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Old 06/10/07, 12:43 AM   #12 (permalink)
 Lanky
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Mal'Ganis
Originally Posted by drole View Post
Saying that skill isn't an issue for PvP is a vast overstatement. Obviously gear matters, but so far i think that side of the game is balanced quite well.

As for your suggestion, i quite like it, but would like to take it way further. Why not remove it alltogether? Sure this would overpower classes with spamable instantcasts (Moonfire SPAM?), but there are multiple ways to counter this like resourcescosts, adding casttimes or small cooldowns.

That being said i dont ever think changes like this will go through. For a game to be reasonably succesfull (ei. profitable) you need to make it attractive for the majority. This includes, but is not limited to average players with average reactions and/or learning curves. Making the gap between those players and the good ones too big would make the game "boring" for the not-so-skilled players since they would loose everytime. Adding stuff like luckfactors, "i-win-buttons", gear depency and "easy-to-maneuver"-classses helps this slightly as they generally defeat the purpose of skill.

My point is that you have to preserve some kind of balance when it comes to the impact of skill and i generally think wow is quite good off in this category,

This is precisely where we stand and why arena PvP is so popular and enjoyed at this point. It often comes down to the following in order: Team play and dynamics, class knowledge and versitility, reaction time, then gear.

That being said, the "gear gap" problem can still exist, but honestly it would not be an RPG world worth mentioning if there was no real disparity between character power based on gear acquired.

Gear must matter.

Any GCD less than about a second is "Bloodlust territory" where insane things happen cumulatively and kill people in far too quickly of a time period. This can currently happen today and is one of the main reasons Shamans are popular on 5v5 teams.
 
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