PvP Issuses

#1 - Aug. 11, 2012, 7:16 p.m.
Blizzard Post
hows it going guys, i was wondering, since the subject has never been addressed, is disengage broken? since the fix to charge any root or cc will either drop me out of the air or teleport me back to the place i used the spell, burning the cd and leaving me in the worst place possible to have disengage on cd. glyph of disengage adds further vulnerability, and that sucks because its such a cool flavor glyph.

healing in cata was overboard imo. the element of healers in bgs is undeniable, and when balanced makes everyones game more fulfilling. when heals are too strong, and it really doesnt have to be by much, no one dies. and unlike when a damage class is op and they get a lot of kills and then those ppl go to the gy and come back, living forever makes for stalemates in ctf bgs and makes for games where there is little pvp in cap the node bgs, and more running. i understand a new class that can heal is coming out, and healing should be a big part of this xpac, im just hoping that we dont try to balance the other healing classes around monks, and instead let them shine as the new healers.

that said, pvp is shaping up to look really fun the new bgs are amazing, and im excited to see how this season goes. ty for reading.
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Game Designer
#2 - Aug. 11, 2012, 7:37 p.m.
Blizzard Post
Totally agree with the second point. If damage is too high, then there is no strategy other than blow all your cooldowns and try and kill someone in 10 sec. If healing is too high, then nobody dies and you have an endless stalemate. The challenge is to keep tuning somewhere in the middle where a well orchestrated kill can overcome the healer but folks aren't just dying faster than anyone can respond. Our hope is that the addition of PvP Power and its benefit on healing will keep healing in PvP scaling with damage being done and mitigated.

For the first question, this was the result of a fix to make Charge and similar abilities harder to cheese. Before, Charge always took you to the place where the target was when you began the Charge, so that even by jumping or dismounting you could place your character away from the charger. The warrior (or whoever else) would have spent the Charge, but not actually benefited from it because you were clever enough to hit your space bar. That felt cheap and frustrating. We implemented a fix so that instead of targeting a position in the world, Charge always hits its target. Rather than freezing you in midair (which would look weird) or teleporting the charger to wherever the target ends up (which would look weird, but more importantly might give charger an exploit to move longer distances than intended) we rubber-band the target back to their location.

You have to think about this from the point of view of a server-client game. For the charger, he executes the Charge on his client, then the server acknowledges it and resolves the command. The problem is meanwhile on your client, you have Disengaged. In order to feel responsive, that happens immediately. However, a very short time later the server says "No, wait a sec. You were charged. That means you can't have Disengaged." And it moves you back in time a moment. (If it's not obvious, we have to let the server be the final arbiter of combat because clients can be hacked or go offline or whatever else.)

We understand the frustration though and it's possible we could try to make a distinction between long cooldown abilities like Disengage jumps and simply hitting the space bar. We would still likely have to teleport the charger to your final destination or retroactively cancel the charge, both of which are also going to feel weird.