what is the reason of keeping a hidden mechanic like multiple DR on different kinds of CCs on the game? I mean, in no in-game tutorial the concept of DR is explained, ever (not that I’m aware of ), why can it be something so simple as any kind of CC reduces de effectiveness of all subsequent CC during 20s, this stacks 3 times (duration mutiplier = 0.5, 0.25, 0) ?
we could have only one DR for all CC and al CC problems will be solved, is the only reason of keeping multiple DRs rogues? so they can have 3 different kinds of CCs to not let the people play the game?
what are advantages and disadvantages of having 1 DR for all CC and/or multiple DRs for different spells (aside from keeping rogues massively broken every single season/patch/expansion) ?
oh it’s exactly the complete opposite, if there was only one DR it would be so simple to let players know their enemies are DR’d or not, just a simple color somewhere on their nameplates, example:
green= not DR’d you can CC him
yellow = DR’d CC will be halved
orange = DR’d CC will be 1/4d
red = mega DR’d do NOT CC
No need for addons, simple to understand and the whole tutorial could be one tooltip while queueing any kind of PvP content
In WoW with so many DR that don’t share DR’s with one another visual representaion of eachother it would probably jsut be too much on the screen.
Swtor as an opposite example has the “whitebar” system where you can see next to any given target how much their DR is active, to a point that if you overcap DR in swtor you literally cannot cc someone. This is fine in Swtor where the CC is all fairly standard, usually instant, and not the key to kills. Swtor pvp is mostly Team positioning and targeting over outright damage or CC.
All this information is to serve the point that such a system would not work in WoW, as WoW’s cc is much more important, diverse, and generally impactful.
I mean the game would kind of turn into a broken mess. There’s always going to be some degree of frustration over being out-cc’d but just pruning the various types ain’t happening.
exactly what I mean, it wouldn’t, game would become a lot more easy to understand and play, so new players can join, and that is exactly what wow needs, a lot of new players, accessibility for people that haven’t been around here for the las ~15+ years
The game would most benefit from some visual clarity and improved UI elements rather than simply outright pruning parts of the game that discourage meatheadery, especially when there’s already so much emphasis on just doing damage.
DRs add complexity and they’re a good thing. not a good for a new player who has a lot to learn, but for people who want someone to continue improving on and honing a skill.
You could tell by comparing amount of ladder spots between s15 mop and s1 wod
Anyone that says to prune the entire game is clueless.
Only specs that need pruning are rogue and demo
If you wanna lower the complexity for new players then disable all non cosmetic addons and bake most of them into the base UI(bigdebuffs omnicd omnibar sArena)
the spike was due to incredible marketing for WoD as the marketing for MoP was bad and it is looked back upon fondly in spite of it being seen poorly at the start
then when people realized WoD was probably the worst expansion ever, they left in droves