The reason the factions can't communicate has nothing to do with lore. So this point is invalid in regards to them offering up one race that can choose its faction. It would have no effect on game play. DKs cannot communicate across faction and that isn't causing problems.
I would very much love to see a neutral race that is allowed to pick a side. Not entirely sure why it hasn't been done yet to be honest.
You know, the more I think about it, the more I'm of the mind that we won't see another race added to either side.
1) From what I understand, Goblins were initially planned as a playable race, but then the designers loved the idea of them profiting from the war so much and changed their minds. I think I remember a blue statement making it clear that goblins would never be a playable race. Of course, anything can get overturned if the design calls for it -- but in this case, I just don't see any goblin intentionally cutting off their access to the other side by picking one.
2) With how many changes Blizzard is making to the old world, I think they recognize that the future of the game is new content. BC showed that while getting a new race meant we got new starting areas, Blood Elves were still in Silverpine and Draenei were still in Ashenvale, going through mostly the same content everybody went through already as level 20+ characters. I don't think the design is going to ask for another experience like that unless the expansion involves a whole new set of leveling zones from 20-58. While that's not outside the realm of possibility, it would aggravate the top-level population that want new raiding content at level 90.
3) And yes, mechanically the language barrier is completely artificial, and for all intents and purposes they could add in a neutral race, but why? Making one starting area instead of two would come across as cheating, I think, and it still doesn't resolve the problem of having to level up through the old world.
4) I'm so happy no one has mentioned High Elves so far. ^_^
4) I'm so happy no one has mentioned High Elves so far. ^_^
High Elves are everything short of playable to the Alliance right now. They are a major storyline faction and a key player in the Alliance push into Northrend -- half of the Alliance base in Dragonblight is all Silvermoon-esque architecture. I'm sure this is for storyline reasons that are corroborated by whatever is happening in the comics and so forth but it's kind of weird. Apparently you can't have an Alliance without the high elves.
'War' is too small a word for what I'm fighting. Like a candle in front of the whole burning Sun. Now, I am not going to die today. I have other projects, and other options.
You know, the more I think about it, the more I'm of the mind that we won't see another race added to either side.
1) From what I understand, Goblins were initially planned as a playable race, but then the designers loved the idea of them profiting from the war so much and changed their minds. I think I remember a blue statement making it clear that goblins would never be a playable race. Of course, anything can get overturned if the design calls for it -- but in this case, I just don't see any goblin intentionally cutting off their access to the other side by picking one.
2) With how many changes Blizzard is making to the old world, I think they recognize that the future of the game is new content. BC showed that while getting a new race meant we got new starting areas, Blood Elves were still in Silverpine and Draenei were still in Ashenvale, going through mostly the same content everybody went through already as level 20+ characters. I don't think the design is going to ask for another experience like that unless the expansion involves a whole new set of leveling zones from 20-58. While that's not outside the realm of possibility, it would aggravate the top-level population that want new raiding content at level 90.
3) And yes, mechanically the language barrier is completely artificial, and for all intents and purposes they could add in a neutral race, but why? Making one starting area instead of two would come across as cheating, I think, and it still doesn't resolve the problem of having to level up through the old world.
4) I'm so happy no one has mentioned High Elves so far. ^_^
I don't think people would be aggravated by new sub level cap zones. But it isn't entirely reasonable to expect a whole new 1-58 set of zones. The other option is to have the new race zone as an accelerated starting zone where quests reward mode and after finishing the two zones you're 30 instead of 20 or something. Also I think them adding one new zone in the 45-55 range would be pretty awesome as that seems to be the slow down period for those of us that level wtihout RAF. DWM revamp I loved so they could maybe just do that or add a new zone wherever the new expansion is set.
That is assuming there even is new races, maybe it will be a new hero class or maybe it will be neither. I'd prefer a complete overhaul of all races graphics and animations than a new race personally, as well as maybe making all new armour look like armour instead of painted on skin like some of the NPC's have started getting.
As for what races, I think there's a lot of potential for some sort of Furbolg faction. Maybe using the Gurloc excuse that they had their evolution accelerated and lost some bulk so armour wouldn't look ridiculous on them. Could fit them in either faction but I think Horde would fit better. I know they bent the lore a lot to let Dranei into the Alliance given the humans racisim but I can't see them accepting furry beat men wandering around Stormwind. But it depends how far they want to stretch it I guess. Naga would be a no for me just from the model limitations. Worgen possible but the lore pretty much points to them being mindless bloodthirsty savages from a planet in perpetual war. Murlocs/Gurlocs same as Naga, too difficult modelwise. Goblins, I hope not.
Other options would that it would not be a fully fledged new race as such but maybe the Frostborn and Taunka become available to play. Taunka could be based out of Dragonblight and starting zones could be caves in Azjol Nerub (yes I'm determined this comes to the game still!) and Frostborn could have some cave in Storm Peaks that they breached part of a titan facility and are battling rogue YS controlled machines.
Originally Posted by Shadowed
The best part is, not only were you late in linking it, that's an April fools topic from 6 months ago.
Naga would be a no for me just from the model limitations. Worgen possible but the lore pretty much points to them being mindless bloodthirsty savages from a planet in perpetual war. Murlocs/Gurlocs same as Naga, too difficult modelwise.
If you recall when DM was released, they revamped all of the ogre models to be more detailed and similar to the complexity of a player character model. There's no reason that they couldn't do the same for the Naga should they become a playable race.
A playable Gorloc would be awesome. I'd reroll in a heartbeat.
Adding a new race or new class is many times the work of adding new leveling area (Outland/Northrend) and dungeons. I think we'd all be a lot better off if they put all that time and effort into having better and more polished content to play 80-90 and at 90.
I don't think people would be aggravated by new sub level cap zones. But it isn't entirely reasonable to expect a whole new 1-58 set of zones. The other option is to have the new race zone as an accelerated starting zone where quests reward mode and after finishing the two zones you're 30 instead of 20 or something. Also I think them adding one new zone in the 45-55 range would be pretty awesome as that seems to be the slow down period for those of us that level wtihout RAF. DWM revamp I loved so they could maybe just do that or add a new zone wherever the new expansion is set.
That is assuming there even is new races, maybe it will be a new hero class or maybe it will be neither. I'd prefer a complete overhaul of all races graphics and animations than a new race personally, as well as maybe making all new armour look like armour instead of painted on skin like some of the NPC's have started getting.
As for what races, I think there's a lot of potential for some sort of Furbolg faction. Maybe using the Gurloc excuse that they had their evolution accelerated and lost some bulk so armour wouldn't look ridiculous on them. Could fit them in either faction but I think Horde would fit better. I know they bent the lore a lot to let Dranei into the Alliance given the humans racisim but I can't see them accepting furry beat men wandering around Stormwind. But it depends how far they want to stretch it I guess. Naga would be a no for me just from the model limitations. Worgen possible but the lore pretty much points to them being mindless bloodthirsty savages from a planet in perpetual war. Murlocs/Gurlocs same as Naga, too difficult modelwise. Goblins, I hope not.
Other options would that it would not be a fully fledged new race as such but maybe the Frostborn and Taunka become available to play. Taunka could be based out of Dragonblight and starting zones could be caves in Azjol Nerub (yes I'm determined this comes to the game still!) and Frostborn could have some cave in Storm Peaks that they breached part of a titan facility and are battling rogue YS controlled machines.
It was already mentioned that the next expansion will be them improving graphics a bit so I wouldn't be surprised if they aren't already upgrading the current races models to be on par with draenei/blood elves.
And I wouldn't look too into current models for whether something can be a race since Blizzard will just update other models for that race just like how they did for high elves when they added blood elves.
Adding a new race or new class is many times the work of adding new leveling area (Outland/Northrend) and dungeons. I think we'd all be a lot better off if they put all that time and effort into having better and more polished content to play 80-90 and at 90.
New races more so than classes, at least from the art department. Remember, every new race needs to have every usable piece of gear in the game modeled to match it. This means scaling, shoulders being in the proper places, leggings not clipping (leading to bermuda shorts appearances), etc. Every x-pac (and major content patch) releases more items, which means more to arrange appropriately for a given new race.
I'd deem new races highly unlikely - new (hero) classes mildly unlikely. Appropriate niches are few and far between at this stage. Creating another class that could heal doesn't mean that people would play it as healers. You just keep running back into that homogenization wall that Blizzard claims it wants to avoid.
Rock: "We're sub-standard DPS. Nerf Paper, Scissors are fine."
Paper: "OMG, WTF, Scissors!"
Scissors: "Rock is OP and Paper are QQers. We need PvP buffs."
New races more so than classes, at least from the art department. Remember, every new race needs to have every usable piece of gear in the game modeled to match it. This means scaling, shoulders being in the proper places, leggings not clipping (leading to bermuda shorts appearances), etc. Every x-pac (and major content patch) releases more items, which means more to arrange appropriately for a given new race.
I'd deem new races highly unlikely - new (hero) classes mildly unlikely. Appropriate niches are few and far between at this stage. Creating another class that could heal doesn't mean that people would play it as healers. You just keep running back into that homogenization wall that Blizzard claims it wants to avoid.
The issue of saying that "new races/classes require more development time than new zones, thus new races and classes should be set aside for new zones" is that eventually, even with all the possible development time available, you reach a certain saturation point for how many zones you can add.
The closer view we had of Wrath's development cycle shows that Azjol-Nerub was supposed to be a leveling zone, Coldarra was supposed to be it's own zone instead of a subzone of Borean Tundra, Crystalsong Forest was actually supposed to have more in it than pointless NPCs... I think they realized that throwing too many zones at the player base would have been as bad or worse than not throwing enough. Compressing the zones down into what we have now meant cutting back on the storylines running through those zones -- so if we say that Coldarra was diminished substantially from what was originally designed, that explains why there's so little actual content on the Nexus War.
This is not to say that they're required to add a new race or a new hero class, but instead to say that the next expansion will either contain moderately more zone content (as opposed to substantially more), two new races and BC's quantity of content, or a hero class and Wrath's amount of content. Or it's possible that they'll put out an entirely new form of content that is not new races and not a hero class and not just more zones. We'll know in about two months, I think.
This is not to say that they're required to add a new race or a new hero class, but instead to say that the next expansion will either contain moderately more zone content (as opposed to substantially more), two new races and BC's quantity of content, or a hero class and Wrath's amount of content. Or it's possible that they'll put out an entirely new form of content that is not new races and not a hero class and not just more zones. We'll know in about two months, I think.
To add to this: I think they're hitting diminishing returns on trade skills. I'm not sure the economy/ecosystem has much room for more than two or three more for the entire lifetime of WoW. I am really not sure we will see another new trade skill in the next expansion. I'd like to see lumberjack/woodworker (crafting staves, shields, maces, off-hand items, and items that are used to customize player/guild housing), but I do not think we will.
Last edited by Douglas : 06/16/09 at 1:16 PM.
Reason: detypoification
Another option of course is another race. Pandaren is right out. Naga are problematic for a few reasons. But if it's "Maelstrom & Undermine", well, what race is seriously being displaced by the Naga and might come looking for allies?
Murlocs. Maybe, if it's a "Maelstrom & Undermine" expansion, Horde gets Goblins and Alliance gets Murlocs. And the most-widely-hated player race would finally be something other than Blood Elves.
Both within the Maelstrom and on Azeroth, the Makrura have long been enemies to the Naga.
I think they realized that throwing too many zones at the player base would have been as bad or worse than not throwing enough
Or did they simply run out of time?
Granted, as is we have more than enough zones to level 70-80. But what if instead of Death Knights we got the AN raid everybody wanted for 3.2?
Or many of the smaller, lore-less quests could have been trimmed out to make having more content in Crystal Song work out. Honestly nobody except Blizzard knows the exact reasons things are cut, or how not doing certain content would allow for other content.
I would bet against new races or a new class regardless of this debate, however.
But what if instead of Death Knights we got the AN raid everybody wanted for 3.2?
Who would have been happy with that? I'm a bit of a lore nerd, and I would not have made that trade-off. I do not think that would have been a good decision for Blizzard at all.
I'm virtually certain that each expansion from now on will come with one hero class. We'll have hints before too much longer.
I'm virtually certain that each expansion from now on will come with one hero class. We'll have hints before too much longer.
I think it's safe to say that any new class will be a hybrid, ie capable of two or more roles in a raid. I'm fairly sure we'll see a healing/DPS hybrid next as we just got a tank/DPS hybrid.
I think it's safe to say that any new class will be a hybrid, ie capable of two or more roles in a raid. I'm fairly sure we'll see a healing/DPS hybrid next as we just got a tank/DPS hybrid.
A lot of evidence is pointing in that direction, and after the DK was first announced, noise was made about them wanting a new hero every expansion afterwards. This was shortly after the breath stating that they wanted to do an expansion a year, though.
Additionally, I remember Ghostcrawler saying at one point that we shouldn't expect a new hero class every expansion -- I think their experience with trying to hyper-iterate the DK class might cool them to throwing an 11th class into the mix.
It doesn't help that most of the source material they're using to create the hero classes are Hero Units from WC3, most of which have already been reiterated either as part of the core classes (Whirlwind was an Orc Blademaster skill, I think), or their abilities have been transplanted to other classes (Metamorphosis from the Demon Hunter is a Warlock skill now, which kinda makes sense). While an Archdruid would make sense for an Emerald Dream expansion, how do you justify Archdruid and Druid being separate but equal classes?
I'm eager to see a new Hero class just for the sake of seeing what they come up with and how they make it work within the current dynamic. I completely understand if they decide to hold off on that.
The more I talk about it, the more eager I am for BlizzCon. Something new has to drop there, there's just no telling what it's going to be.
A lot of evidence is pointing in that direction, and after the DK was first announced, noise was made about them wanting a new hero every expansion afterwards. This was shortly after the breath stating that they wanted to do an expansion a year, though.
Additionally, I remember Ghostcrawler saying at one point that we shouldn't expect a new hero class every expansion -- I think their experience with trying to hyper-iterate the DK class might cool them to throwing an 11th class into the mix.
It doesn't help that most of the source material they're using to create the hero classes are Hero Units from WC3, most of which have already been reiterated either as part of the core classes (Whirlwind was an Orc Blademaster skill, I think), or their abilities have been transplanted to other classes (Metamorphosis from the Demon Hunter is a Warlock skill now, which kinda makes sense). While an Archdruid would make sense for an Emerald Dream expansion, how do you justify Archdruid and Druid being separate but equal classes?
I'm eager to see a new Hero class just for the sake of seeing what they come up with and how they make it work within the current dynamic. I completely understand if they decide to hold off on that.
The more I talk about it, the more eager I am for BlizzCon. Something new has to drop there, there's just no telling what it's going to be.
Honestly, at this point, I wouldn't be surprised to see some sort of revamp of the talent system. You can't just keep adding 10 talents to every tree every time an expansion comes out without running into trouble. Look at what happened in Wrath: new talents, better designed talents, *AND* Glyphs? Even Ghostcrawler has said (recently) that this resulted in a hyper-inflation of damage scaling compared to health.
I'm not sure whether a fourth tree for every class is approriate, or whether second, parallel 'sub tree' (think Hunter pets) would be a better choice, but I would be surprised to see "10 more talents!" happen without any other changes.
Honestly, at this point, I wouldn't be surprised to see some sort of revamp of the talent system. You can't just keep adding 10 talents to every tree every time an expansion comes out without running into trouble. Look at what happened in Wrath: new talents, better designed talents, *AND* Glyphs? Even Ghostcrawler has said (recently) that this resulted in a hyper-inflation of damage scaling compared to health.
I'm not sure whether a fourth tree for every class is approriate, or whether second, parallel 'sub tree' (think Hunter pets) would be a better choice, but I would be surprised to see "10 more talents!" happen without any other changes.
I think they should go a direction of having a sub tree for classes that's like a 'prestige class' type thing. For example a Archdruid tree for druids, Archmage for mages etc. That way they can improve the classes in funner ways than just 'here are 10 more points' but I could see them running into the same balancing issues they do with 10 more talent points and I not sure how they could do that in a good way of having the fourth tree be unique.
Who would have been happy with that? I'm a bit of a lore nerd, and I would not have made that trade-off. I do not think that would have been a good decision for Blizzard at all.
I'm virtually certain that each expansion from now on will come with one hero class. We'll have hints before too much longer.
I would have in a heartbeat. The DK class brought very little good to the game and in return threw balance in both PvP and PvE into mayhem for months, I'd argue they are still too powerful on fights that matter in PvE as well.
As well as that, there stated aim of increasing the number of tanks by adding DK's didn't seem to work either. Every one I run into is a DPS spec.
I think adding another class is a lot of work and I'd be very surprised if they added another one so soon after DKs.
Originally Posted by Shadowed
The best part is, not only were you late in linking it, that's an April fools topic from 6 months ago.
As well as that, there stated aim of increasing the number of tanks by adding DK's didn't seem to work either. Every one I run into is a DPS spec.
I think adding another class is a lot of work and I'd be very surprised if they added another one so soon after DKs.
And this is why I deemed a new Hero unlikely (but possible). It's a hell of a lot of work, and just because they add a new class which can (in theory) heal and DPS doesn't mean it'll assist any healing shortfall issues Blizzard may see.
Healer balance is very difficult, too - a new healer class will start out either underpowered or overpowered. Underpowered is useless (until it gets a kneejerk buff and jumps to OP), while overpowered (hellllooooo DK) will put the other healers up in arms. Having all your guild's healers respec DPS because the new class is clearly superior and/or waiting all the rerolls to level their new healer from 55(? 65? Hopefully not 1) to max level could seriously affect initial raiding (unless Tempest Keep mysteriously teleports to the Maelstrom and we already know all the boss fights).
Rock: "We're sub-standard DPS. Nerf Paper, Scissors are fine."
Paper: "OMG, WTF, Scissors!"
Scissors: "Rock is OP and Paper are QQers. We need PvP buffs."
I don't beleive the DKs were added just for the class part, the adding of the DK has also tied into the Lore for the expansion. Ebon Blade plays an important role in Northrend and their role will probably become more important as Icecrown Citadel releases.
In terms of future Hero classes, Blizzard will add them and the difficulty will be for them to make sure any hero classes doesn't eclipse the current class (for example adding an Archdruid would be difficult). As far as Blizzard is concerned, their implementation of DKs has been succesful, almost everybody has a DK because of the level 55 start.
While I would see a 5th healer class as a technical possibility (it just evens up nicely in a single raid group), I do feel there's simply no actual 'healing niche' left for them to be in. Blizzard has clearly stated they're fine with a Healing Niche, as long as any selection of Healers can succesfully heal an encounter.
We've got Raid Healing, Single Target Heals and HoTs covered already. Classes got a bit more of one or the other to boost their weak spots (Nourish / Multi target HL and instant Shocks / Riptide etc), but essentially, every single bit of healing has been covered. Even pre-emptive healing has been done with the various bubbles.
On top of that, it would actually have to be a spec that people enjoy playing more than the (likely) DPS counter part of the class. Healing-through-DPS seems a decent option at first glance, as you combine both, but it would throw balance out of the window for starters if it became their way to really heal Raid encounters, and secondly it's already in the game through Ferals, Retadins and Shadow Priests.
I agree with Kumar in that there might well be more Hero Classes, but they'll be added because of the Expansion they belong to and the lore to go alongside it. Not because there's a healer shortage.
//edit: After a minor ponder, one possible option I'd see would be not unlike the Malygos encounter, where one builds Combo Points to cast a Heal.
Ignorance can be solved with a book. Stupidity requires a shotgun and a shovel.
I'm not sure whether a fourth tree for every class is approriate, or whether second, parallel 'sub tree' (think Hunter pets) would be a better choice, but I would be surprised to see "10 more talents!" happen without any other changes.
I would really like to see a fourth tree per class, with different individuals having different fourth trees, to form distinct "subclasses"; sort-of splits the difference between regular class and hero class. Imagine if Druids could pick up an "Archdruid" subclass to get a new magic-heavy tree, or a "Wildshaper" subclass to pick up a new forms-centric tree, et cetera. Maybe tie in race too? Like, imagine an undead mage picking up a fourth tree called "Shadow" and gaining the title "Lich".
Make acquiring it part of a big lore-rich series of content at around level 85 or so... or maybe around level 75 or so, if they want to do the "spread people across different kinds of starting content" thing like they did with DKs and the two distinct starter zones. Like, maybe one way to do this is, you meet and interact with a more "primal" version of your own self that you encounter within the Emerald Dream, directly having conversations with that "platonic ideal" that you are the "shadow on the cave wall" of, unlocking hidden abilities you never knew you had.
I'd also like to see talent trees grow deeper by less than the number of levels we gain -- add 10 levels, but only make the trees 5 deeper, so we "spread out" more.
Edit:
While I would see a 5th healer class as a technical possibility (it just evens up nicely in a single raid group), I do feel there's simply no actual 'healing niche' left for them to be in.
One thing I'd like them to explore more is healing as a side-effect of DPSing. There's a little of this with judgment of light, a little of this with warlock self-heals, a little of this with shadow priests, and a little of this with green drakes in occulus. A healing class where this was the main (but not only) way they healed could be interesting, if they can do it right without throwing everything out of balance.
I had always thought it would be cool if there was some sort of class-up that you could do. As in, you get your character to a certain level and then they can graduate to the next class up. For instance, if you got to level 90 as a hunter you could change your class to beastmaster, sniper, or ranger. Beastmaster would lose all of it's own offensive abilities and would only have pet-based abilities, all of it's utility would be through it's pet. It could also be a hybrid class that could tank, heal, or dps depending on what kind of pet it had. A sniper would lose it's pet and would have a lot more abilities based around keeping range (and maybe have the ability to attack from ridiculously far away). A ranger would have a much larger focus on using traps in combat, and may have much better melee combat (to the point where they could choose to fight in melee or ranged just depending on the fight).
The problem with this, of course, is that then there'd be a ridiculous number of classes. However, that might not be too bad if Blizzard is willing to have the different classes be rather similar and have a lot of gear overlaps. It would just introduce a lot of new styles of gameplay, and a lot more options for raid composition.
EDIT:
Some other interesting game play styles might be a tank that raid heals through receiving damage, a class based mainly on mind-control abilties, a ranged tanking class (perhaps centered completely on kiting), or a "tank-aide" class that uses abilities that distributes damage being done to other raid members onto itself.
I had always thought it would be cool if there was some sort of class-up that you could do. As in, you get your character to a certain level and then they can graduate to the next class up. For instance, if you got to level 90 as a hunter you could change your class to beastmaster, sniper, or ranger. Beastmaster would lose all of it's own offensive abilities and would only have pet-based abilities, all of it's utility would be through it's pet. It could also be a hybrid class that could tank, heal, or dps depending on what kind of pet it had. A sniper would lose it's pet and would have a lot more abilities based around keeping range (and maybe have the ability to attack from ridiculously far away). A ranger would have a much larger focus on using traps in combat, and may have much better melee combat (to the point where they could choose to fight in melee or ranged just depending on the fight).
The problem with this, of course, is that then there'd be a ridiculous number of classes. However, that might not be too bad if Blizzard is willing to have the different classes be rather similar and have a lot of gear overlaps. It would just introduce a lot of new styles of gameplay, and a lot more options for raid composition.
EDIT:
Some other interesting game play styles might be a tank that raid heals through receiving damage, a class based mainly on mind-control abilties, a ranged tanking class (perhaps centered completely on kiting), or a "tank-aide" class that uses abilities that distributes damage being done to other raid members onto itself.
The problem with this is ability lock-outs. You don't have a lot of irreversible decisions in this game where "once you choose this, you can NEVER GO BACK" -- at least, any of those choices that have been implemented get reversed later on. Shadow Priests give up the ability to heal in order to do more DPS, but they can flip back to healing by dropping out of form and returning to it later. The more logical approach is to give people the option to specialize in a talent tree, give them perks and unique abilities for doing so, but always preserve the ability to respec or change spec according to playstyle.
The problem with extending the talent trees, though, is ability overload. Players only have so many hotkeys they can assign for new spells that they can add to their rotation/priorities. Shadow Priests are known to complain about the DPS loss that occurs from using Dispersion, and get the response of "well, it's not supposed to be in your rotation, it's an OH SHI-- button that you asked for." So ability design becomes complex because you have to determine "well, do we give Hunters a new shot? Does this make more sense as a baseline ability? Does it make more sense as a talent ability? Does it replace an existing shot through functionality or damage output?"
I'd be interested in seeing the design for a viable Survival or Marksman spec that intentionally removes the pet from play, but if I remember correctly, Blizzard's stance is that "a pet class is a pet class, so hunters and warlocks should consistently be using their pets."
I'd be interested in seeing the design for a viable Survival or Marksman spec that intentionally removes the pet from play, but if I remember correctly, Blizzard's stance is that "a pet class is a pet class, so hunters and warlocks should consistently be using their pets."
It is, which is why pet utility for all warlock specs was buffed, and why demonic sacrifice was removed.
As for hero classes in the expansion, it's worth bringing this up again: BlizzCast Episode 7
I think the class choice was super hard and eventually we had it down to three front runners which was pretty cool. We were talking for awhile about a necromancer. He would kind of be a range caster, do a lot of corpse explode, that sort of thing. Things we ended up incorporating into the death knight. We also had a cool idea for a rune master. That was going to be more of a melee type. Think rogue or monk type character, but death knight ultimately fit.