Hey dark-diabal, I'll take a swing at your questions, but I think there are some things to discuss first.
Like you mentioned in your post, the skill level discrepancy between ~2004-2006 and 2019 is enormous. But, skill incorporates several aspects of the game:
- A player's knowledge of their own class talents and abilities, what they do/how they work
- A player's knowledge of the other class talents and abilities, what THEY can do/how THEY work
- A player's knowledge of game mechanics
- A player's ability to react advantageously in combat given certain circumstances
- A player's ability to prioritize abilities or sequences of abilities to maximize survivability, which kind of ties into the previous point
In general, the player base as improved in all of these areas. Players are much better at 'the game' now than they were in Vanilla. Which results in, like you said, a much higher level of PvP.
Apart from these changes that players have undergone, there is also the changes in the state of the game to consider.
Classic on patch 1.12 will not be a mirror image of Vanilla 1.12. Very similar, but not identical. Changes/differences are being discussed by the community at large, and I will only touch on a few key points in this discussion.
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1) Back in 2004, it was more likely than not that people in pvp would keyboard turn / click their abilities...now it is not the case. Basically pvp is at a much higher level in 2019 versus 2004. Therefore, do you think the class OP'ness is the same? Are warriors still gimped in solo pvp situations?
There is no doubt that some classes are stronger than others in 1v1 or 1vX situations. For instance: Mages, Warlocks and Hunters all have abilities that allow them to isolate targets and attack from range. Which can provide an enormous advantage.
However, the general increase in player skill level will reduce the gap in class "OP'ness" - bringing them down a notch or two.
Inversely, the increase in skill level will raise the other classes up a notch or two.
Warriors are obviously very strong should they be left to smash face, but like we mentioned already players are better than they were. They will know better than to let a warrior run rampant. Warriors will always be 'good at damaging stuff' if not the best, but in 1v1 they will have a harder time standing up IMO. More on this in #4.
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2) How much do rogues rely on long cooldowns?
Interesting question. I believe that this answer depends on the circumstances present. Rogues are another good class that will suffer from an overall increase in player skill.
They will always be GOOD when played by players who understand the mechanics inside and out, but to the average player those long cooldowns are usually defining factors in fights (or just surviving). Vanish/blind/sprint are essential in rogue handling, but timing is everything. As mentioned previously every class has an ability to counter one or more of these cooldowns which may render them useless in certain scenarios. Again, circumstantial. Timing and skill are everything here.
Speaking of timing, this is an interesting change that beta players are experiencing: The delay between using an ability, server registering the ability, and implementing it client side - seems to be larger.
Rogue example: Rogue pops vanish at t=0s, JUST as a mage finishes casting frost bolt. Frost bolt travels to rogue, and server recognizes vanish has been used. Frost bolt contacts rogue in vanish at t=0.4s Resulting in a RESIST and successful vanish.
Players are reporting this window to be ~0.3-0.5 seconds (which is up from the ~0.2-0.3 second delay reported in Vanilla) Allowing for more lenient successful vanishes.
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3) Do mages still suffer from lack of mana during fights?
Another circumstantial answer. Also, this is oriented at PvP or PvE?
Of course they have evocation, free water, and mana gems to help combat mana shortages when applicable.
But now, as previously mentioned, players are better at gearing and managing mana than they were in 2004-2006.
More players have a better understanding of the dreaded 5-second rule for casters.
Long fights/segments of combat where they cannot drink, and evocation is on cooldown players will have to rely on mana management.
Casters will also be affected by the lenient timing described above. For say, Ice Block or Polymorph
Short version: Less so than 2004-2006, but yes if they aren't careful.
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4) People say a warrior is OP when geared...how hard is it for a warrior to gear to a satisfactory level? Is it possible for a casually warrior?
I would tend to agree with 'people' on this one. Warriors are insanely strong ~35 (whirlwind axe era) and again once they are decked out in epics/gg blues - BUT those professor plums (clue reference to purple) will not be available when the game launches.
Thankfully, FRESH means everyone starts on the same footing. Everyone will have roughly the same 'gear level'.
With better gear comes more health. For warriors, more health = more time attacking (potentially, given cc). The longer warriors have to attack the more likely they are to hulk smash some poor soul's face.
So at first warriors will not be 'as much' of a threat. Lesser gears paired with the overall skill increase will make them more manageable.
Warrior tanks will gear up faster than warrior DPS at first (or any other class for that matter). So, if you are able to tank that will increase your chances at loot.
Warrior DPS will have to suffer through the countless PMs of "Can/will you tank?" or "full on warriors" unless you find a group to run/raid consistently.
Casual players are saved by the staggered release schedule of the phases. There will be MONTHS in between the new tiers. Plenty of time for casuals to piece together suitable sets of gear for the next content phase.
This ended up being a tad more long-winded than I planned, but I hope you find it useful.
I'm open to follow ups, just let me know. Good luck, and have fun out there.