Q: What if there was a separated target system? For example, if I can set defensive and offensive target at same time then I don’t have to switch target to use heal or other emergency skills for our friend no matter what target I’m attacking. I think this feature is especially useful for some classes, such as Retribution Paladin and Shadow Priest. – Whitewnd (Korea)
A: We understand why that might be beneficial, and some games have gone that route, but we’re not huge fans of the idea for a couple of reasons. One, it just adds more complexity to the UI, which you can see from previous questions is something we’re trying to remain vigilant against. More importantly, we like players having to make the choice of who their target is. We don’t want to make the game so smart that harmful spells always seek out enemies and helpful spells always seek out allies. We do this in a few rare cases, like Discipline’s Atonement, but in general we want players to make the second-to-second choice about whether they are playing offensively or defensively.
What about if we could just have a second focus, or a "swap to prior target"? It's incredibly difficult to make efficient use of the redesigned resto shaman's dps-raises-next-heal behavior (even if you somehow have the mana, which you probably don't - I saw these two issues after a couple days and redid my resto spec to not include those talents). Or to heal and still be able to properly interrupt/purge a boss. Or even just to maintain a hex and/or a bind elemental while healing (providing a warning signal when a cc spell breaks - like the signals for our positive trigger effects - would be a good fix for this one). And I say this even using healbot, which lets me watch all my party/raid members much better than the new raid frames, and de-curse someone without changing targets. Without an addon like that, it's a lost cause - and that's a bad thing.
Incidentally, when you copy a UI mod, just copy the thing! Get the author's permission to use the code, and pay them a few free months or a special mount or something. Or rewrite it, but do it well. Don't give us a version that strips out half the functionality and much of the elegance, like you did with the wardrobe and questhelper. (I get that the "best path for all your quests" behavior was dropped as a resource hog, but you could still point the level 10 guy at the mountain pass to the next zone, instead of making him run along the mountain range trying to find a way through.)
And one more "ui" thing I'd really like to see - we need a difference between "report a problem" and "HELP!". "A guy is spamming" or "there's a typo in this quest name" = a problem to be reported, but dumped in a bin and gotten to at low priority. "I can't complete a quest because the monster is failing to spawn" or "I've been hacked and need my gear back!" is something that actually needs GM intervention or reprogramming ASAP. Splitting those sorts of things out would reduce wait times and "oh man I filled up my report screen and found another problem!" incidents, and let real issues get solved right away, while "was this guy really spamming?" or "inaccessible mining node" can be handed off to interns or handled in slow moments.