I don't want to enter into polemics with you, because I generally like opinions, dialog is good, healthy dialog is what ActiBlizzard really need, but opinions should based on some more general arguments+facts and I already gave you some. It's absolutely not important whether you agree with them or not, like it or not, this how it works and that's -point on
Celestalon- how not. Since you didn't bring them, I will try to bring the most significant of mine. Your opinion concerns only you, and you could play when there were some significant changes, could play incorrectly or don't understand certain moments. Therefore, my main argument is: I know at least 3 people who won't agree with you. They chose different as mains and they liked it, which means that everything suited them and they didn't want to change build.
You know that I'm not wrong and people realy used and prefer different so they were different enough, this means I'm not lying and now you should try to beat it, could you? It's funny that in Pandaria, when mobility was extended to whole class, combat began used much more for PvP.
More examples of inconsistency of your reasoning:
(in fact, links are dead, but I think it’s not difficult to find these typical builds yourself)
- 15/31/5 daggers - <
url>
- 19/32/0 swords - <
url>
I believe, my friend, that you will say that they don't differ :} since this is the same 'spec', am I right? But they differ in a couple of significant points that will affect choice of race, preferred gear and abilities.
checkmate. As you can see, classic combat because of these 'differences in combat that there were were awful' was one of the main choices in PvE <
url> + <
url> (funny comments,
Киджи after 12 years still played with no information, because always liked it this way), because unlike brothers in arms, it was about 'combat', and not about 'tricky killing people'-outlaw..<
url> With taking approach, on which you insist, integrity of the class will be violated (read earlier stuff for I don't want to repeat myself), even bigger problems with balance begin because of this, so balancing 13 classes is one thing, but 40 is quite another and many other unpleasant stuff. Formally this is just imaginary uniqueness. Build - that's what's important, and not different icons with different skill names (- these uniqueness in LK was more than enough without ruining classes). That's s-o-o unique:
<
url> <
url> <
url>
- I insist in reading last topic to the end, it ended funny -
- - - snip - - -
Every rogue can be pirat, but not every pirate can be rogue - that the difference ;] Here you go (don't forget links):
But charm of the old talent-trees/approach to classes was just that they could withstand <
url> the most unusual combinations <
url>, but "new fancy" yet so narrow that consciousness is necessary to be huddle so much for fitting into this framework <
url>