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YOU are in charge of the next PHB! What do you change?
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<blockquote data-quote="Ruin Explorer" data-source="post: 8308852" data-attributes="member: 18"><p>To be clear, I don't really agree that this is the case in 2021 and this has in fact been a major point of contention in the WoW community. It <em>used to be</em> true, a decade or more ago, but basically from Cataclysm and WoD, the specs diverged outwards so that they had entirely different mechanics (and indeed became clearly separated instead of just about points placement), where before they'd shared a huge number. This was because it made them a lot easier to balance. This intentional separation continued to increase until Shadowlands really (IIRC they said they were dialing it back slightly in Battle for Azeroth, but didn't do so meaningfully), where a number of long-lost cross-spec abilities were reintroduced, mostly in extremely nerfed forms.</p><p></p><p>I could go on about this, but it would be extremely boring for everyone. I would refer those who want examples to the history of Paladins in WoW, who went from one class which you could basically lightly orient towards DPS, healing, or tanking, sharing literally 90%+ of abilities on launch in 2004, to by 2016-2020, basically three separate classes with entirely different roles, different mechanics on a basic level, three entirely different primary resources, and in whilst they shared a few names of abilities, even those abilities functioned very differently. In late 2020 with SL they moved them to nominally sharing the same resource (Holy Power) but the functionality of all three specs is at least as different as say, a D&D Cleric, a D&D Paladin, and a D&D Barbarian. When WoW launched it was a bit more like say Vengeance, Devotion and uh whatever that healy Paladin subclass is called. I.e. some different spells but the core of the class is the same.</p><p></p><p>Yeah I noted MtG was the main inspiration for GW1 in another post. It made the design a lot sharper and cleaner than most CRPGs/ARPGs. It's a pity they didn't really stick with that influence into GW2, seemingly trying to come up with more of their own thing with the single-classing and weapon-based abilities.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 8308852, member: 18"] To be clear, I don't really agree that this is the case in 2021 and this has in fact been a major point of contention in the WoW community. It [I]used to be[/I] true, a decade or more ago, but basically from Cataclysm and WoD, the specs diverged outwards so that they had entirely different mechanics (and indeed became clearly separated instead of just about points placement), where before they'd shared a huge number. This was because it made them a lot easier to balance. This intentional separation continued to increase until Shadowlands really (IIRC they said they were dialing it back slightly in Battle for Azeroth, but didn't do so meaningfully), where a number of long-lost cross-spec abilities were reintroduced, mostly in extremely nerfed forms. I could go on about this, but it would be extremely boring for everyone. I would refer those who want examples to the history of Paladins in WoW, who went from one class which you could basically lightly orient towards DPS, healing, or tanking, sharing literally 90%+ of abilities on launch in 2004, to by 2016-2020, basically three separate classes with entirely different roles, different mechanics on a basic level, three entirely different primary resources, and in whilst they shared a few names of abilities, even those abilities functioned very differently. In late 2020 with SL they moved them to nominally sharing the same resource (Holy Power) but the functionality of all three specs is at least as different as say, a D&D Cleric, a D&D Paladin, and a D&D Barbarian. When WoW launched it was a bit more like say Vengeance, Devotion and uh whatever that healy Paladin subclass is called. I.e. some different spells but the core of the class is the same. Yeah I noted MtG was the main inspiration for GW1 in another post. It made the design a lot sharper and cleaner than most CRPGs/ARPGs. It's a pity they didn't really stick with that influence into GW2, seemingly trying to come up with more of their own thing with the single-classing and weapon-based abilities. [/QUOTE]
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