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Old 07/04/08, 1:55 PM   #34 (permalink)
Talgog
Don Flamenco
 
Night Elf Warrior
 
Archimonde
Originally Posted by Mearis View Post
Honestly - the TL;DR version of your post is that druids are very overpowered (I agree) and therefore we need another overpowered class like rogues to keep them in check.

While I agree with the premiss, your position on rogue balance is absurd. The fix is to balance druids, not to keep rogues massively overpowered so druids have at least one counter - right now rogues might be balanced versus druids, but they are utterly absurd versus everything else. The solution is to nerf druids AND rogues, not to keep druids overpowered and have rogues be the only class that can keep up with them.
No Arena in S4, but plenty of druid and rogue experience out in the world and in battlegrounds.

Both classes are absolutely broken at this point. Rogues with full S3 or better (nevermind Glaives) literally attack anything in sight, including warriors and paladins in very good gear. They won't necessarily win, at least against a skilled warrior, but they certainly seem to know that they *can* win, and this overconfidence has spilled over into lesser levels of gear. That has amusing results sometimes, but it's indicative of the problem. Rogues fully understand that they are tremendously overpowered. They do way too much damage, and they have enough emergency buttons that they can survive most retaliation long enough to eliminate the target or get healed.

And I say this as a MS/Concussion Blow Stormhearld warrior that can still beat most rogues short of 4/4/Glaives 1v1. It's way harder than it used to be, or should be considering I'm supposedly the hardest of hard counters to rogues (other than maybe a Prot paladin) and specced for fighting anything that walks with minimal or no support.

The Cheat Death nerf is one step in the right direction. Removing that talent or nerfing it back to the original version no one wanted would be better, as would be reverting Shadowstep. Rogues are supposed to be glass cannons. Blizzard seems to be attempting to address this in Wrath with a horridly painful Warrior hard counter in 2 second cooldown Overpowers, but that doesn't do much good now. Rogues should be vulnerable to being blown up. Period. They do not need all the "you can't kill me, you can't stop me" talents when they are so potent with widely available gear, nevermind the top-of-the-line stuff.

Nerf the benefit from gear - A LOT - or nerf/eliminate the mobility and survivability buffs in Sub. Best damage, best survivability, best mobility is just garbage and there is no other way to slice it.

Druids...short of the addition of the sledgehammer counter of Death Knights, I don't know how to fix them short of mutilating the scaling of their HOT's or adding a cast time. The problem is that they simply can't be killed in most circumstances. They are too hard to DPS because of their mobility, and with the amount of +healing that is basically standard at this point, what you do manage to land on them is easily healed through, even if it's coming from multiple people. Either mobility or healing need a massive global nerf that somehow wouldn't destroy the class for PvE purposes.

With the aforementioned hard counters Blizzard currently has in place for Wrath, it seems that they understand the problems, but such extreme measures (Chained Overpowers, corruption of one HOT and elimination of the rest) are about as crude as a thermonuclear weapon and a remote way of addressing what no player is going to honestly deny are serious current problems.

Last edited by Talgog : 07/04/08 at 2:03 PM.
 
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