I don't doubt that people here are pretty tired of the discourse surrounding Class Changes 2 and Vanilla class design, I feel like I've been on crazy pills trying to defend and explain the design ethos of the base game, why it's something that's worth preserving, and how some of our server's overhauls have failed to stay true to certain ideals. I believe that the wealth of interviews from Blizzard's former lead class designer are more relevant than ever, and I truly hope the insights provided by his perspective can help shape the future of our server's class design for the better.
Too often is original vision and what's considered "vanilla" debated about as though the developer's intents are some lost mystery to be reverse-engineered or interpreted from what was already in the game, when that simply isn't the case. Even though these interviews don't cover the classes as exhaustively as a development bible would, they provide a bounty of insight for what the vision was for a lot of the classes, why certain decisions were made, where exactly some of those ideas failed, and what could have been done differently.
But enough rambling, without further ado I'll present what I've found to be the most relevant interviews timestamped for everyone's benefit here:
- Kevin Jordan on general Class Design (this is by far the longest one, interview ends at 2:00:30)
- On Warriors (ends at 1:10:00)
- On Shamans (ends at 33:50)
- On Hunters (ends at 1:41:10)
- On Paladins (ends at 1:53:30)
- On Druids (ends at 1:13:40)
- On Warlocks (ends at 1:09:25)
- On Priests (ends with the video)
- On Rogues (ends at 2:05:15)
- On Mages (interview goes from 32:45-1:11:40)
Can only seem to find a Spotify link for this one.
It's already been discussed at length in other threads whether or not certain aspects of CC2 go against the vanilla identity of classes and their specializations, but there's some changes that can be considered controversial by purists that are actually backed up by what Blizzard's team had in mind, namely Holy Paladin as a melee healer, the reason why their heals were so efficient was so they'd have mana left over to spend on attacks. Unfortunately, reality didn't align with that idea.
I'm not going to try and say that every one of Kevin Jordan's ideas are infallible or that his word is law, in fact there's some original plans I myself question (particularly Shamans only being intended to tank up to mid-late game), but it's my sincerest hope that these and the numerous other interviews out there can help inform and provide context to not only the Turtle team but also to future conversations about class design in this community. I earnestly implore our class design team to at the very least consider the contents of these interviews, and to hopefully allow the experiences of their predecessor provide a renewed sense of direction for this daunting challenge the team's bravely decided to take on.
I feel like I'm mostly shouting into the void by this point, so thank you for making it this far, I'm aware this post is kind of a lot. If you've disagreed with my opinions about the direction of CC2 or the importance of vanilla design integrity, then I hope you at least find the interviews provided above interesting and entertaining.