still problems/conflicts/displeasure won't go anywhere.
As for WF/IE - are just this. I'm not saying, that no one like it, but let's call things by their proper names.
ps. *feels drained*
Well, you can't always guess. Ie, my departure was directly related to
art "change" (= character models) together with
shameless mechanism for its implementation. They changed my characters (almost nothing to do with
originals, except for the name) and took control of their display in the game from me (technically, they violated their own game rules). Neither I nor my
friends could put up with it and we left. The end.
I mean, yes, it can be outweighing factor. Problem here is precisely in change, because if art were such initially, I won't ever spend time on this "kindergarten" regardless of gameplay (as I did with
Wildstar or Swtor - never touched these games, I had similar impressions from Overwatch and Fortnite (here also played additional factor that I'm not fan of FPSs, but if talking about art), not mine at all, full of excesses, repulsive). Many people just don't understand that quality and technology don't always go together and it's especially true regarding art. Technology doesn't improve it, just expands
directions and
tools. Although, I hope, they at least realize that opinions and impressions are relative, while reconstruction
accuracy is
determined value.