Everyone has specialties and you match the spec to the situation Under this model, we would establish spec specialties. For example, Arcane could be good for single-target fights while Fire is great at AE fights. Some of that design already exists in the game, but we try not to overdo it. If you really like playing one mage spec, or really detest constant spec swapping, then this model isnâ€™t going to be to your liking. Furthermore, we donâ€™t want to overstrain our boss design by having to meet a certain quota of AE vs. single target fights and movement vs stationary fights and burn phase vs longevity fights or whatever. It is also really hard to engineer these situations in Arenas or Battlegrounds (for example, both mobility and burst are extremely desirable in PvP), so in those scenarios there still may just be one acceptable spec.
If we used this model, then you might switch out to a different spec to gain a specific spell. Again, we have some of this today. A DK might want Unholyâ€™s Anti-Magic Zone for a certain fight. Hunters might go Beastmaster to pick up a missing raid buff. Mages might go Fire for situations where Combustion shines. Druids might go Balance when they need the knockback from Typhoon. A little of this sort of thing goes a long way though. As in Model One, not every player wants to have to swap specs. If you just like Survival, you might resent having to go BM just to buff someone.
If knockbacks are too potent, then it really constrains your raid composition and makes even casual guilds feel like they need to keep a stable of alts or benched players for every fight. If there wasnâ€™t a boss in the current raid tier for which warrior abilities really shine, then warriors start to feel like a third wheel, yet trying to make sure every boss in a tier has a moment for every spec to shine is a pretty daunting task. The extreme case of this is the â€œutilityâ€ spec that does middling DPS, but brings a lot of synergy and utility that improves all of the other specs. In Lich King, we changed the design to make different raid buffs and abilities more widespread and give groups much more flexibility in their raid comps.