Let's look at some sacred cows currently part of WoW either through inheritance from older MMOs or that it has grown itself over the course of the past seven years.
- Armor and weapon types should be confining and class-defining.
- The distinction between hybrid and pure classes is valid and worth preserving, and pure classes should perform better at the role they can perform than hybrids.
- Professions should require a long process to level, and a player choosing to switch professions, even at max level, should have to go back to leveling zones and gather materials to do so (especially for a gathering profession).
- PVP and PVE content should use the same basic set of abilities, and they should function as similarly as possible in both scenarios.
These are just a few assumptions -- and to be frank, it is neither my intention nor my implication that simply because these exist
that they should be changed. However, it is
my implication (now explicate, due to my stating it here) that everyone should challenge these assumptions and decide for him or herself if they help or hinder the game. When discussed rationally, such ideas can and have in the past changed the game.Accessibility without dilution
Development is always after the holy grail of accessibility while avoiding dilution of the game and its milieu. All changes have to be considered in terms of their context and the fallout from making the change. A change like removing weapons skill and the process of leveling it had essentially no repercussions at all save that if you had a warrior in your group who'd never used a two-handed axe before and one dropped, he no longer had to go to the Blasted Lands and try and find an unkillable mob to beat on for hours.
It may be true that rogues are in fact not the top DPS class in the game and that it has in fact been good
for the game and the majority of its players. It may be fact that rogues have such a varied and powerful suite of abilities that dominance of the DPS charts is not necessary for raids to continue bringing them to groups, and the same holds true for warlocks, mages and hunters.
This doesn't mean the developers can embrace this shift, as it may have ramifications for game balance, player demographics, and encounter design that are as yet unseen. It doesn't mean they can't
, either, if it turns out that all the seeming positive effects of abandoning the pure > hybrid
DPS balancing system outweigh those potential changes.
No change should be adopted simply because it would be
a change. No change should be opposed on those grounds, either. What is good for the game and its players is the ultimate goal.