FCs and what not

So again I ask why are Fcs like monks, DHs and dragons allowed to buzz around half way across the map in seconds to get away from attacks yet rogues with perma BOS was nuked into non existence.

How about lets reign in those crazy abilities when carrying a flag??? Maybe try it?

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the flag should make your movement speed cap at 7.00 and massive movement spells like heroic leap, DH jump, Priest grip, etc. should make you drop the flag on the spot where the movement started

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I almost wish that there were two types of flag carriers, those that transport the flag across the map, and those that hold on to the flag at your base.

I love seeing multiple types of carriers, but at the same time balancing them so that one doesn’t dominate all of the others seems impossible, which is a shame.

Oh, like having a FC restricted to your own base who holds onto your flag? If the enemy team wants to grab the flag, they have to take out that FC first?

I still believe Blizzard should make different balance changes for each bracket (e.g. RSS, arenas, bgs, rbgs, etc.) so we’d have a better PvP experience. We wouldn’t have specs that are great in one thing, but horrible in another. Unfortunately, Blizzard thinks that would be too confusing.

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CC goes a long way to mobile classes

poors one out for BoS memory

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Sort of yea, or, I’d like for runner + in-base-holder to be an option for teams that would be interested in doing that.

Like, if all of the FCs were as follows:

class capping method example counters
sub rogue BOS or SS+Gouge Bomb to prevent SS Cap
warrior Leap, Stand-on-Cap DK Grip leap
demo lock Port, Gateway none bc i rerolled lock
paladin Stand-on-Cap dispel BOF, MC+BOP
dk Stand-on-Cap another DK
druid Stand-on-Cap, Wild Charge+Bash Fear Animal
monk Port, Rolls ???
dh Dashes ???
dragon ??? ???

Like, whichever FC my team chooses, it will cause my team to change our strategy to accomodate our FC, and our opposing team will do likewise. For instance, a tank that just has to physically walk over to the cap would want to be paired with a priest for grip, whereas a druid or rogue FC would want a druid or shaman healer that can keep up with them.

I mostly think this way because I hate the new Deepwind Gorge, and how demon hunters were so overpowered that they necessitated its change. If there were a lot of other options for FCs, both speedy ones like druid/rogue/dh/dragon, and much more tanky ones, maybe Deepwind Gorge wouldn’t have gotten changed and I wouldn’t have to put up with Market Dominance, which is the last BG achievement that I don’t have because I think it’s bugged.

Yea, this is really needed. If the game is balanced around 3s it’s going to make RBGs horrible. If it’s balanced around RSS it’s going to make 3s horrible. If it’s balanced around ranked WSG it’s going to make ranked AB horrible. I almost think it might be possible to fix all these things with an actual PvP talent tree, but at the same time, it would probably be just as easy to re-balance all of the abilities depending on the game mode in question.

There are just so many ways to play WoW PvP it’s just… so hard to even think of a framework to balance it all.

player type example needs
WPvP solo players in enemy cities short-distance mobility, avoidance abilities, removal of unwanted aoe damage
WPvP solo players in the world disengages, tracking abilities, long-distance mobility
WPvP Medium group Ganking Squads objectives to fight over, places to defend, rewards to keep people interested
WPvP Large Group Raids vs Raids no phasing, removal of lag-producing abilities, ability to kill enemy civilian NPCs before they summon guards, lots of AOE, battle-shaping abilities like raid stealth and mage wall, orgonizational abilities like Cata’s raid summon, mass rez, cauldrons
Unranked 40 person Premades tools to keep their raid together and hunt the other unranked 40 person premades
Unranked 5 person Premades fast queues against decent opposition teams, lots of damage + healing
Unranked Solo 40 Person BGs melee need survivability, ranged need aoe
Unranked Solo 10-15 Person BGs tools to complete the objectives
2s the ability to kill tanks as dps+healer, while keeping dps+dps viable too
3s lots of comps and participation so that no matter what your spec is you can have fun
RBG CTF tanks need to be strong enough to survive enemy dps while protecting a healer
RBG Nodes tanks need to be killable so that games don’t stall out like in Seething Shore

IDK, a lot of this stuff isn’t entirely balance, it’s social stuff. Sorry for the wall of text everyone.

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This would be sick. A train wreck probably, but there’s a chance.

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Because

#RoguesCantHaveNiceThings

Working as intended.

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