Right, good point about CC being the opposite of DPS uptime, as it is something that stops DPS from a target.
Ok, here is a paradigm for PVP, class A is mobile but susceptible to slows and roots, class B is immobile, but immune to slows and roots, both fight a target with slows and roots, who has more uptime? who deals more dps in that case?
What im thinking is giving ret massive compensation in this regard to allow them to ignore all slows and such, which could wind up making them just as mobile as another class with mobility in their own way, i mean a feral druid running about with 130 ms, but getting slowed to 100 ms would move at the same speed as a pally with 100 ms, of course pally doesnt have dashes or anything, but that is a different problem.
Yeah this has always bothered me, that half of a players toolkit doesnt work on targets you want to use them on. Id be happier with PVP elements bleeding into PVE, but that winds up with abusable situations and utility stacking so i understand why its kept separate. In that case, a boss running away from the party negatively affects immobile classes, more than others, so then you get into a situation where you either nerf the mobile classes damage to even them out with the immobile ones, or offer them different utility that is comparible. CC isnt applicable in this case, because of cheese mechanics and they would benefit everyone else just as much, CC immunity is fine, but rarely is used and requires special mechanics, i think lastly you are left with either burst, or range. I think range is moderately thematic on a ret pally, but i dont want them to become a ranged dps class.In PvE though, CC almost never works on things you need to kill (ie, everything that's not easy trash in a dungeon/raid). In addition, mobility also lets you escape bad things, both in PvE and PvP. A mage needs mobility because he's not tanky - a warlock needs it a lot less because he's tanky.
Abilities with charges or classes with energy i think function well when kited, ironically the classes with the best mobility too, as their dps can be pooled, or rather short bursts of low uptime dont negatively affect their output, paladins on the other hand build resources from uptime, which they are denied, so thats kind of a terrible paradigm, so they are punished double by not having mobility, which isnt very good... being able to pool resources outside of uptime is a really good way to deal with no mobility, but it tends to be something that immobile classes never have. That system lets damage be the same on stationary fights, and also be more useful on mobility fights.
Ok, sure its not the same as making it a copy, but if they retain what makes them unique but also get tools that make other classes unique, then the other classes need compensation, so they get defensive CDs or CC or what have you. Its a slippery slope argument, sure, but its what happened in the past, players hated the whole class homogenity that happened, but at the same time they demanded it, mobile classes want mobility unique to them, immobile classes want mobility so that they can compete with the mobile classes, so the players are presented with this false dilemma where they either give everyone mobility and balance accordingly, or make immobile classes way higher dps to compensate, my argument is just that there are other options worth exploring here that can allow ret to compete while not making it mobile and keeping identities distinct.Giving Ret more mobility is not the same as making it into a carbon copy of another class (though Blizzard are in favour of that anyway, given how Judgement / mastery is in Legion a sucky version of Colossus Smash / mastery from Arms warriors).
For example, suppose you gave Ret an Intercept clone as a baseline ability. Say a 30sec CD... Ret can now close gaps reliably and quickly - but at the same time, he's not the ping-pong ball formerly known as Fury - or indeed anywhere close.
Mobility isn't a binary thing, it's more like a sliding scale. Ret happens to be so close to the bottom that it's pretty absurd, when other classes are so much higher up.
I am starting to see judgement as a bit of a bigger problem now, it needs to sync up with TV and so on, but it should really function as the compensation for a lack of mobility and be an ability with range that you cast when you can.
Yeah its a glorified dash for sure, but its still cool as hell imo.Mechanically though it's nothing special. At least, not without Prot-exclusive talents.