It is so obvious that the following changes need to happen I cant believe they havent happened yet it is just pure incompetency.
Shadowy duel removed. Vanish cloak and evasion no longer benefit from cdr for outlaw or sub.
Conq uncapped spoils of warr buff+conq boxes added( How is conq still capped when people are 489 pvp ilvl LMAOO)
Drinking in arenas removes stealth
Treants healing nerfed by an additional 15% in pvp and tree form cdr halved in pvp
Demo lock mortal strike removed. Option to filter bm and demo pets added to base UI.
win 3 rounds as healer = 5 fast priority dps queues(max 15 at a time)
Arcane mage moblity nerfed from Lamborghini down to honda civic. If you have a melee on ur team vs a good arcane mage u auto lose since they get to free cast because you are throwing if you try to kill them
Dk grip capped at 35 yards in pvp
Shuffle r1 requires 2400
leaving shuffle also makes u lose mmr
Healer trinket is 90 seconds in bgs/wpvp but back to 2 mins in arenas
Ww monk blackout kick buff REVERTED in pvp
Ancient teachings talent disabled in pvp combat
Hpriest heal and flash heal buffed by 50% in pvp
Pres evoker emerald communion ignores damp and ms and goes through cyclone
Blades edge arena permanently deleted from game files.
Destro lock flame rift buff partially reverted
Feral Druid wild attunement completely removed and given better support utility/better sustained dam and can cast every spell in cat form.
Shadow priest given door of shadows on 45 second cooldown. Void eruption and DE are instant cast spells.
Enhance shaman gets 10% Ms on stormstrike. Honor talent given to replace lasso that makes cap totem 4 second duration instant cast
Fdk reworked to not be a a cringe loser that chains and runs inbetween one shot go
Problem with dk isn’t damage it’s their healing absorbtion stacking with other peoples mortal strikes and the grip go being unavoidable due to 10,000 yard range.
Yea I just threw out random arbitrary number. This is still how every role based ranked game has fixed queue times tho.
Playing arcane mage is like wielding a lightsaber if you are new at it then it’s useless. But if you are a master at it then it’s unfairly powerful.
Like the arcane mages in 1500 shuffle lobbies are like the the younglingsin the Jedi temple in revenge of the sith (completely helpless) but master arcane mages like this guy at the top of the ladder with 70% winrate are literally darth Sideous: https://check-pvp.fr/eu/Ravencrest/RaĂku
The game doesn’t need to be slowed down even more
i agree with this 100% i’m just not sure how to fix it
you can’t nerf their mobility much without nerfing the other specs outside of just deleting the slow/sprint abarr talent
i don’t think their damage is worse (better) than frost, and it’s “harder” to get off since getting kicked on arcane feels worse than getting kicked on shadow as aff
Forum arena fix thread that I find literally nothing I disagree with was not on my 2024 bingo card. Could use a little more enhance love in it though but really, great points. Well done
Because the healing profile is 95% HOTs, you can effectively overheal, not even be efficient about it, and avoid typical mana misuse punishment you would have on other healers because being able to sneak drinks is incredibly easy.
This entire concept is off the devs radar as this doesn’t even exist in PVE. You cannot blanket an entire raid for 2 mins and then press meld and drink to full to do it all again.
So you have this design conundrum of giving Druids mana costs that let them heal at the same mana efficiency as other healers in pve yet this wild card in pvp of them being able to drink easier and then in stealth to boot
without drinking we are relying on blizzard to completely balance the mana efficiency of each healing spec so that all of them are within 1% of one another and that’s just not possible
and drinking, in general, isn’t a problem at all. if the enemy healer gets off a drink, a mistake was made
a nelf druid melding into prowl into drinking while invis somewhere in the map is just dumb