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Tinderhoof @Tinderhoof
, 7 tweets, 1 min read Read on Twitter
From the Redit Q&A: "Broadly, we've tried to define areas in which specializations should excel (single-target, cleave, AoE, spread, clumped, burst, sustained, etc.), and areas where they should lag behind."

What frustrates me is how half of those situations no longer exist.
I think it is a good philosophy in a vacuum, but has remained rigid while the game has adapted around it. Long gone are the days of Elite mobs being a thing around dungeons. Where 3 and 5 person quests were actually no joke.
Gone are the days of threat meaning something, so you actually had to burn mobs down one at a time. You know when AoE was actually a detriment 90% of the time? Back when AoE was a niche.
Gone are the days where quest mobs could actually be 1 minute fights. Don't get me started about poor healers trying to level.
In a world now that AoE and Burst are the primary mechanics for leveling, Dungeons, M+ and Raids having classes that specialize in areas that no longer exist in the game is just bad. My primary method of doing damage lasts 24 seconds. Nothing lasts 14 seconds.
How can you tell me designing classes for mechanics that don't exist makes sense?
Don't get me wrong. I am not looking through rose colored glasses at days long past singing it's praises. I do not look for "the good old days" because I don't think they exist in that way. I think more of the game needs to evolve at the same time instead of just parts of it.
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