Last edited by Riistov; 2017-11-09 at 12:42 AM.
Do you have an argument that losing healers in PvP would be bad for WoW other than "there are other games that fill a niche of having little/no healers"?
Personally, I do not believe you do. One of the biggest problems with WoW PvP has always, always, been the balancing of healers and sustainability. Take that out of the equation and you're left with balancing DPS vs DPS, which is considerably less to deal with.
Other way around, for melees a forest of pillars is significant advantage, basically impossible to play with that for casters/healers. Keeping LoS capabilities at bay certainly aids casting, makes casted spells more reliable and caster gameplay a more consistent experience in general
Being able to pillar melee is the difference between a good ranged/healer and bad one most cases. Taking that away makes the game that much more dumbed down and would cater to bad players who can't figure out how to solve being pillared.
Yup, my argument is Guild Wars 2.
They tried pushing the game as an esport without the healing archetype. Spoiler alert, it didn't work.
As someone who played that game (including ranked pvp), I can tell you from experience removing healers makes for extremely boring and repetitive gameplay.
That's not proof, lol. You're using a fallacy argument.
Saying "Guild Wars 2 didn't have healers in PvP, and look what happened, it didn't succeed as an e-sport so THAT PROVES PVP NEEDS HEALERS" is a fake argument. You're not proving that Guild Wars PvP failed because it didn't have healers, you're just putting two unconnected dots together. Not only that, but you're trying to say because some other game's PvP (according to you) died because it didn't have healers, that means World of Warcraft needs healers? A nonsensical stretch indeed.
There have been plenty of games that have had little to no healing in their PvP and they are leaps and bounds more successful from a balance standpoint than World of Warcraft has ever been. It's not impossible to balance healing in PvP, but it's significantly easier to design PvP without considerable healing in mind because you take away a major balancing issue from the equation.
That's kindof how RPG combat should work, you stand still and hit each other. Whoever has better stats / build / uses abilities better wins. If you run around a warrior you get out-of-turn attacks of opportunity on your ass and often lose your turn. I know WoW isn't an RPG any more and not jumping around the person you're hitting had long been outlawed, but hey. At least WoW has a rich and successful e-sports scene, right?
This thread brought to you by low ranked pvpers. Stop chasing the druid around the pillar if he's just running in circles. Force him to come out by going on his teammate. Or tell your teammate to run the opposite direction as you. That's how circles work.
We already had an arena with unreliable, disappearing pillars, and it was removed for good reasons. Do you never wonder why Ring of Valor was removed?
this would be maybe dumbest arena change ever.
Should rename this cancer thread to "WHAT DO YOU MEAN I CANT MINDLESSLY TRAIN SOMEONE WHILE STANDING STILL?"
Yeah guys, make PvP even more braindead!
Simple fix, give pillars HP. but who am I to suggest a thoughtful idea, Blizzard clearly thinks pvp servers are a much bigger issue.