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Arena players are probably content to let Blizzard do the balancing based on their huge amounts of available data. But I think this basic principle is something everyone can agree on: when you take an action, you want to know what the result of that action will be. If a Druid has Innervate as his only buff and I Purge him, I should dispel it. It shouldn't take 8 GCDs and ~1800 mana to get it off. This is an extreme example as most anecdotes in this thread are, but it illustrates a crucial problem with the game if you're trying to make it into something genuinely competitive.
It's also worth noting that this is a bigger issue due to the format of tournaments. I've lost matches because a Warlock resisted Earth Shock and won them because I resisted or dodged a crucial Kidney Shot. Over the huge number of games that a serious arena team will play over the course of a season these aberrations are insignificant. However, in an offline match where only a couple games are played and those games come down to a handful of actions/details/plays the game introduces a lot of variance. It's like baseball; any given game can be swung wildly by luck, and while the 162-game regular season muffles those aberrations the playoffs are largely a crapshoot even in best-of-seven series.
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