#0 - March 5, 2009, 8:53 p.m.
1) They have worked at homogenizing group buffs and raid utility so multiple classes bring the same buffs that don't stack.
2) They have also retuned existing group buffs so they don't stack with most similar buffs and allow few people to get every buff.
3) They also have made most group buffs raid wide so people don't stack a classes so each group can have that single buff.
The only mantra I agree with is the third one there but I believe that homogenizing class buffs and stacking them makes raid design far more boring, instead what I felt should have been done is the following,
1) Class buffs are unique but not quite as good.
2) Similar class buffs can stack but with diminished returns.
3) Make every class feel like they bring a useful utility to the raid.
4) And make group buffs raid wide :D
I strongly feel a balance could have been struck with these points that would still support bringing the player over the class but also make each class feel needed for something more than their dmg, tanking, or heals.
This would also allow for compounding, I can make a 10man group centered around caster buffs where I would receive almost no DPS gain vs a 25man. And a well balanced 25man at 20 people pretty much ever buff needed and most of the time those last players add next to nothing if not nothing to the existing 25 people in the raid, and I find that just boring, personally I feel that a rogue or a warlock should always be better in a larger group instead of plateauing off when you have your basic buffs from 3 other people.
I think that my way would have been superiorly interesting and still support bringing any class but fairly discourage bringing to many of one class.
