The main idea is that there was always kill pressure, on both sides. If you missplayed the game ended. No super defensive cds that if you press you just dont die, and definitely not multiple of them like from Cataclysm onwards.
Which super defense does a Windwalker press that he does not die?
trinket port obviously
thats your answer to this
If you were asking me, against affliction? Literally anything, portal, diffuse or karma. Any of them will make sure the match doesnt end.
affliction does MASSIVE damage was in a game (running turbo) he or she did 12k dps freaking insane
Karma is pretty weak atm rogues cut right through that as do enhance
they donât have some SUPER defenses that they press and donât die and not multiple of them either
make mana matter in a way that every class isnât a current disc priest - including for dps.
JESUS MAN. Iâd run away from that guy if I ever saw him.
wanted to say it was not sustained but was on his go
my pally freaked out lol
Thank you for a reasonable explanation, I agree that this was in part true but I also remember that in games with good players it was very easy to have extended matches that lasted 20 minutes.
Personally I would rather blow someone up in a 3 minute match or be blown up in a similar time frame and be able to play again.
Emphasis on the part I mentioned. mistakes end games. But yeah⌠Since dampening didnt exist. If you didnt make mistakes, Matches at tourney level could possibly drag. But ladder wasnt like that really since people just derp around with no care.
Most matches were short ones, by and large.
From what I remember in the lower mmrs the games were relatively short due to abundance of mistakes and as we climb in elo they grew increasingly long.
Back to your initial point I donât think I would be against moving back towards the state of pvp from wotlk based on the points that have been made but I would want to see measured caution to ensure we didnât devolve into some ridiculous stale meta.