Unreal GC quote. PvP Champion :,(

#0 - April 30, 2009, 12:04 p.m.
Blizzard Post
GC:

"It can be frustrating to be crowd controlled too much, but at least in that situation every player has a trinket, and many classes have additional ways to break out. Being blown up in just a few GCDs doesn't leave you a lot of options, and it often doesn't even require much skill or finesse from the burster. On the opposite extreme, not being able to finish someone off before a heal lands, means that fights go on forever."

Ghostcrawler. Lead Systems Designer


...
sad face

If you are a pvp player who was considering jumping ship, now would be a good time to do so.

What a PvP champion the Lead Systems Designer is.

#41 - April 30, 2009, 5:24 p.m.
Blizzard Post
Crowd control abilities are part of WoW. I am a little surprised this would come as news to anyone. You seem to use as an underlying assumption for your arguments that "All players agree that crowd control shouldn't be a big part of PvP," which I'm not buying.

Too much crowd control is not fun. Too much burst is not fun. Too many short fights are not fun. Too many long fights are not fun. We need to strike a balance in between these extremes. Where you would prefer for that balance to lie may not be where other players, or the developers, want that point to be.

If you don't like being CC'd and want another opportunity to get out of them, use your PvP trinket. That is why those items are good items. If you can't afford to give up the trinket slot for a CC break, then don't use it. In my experience most players use them. We're not going to nerf the items just because they are good items that most players use.
#73 - April 30, 2009, 6:08 p.m.
Blizzard Post
Q u o t e:
The simple fact is, they view CC and CC breakers in a vacuum. They are not equal, they are not the same numerically, and some classes CC breakers actually make them more susceptible to being chain CC'ed or chain stunned.

Some classes are entirely dependent on a 'perfect rotation' to prevail, others seem able to just spam mash tier CC's and stun lock people out of anything.

So while the OP did take GC's comments out of context, the CC in this game is too much for some classes, to easy for some classes, to complicated for others, and too reliant on 'perfect play' under 'perfect conditions' for others.

It is NOT balanced... not even close. You can't just toss classes up on a spread sheet and count the number of CC's they potentially have vs. one another, and I think thats pretty much how it is right now.


I'm going to quote this because I think it illustrates a common misunderstanding between some players and the developers. Forgive me for paraphrasing here:

Paragraph 1: Different classes have different CC, CC breaks and susceptibility. Totally agree.
Paragraph 2: Some classes are more dependent on rotations. Totally agree.
Paragraph 3: CC is easier for some classes than others. Totally agree.
Paragraph 4: Therefore it isn't balanced. Boom. Here is where we disagree.

Balanced does not have to equal identical. In fact, if it did then the game would almost certainly have a lot less depth. All of those players saying "Too much homogenization" are talking about this exact issue. Yes, we could make sure every class had a fear, a fear break, a stun, and a stun duration reducing talent. Even if you don't go that far, we could make sure all stuns have the same cast time, range, duration and diminishing returns. We don't actually want that, and I believe a lot of players wouldn't enjoy the game as much with that design (even though they may be campaigning for it now).

Making classes identical or even very similar makes the game easier to balance. Nobody is arguing that. It also makes it boring.