Originally Posted by
Jeezo
Personally, I think class design is at its lowest point.
It's never been so poor. Not only has the class depth been almost universally removed, the balancing problems between specs are getting worse every development cycle. Class identity has essentially been removed, so much has simply been spread across the classes that exist, and even utility has been spread so widely is covered by pretty much any group.
To be honest, I'd prefer a complete reset on the class system.
I'm thinking that a system should actually start with four Basic classes in a system that is built around gear. What that means is that the classes are the Soldier (wears plate), the Servant (wears mail), the Assassin (wears leather) and the Caster (wears cloth). From here, the four Basic classes then develop into three Special classes each, and the player chooses the one they want to be. The choice is permanent. The other big change is that each Special class gets two specialisations, rather than three.
So, for example:
- The Soldier becomes a Warrior (Protection or Fury), a Paladin (Retribution or Holy) or a Death Knight (Blood or Undead).
- The Servant becomes a Hunter (Marksmanship or Beast Mastery), a Shaman (Elemental or Restoration) or a Monk (Brewmaster or Windwalker).
- The Assassin becomes a Rogue (Assassination or Outlaw), a Druid (Feral or Restoration), or a Demon Hunter (Havoc or Vengeance).
- The Caster becomes a Mage (Fire or Frost), a Priest (Holy or Shadow) or a Warlock (Demonology or Affliction).
You should notice that there are the same number of healers and tanks.
Now, we know that countless players would complain about the loss of a spec they play and would therefore never support such an approach. That's not unreasonable, either. But the plan is to fix a number of the game's currently dominating issues. I'm not being extensive but these issues include the sheer difficulty in balancing 35 specs rather than 24, the loss of class identity and individuality that this issue has caused, the sheer universality of utility that's been created, fixing two to three DPS specs and making them unique, the fact that there are more leather wearers than anything else, and the sheer blandness that has taken over the talent system.
This concept is a fundamentally different one about class design and play, so it's extremely unlikely to even be considered.
But that's the route I'd take, so make your point and your vote.