#0 - March 23, 2009, 5:12 a.m.
*NOTE*:I did not make nor do I take credit for what I am about to post.
Dear Blizzard,
Like many players, I'm frustrated with the current state of PvP. I don't want to get into specific examples here (though they can easily be found if you're interested), but the current state of arenas is way to burst and gib oriented, to the point of being almost unplayable. While I'm sad to see arenas in their current state, it's not something I can't wait out. Those of us who have done our research, run the numbers in spreadsheets, and made use of the PTR knew that this was coming. We knew that 3.0 would be a joke (R.I.P. ESL Philly), and so did you as evidenced by the early cutoff of season 4. We knew that level 80 would not fix it. We knew that getting level 80 pvp gear would not fix it. And we know that the difference between our current 800 resilience and the extra 200 or so we'll be able to get with full deadly gear isn't going to be enough either. We know that in order to balance out new talents and talent points spend on offensive power rather than survivability a game mechanic change is necesary, something to fill the role that adding resilience and increasing stamina had in TBC.
I'm pretty patient, so I'm willing to wait for such changes. Clearly you rarely rush into large scale balance changes. I was expecting pvp to be broken for quite some time before the necesary changes are made. However, I have become very concerned about the comments I've been reading recently and the developer direction they seem to indicate.
http://blue.mmo-champion.com/28/13909386074-gc-rumors.html
http://blue.mmo-champion.com/27/14135703530-chess-match.html
http://blue.mmo-champion.com/27/13909426107-are-you-kidding-me-seriously.html
These and other quotes like them give the impression that pvp at level 70 offered too much survivability, that getting kills in the past was somehow too hard, or that the game is better in it's current state. Simply put, that's wrong. Obviously there is a correct balance for survivability. Considering that the top 5v5 comp of S4 was 4dps with bloodlust (JAC) I have a hard time believing that survivability was too strong. Even in 2v2, where druid/x dominated due to the strength of druids in that bracket, double dps comps did fine when compared with all other healers.
Throughout season 4 coordinated burst was always viable for getting a kill. It was true for JAC, Cleave, Euro and 234X. It was true for WLD and RMP. It was even true for Warrior double healer.
The operative word here is "coordinated". Good players know how to coordinate. For a team of players to be able to burst a target doesn't require too much burst from any individual player. In fact, if a single player is able to burst solo then in concert with others that burst becomes simply overpowered and unstoppable. As I've said, burst itself is good and necessary. Burst needs to be able to punish players who are out of position, or in conjunction with cc.
This brings to mind another quote I saw.
http://blue.mmo-champion.com/27/13587719113-ive-never-seen-something-move-obvious-since.html
In fact, I maintain that CC is was a weapon of a more civilized age. When facing cc, players had options like LoS, defensive dispels that actually worked, or very careful defensive play on the part of their team to outlast the cc. Not only was cc more counterable, but setting up a cc chain on an oponent takes more skill than simply dumping damage into them with a big red button (alla pom pyro). Nevertheless, suppose one decided that cc was bad for the game, that it's best to leave healers uncced all the time and create kills solely by bursting before the healer can react, because somehow this is considered more desirable. In that case we'll expect ccs to be reduced or remove. In fact, the opposite is true. We've seen the addition of strangulate, hex, deep freeze, mirror image polymorphs, and others. Not only are there more cc options than ever, but the state of burst has made a certain type of cc way overpowered; silences. Improved Counterspell and Strangulate are instant cast from a long range, AND UNTRINKETABLE. Players who "complained endlessly" about being chain cced at least had the option of trinketing in the past (in addition to the far greater options for avoiding ccs with a cast time), but in the current state of the game as much damage happens in one silence as used to happen in a full duration fear or polymorph, and the recipient has no option to avoid or get out of it except for Divine Shield. Is it any surprise that Mages, DKs, and Pallies are doing so well?
