Are you kidding me? Seriously?

#0 - Dec. 28, 2008, 1:33 a.m.
Blizzard Post
Are you kidding me? Is this a very early, and unwelcome April Fools?

Q u o t e:
It's likely the game would devolve into silencing or CC'ing the healer and specs that rely on doing a lot of damage would be shut out as gear improved.


That's what made this game take skill. I don't know if your intention is to make it require less skill, so that, despite the differences in skill between players, we move closer to your ideal pvp scenario where everyone loses half the time:

Q u o t e:
If the PvP matchmaking is working well, however, you will lose 50% of every match...


Teams with high skill levels in earlier seasons could attain perfect, or near-perfect win/loss records, while battling their way to the top. Now, not so much.

The skill in this game comes from maximizing your class's potential, using your abilities to the best of their ability. )You should know this, you made Starcraft, one of the highest skillcapped games in existence, and look how well that did!) And yet here we are, all it takes to maximize your class' potential is 3-4 abilities. Tops. I don't know if you guys watch PvP videos over there, but take a look at a few, see what the game used to be like. I recommend Hoodrych, Neilyo, Hydra, Emolol, any of their later stuff.

At the very least, acknowledge that the pvp game isn't as skillful or fun as it used to be, don't act like this doesn't need fixing, and don't pretend that resilience will be enough, because it sure wasn't at 70 during 3.0.


#5 - Dec. 28, 2008, 5:23 a.m.
Blizzard Post
Totally agree that the matches like you are describing can involve a lot of skill. But we also heard from plenty of players during the heydey of maxed out resilience that they felt like they couldn't compete because pure damage dealing wasn't of much use in an Arena. Instead, every class was asking for CC, counter CC, ways to close the gap, ways to interrupt or silence, etc. Damage itself was devalued. Even today you can see players who are glad to no longer have 20+ minute Arenas that feel more like chess matches.

Things may be too bursty now, but I think we've also been in a state where CC'ing or draining the healer was basically the whole game too. I think there is a sweet spot somewhere, but I didn't want players to think that was a very different place than what we thought.