Given all the changes, how the hell is nerfing one CC that DH has compared to 3 CC that hunter has? Classes that literally rely on CC to actually win games? This is a massive buff to specs that already tunnel and win games. 3s stun for intim? Really? How about just remove it completely?
Blizzard has done some absolutely asinine changes over the years. Remember that time they just straight up removed trap? How about bring back blood fear while you’re at it blizz. Clearly you put about as much thought into this as you did that.
I could see if they did this with just a few abilities to start. Like take trap to 7s and then see the results. The people designing PvP must be hard stuck at 1400.
Apparently this removal/reduction of CC is what the “majority aka thr casual” players want.
They dont want take 2 seconds off the gas pedal to think of ways to CC a healer for a kill, just mythic plus PvE max damage in PvP arena.
What actually needs adjustmentsare micro CC, stuns (making the 3rd stun completey DR AKA immune), instant CC that are too effective, mobility and utility of certain classes.
Have cyclone, polymorph (remove shimmer), remain as it because these spells can be stopped and adjust precog so it doesnt give immunity but just a small haste percentage after fakecasting.
However doing the aboves changes would be too difficult for blizzard.
DKs for example shouldnt havs access to a stun + 2x grip AT THE SAME TIMEbut because of how mobile classes are now it feels like a requirement.
Assa rogues for example became even more broken when they give them subterfuge, 2x shadowstepwhich tools that should only be for sub, homogenizing classes/specs for no reason and act surprised as to why assa does better than sub when it now has the same tool sub had.
PvP needs a total overhaul and less focus on balancing around arena specifcally. These changes are merely bandbaids fixes and the core issues remain the same.
No it doesnt which id why they should add back trap arming time so there is counterplay.
Instant trap was always a bad addition to the game.
Depends for sure. Some games you can get a decent CC off stun > trap, but it depends. Lots of games I’m using 2 or all of my those CC’s to land one trap. Like using scatter on a ret to stop sanc on stun. Or I’m using scatting to stop grounding. Or I’m using stun and scatter on a shadow priest to prevent MD. Or it’s dealing with banner. Or it’s dealing with reverse magic.
Some comps I’m already doing a lot, some I’m not. Depends. But CC is what helps keep me alive. If I can’t create pressure with trap, then targets just sit on me even more.
These changes hurt hunters more then anyone else. Everything is 30s+ for cooldown. How does that compare to a spammable CC? How the hell did fear avoid this? Like, blizz wants me wasting multiple GCDs to get a 6s trap?
There is just too many CCs in the game now for sure. Like, they can get rid of intim if they want and take scatter off trap DR. It’s still going to suck for solo because I need all 3 to land traps. Does blizz seriously think people are helping me get CC in RSS??
I was actually with you until you spouted this bit of complete lunacy:
No. Cyclone needs to be a 15s cd, 6s duration and either dispelable or decursable like every single solitary other healer CC in the entire game. Also need to 100% remove the ability to Smeld->Rake->Cyclone. What you may have read is, “Make it weaker” - No, what I mean is literally completely remove the ability to smeld rake clone. - if we’re removing “blind sap” because it’s unhealthy, smeld-rake is equally unhealthy and has even less counterplay, because trinketing the cyclone (or, in this example, sap) just leads to another cyclone that you can’t in-combat yourself to prevent.
Also the concept of cast/move dps ala Shimmer was removed in MoP because it was “unhealthy for the game”. The same should happen to Shimmer. Spells casted while “shimmer” blinking should be reset to half/full cast time depending on when the caster blinked.
My 1700 resto druid in green crafted pvp gear begs to differ. Disc priest being pants-on-head goofy broken does not make Resto not a dominant healer. Disc is an outlier of comedic overpoweredness, resto is still absolutely bonkers.
I don’t think blizzard knows what to do anymore. Dampening is a bandaid problem. Adding 40% stamina is a bandaid problem. Nerfing healing is a bandaid problem. Class design is a problem. Mobility is a problem. Crits are not the problem. It’s the fact healers don’t have breathing room either. Games end in no mana, not cooldowns. That’s the problem.
Fair point. Perhaps they can look to adjust meld stun into clone.
At the end the day having these spells being spammable forces you and your teammates to postion better and improves awareness.
It prevents players from just tunnel visioning on doing damage. They could also reduce the range of the spells to 15-20 yards which adds even more counterplay
Fact it its fine for comps to rely on spammable CC or just zugging to win.
But when Mages and Warlock literally dont cast polymorph and fear and are still able to win games thats a problem and making That CC even shorter is even more problematic and useless.
Casters basically pveing at max range untill someone dies without needing to push in for CC is the current design of the game unfortunately. Spam damage, get a CS on healer when opponent is 40% HP and GG
Honestly, bm can go back to having no stun. BM is straight up turning into MoP garbage with the sustained its putting out. OR maybe we go all the way back when BM didn’t even have kick.
The blind nerf was pretty massive. No more sap > blind. Means healers could hold trinket.
Actually it’s more then that. Rogues can open with garrote on a healer, into stun, keep up damage then use blind to interrupt, then restealth > sap, reopen with no DR and repeat. No trinket or peels = dead.