Engineers have a saying that holds true in certain scenarios that goes like this, "pick two, powerful, durable, cheap." This saying applies to things like cars, airplanes, motorcycles, etc. A military plane is going to be very powerful, very durable, not cheap. A honda civic is very durable (relative to most other cars they last a long time), relatively cheap, but usually not very powerful. Sometimes a civic might have a little more power (like the Si) but it won't be as cheap. Same thing applies to almost all consumer electronics and appliances. I could make a list but really I think the point is made, most products can be really good at two things, but not three.
(Disclaimer-obviously this isn't 100% true but it's true and general enough for my point)
Now let's talk about WoW PVP. They started off PVP like a rock paper scissors match, rogues might beat druids who beat hunters that beat rogue, or something like that. After they released arena they decided that wasn't going to work so they decided to try and balance around 3v3s. Right around when Cata came out they decided that was too hard so they now balance around RBGs... I think. I don't really know what they balance around tbh anymore. I don't think they really know either.
My proposition is this. "Pick two, control, damage, survivability." I think if Blizzard designed with this in mind it would help the balance of the game tremendously. Frost mages and rogues are perfect examples of classes that have all three. They obviously have the best control, with multiple stuns, slows, blind, sheep, smoke cloud, not to mention most of their CC's don't share DR with each other. They both have good damage, rogues can line up CD's, procs, and burst the shit out of you. Frost mages just have overall good damage that they can dish out while moving as well as incredible DPS CDs. Survivability wise, they might seem bad because they are cloth and leather respectively, but in practice they have some of the best survivability. Ice block is one of the best spells in the game for PVP. Sure, you can't do anything, but getting 10 free seconds for your many CDs to come back is so crucial. They have blink. They can sheep then evocate. Rogues can recuperate and stealth almost indefinitely.
The point of this isn't to say, oh frost mages and rogues are OP, nerf them. No, what I'm trying to say is that there are certain classes, like Boomkins, that can deal really good damage, but they're survivability and control are terrible. A perfect example of this theory in action is affliction warlocks. In the beginning of Cata, they were near unkillable by melee because of their many fears, slow, and they could heal themselves very very well which all worked very well with teleport. Their healing was nerfed which brought their survivability down a bit. Now they deal respectable damage in group settings, they still have very good control, but they're a little squishier which makes them, IMO perfectly balanced.
I think Blizzard's problem when they look at balance is they always go straight to the damage numbers. This pisses everyone off. It makes PVE/PVP balance near impossible, and it pisses off the warriors who want to see big numbers in PVP. Instead of going straight to the damage numbers, add a mini-stun to starsurge procs, or make steady shot give you a damage reduction for 3 seconds or something (not real suggestions just throwing stuff out there). Things like this have the smallest effect on PVE, which makes them happy, but the world of a difference to the people who want to PVP on their hunter, but feel like they can't.

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