Originally Posted by
Imperator4321
Except the rogues version of Evasion bears no resemblance to how it worked in WC3 in WC3 it was a percentage chance (up to 30%) to avoid an attack, In wow it's a brief period of 100% dodge (so essentially immunity to anything that can be dodged unless the attack comes from behind), the Demon Hunters evasion was probably change to blur because A: the name was already taken B: Blur's visuals and name fits the magical nature of Demon Hunters better and C: probably referencing the illusion spell Blur from Dungeons and Dragons which historically made the target harder to hit.
Mana Burn was removed from priests because it was an unhealthy ability design wise(it wasn't even removed in legion it was removed in mists), it also doesn't fit the design of the DH class a cast time ranged spell and mana break fits the gameplay concept of DH's better.
Warlock version of Death Coil bore no resemblance to the WC3 Death Knight version and actually resembles the WC2 version better nor even does the WoW Death Knight version bear a resemblance to the WC3 version being a runic power spender that damages and restores energy to the casters minion wheras in WC3 it was a inverse holy light that healed undead and damage living targets.
Warlocks were never meant to be the Demon Hunter class and giving them demon hunter abilities and designing an entire spec around the concept was a bad idea, the Legion version of Demonology is far closer to the original concept of the spec of a master summoner rather than becoming a demon.
Rexxar is not a representative of the Beastmaster spec and hasn't been for a long time the Legion Class Hall for Hunters even calls him a Survival Hunter, whats intergral to the Beastmaster fantasy is the idea of fighting alongside and empowering a beast companion which is what Barbed Shot does it's a shot type ability that empowers your current pet
HotS is also not the arbitier of how WoW classes are designed why are you obsessing over HotS of all things when discussing WoW classes.
HoTS has nothing to do with how WoW classes are designed, Festering Wounds is a part of the Unholy DK kit because Unholy DK's are "A master of death and decay, spreading infection and controlling undead minions to do <his/her> bidding." are you seriously telling me that causing festing wounds isn't part of the Unholy DK fantasy?
Definition of festering:
"1 : contaminated by an infective agent (such as a bacterium) and producing pus a festering wound"
how is this not something that fits a "A master of death and decay, spreading infection and controlling undead minions to do <his/her> bidding."?
1: I'm not Teriz and i've argued with him multiple times on this very thread, unless you think Teriz is some really dedicated sockpuppet master
2: You're the one whos seemingly thinks Blizzard bases the entirity of their class design philosophy on HoTS and WC3 a spin-off MOBA and a nearly 2 decades old RTS
3: ever heard of glass houses username993720? making an account after you've been banned is one thing but then making the exact same arguments you used on your banned account is another thing, at least be subtle about it.
abilities like Flash Heal and Flash of Light are part of the design of healing specs where they have a slow but efficient heal (like holy light/heal/healing wave) and a fast but expensive heal (like flash of light/flash heal/healing surge) with a exceptions like restoration and mistweaver (even then rejuvination/soothing mists and regrowth/vivify fall into the same paradigm of "slow but efficient and "fast but expensive"), Disicpline priests are unique in that the slow but efficient healing spells is replaced with turning damage into healing but they still have fast but expensive healing in the form of shadow mend.
stuff like flametongue/windfury weapon are different because those are gimmicks/iconic elements that are supposed to be unique to that classes identity, giving 1 hour weapon enchantments to another class is like giving runeforging to another class.
What purpose does a 1 hour weapon enchant exactly serve a priestess of the moon spec anyway? you've said it would be a healer spec why does a healer spec need an AOE weapon enchant beyond "they had it in WC3 so they should have it in WoW"
Balance druids can do without their only AOE resource spender? also how is an ability that calls down falling stars not integral to the fantasy of a solar, lunar and astral based spellcaster, is fireball not integral to the fantasy of a fire mage? is blizzard not integral to the fantasy of a frost mage?
How/Why is HoTS somehow the game that defines the fantasy of World of Warcraft classes instead of the actual game itself?
Once again what purpose does Starfall an AOE damage dealing spell serve a healer spec beyond "priestess of the moon had it in WC3" do any healers have a mass AOE damage dealing spell thats unique to their spec and not a general class ability like chain lightning for restoration shamans
Once again HoTS has no impact on how WoW is designed they have different dev teams.
Shamans Are Not Just About The Elements, do abilities like Ancestral Vision, Ancestral spirit, Ancestral Guidance, Spirit Walk, Ancestral Protection Totem, Cleane/Purify Spirit, Reincarnation, Spiritwalker's Grace, Spirit Link Totem not imply a connection spirits/ancestors? how can you misunderstand what a class is supposed to represent this hard.
Loa is just an umbrella term for what Trolls worship, they can be everything from wild gods, to spirits, to elementals, to even old gods like G'huun, a zandalari/Darkspear shaman gets their power from Loa, same with Zandalari/Darkspear priests, same with Zandalari/Darkspear Druids
We don't need another class/spec to represent the idea of getting power from Loa because several classes already do that, Shamans get theirs from communion/pacts with loa, priests get theirs from worship of loa, druids get theirs from Gonk.
Except pets and minions are different, Pets are caught and have unique abilties depending on species/spec, Minions are learned at specific levels, and always know the same abilities
Wards and Totems are the exact same thing just under a different name, giving them to another class would not be an acceptable design just like they wouldn't give DK runeforging, paladin blessings, shaman enchants/shields, hunter pets, warlock summons to other classes.
It's funny how you accuse me of being Teriz when you and Teriz apparently share the idea that Blizzard is unerringly devoted to WC3 (and HoTS) that they'd cripple and destroy their own game design to do so like removing balance druids main AOE resource spender just to give it to a priestess of the moon spec where it would serve absolutely no real purpose in a healer spec or thinking a Tinker class can only be about Goblin/Gnomes because the WC3 hero was a goblin ignoring that DK's stopped being Fallen Paladins and Monks weren't solely based on Brewmasters, Theres no pattern or devotion to WC3, Blizzard does what they want, sometimes using WC3 as a baseline.
By the way if we're using out of WoW Blizzard intellectual properties lets see what classes hearthstone considers several iconic warcraft characters to be.
Tyrande is a priest, Maiev is a Rogue, Sylvanas is a Hunter, funny how they slot pretty well into those classes almost like Priestesses of the Moon, Wardens and Dark Rangers aren't unique classes in of themselves and are just culture specific versions of already existing classes (night elf priests, night elf rogues and undead hunters)
Vol'jin a priest card and well shadows hunters ARE like 1/3 shadow priest so fits well enough.