Hi. I'm a Turtle WoW veteran concerned about the future of the game and the direction it was moving before that server closed.
I have a simple plea for the new developer team: do not fall into the same balance traps as your predecessors. You can do better. It pained me to watch how far Turtle strayed from core design principles like role specialization and meaningful costs to power. Everything became more. More damage, more survivability, more tools stacked on top of each other. You have a genuine opportunity here to course correct these design philosophies before they set in again.
When a Warrior wants to prioritize dealing damage, they are required to sacrifice. Wearing leather eliminates the natural survivability advantage of plate. Death Wish reduces your armor and resistances by 25%. Recklessness increases damage taken by 20%, Berserker Stance increases damage taken by another 10%. This concept isn't exclusive to Warrior. Paladins deal 60% reduced damage during Divine Shield. Arcane Power can literally kill an Arcane Mage if they use it at low mana. These create choices, trade-offs, calculated risks that can punish you for making the wrong choice at the wrong time. Class and itemization balance is healthiest when power gained in one area costs something, through opportunity or penalty, in another.
Karazhan 40 itemization also followed this philosophy to a degree. Many pieces lacked stamina, and some classes had to meaningfully sacrifice survivability if they wanted to maximize damage. The principle was not entirely absent. But there were also places where the old developers ignored it.
One of the clearest examples came with the Combat Rogue overhaul in patch 1.18. They received a talent change that increased energy regeneration based on Agility. Agility was already a premium stat for the class. It now provides attack power, critical strike, dodge, armor, and energy regeneration. Incentivizing stacking it has implications that go further than parsing on a damage meter, although Combat Rogues dominated the leaderboards on Nordanaar.
Rogues gain 1% Dodge for every 14.5 Agility. Hunters require 26.5 Agility per 1% Dodge, the worst scaling in the entire game, despite directly sharing the same 'evasive' class fantasy niche. A raid-buffed Combat Rogue in full PvE DPS best-in-slot K40 gear reached roughly 71.5% passive avoidance. Passive. That is before Evasion, Ghostly Strike, or Flourish, without making any sacrifices to their damage. That defensive profile is more easily compared to a tank's than to other damage dealers. Once fully geared, the spec operated as the quintessential top-dps with extraordinary physical avoidance, minimal threat concerns, escape tools, crowd control, and high mobility.
This is not a problem exclusive to Combat Rogue itemization and design. You don't need to look very hard to find other classes and specs overreaching their roles in any aspect of the game. The problem is the overall design approach that repeatedly added power, survivability, and convenience to already capable kits while reducing any visible costs that used to define their roles. OctoWoW does not have to continue that pattern. When a design change provides a significant advantage, it should come at some kind of meaningful cost or existing weakness in other areas. Those constraints are what prevent one build from simply becoming the best choice offensively, defensively, and functionally at the same time.
I don't want the game's balance to turn into a rigid system where every strength must have an equal and opposite weakness. That would detract from the identity of Classic, but balance should still be rooted in something more than just 'what feels better'. A systematic approach, at the very least, can help identify what and where the problems are. I don't want to request any specific numeric adjustments. That should be a discussion among the balance team. That said, here are some interesting statistics:
Tier | Class | Spec : Effective Health vs Physical (HP / (1 - Armor DR)) | Avoidance | EHP after Avoidance (EHP / (1 - Avoidance))
K40 | Rogue | Combat-Dagger : 12000 EHP | 71.5% Avoidance | 42105 EHPA
Naxx | Rogue | Combat-Dagger : 11868 EHP | 69.6% Avoidance | 39039 EHPA
K40 | Rogue | Combat : 11826 EHP | 70.66% Avoidance | 40306 EHPA
Naxx | Rogue | Combat : 12415 EHP | 69.52% Avoidance | 40731 EHPA
K40 | Rogue | Subtlety : 10787 EHP | 53.45% Avoidance | 23172 EHPA
Naxx | Rogue | Subtlety : 11742 EHP | 51.55% Avoidance | 24235 EHPA
K40 | Hunter | Survival : 14559 EHP | 43.55% Avoidance | 25790 EHPA
Naxx | Hunter | Survival : 14669 EHP | 42.64% Avoidance | 25573 EHPA
K40 | Hunter | Marksman : 15153 EHP | 40.15% Avoidance | 25318 EHPA
Naxx | Hunter | Marksman: 14309 EHP | 38.24% Avoidance | 23168 EHPA
(Notes: Plate-majority gear. Before Berserker Stance / Recklessness / Death Wish.)
K40 | Warrior | 2H Fury : 13809 EHP | 28.29% Avoidance | 19256 EHPA
Naxx | Warrior | 2H Fury : 16283 EHP | 25.59% Avoidance | 21882 EHPA
K40 | Warrior | Arms : 13646 EHP | 28.4% Avoidance | 19058 EHPA
Naxx | Warrior | Arms : 16106 EHP | 25.7% Avoidance | 21676 EHPA
Sources:
https://docs.google.com/spreadsheets/d/ ... DBPDoM0-Ts
https://docs.google.com/spreadsheets/d/ ... a1NnKXnG8o
https://docs.google.com/spreadsheets/d/ ... MJ88vstDY8
I'll summarize the information for those who don't want to parse through it or might have trouble understanding: A difference of ~+20% dodge vs other Rogue specs is extraordinary. BiS Subtlety rogues already avoid more than half of the potential physical damage they could take. BiS Combat rogues nearly half that again with avoidance, and have more health and more armor. That equates to 81.7% more average survivability vs dodgeable attacks than other Rogue specs. 63.3% more than an equivalently geared BiS Survival Hunter. 118.7% more than a BiS geared plate-equipped Fury Warrior, before any of their penalties. That is astonishing.
I am not asking for any class to be made weak. I am asking that the people in control of the next iteration of the game be more careful about how power is allocated and allowed to compound. The goal should not be to make every class equal in every category. Please preserve the strengths that made each class distinct, but make sure those strengths come with real limitations, opportunity costs, or counterplay. That is the balance philosophy I hope the new team carries forward into OctoWoW.
Please do not let the same mistakes define the next chapter.