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04/06/07, 7:48 PM
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#151
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Don Flamenco
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Originally Posted by Viluliina
They stay there, relying on their team to getting back on melee, where as warrior would just intercept+hamstring and be back on business again on their own.
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If a warrior is rooted, frost nova'd or what have you, they are in exactly the same boat, they need their team mates to remove the snare. Intercept is merely the tool for getting them back into melee range, it doesn't free them (currently) from movement impairing effects.
Even the proposed change to Intercept/Charge where it will remove slowing effects will do nothing still against immobilising ones.
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04/06/07, 7:50 PM
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#152
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Von Kaiser
Blood Elf Paladin
Twisting Nether (EU)
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Originally Posted by Bibdy
I think you put too much emphasis on Intercept and not NEARLY enough on the Warrior's Pocket Paladin's Blessing of Freedom.
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That's becouse warriors do not need BoF to keep up with their target, mere cleanse+intercept will mostly do it, but the target of the opposing team's warrior does require BoF to have a shot at escaping.
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04/06/07, 7:56 PM
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#153
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Von Kaiser
Draenei Shaman
Outland (EU)
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Though not the easiest to pull off..dont forget warriors also have intervene which can be very handy for getting out of nasty suituations.
IMO Rogues need buffs to be able to resist being stunned/cced and assist trained on (like said by many people above).
-Paladins need nerfing, the fact they can be a pve build with pve gear(almost) in a pvp environment is overpowered compared to the rest of the healing classes. Priests, shamans and druids have to give up upwards of 600+ healing to stay alive, where as paladins more like 100-200. This gives them an advantage already, plus with high crit, cheap spells and powerful regen they are real powerhouses along with the highest resistance to CC and survivability of any class.
-Or blizzard could buff the other healing classes, but I think this is pretty hard to do. Priests and shamans are where they ought to be imo,they are vunerable and both got serious weaknesses,but bring some very powerful buffs and abilities to the field(mana burn, heroism, totems, dispel). Druids are nice if they can pull of being a superb pvp bear + healer + cyclonebot, otherwise outclassed.
-Entrapment needs fixing, or distance between pillars in blade's edge needs to be reduced so that a slowed character can make the jump.
-Warrior damage is very high with the 500+ top end weapons everyone and their dog has these days, and combined with 15 sec intercept really pulverise squishies. Not too sure what to do with this..perhaps small nerf to mortal strike base damage or -healing effect, but buff improved mortal strike and the 41 point talent so that deathwish is a real choice, not some free talent.
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04/06/07, 8:03 PM
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#154
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I park my feet under my desk.
Night Elf Druid
Dragonblight
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Paladins only have to give up 100-200 healing to stay alive in arenas? News to me, I drop from 1500 healing to 900 healing (gain like 2.5k hp, this is all non-gladiator gear mind), and I still drop like a rock.
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04/06/07, 8:11 PM
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#155
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Don Flamenco
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One of the things I notice often when people try to discuss arena teams, is a disconnect occurs between strategy and balance when discussing "high level" play and everything else.
Not to be rude, but if you have some brilliant strategy or analysis, but your team is rated at 1450, maybe you should fill them in with your amazing ideas before sharing with the rest of us. Its getting annoying to have to look up every person on the armory to see if its worth reading their posts.
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04/06/07, 8:14 PM
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#156
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Piston Honda
Undead Mage
Talnivarr (EU)
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Almost every team in our battlegroup started out with the usual setup, warrior, pala, another healer and 2 dps(mage, rogue/hunter) usually. And when we won the BG one week, there was a lot of whine in the battlegroup irc-channel, about us using a ezmode-setup with 3 healers etc. but after a while some other teams, that did whine, switched to a 3 healer setup aswell.
We currently run me (resto-shaman), warrior (deep thunder), warlock (SL), druid (resto) and paladin. We usually just outlast the teams, but due to my lack of survivability gear I do sometimes die when I get focused.
We also have a feral druid and a rogue in our team, which every time we use them it's almost always a dead on loss, they either get skilltrapped or they get runover by the train.
There's a warrior x2, pala x2 and resto druid setup in our BG who we won against the first times when we used warlock but as soon as we had the druid or the rogue, we just got raped. The curse of tounge spam while focusing the druid really worked well against that setup, but with the rogue/druid their warriors did too much dmg with 2 melees and we didn't really have anything to interrupt their healing with. Currently the warlock is having some hardware problems and can't play so haven't really met that team in a while, they changed their lineup just before our warlock's computer decided to go emo.
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04/06/07, 8:18 PM
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#157
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Von Kaiser
Blood Elf Paladin
Twisting Nether (EU)
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Originally Posted by Thelyna
Paladins only have to give up 100-200 healing to stay alive in arenas? News to me, I drop from 1500 healing to 900 healing (gain like 2.5k hp, this is all non-gladiator gear mind), and I still drop like a rock.
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I dropped from 1620 to ~1450, while my crit went from 19 to 24%, gaining 1.1k hp, ~160 resi, and loosing ~35 mp5, but gaining the infamous 15% extra silence/interrupt resist.
But yea, it's rather questionable that both warriors and paladins can both mostly ignore defensive stats (in comparison, our shaman lost ~200 healing, ~100mp5, some max mana and gained ~200 resi, 3k+ hp and that silence resist), while other have hard time trying to stay alive a simple assist train.
I'd actually kinda like to see that change, but ofcourse, not in a form of singlesided nerf, but rather in a form of change :]
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04/06/07, 8:20 PM
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#158
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Von Kaiser
Draenei Shaman
Outland (EU)
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Paladins only have to give up 100-200 healing to stay alive in arenas? News to me, I drop from 1500 healing to 900 healing (gain like 2.5k hp, this is all non-gladiator gear mind), and I still drop like a rock.
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Sorry, but the top teams' paladins have a lot more healing than the other classes, and its because they can stack +healing gems/enchants and other gear. They know they won't be targeted first, and rightly so because getting the paladin down is very hard even with mass dispel.
E.g http://armory.worldofwarcraft.com/ch...hondrius&n=Sck Sck of Power Trip. (1268 +healing)
vs
http://armory.worldofwarcraft.com/ch...ius&n=Iamvhell Iamvhell of Power Trip. (869 +healing)
And:
http://armory.worldofwarcraft.com/character-sheet.xml?r=Mal'Ganis&n=Avick Avick of Ninjas in Pyjamas (965 +healing)
http://armory.worldofwarcraft.com/character-sheet.xml?r=Mal'Ganis&n=Neans Neas of Ninjas in Pyjamas (1274 +healing)
I could list many armoury profiles, including my own team, which although is no way near these guys (we have 2127 rating atm) where our paladin though stamined up his gear is at ~1200 +healing, and Im at ~950 +healing, and our paladin is actually saying he may give up some of his stamina for some extra crit or regen.
Plus dont get me started on regen...I went from having 450 spirit + 150 mana/5 unbuffed in pve gear to 200 spirit and ~40 mana/5 in gladiator gear. Paladins keep the majority of their mana/5 AND keep their crit chance.
A spirit based regen model is flawed in pvp and is one of the priest's weaknesses but I understand that, and I am glad blizzard don't put spirit on our gear since it would be worthless. A bit more intellect or mana/5 would be appreciated (I think intellect would be a better idea) but the stamina eats up a big chunk of the item points.
EDIT: Just to compared to Viluliina above, from pve to pvp gear, I gain 2% crit, 4700 hp (lawl cloth pve itemisation), 230 resilience and silence resistance but lost 1k mana, the regen as stated and around -500 +healing. The problem is pretty obvious.
Last edited by Pwny : 04/06/07 at 8:38 PM.
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04/06/07, 10:00 PM
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#159
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Piston Honda
Night Elf Druid
Runetotem (EU)
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I've scarcely played pvp pre tbc, because i was specced to heal in instance and no one cared to support me in bgs (PUG ofc), BUT from TBC's release i started pvping a bit. I'm not an expert, i admit it, but:
1) I think it's difficult to have perfect balance for all classes combination in every kind of situation. It's fairly possible that classes that are greatly advantaged at 1v1 and 2v2, in 5v5 are worst than the ones they are used to own.
Ok, rogues, indeed, have quite an hard time because they have CDs on every key skill BUT i'm quite worried about what would be the result in 1v1 (world pvp)/ 2v2 arena matches if blizz buffs rogues to give them higher survivability in 5v5 arena. I don't think they need a buff in the others pvp enviroments.
Personally i wouldn't do more than put Heightened Senses less deep in his tree, just to add a bit more survivability. Anything else could really be risky for other kinds of pvp, probably.
2) Arena just started, it's only normal that the "easy to spot" strategies are used first, with time i think new strategies (aka group setup) will be developed, and, most likely, the first spotted will not be the only (and, maybe, neither the best) ones: think about the "warrior/pala" axiom and "Team Hex" (or "Something Hex", can't remember).
All in all, i don't think it would be wise to do a lot of changes based only on the basis of the first season of 5v5 arena. Only small variations should be done after such a brief test on only ONE of the many kind of pvp scenario, because more time is needed for an accurate evaluation.
This comes from someone which is levelling a rogue to play it in arena pvp (best kind of pvp imho) so i'm gonna feel those problems on my own skin soon.
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04/06/07, 11:53 PM
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#160
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Don Flamenco
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Originally Posted by Bibdy
Did you consider the fact that Druids are one of the least played classes?
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Surely at some point you thought about the new and miniscule blood elf paladin population and the fact they are on 100% of top horde teams?
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04/07/07, 4:35 AM
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#161
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King Hippo
Blood Elf Death Knight
Mazrigos (EU)
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I'd not exactly call us miniscule anymore at this point 
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04/07/07, 6:01 AM
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#162
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Great Tiger
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Every time I read a thread like this, I wonder why there isn't more of an issue made over Mortal Strike. The whole idea of Mortal Strike is idiotic. It halves the effectiveness of a primary class role, and it never goes away. Imagine a retooled version of Shadow Embrace that reduced physical damage by 50% instead of 5%. Wouldn't that be silly? Isn't that just the stupidest thing you've ever heard? Well, that's exactly what Mortal Strike is.
From a development standpoint, one of the biggest clues that an element of your game might be degenerate is when your players start building everything else around that element. This is precisely the situation in 5v5 right now - team composition should be about asking the question: "how do we put together five classes that work well together?" Instead, it's "how do we best augment this warrior and his monstrously degenerate debuff?"
5v5 is still somewhat interesting in its current unhealthy state, but I think it would be infinitely more enjoyable if Mortal Strike were fixed and the whole Warrior And His Paladin Friend thing went away.
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04/07/07, 6:57 AM
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#163
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Von Kaiser
Dwarf Priest
Stormscale (EU)
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Although I agree that the MS debuff is quite retarded in the way that it halves the effectiveness of a primary class role; there's a few things that always made me reconsider whining about the ability. Considering that the warrior has to be in melee range to perform MS and that warriors are one of the most easily kited classes in the game, the ability does seem "balanced" to me in 5v5 (and since Blizzard always argued that the game is balanced around group pvp and not 1v1 or 2v2, I understand why the ability exists in its current form).
A good and concentrated team can easily break the "Warrior+Paladin" thing. In my 5v5 team it's usually up to me alone to control one or two warriors by simply removing their BoF while my warrior/hunter kites them, it turns 2warrior teams into jokes.
From the same perspective I do however think Curse of Tongues is rediculous right now. Ofcourse the easy counter-argument is "It's decursable" but the fact that it's instant and has no cooldown makes it able to almost permanently disable a healer from a distance. I think if CoT had a (for example) 12s cooldown it would be alot more balanced in 5v5.
-edit: It's all about the setup :/
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04/07/07, 7:06 AM
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#164
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Von Kaiser
Draenei Shaman
Kil'Jaeden (EU)
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Well, I consider the game pretty well balanced around MS right now. Against three healers it's next to impossible to drop an opposite player without MS, although there are some weaker alternatives in Curse of Tongue/Mind-numbing/Wound Poison to greatly reduce the HPS-Output of most healing classes. On the other hand it's still possible to keep a target through MS alive, and honestly, although the goal of each team should be to keep everyone alive as much as possible, if this would be achievable easily the arena would just become boring, as the first team which goes oom loses.
But still, I can agree that MS might be to strong in comparison to the other debuffs, especially considered how easy they can be removed. Personally I'd prefer a shorter duration for MS(perhaps 5s) so if I can get away from the warrior, with right timing I can get healed easily. 10s duration with a 6s CD just feels to strong for me.
On another point I think it's important to build a team where the classes complement each other. Beside the fact that it's impossible to balance every possible combo, one should be able to significantly exploit a characters strengths while being able to compensate for the weaknesses of other classes. As an example I'd like to bring in our team being built around the shaman/warrior/warrior offense for awesome physical burst DPS, while having a rather robust defense with a druid/paladin healing core. A team with a "random" class composition is going to have far more trouble because instead of limiting their weaknesses as much as possible, they just have many more weak points to attack on.
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04/07/07, 9:51 AM
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#165
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Protector
Ashstrike
Human Paladin
No WoW Account
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Originally Posted by Phixus
From the same perspective I do however think Curse of Tongues is ridiculous right now.
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I think MS is a bit overpowered (I think the fix was mentioned before, make base MS 25% debuff then make imp MS put the ability back at 50%, this fixes Warriors by removing other talents choices somewhat).
CoT is cast by a very squishie class, and two classes can remove it; it only lasts 12 seconds (also it is cast by the "debuffer" class, even though that is not really true, that is the dev's description). This curse removes possible damage the Lock can do via CoAgony, so it is somewhat balanced around that.
Regardless, I think both abilities are not changing, so it is best to plan around them.
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