I quit playing golf around 2005. It just came to me. I wasn’t enjoying it.
I did it mostly for business at that point, but slowly i felt i was becoming ‘worse’.
Eventually I came to a personal conclusion: I don’t enjoy this, just stop playing.
…and I haven’t played a single game since. It’s 2018.
I feel very much the similar feelings about WoW pvp. There are moments of interest…but mostly it is ‘things’ which make it not enjoyable. Since this is not a post about what those are…I won’t list them.
The post is made to point out that …you can’t mess with your customers for too long. There is a point of no coming back.
Endless stuns
unkillable healers casting emotes because they do not need to actually heal
excessive mobility of all class role/types
since Jan 2007, you have balance pvp around 3v3 arena with the introduction of arena.
Everything else has suffered.
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What suggestions would say could make the game more enjoyable?
I feel CC ‘s need an adjustment, but I’m not sure what they could do which wouldn’t mess with arena which relies on it.
I’m sure they could find some threshold of CC’s per amount of time that can happen in BG’s due to the number of players/sources but unlikely to happen in arena due to ability CD’s.
There simply must be a more ideal setup that works for both. Spending your entire time in a BG team fight going through fear, stun, cyclone, fear, stun, cyclone, fear, stun, cyclone fears bad.
If it’s that bad for you, you need better teammates.
I think Blizzard needs to really re-evaluate the whole range vs melee arms race and how it influences damage and healing.
The current method of balancing these is to give every class multiple forms of stuns and cc’s. Which leads to very frustrating game play. Arena strategies are formed around the principle of cc chains on one target while bursting another.
Blizzard needs to scrap all cc’s and start from scratch. Simplify down to two or three categories. Stun, snare and incapacitate. Give each class one of each.
Then balance damage and healing around this limited numer of cc. Once that is under control, melee vs range can be balanced.
Think about it. Why do you cc someone?
- To control their damage or healing
- To control their movement
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That sounds awful. In case you haven’t noticed, people don’t take too kindly to pruning and class homogenization. I’d rather PvP be unbalanced than have every class be carbon copies of one another with different animations for their spells.
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Agreed. That would bring a different imbalance. Some classes have a lot of damage but less CCs, some have more CC’s but less damage.
I agree with everything you say. If you feel that it’s not fun why do it?
I too am over the stun/CC train/mobility excess. They should be “features” of classes, not my class is gimped because i don’t have all those.
Jara, they already adjust abilities for PVE/PVP differences, i don’t see how hard it would be to come up with a CC template that differentiates between BGs and arena.
Homogenization is having classes with as much CC types as every other class. Look at classic WoW for example.
Who had stuns on demand? Paladin, Rogue.
Who has them now? Warrior, Paladin, Rogue, Hunter, Druid, Warlock, Dk, DH, Monk.
I guess what i’m thinking is classes are carbon copies of each other already!
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Yeah and I think only rogues and warriors had interrupts too.
Not saying it should be pruned back like that or pruned at all, just have a shift in DR in large scale situations. Some Immunitues thrown in too prolly. You’re probably not going to get cc’ed 10 times a minute in arena, so put the breaks on that happening in BG’s
But any changes they make for BGs will affect arena
That’s why I was wondering if there’s a rate of CC that’s possible with 10 players that isn’t possible with 3 (given ability cooldowns)
Mages had counterspell and Shams had windshear/earthshock but yea now everyone has them.
Maybe if they could change the affect, duration, DR and/or CD on cc abilities depending on the type of instance. That shouldn’t be hard would it? Maybe only separate the types of cc in arenas for DR purposes but put everything (except maybe slows) on the same DR for bgs. idk, just a thought.
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This is so similar to how i have been feeling about the game lately.
gearing is such a huge issue. i am literally just playing and waiting for them to give me gear and when it final comes, it’s nothing that i need. Oh and now i get to spend the whole next week chasing a piece of conquest gear for 500 points that i already have… so much fun.
I’ve never played golf - just not my thing - but I like your post. I agree with the “moments of interest” and definitely with the last paragraph.
Just inversely scale CCs around the number of players inside a given radius. in a 3v3 and below, CCs act as normal, but for every player beyond that knock off 0.5s off each CC’s duration down to a minimum of 1s or something like that.
With that setup, CC is still effective in arenas but that melee death ball rolling around WSG also can’t keep their targets locked up until they’re dead. It’d help make wPvP a little more palatable, too.
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