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Old 02/28/08, 6:41 PM   #1
Sumie
Piston Honda
 
Undead Warlock
 
Maelstrom
Spell pushback -- an outdated mechanic?

I used to be an ardent supporter of spell pushback when this game first came out and throughout most of pre-BC. It brought a new element to MMO PvP that previously had been neglected -- kiting. Those who claim WoW PvP is nothing more than using the right skills at the right time haven't played MMO's where features like /stick and /face dumbed down the game. Movement skills are a staple of any good PvP game, especially first person shooters, and WoW seemed to be the first MMO to understand that. Keyboard turners were at a clear disadvantage in WoW. Players who grew up in an FPS background quickly excelled. Even now, when you watch videos of the top druid healers, it becomes apparent that it's not their gear or their amazing ability to stack lifeblooms that impresses us -- it's their movement (coupled with quick reaction times and the ability to multi-task).

Fastforward to today and Blizzard has changed the scope of the game such that kiting even one melee has become a lesson in futility. Constrained arena maps, 15 second intercept, cloak of shadows/improved sprint/shadowstep/deadly throw, the inability to remove a spammable hamstring w/out a paladin's blessing, etc. Add another melee and even classes who excel at kiting (druids and mages) start running into trouble. What we're left with is a meta-game where a caster's damage is brought to a screeching halt when focused, while focusing melee does not have nearly the same effect (and in fact, the inverse is true for warriors). It's no surprise then that casters such as warlocks, druids, and priests who still have several instant-cast options can still somewhat compete in this melee oriented game. Paladins, Shaman, Mages, and Hunters on the other hand severely struggle in the lower brackets.

I propose a simple suggestion -- get rid of spell-pushback, or at least provide all spells with an innate 70% pushback resist (pushed to 100 with Concentration Aura or Earth Shield), and as a consolation to melee, take Pummel/Kick off the GCD. *edit* Or as suggested later in this thread, change it so only specials cause pushback, not white hits. Place more emphasis on quick reactions and faking casts than delaying a 1.5 second cast to 5 seconds with auto attacks alone.

Thoughts? Does spell pushback really have a place in PvP?

Last edited by Sumie : 03/02/08 at 1:30 PM.

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Old 02/28/08, 6:49 PM   #2
Bigfish
Glass Joe
 
Draenei Shaman
 
Bloodscalp
As a melee'er I have a real hard time noticing that push back has any effect at all in arena. I watch helplessly as I auto attack any caster in hopes that my ES timer can beat thier cast timer. The only class that I see any real effect on is priests, and I don't really see to many of the healing type in arena's so Im not sure that it really represents to much of an issue.

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Old 02/28/08, 7:07 PM   #3
Nadagast
Piston Honda
 
Gnome Warlock
 
Mal'Ganis
I love how you mention stick and face as an example of a game that doesn't have kiting. DAoC had as much or more kiting than WoW has or had.

Although I agree pushback is retarded, just removing pushback wouldn't be nearly enough to stop the current melee trends

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Old 02/28/08, 7:20 PM   #4
Chirality
Don Flamenco
 
Night Elf Warrior
 
Greymane
I would argue that it's not Spell Pushback but rather Line of Sight pillar-humping that has resulted in a surge of melee dps and druid healing. Paladins are helpless in large part because they cannot heal while pillar-humping a pole, unlike a druid's lifebloom.

Perhaps what needs to be introduced instead is spells that you can cast while moving--even if they're far less efficient.

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Old 02/28/08, 7:21 PM   #5
Sumie
Piston Honda
 
Undead Warlock
 
Maelstrom
I love how you mention stick and face as an example of a game that doesn't have kiting. DAoC had as much or more kiting than WoW has or had.
My fault, my reference to /stick and /face was not to kiting, but rather to how past MMO's would dumb down movement abilities. /stick and /face allowed a keyboard turner to concentrate less on movement, and more on using their specials.

I would argue that it's not Spell Pushback but rather Line of Sight pillar-humping that has resulted in a surge of melee dps and druid healing.
Yet pillars have been around since S1. I'd argue it's simply the introduction of Armor Penetration that has established melee's dominance. And since druids are the only healer who can reliably escape from melee or CC melee off their teammates, they became more coveted in the lower brackets.

Also, the woes of paladin healing is really a separate issue (ie. LoS, no instant casts) to spell pushback, since pallies don't suffer from that.

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Old 02/28/08, 9:23 PM   #6
Amera
Jedi Knight
 
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Amera
Night Elf Priest
 
No WoW Account
A huge portion of 5v5 strategy is not letting enemy casters just tee off on people. While there are a variety of ways to do this, pushback is probably the most reliable (just sitting on someone). The problem of removing this is that casters can do so much damage in such a small window that pretty much anyone will die. Melee can certainly burst, but it's pretty rare for a warrior or rogue to just kill someone in 10 seconds assuming they have resilience, whereas an elemental shaman/mage whatever left alone to cast for 10 seconds assuredly will.

I think pushback is annoying as hell when I play a caster, but just removing it I think will cause a lot of problems without returning spam-cast damage.

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Old 02/28/08, 10:18 PM   #7
 Mex
Sour Bear Mojo
 
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Mex
Tauren Shaman
 
No WoW Account
Yeah, a blanket removal of pushback would seem to favour casters quite highly. Pillar humping IS a defense but you can't win by doing it, eventually your melee needs to expose itself. Even temporary pushback resist is incredibly dangerous, eg mage + ice barrier (and icy veins come 2.4), spriest + PWS, ele shaman + BoP when used in a co-ordinated burst. It's only very recently that I've stopped using 2T4 in 5s on my mage for frostbolt pushback resist. Most casters are already equipped with a variety of instants and escape mechanisms to deal with pushback from melee, and leaving a caster free to cast should always be a conscious decision whereby the team is prepared to deal with whatever that caster can then unleash (lightning bolt spam, mana burn, fears, etc).

Perhaps some changes to pet pushback to go hand in hand with increases to pet survivability, but otherwise I think pushback is ok as it is.

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Old 02/29/08, 12:44 AM   #8
Nadagast
Piston Honda
 
Gnome Warlock
 
Mal'Ganis
Pushback isn't really how you stop a caster from casting on you in 5v5... You use interrupts and CC to do that

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Old 02/29/08, 2:35 AM   #9
 Mex
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Mex
Tauren Shaman
 
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Interrupts and CCs are a precious comodity, you use them to stop bursts, or make your bursts more successful, or to simply lock down the enemy team to the point where they get worn down faster than you.

Pushback is to mitigate damage that would potentially bring one of your team into range of a burst.

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Old 02/29/08, 5:15 AM   #10
WazAg
Glass Joe
 
Human Warrior
 
Aggramar
I don't think that this would necessarily be a good way to balance things out, though I do think that pushback can end up being a bit much when you're being hit a ton -- especially by classes who dual-wield.

As it is, though, I don't find it interfering with my PvP experience that much. Arenas and PvP have always had a major focus on mobility, control, and instant abilities. I'd say it puts some classes at a relatively disadvantageous position -- but most of those classes get other advantages as recompense.

I'd be all for putting a maximum of (x) seconds on the casting of a spell, so that if you really do want to cast that frostbolt, or healing wave, you can. Right now it seems to exist, but with more than one person beating on you, spellcasts tend to be overly protracted, in my opinion.

If someone can't manage to counter you after six or so seconds, the spell should bloody well go off.

It's pretty irrelevant, though, since I find that, especially in the arena setting, sitting still tends to be a horrible idea, unless you're being left alone.

Think of how many classes are just plain overwhelming when you don't focus fire on them, at least a bit -- especially in smaller arenas, but it affects all brackets.

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Old 02/29/08, 5:33 AM   #11
Taja
Piston Honda
 
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Blood Elf Mage
 
Talnivarr (EU)
I dont really feel like casting anyway when there is a melee class on me. If they want to change anything just stop pets giving pushback to make it so easy to give every caster without pushback reduction talents a permanent CoT.

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Old 02/29/08, 6:44 AM   #12
dakalro
Don Flamenco
 
Human Warlock
 
Frostmane (EU)
While my arena experience is nil I can safely say that pushback does have an effect, a dual wielder will more than double my cast times (except maybe fear with gloves). For channeled spells each pushback is 1/3 of its duration off and anything channeled will at most get 1 tick off with melee on. It's certainly not unnoticeable.

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Old 02/29/08, 9:36 AM   #13
 sadris
Period Queef.
 
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Tauren Druid
 
Mal'Ganis
I do think that spell pushback (in addition to armor ignoring/reducing effects) are mechanics which absolutely need to be retuned, but not removed for arenas. Just removing pushback altogether would be a bad solution (hello mana burn spam) but as it currently stands there is a huge advantage melee classes (namely Hunters and Rogues) have against casters due to sub-1.0 attack speeds and virtual immunity to snares. I would think that capping added spell cast time due to pushback at +25% would be a more elegant solution.

Also regarding casters in general, it seems a bit lopsided that every class in the game now has some way to stop a spellcast but the only 1.5 classes can disarm a melee opponent.

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Old 02/29/08, 3:36 PM   #14
Nadagast
Piston Honda
 
Gnome Warlock
 
Mal'Ganis
Originally Posted by Mex View Post
Interrupts and CCs are a precious comodity, you use them to stop bursts, or make your bursts more successful, or to simply lock down the enemy team to the point where they get worn down faster than you.

Pushback is to mitigate damage that would potentially bring one of your team into range of a burst.
Yes and you have to be able to switch between using your interrupts and CC offensively to defensively quickly, that's a big part of what separates good teams from bad. If you're just mashing CC everywhere randomly, generally you aren't doing it right... I think this is fine

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Old 02/29/08, 3:50 PM   #15
Amera
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Amera
Night Elf Priest
 
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I agree pushback isn't the best way to stop casters, but it is A way. Sitting a felguard on a mana burning priest, or a purged mage, etc is a pretty effective way to cut down their casting. Also what Sadris said about fast-attacking pets or classes.

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