#0 - June 15, 2009, 5:52 a.m.
Please answer, I'm sure most people would like to know what the real "problems" are, so we can look forward to seeing them addressed.
Q u o t e:
My question is do you feel just as strongly, and as "completely" about arena rewards? Do you think that because arena represents what you are calling the 'best test of skill,' that means that it should always be the pvp endgame? I'm also curious exactly why a test of skill should be a basis for gear rewards? Why is 'time invested' not the basis of gear rewards? Is this a practical solution based on the difficulty in preventing /afking?
Q u o t e:
Too fast-paced actually should coincide with too much burst. But GC goes on to say he disagrees there is too much burst. Totally confused by what "too fast-paced" meant in that reference.
Q u o t e:
what he is saying is that problem is not the burst, which does make things fast paced, the problem is the time given to players to react to said burst. In other words blizzard is shooting for a more elaborate solution to the problem than just simply nerfing damage across the board. Yes that would reduce burst and slow down the game but it would also have pve implications that would need more fixing. There are other ways to slow the pace down than just simply nerfing burst which is why he is saying burst isn't too high.
Q u o t e:
I'll be brief as well. You feel that burst isn't too high, because healing is too powerful? Burst can be too high AND healing can be too powerful.
Q u o t e:
Allowing us to get furious without having to have the best comp would be a good start! I mean the weapons, only best players and good comps should get these? Because of imbalance issues?
Q u o t e:
Blizzard doesn't believe burst damage is a problem
because without burst damage, burst healing would be overpowered
as though they weren't responsible for BOTH conditions!
Q u o t e:
I still don't fully understand what was wrong with BC PVP.....I saw every spec of every class in arenas then
Q u o t e:
It's still not very clear to me what Ghostcrawler is thinking of when he sees/writes the word "burst." It's hard to tell whether he is just being defensive and trying to spin things a certain way, rather than admit being wrong, or whether there is really some distinction that is too subtle or logically obscure for me to understand.
Q u o t e:
You have no idea how happy I am that the devs are well aware that it isn't burst that is out of control, it is just the pace at which PvP happens that is a bit too fast. Someone can get healed just as quickly as they can be burst down. People tend to not notice this, and just say "BURST IS TOO HIGH CUZ I DIED REALLY FAST". It's a lot easier to notice your health bar go from 100%-0% than it is to notice it go from 1% to 100%, which happens just as often, and contributes just as much to the problems in PvP.
Both damage *and* healing are too high, but to nerf one would completely swing the balance of PvP in the direction of whichever one wasn't nerfed.
That crazy burst is necessary to counteract the crazy healing. But the burst alone isn't even enough. The healer has to be perma-CC'd to even stand a chance at killing their teammate.
Q u o t e:
GC, you didn't address HP, which many brought up. Do you agree or disagree that HP might be a good way lengthen the GCDs before someone is completely burst to pieces. I'm not sure how this would work with PVP healing mechanics, but it seems to make sense that larger health pools would require smarter use of heals, since always topping people off won't nesicarily be the best strat.
Q u o t e:
It wasn't quite 50%, base HP was a constant, all in all it was probably more like a 30% jump.
This expansion they actually altered the base HP formula during beta, so people did get a health boost this xpac, but it ended up being about 10% (I think) more than the "expected" value.
Q u o t e:
The 2 melee engage and take the Rogue to 20% in a Hammer of Justice in <2 seconds. The rogue will probably die, actually, more than likely die. So with this unhealable damage the Priest somehow manages to keep the rogue alive with a Pain Suppression and a Power Infused Shield / Penance. Then the Priest gets cycloned and the Rogue dies instantly and probably would have died instantly regardless if the Priest was cycloned or not.