Here's the biggest problem I have with WoD, no one dies in a normal scenario. The meta has become an ughfest of comps with a lot of control and burst kills. Unless you have a burst cooldown up with the entire opposing team cced, you are not killing your anyone. The top 2 healers have too many cooldowns to save their team and damage from spread pressure comps ( do those even exist anymore? ) is non existent.
The simple fact is, the damage from warlords is too low from steady pressure. Ever since the implementation of the 10(or is it 15? I can't remember) % damage reduction from trinket bonuses, spread pressure or steady pressure comps became non existent. Do you ever actually feel like you can kill someone in an arena game without a cooldown (killing spree, comet storm, crows, incarn....etc)? The answer is no. I believe that the stance that needs to be taken is to nerf the high damage abilities in pvp to reasonable amounts and let the regular damage hurt everyone.
What do you guys think could make classes more differentiated? One example I can think of is in Wrath, where not all healers could dispel Magic; there's been a lot of homogenization since then.
What skills do you think are good for the game that could be added if they pruned more abilities?
Let's start then!
Not every class needs a Kick. Rebuke? Skullbash? PFFT.
Remember when Maim was added? Ferals were praising the lord they finally got a makeshift Kick!
Not every class needs a stun, and not everyone needs to have it on a 30s CD. Asphyxiate? Fist of Justice? Stormbolt? Shockwave? Throwdown? Cap Totem? Bash in any form? What is this?
As you said, not everyone needs to have magic dispel.
Warlock curses? Why does -Warlocks- not have curses? Isn't that one of the cores of what it is supposed to mean to be a Warlock?
Then you have homogenization of previous spec/class unique abilities:
Blazing Speed for Frost??
Shockwave for Arms???
This ability prune removed almost nothing useful. Why do they charge head-on and remove every little thing that gives classes depth and then let complete nonsense abilities stay like Druid BLINK? (Who thought of this seriously).
Then you have nuisance abilities, things you just have with no purpose, that only serves to simply clutter the game and makes it annoying to play, which is what the prune should've looked at.
Examples: Dis. Roar, Burst of Speed, Subterfuge, Faerie Fire/Swarm, Blazing Speed for Frost, Ice Ward, Unbound Will, Gateway etc., the list goes on infinitely.
Then you have the passives:
Why are these in the game? What can these abilities possibly add to the game? And why isn't it more punishing ot camp for example Defensive Stance? Why are you allowed to never exit it without losing the ability to use some of your offensive moves?
What about CC breaks? Icebound Fortitude, Lichborne, Nimblebrew, Desecrated Ground, Berzerker Rage?
Why is it not required to use these preemptively? Why can you simply wait for the CC then use it afterwards?
Hell, why reduce CC in the game and still leave these here, or in some cases buff them?
Why didn't this "ability prune" adress this type of nonsense?
Now what can add immersion? Detect/disarm trap? Ferals being a cat with claws bleeding people out? Warlocks casting horrifying curses? Druids being an actual HoT class and not a hpala with hots?
What about depth, abilities removed for no reason? Mana Burn? Mindcontrol? Priests dispelling 2x debuffs in one global? Grace? Disarms? Stance-dancing?
Why are things being simplified so damn hard? Why is it that when a Druid is in a Kidney now and he pops Barkskin, that I get rooted as well? Why can't these be separate?
What about abilities that amplified your specs position as something? Bane of healers, who is that? No, not Combat Rogues, UNHOLY DKs. Necrotic Strike removed, why? Was is strong? Yes. Was there counterplay? Yes. So what was the problem?
How about balancing healers with mana instead of relying on something as gimmicky as dampening?
What about aura masteries? Why can Restoration Druids have Aura now??? Monks?? Shamans????
Why is everything the same? Why don't we simply have Attack - Defend - Heal?
Hell, not even for balance, but what about class and mount quests?!?!?! Why were these removed?? It's an RPG dammit!
EDIT: Imagine this. Same content, gul'dan, Ashran, whatever, but with TBC/Wrath/Cata talents and abilities. Idk about you lads but I would enjoy it a thousand times more
I think Spirits is better on all maps right now, I used to play COP on flag maps and Kotmugo but its just not as good. You can try it out yourself but I would suggest playing Spirits on all maps.
Some people like going crit because it gives you more Apparation procs which results in more shadow orbs. The problem with going crit is that you lose an insane amount of mastery compared to the crit that you gain.
I prefer going Haste>Mastery>Vers because it gives you more dmg on Mind blast and Mind Spike for when you are bursting down targets.
When I play with Spirits I usually only VT the kill targets, since when you play Spirits you have so many orbs that you will use DP a lot which also gives you Mind Spike procs, however you should SWP everything since it gives you Mind Blast procs and Apparation procs which gives you orbs.
The spec I usually play.
Surge of Darkness
Psychic Scream (Void Tendrils on Silvershard and Dominate Mind on Eye of the storm)
those random s8 killings as ele only worked vs bad players who got caught in the middle with little awareness
I mean I remember getting a lot of them as an ele shaman, but vs the great players, it basically never happened. Considering all s8 ele shaman damage was casted and I mean ALL (literally casted more than basically any caster), I would say it was fairly telegraphed with all randomness being attributed to lightning overload, which couldn't even proc lava burst in wrath. Wasn't that post cata ele bs where eles run around spamming instant lava bursts and win the lottery.
do u get an e-mail or something whenever s8 gets mentioned on aj