Originally Posted by Karakas
My 2v2 is hovering around 2100, with an Arms Warrior.
The thing is, vs. non-warlock teams, our win percentage is like 95%..... but vs. warlocks it plummets to like 30%
But from what I hear, rogues completely dominate warlocks, so I guess it balances out.
2v2 is way too rock/paper/scissors-y for my liking.
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1. Arms Warrior / Holy Paladin is probably the most powerful 2v2 combo. They are completely unkiteable and proof against almost all crowd control. As a combat daggers rogue with a resto druid partner, our strategy usually involves the druid running like hell until I can wear down the paladin, which can take a long time if the team is good. We once fought a 17 minute match against this combo (I think they were an Afterlife team).
I understand why people think cyclone is overpowered, but in the context of 2v2, it functions more along its original intention, which is an escape/survival mechanism instead of an offensive spell. In the case of the warrior/paladin combo, it's the only thing that keeps the druid from being one-rounded. Even then, it's very dangerous for him to be in caster form to get the spell off. A HoJ from the paladin or a lucky intercept/ms/crit can end the match really fast. It's not unbeatable, but it's certainly the most difficult combination we face.
2. Rogues do very well against warlocks, but I wouldn't say they completely dominate them. The combination of mind-numbing and crippling poison and three kinds of interrupts/stuns effectively neutralizes them. We generally have the most success against caster teams.
3. I disagree that 2v2 is the most rock/paper/scissors. I don't think it's any more prone to imbalances than any other bracket. Even things like 2 PoM/Pyro mages are counterable with the right opener. What disappoints me though is that it has a ton of potential for creative combinations that people don't really utilize because conventional wisdom tells them if they aren't one of 3-4 cookie-cutter team templates, they shouldn't bother competing.