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This nerf is huge.
First of all, meta game plays a really, really big part in Arenas. Having chance to resist interrupt/silence isnt all that big deal, but your opponent knowing you have that chance to resist is. What's better than resisting your opponent's interrupt? Your opponent not trying to interrupt you at all.
Moreover, having 31% resist chance on interrupts or 30% less duration on interrupts has nothing to do with skill. If neither of them would proc, you already played bad, your interrupter played good, so there really is no question about it.
What this all has to do is consistency and meta game. From opposition's point of view, 30% less duration on interrupt doesnt really matter, since the interrupt went through - that's all that matters, tho now they only have a tad shorter time to meet their goal, but they have a chance of meeting it. Unlike with 30% chance to resist the whole interrupt, every time you tried interrupting, there was a chance, that you had no chance in meeting your goal.
Analogy:
After learning the rough way that i had 31% resist chance on interrupts, even if they managed to land one between all fake healing/los'ing, some of our opponents started ignoring me as their interrupt priority, and instead started using it on targets to whom it worked (in our case, this was mage/warlock), since atleast then they had something to build on, rather than 31%+ failure rate (+the fact that they could 'miss' with it too to los/fakeheal/grounding or plain out never have the chance of using it) if they tried build up their strategy on interrupting the paladin with CS/SL while they went for the kill (and instead relied on other means, mostly brilliant new ideas, to get there).
From now on, everytime you interrupt it goes through if you didnt fuck up the timing on it, you just have few seconds less to execute your masterplan, instead of you actually having to outplay the opposition and just not rely on one CS/SL.
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