m+ combat design, the way immunities/cds work making every matchup feel generic, yes it's really fast pace but WoW used to be cool because it was about start of actions and dead space, now it's just gogogogogo but that's what happens when the game is designed around splashy aoe dmg in m+
also idk what the intention is behind increasing intensity every update, when was game design all about making things go faster all the time, pressing a fireblast on classic is still faster because it's instantly doing more dmg than anything on retail, maybe in classic you'd press flame ward or whatever to counter a fire blast, but in retail u press big button universal shields and its just dumbed down, not saying its easier but it's lamer,
STILL tho TWW is better than DF but its not anywhere near as good as it should be, there should be a better vibe for pvp in general, and i think it's completely tied to PVE combat design and the issue is only that m+ is stupid, pve is all about faster faster and it's all about buttons doing 8x dot applications or whatever, it's always gonna be bad in PVP as long as m+ rules combat design,
but really it's all about taste, I don't really prefer an extensive rotation building up modifiers to do damage,
just as I don't prefer those type of modifiers on gear in a game like Diablo but prefer static stats like +5 strength.
Also numberscaling/spell bloat is really too high, I don't get why there's a boot enchant that provides us with 0.3% higher stamina, it's ridiculous and so far away from anything noticable, but it's like that with alot of things,
also to get back to the topic of intensity, there's a certain point in the structure of pacing where it has the opposite effect and WoW is way over the edge,
Take chess as an example, there's a lack of intensity but there's a depth in a classical game with maybe a day long time duration, but it's perhaps too low intensity and too much contemplation, but then you have bullet with 30 sec total time and it's just a spewy puke of intensity, sure you can argue that 15 sec bullet xd chess has FAR higher skill cap than classical, but is that really interesting? to just smash the keyboard as fast as humanly possible all the time?
there's other levels of interaction with intensity where contemplation and critical thinking is more applicable, and that's where I think WoW is going wrong, and has lost what makes classic great, classic is way more about solid decisions while these solid decisions still exists in the chaotic nature of the retail wow pve rotation etc, it's just diluted and yes it's harder now but it's lost the "thing" i think makes WoW a great game,
No matter how slow the game is, if timing still matters then how constantly intense the game is doesn't make it faster, cuz timing is our internal management of intensity, WoW always had that going for it, it didn't need the new level of intensity that just makes everything about pressing big buttons,
There's an annoyance with WoW now that CDs just trade absolutely for CDs, it's the same stinky design that ruined DF, the example I'm thinking about is how little good PVE rotation means when faced with autobalancing CDs, for example in a 2v3 situation the skill disparity has to be alot more favorable than it should be, the 3 players need to be far inferior to lose, it should be more about skill and less about how big cds just shut down gameplay.
the whole #nochanges thing about classic is total aids aswell, having removed wallclimbing and ruining the honor ranks system isnt' #nochanges, it's removing qualities from the game that weren't really mistakes,
But wallclimbing was a bug? and exploit? What made WoW PVP interesting for the longest time was going between the lines, fearing a rogue out of stealth or whatever, we had to find solutions within simplicity, and that made the game competitive, but now it's all on surface hyperbalanced and controlled to limit our potential and expose us to stupid intensity that portrays itself as complexity but it's just never gonna fly as quality design for a long time, it's just a dumb mistake in the times we live in.
With Blizzard game design philosophy it's like a baker trying to evolve a bread recipe for all eternity, there's bound to be misassumptions about the bread becoming further superior, eventually the recipe will be perfected, and the closer to perfection it would be the more stupid radical changes becomes.
But Blizzard is on this exact line of thinking, not looking into the past success of their own games, but trying to evolve and build upon perfection, in the most stubborn ways possible even when they ruin their own games or don't ever take lessons from past success they still push forward down the vortex of their own imaginary hights(lows)