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Originally Posted by alienangel
I'm more interested in how the changes affect classes that previously replied on a a few short cooldowns to hold an opponent at a short disadvantage, and try to kill him with applied burst before being neutralized by positioning. By and large, from 60-70 the cooldowns or their efficacy hasn't changed, so the duration of keeping your opponent where you want him hasn't changed. The burst has gone down (lower crit rates across the board, but harder more predictable hits).
The class I'm thinking of most of course is the hunter. A 70 hunter has the same tools to keep an opponent at bay as a 60, the same attacks, more health, more AP, and less crit. So when facing an opponent who is aware of the hunter, the hunter unloads. The opponent tries to close towards the hunter, and the hunter responds with cooldowns to keep his distance (Concussive shot, Scatter Shot or Intimidation). The hunter runs out to get some range again, and unloads again. The opponent closes again, the hunter uses a trap to slow him and get some more distance, and unloads again. The difference between 60 and 70 is that at 60, the opponent may die here. At 70, the opponent should only be at 30-50% health. At this point, the hunter's tricks for keeping range are all on cooldown, and he's likely snared from the previous times the opponent closed in, and also at less than full health if his opponent isn't a melee class. This 3rd time the opponent closes in, the hunter is stuck in melee range, doing trivial sustained DPS while his opponent can do full DPS. If the hunter is lucky, has a lot of health, or his opponent can't DPS hard enough, one of the hunters tricks cooldown and he can try to get to range to try DPS again. More usually (based on the small sample of BGs i've done where people bothered to wear stamina gear) the hunter just dies in melee range without ever getting out again, since the opponent had the sense to keep him snared.
I'd imagine rogues and warriors may have similar issues against casters - if they can't kill them on the first close and the caster manages to get 15 yards away, they just get kited to death.
I'm not really all that upset, it's just a change in class matchups, and does make the fight as a hunter a bit more interesting than seeing a mage running at me and having him reliably explode before he reaches me, but I'm not really sure what skill I'm supposed to bring to bear to the problem when everything I have is either a cooldown I've already used, or an ability that isn't usable in melee range. All I really need to do is stack enough stamina to survive 20s of DPS.
By and large, I'm of the opinion that just inflating health pools isn't a very good way to try to make PvP require more skill. Reducing crit rates in PvP on the other hand would have been a better option, forcing people to deal with predictable damage instead of sudden death from full health.
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Sadly this is what happens. Rogues are very very much screwed over by these changes. We get totally pummeled now.
Due to the leather armour, the scenario you described above is enough to kill a rogue, he won't be on 30-50%.. he will be dead =/.
I try to beat a warrior, my stun lock that used to take them to 20% health, now leaves them at 50% health. I cannot survive long enough in melee range before I die to get rid of that last 50% health, and kiting is so difficult at the moment with the lag I invariably make a mistake and get intercepted > exploded.
The classes I am able to kill now are other rogues and casters. The ONLY reason I can do well against casters is cloak of shadows. I have yet to fight an 8k hp mage, but once they work out that to beat a rogue all you need to do is survive through those 5 seconds of cloak of shadows, ill be losing to them too.
That leaves rogues as my main prey. Ironic really =), or maybe thats moronic. Not sure. Either way I definately will be focussing on PvE in the future =)
Oh and also note that in EVERY duel I have to use cooldowns. Every fight. This is my biggest gripe about Rogues and PvP. We are SO incredibly cooldown dependant.
Need evasion to survive in melee with most classes. Warriors you can dodge the hamstring, execute, normal swings, hunters you dodge the wingclip, dodge bear druids 2k maul/mangle crits too =) etc.
Vanish for every time a mage frost novas you, imp hamstring procs, to remove a hamstring/poison that landed, to remove Curse of Exhastion (most idiotic spell in the game if yer a rogue, gg skilless ability that owns a class) etc.
Blind for when your vanish is down, need to bandage etc.
Sprint to catch up to that warlock who is kiting you with CoEx (he will fear you when you get close, but at least you might get a swing or two in =)
Sure I can beat people without my cooldowns, I played a rogue for 2 years now. I am a very good PvPer but i just hate the fact that we are so dependant on 3+minute abilities. Now with all the extra hp boosts you will REQUIRE these cooldowns. No more outplaying someone. You either use a cooldown, or get kited to death. It seems to me they are shifting PvP to casters, their main problem was survivability, now with 8k hp you dont NEED many escape tools beyond what a class gets naturally (i.e. blink) as you can take the hits much more comfortably.
*edit*
I will respec to a more PvP oriented mutilate build later as I am sure its far better than the hemo build I have now. Hemo is great for CP generation, but the damage is horrible. I would much rather have huge burst damage, such as backstab/mutilate because you will only get 2 or 3 hits on a person before they use an ability to get away, so make those few hits count.