
Originally Posted by
FoxyAreku
Balance and class creation should never, ever take duty finder into mind.
I'm gonna disagree with this, because class design will reflect in what happens on DF as much as raids. Which means if you make class design too restrictive or around very specific niches, you will screw over those classes in 4-man dungeons.
Everyone keeps talking about Legion, I was talking about Pandaria's disc priest, where you didn't have to place atonement on people and your DPS just automatically healed the closest targets, and you also still had flash heal, greater heal, prayer, etc.
The point of Disc from back then was basically shields, and cooldowns that turned healing spells into shields. At least from what I've read and what few sources I could find on disc. You had stuff like Penance and Divine Star, but that seems to be the gist of Disc.
On the one hand it seems the devs have based SCH a lot on that version of Disc, just with a pet instead of cooldowns to turn heals into shields. If this is not the case (I mained a prot warrior and ret paladin during my time in WoW, so I have no first-hand experience with any of the healers in that game), you might want to further clarify.
Non-sequitur:
2. I still don't understand what you're asking here. It might be that I fail at reading comprehension or am just too tired to fully process what you're saying.
3. Rather than import stuff from other classes (because the classes themselves don't have much in terms of mechanics), I'd probably ask for different version of certain skills. For example, a DRG has the choice of equipping one of three versions of Heavy Thrust. One increases damage dealt like the current version. One deals only damage (~250 potency) but has a cooldown of 15s and is off-GCD. One places a TP regen effect on you for 30s. You'd still run into the problem of one being mathematically superior to the other two, but that can't be avoided.
4. That approach has a very limited number of applications. Using your Cover example, a PLD that sets Cover as a trait would be pretty damn strong without some sort of internal cooldown on when Cover procs. I can't think of how this would work for certain jobs.
5. The answer is, you don't. The only reason I think they even bother to keep talents is because people will literally foam at the mouth if they suddenly removed talents as whole and made them baseline to their respective classes. Considering the shitstorm Blizzard saw when they did the first talent revamp, people would feel like they took something out of the game even though it would be moved from one part of the design to another. Sort of like the stupidity that took place when Coca Cola changed the formula of their drink (people who didn't care before acted like they had been robbed of a sacred treasure and demanded the formula be restored, and Coca Cola went and did). On that note, the artifact system smells to me of Blizzard testing the waters to see how players take to a progression system where you invest points into traits and advancement. Assuming this is indeed the case, I have a feeling talents will get slowly phased out or outright removed next expansion, specially if the progression for artifacts goes over well with the players.
6. This is not the right question to ask me, because to me everything you've mentioned brings one simple thought to mind: This needs to be redesigned. Every single item is terribly flawed, and thus to me the only course of action would be to re-conceptualize them. I know it's unrealistic, but trying to simply tweak stuff like Meditation and Chakras and WM is like trying to polish a turd.