Angry Grimace said:
Obviously, nobody will stop talking about monks, but I don't know. Maybe if they could do heals/tanks/dps...I mean, we've got 4 tanks, 4 heals and 4 pure dps right now.
I don't think you're going to see any real focus on PvP in the expansion for the sole reason that people who PvP probably don't quit for the same reasons as PvE players, which is what expansions tend to alleviate.
I guess you're right in that sense. For the most part, PvP is more sport-like than PvE - the Arena or Battleground is just a playing field/pitch/what have you and there can be countless scenarios that play out on them. Football doesn't need a new map every season to keep things fresh and exciting.
I think I mean that (I hope) there will be an attempt to bring some world PvP objectives back, like Halaa, or the stuff in Silithus (compared to the lesser effects of most of the other world PvP objectives.) Just something that gets max level characters out roaming the world when they're done questing and they don't farm herbs/ore. I think the game is in a dire need of a revitalization like that right now.
Sitting in a dungeon queue is convenient, but it doesn't encourage player to player interaction, which is what I think one of the primary goal of MMOs should be. It's less of a problem at the start of an expansion when the definite best way to do dungeons is with a group you can trust, but becomes more of an issue as time goes on, and you start to experience gear inflation.
As for initial dungeon difficulty - I think the initial tuning of heroics could be turned down a tad - it was fine for me, with a solid group, and probably fine after all the nerfs, but I was done with them before most of those went into effect. T11 raids were I think tuned well in difficulty, but didn't have the most friendly early boss design. 3 out of the first 4 encounters you could do were more complex multi-target, multi-tank fights. Only Magmaw was relatively "simple" in this regard.
For the first tier of an expansion, definitely, the fights should start out with less complexity. Just looking back at Wrath you can see (without listing them all, as it would take awhile) about the first 1/4 of a given raid tier/instance has some pretty simple bosses (at least on normal). Throwing people at Conclave and Omnotron especially - two "council" fights, (Halfus less so - though the weekly randomness here could be frustrating) was not the best design.