Endless debate about class design!
The point is that Blizzard has to keep each character archetype unique, with an original gameplay, or else we would not enjoy playing wow.
The second issue is that each archetype must be able to access successfully the biggest part of the game possible, or else we would not enjoy playing wow.
This is complexe.
It is always dependant on environment.
You could have for example some terrible character, really weak, but if it is the only one able to use an ability that is completly necessary in 99% of the game content, then it becomes a key member in groups.
If all raid bosses were dual wield demons or undead with many adds, warrior tanks would be useless...
If all raid bosses had silence and mana burn capacities, tankadins wouldn't be playable...
It works the same way for the four healer archetypes.
If every fight in the game was based on heavy bosses aoe and weak strikes on the tank, you could delete your healadin.
In my opinion one thing that is a frustration for many new players discovering the game with a healadin toon, is that Blizzard made them think they were a melee support class, and after leveling find that it is not true.
What could be unique and never done with healing classes would be to bring back healadin in melee range, with some unique healing gameplay based on melee capacities.
Not melee dps, but over powered melee heal abilities and survavibilitie, may be based on the existing seal / judgement system, with very weak ranged heals for example.
Just an idea, may be stupid, but to say that what make us love the game is that our characters are so differents, and could be even more unique in term of game play.
This is also what make us love rerolls and stay in this game endlessly ;p
Edited, Jul 2nd 2008 4:41am by egraynn
Edited, Jul 2nd 2008 8:03am by egraynn