Probably unpopular opinion but if you want good pvp move to a different game. Pvp has been managed so poorly over the years I'm honestly surprised that there are any hardcore pvpers left.
Stellar Flare is not fun right now.
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Well, FoE completely destroyed the Shade Damage on the Nightmare dragons, so that's another fight in favour of FoE. Spider I found it to be pretty useless once people stopped pulling extra spiders by accident. The 6(?) spiders that spawned would die way too fast for FoE to be of any use on them, and were often moving way too much because the tank had to pick them all up.
Only took me 1 pull to realize FoE was completely useless on spider boss, although I probably should have tried using that dot extender talent afterwards because Drift was equally useless. Lots of potential for retarded padding though.
Agree on Nightmare dragon, there seem to be a decent number of "stand still and cleave bosses/shitload of adds" fights and FoE is always going to destroy in situations like that. Pretty easy to keep it going for 15+ seconds as well with a little setup, feels nice overall atm.
Create PvP Tempelate. Lvl 110 and all traits unlocked. AFAIK, you can use the teleport to reach instances with it.
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Good thing I like Incarnation. Feels good to have that button which causes everything to explode around you.
Now was that tuning sweeps for pvp or overall? The statement almost looked bundled with all the pvp stuff.
They think they can balance PvP by tweaking stats. They're that clueless.
PvP is far more about windows of opportunity, CC chains, counterplays and character synergies than mere individual output. They'll never get it.
They think they'll make a warlock competitive with a mage by increasing stamina, when the simple concept is that avoiding damage is supremely better to tanking it. Especially when a mage by escapes and avoidances avoids being tunneled with melee interrupts while a warlock with a warrior/rogue/DK all up on his face 24/7 will get off far less casts than a mage.
They think PvP is as simple as a tuning knob like PvE. So, yeah, assume the tuning is primarily about PvE and PvP is a side concern.
Last edited by Lucrece; 2016-04-12 at 08:00 AM.
I'm pretty sure they haven't done any tuning - blood dk still does 1/4 the damage of a bear, and MM hunter does more than twice the damage of most other dps specs.
They could make pvp interesting with addition of separated numbers for pve & pvp, because they could reduce melee uptime and increase melee damage (in melee combat) without affecting pve. Side effect would be dehomogenized class gameplays, because you could have strong melee hitter, soft melee hitter with high mobility, ,meleetanking caster, spelltanking caster, kitting caster etc... But it look like they choosen easy way and status quo, where all have instant damage and all melee have 100% uptime with stuns.
No real changes this build outside of Touch of the stars working, and new Moon icons.
AsP spender bug still exists
All other bugs and issues remain
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