Season 1 dungeons had a lot of complexity to them? No Season had 1 had terrible mob designed with terrible affixes on certain mechanics
Paladin mobility still a problem because in order to be slightly less immobile now (Blessing of Freedom + 30% movement speed) I have to spend / waste a talent point. Heroic Leap cannot be stunned/stopped halfway through its process, whereas Divine Steed can. If I’m stunned then I have to waste Blessing of Freedom....They should have redone Divine Steed for it to break through any stuns, roots, etc... and have 3 charges, while leaving Blessing of Freedom as is.The way things stand, Blessing of Freedom should get an extra charge or should have +30% movement speed as baseline.
Core end-game loop will include world quests, public events, snail races, Fyrakk Assaults, sniffen seaks. Public events on the Dragon Isles will be updated with Season 2 rewards in order to stay relevant. Yes, Chef!Oh great, more useless fluff that will become redundant almost immediately after release. Playing fast and loose with the "stay relevant" part as well...
Saying "blizzard hasn't X in the past so don't expect it" is a weird thing to say. Blizzard didn't do a lot of things until they did them lol Actually even directly relating to adding specs that's blatantly untrue. Druids were only 3 specs until 5.0 when they added feral as its own spec. Maybe it's misdirection and they plan on testing a tank spec for .2 release after "evokers gain back their full power"Or maybe they can't remember their own history :(
"Blizzard has never added a spec to a class before, so don't expect a tank spec for Evokers."If we wanna get technical, Guardian and Feral being split is pretty much adding a new spec to a class. Druids originally had three specs, but they now have four.Still, as with any content Blizzard wants us to like, they need to make what sounds good on paper be good (or better) in practice too. We'll see how that turns out.