Well also players overlap very badly below like 2200 usually which will make it feel easier
Generally they’re playing no voice or just don’t know what to do to beat the fire mage burst with rogue stuns and spam every defensive then just lose like next go
rmp gets worse the higher u push and I’d say god comp gets better
For example, the very top end, awc, rmp is almost completely useless because they will rotate defensive well which outweigh how many go’s the rmp will get
That’s why you very rarely see rmp being great in awc
rmp is the ladder destroyer especially if ur opponents arent using comms which is common below 2k they often overlap CD’s or make cooldown mistakes in general which rmp can take advantage of
Having played both, I think both need really good cc chains or you just lose no matter what, and I think both are equally as difficult.
Spriest, Hpal, and Mage needs to start cc around the same time to start and that plays off psychic horror/hoj (i.e. not off stun dr) while Sub rogue can just cross cc (when possible) and allow dpriest/mage to push in and setup.
I think rmp is easier but thats just because I actually played sub to 2k and know how to play it in comparison to my shadow priest, but god is so much more fun because I’m actively doing stuff in downtime that’s not reseting.
Mmmm, I’d say neither is both forgiving, but if you ever get kicked as shadow on spriest you die. As Rogue you can just run away and as long as you do that you’re safe so thats the only thing that I could say that makes RMP slightly more forgiving than God. However, Spriest has a lot of tools to survive, and I’ve recently been playing with the shadowstep leap of faith leggo which makes getting kicked on shadow more safe whenever I’m kill target. (see: https://www.twitch.tv/sugoii_w/clip/SarcasticIronicCurlewMrDestructoid)
Since it looks like you play both Rogue and Shadow Priest (as I do), I can probably help explain my perspective more clearly!
As for why I think, overall, that both comps are equally unforgiving (on mistakes): if you mess up any sort of cc chain you kill a go and are one step closer towards losing. As Rogue, you are ultra squishy and you are potentially forced to use evasion/cloak/vanish or have a teammates big cd pushed on you and the same goes for spriest. As Spriest, you always have to be weary against kicks on shadow and must be covered by a teammate if you do (like the above scenario). Both are pretty dependent on teammates to let you survive after each go, but Spriest is more dependent on initial setup than rogue is (triple cheapshot vs. stun silence on two separate people or a double fear if enemy healer is prepping to not get feared).
Ultimately, I would say try both and see what you like more. As God, you’ll have more downtime between goes while RMP you’ll be able to setup goes on end of dr provided you have subterfuge or dance. As spriest in god, you’ll be paying more attention to downtime and anything you can do in between to stop and prevent goes while as Sub in RMP, you’ll be trying to get dance back up if safe or resetting and nothing else (maybe dueling someone to peel) and have more offensive momentum.
tl;dr: both are about the same level of forgving but differing playstyles, god relies on hpal to help setup initial goes while rmp its all on the rogue for the initial startup. try both and see what playstyle you like more
Clearly I haven’t watched/studied enough God Comp compared to RMP. Are you saying that in God you use your silence/stun in the beginning like a rogues triple cheapshot? Or are you referring to the first “Go” when you talk about initial setup ?
Hmm, maybe I should say when starting any go and not just the very first go.
As spriest, this is very dependent on your position relative to enemy team; can you stun the healer or are you in an abom limb chain of ice hamstring and unable to push in? .Whereas with sub, its usually possible to cheap kidney the team provided you have a step or sprint available.