This one currently is nice but it has abandoned so many aspects of the original game, it is a shame to see elements like timeframe and leveling/gearing scale get blown out of proportion disavowing somebody from understanding the breadth and originality of the ideas at the foundation and core of World of Warcraft, encompassing entire servers, with depth of a story as deep as the characters would take it themselves.
With the pace of the game today, would it not be wise to allow the fast paced world of today to get faster making it more hack and slash, mobs of mobs and blood flows like the rivers, fast paced and quick as anything, pleasing those who don't see fit the time to invest and play the amount of time it takes to have a roleplaying character, with the deeper aspects of customization, more importance on stat value, spell/specialization, tactics, and the difficulty of the game. Rather there would be simpler loadouts, fast paced games, and even pure pvp servers or anything rather than fighting leveling characters fight among players in an ideally balanced pvp scenario, rewarding players for such, as well as abandoning many of the RPG style elements that currently slow down progress and keep people from playing certain aspects of the game.
The RPG elements that have been strong in Blizzard games have proven themselves to be at the best wits of the players. These are the people who take fullest advantage of things such as Min/Maxing. This process is only possible due to the very simplified and rather minor percentile buffs allocated by talents, from vanilla, till the dissipation of talents altogether. The rigid spell layout meant that people all used the same rotation, and such simulations could be run through number oriented programs, and relay relevant information about which spec/gear/stats provide the most benefit.
Were spells no longer rigid, and instead all spells are fluid and attached through spell trees that would unfold much like old talents or Diablo 2 Spell books, where instead of specific classes, people would have plethoras of points to spend on acquiring skills, with each skill unlocking more skills above it, and around it, of similar ability, and specialization points to put in efficacy of skills,( I.E - 20% cost reduction (1 combo point off 5 sec/ -20% mana/rage)) with Strength of skills, with deeper Specializations of skills, such as Slice and Dice=(%Proc Disarm/Poision/AutoAtk Proc Free Shiv)
The shee number of points and possible class combinations with the available depth and customization of spells should deter all people from ever attempting to run a simulation comparing all such specs, because it would simply be too costly on a program, for if there are a million possible specs calculable from base Wizard/Fighter, that may be all well and true, but so few people would put 30 points into frost armor, for +%1300 armor, Spammable Blizzard/Bloodboil slow on 8 sec CD, and +30% movement because most people going frost magetank put those 30 points into chain blink ice lance flurry with slow glaives and chance to freeze/shatter, putting def points into slow/iceroots and frostbarrier magic absorbs/spellreflect.
The sheer number of combination of any spell or effect should be able to bewilder most if not every computer, and simply make the point system to deep and intricate, with maybe 10 different leveling specializations you can choose to level up individually by switch specializations and talents.
The Gear min/maxing on certain stats could be either reduced by simplifying gear and making each an obvious clear cut winner, with the up in the air stats melded into whichever base stat the character was str/int/agi
This or entice people to try any new combinations with many more spell/weapon/item enchantments and stat effects, much like Diablo 3, where people can have a +life on hit/ haste/ move speed build, and compliment this with their character's build, - i.e AoE witch doctor kiting w/ roots and sprint w/ self heal, or they can have a Defensive oriented, skill based barbarian healing from revenge, or have a high resist/def monk just trying to spam auras for +50% dmg boost, and heal and stay alive just because that person was little help.
The min/maxing routine pulling a rotation can only be defeated by making that much more simple, or giving this the depth to counter any sort of computer program telling what is the best spec, for certain, the best stats, and what rotation to do.
Rather these programs could only have theories, and random stats and gear means people could find some antipoletean rod with +8 points to fire spells, and simply because they found this spell, a different spec/combination would ideally be much better, than any min/maxed number set created by a computer running simulations.
Putting in this sort of depth opposes the hack and slash fast paced nature blizzard has taken in this MMO, this is grand, because 90 level is truly too many to surmount at the old leveling rate of classic, but even an old server 60 capped attempting to interlace some very deep aspects of this game, to make it not simply, do what Askmrrobot says to do, or pull that Noxxic rotation, because as much as that is all good theory, that doesn't make anyone better players or problem solvers really.
My lock strategy is soulburn curse of lethargy on everybody in any BG i can see a group at a flag, occasionally i may try to kill somebody, but still, i would put so many more points into just having a glaive/Soulburn/Seed of Corruption/ Curse of Lethargy than rather most of the other affliction spells.
A brainstorming idea, would simply to make a 31 point tree, for every spell and ability in the game, just giving each one so much depth, that people would really never want to put that many points in slice and dice. To entertain this, simply say, every time a person gains a level, they gain +1 point in every skill they used that level, and +5x , +4x, +2x, the amount of points in skills they used the most, 5-10 randomly assigned and spent skill points, just for fun, as stats do not get spent my fiend nay do skill points.
This way, even though a rogue would have 33 spells at lvl 80, he would get at least +1 depth point in each skill he has when he leveled, along with bonus depth points, and then general spell and talent points he spend when he levels, or gains when he does quests/chains/dungeons/anything associated with practice of a certain skill set or type, and or just using them in combat.
These could be revitalized by stabbing at the then put in the old style slow fighter, strong monsters fighting a weak rag tag group of amateurs in some odd gear, with the difficulty being not in the fact that the monsters are immortal godlike murderers but rather that the heros are powered so that a wolf or a bandit is still just as much a formidable and worthy adversary,
This could be had rather than today's ghost spirit monster kings and giant immortal warriors, these are cool, but truly my dwarf priests faith and ability to drink and cure ills is not as strong as electro Dragonaire creature from the deep shadow monster fighting sprite.
-Seriously Main Points
-Allow Game Modes oriented towards the different play-styles of people, rather than try to amass them all into this one hodgepodge of a game and try to balance it.
Separate Servers for
- (Pure fast paced balanced pvp)
//\// (Fastpaced Hack/Slash) //\//
(Long Difficult Intricate RPG style)
//\// (Role-play city/character/talking/morality mode) //\//
These groups could all come together much like real id friends or cross server groping, and entertain each other, where say the Depth of the RPG style deep guys balanced out for the most part, much like Challenge mode dungeons, but he still keeps his spell/set/gear and can challenge people in pure pvp, but his spec should be balanced more or less, just in terms of gear levels, things that would put him above the level of a pvp standard/well geared player.
The role-play character could help in quests as a hero of town or something along side the deeper RPG based skill set character, and rather than requiring they be of comparable skill, they are now more or less a party, and work together, where the Role-play lady of the night can seduce and charm people, and have her way with them, befuddle them, make them drop their weapons, pants, etc, even just fight with a cooking pin or a parisol, or whichever however they would choose to dress their sor or madame, and the RPG stats mode character can use however he spent his skills, which would oddly work so well in conjunction with Ms. Lady Dame, and they could go take down some Zombie King Farmer Saldean and the Army of Vagabonds.
This, i think, could prove to be more kind, more random oriented interaction, rather than set level based content, where there are seldom people to quest with, and it is quite lonely, as well as the level and gear gaps and differenced that exclude people from playing a certain aspect of the game, due to time commitment or constraint.
-Dreams a Dream