I just wish I could have spell resistance again.
i see the problem if non damage abilitys can get dodged/parried. meele-damage abilitys should always be able to be dodge/parried (if the enemy is in front of you) but maybe its time to make abilitys like kidney shot non dodge/parrie-able.
Didn't mind until plate DPS got more parry than dodge of the agility DPS.
Try to stand behind your target. Stupid, I know, but I've been really focusing on doing that when i face off against plate/agi classes and I find it helps. ESPECIALLY when warriors have their damn parry CD that idk what it's name is.
Lots of Spec's have 20% avoidance from dodge/parry/block. Do whatever you can do minimize it's impact, and enjoy 20% extra dps as a melee class
Also, I think CC should always hit if you are capped. IMO, those abilities shouldn't be subjected to RNG if and only if you are hit capped. Just my opinion of course, but my logic is that big abilities like those should do what they intend to do, especially if they are subject to long cooldown's.
Examples: if I miss an Oblit as a Frost DK, the worst that happens is I lose a Killing Machine proc. The runes are still up & not wasted, and I can launch another Oblit one second later. Rogues/Ferals don't lose the entire energy cost of a missed ability. Other melee classes, afaik, have similar resource management systems that come into play when an ability is dodged/parried/missed. I think that, given most melee classes ability to quickly recover from a dodged attack while using abilities standard in the rotation, CC should abide similar mechanics.
Maybe applying 10% of the cooldown if you miss on a CC ability instead of the normal 100% cooldown is a viable solution. Like I said earlier, its just an opinion. And I reserve the right to be wrong.
You are the one who started to compare ingame shit to real life shit so dont act like the other person is retarded when you are the one that is retarded.
Magic spells arent heat seeking so your whole theory is bullshit
For that matter you could also remove all your class cd's and let them all be in one spell, so you only need to press one key...
Really why so many people want to remove so many things? We'd come to a point where it wouldn't be fun at all to play with your numbers.
Unless I missed something, Agility no longer increases Dodge (for Ferals at least). Which means we have 3.46% Dodge at 90.
Edit: It seems Agility still increased Dodge, but for much less than it did before. An entry level gear Feral would have about 10% dodge.
Last edited by Feranor; 2012-10-12 at 10:46 AM.
There's always some luck factor, but games shouldn't depend on if I managed to land my CC or I had a % of dying. Do you know why CLOS was moved to 100%? Improved sap disappeared? Because RNG should be kept to a minimum. Give casters an almost impossible to out-gear 9-16% chance of missing their CC and see how it feels.
To make my point clear, I don't advocate removing dodge or parry, but some CC should not be dodgeable/parriable.
The real issue here is why kidney is on the melee hit table at all. No one things is a problem that you can't dodge and parry shockwave, hammer of justice, deep freeze, leg sweep (which is unarguably a melee move and should be on the hit table, but "designed last" sez, no way!), that stupid hundred hand punch (um, also a melee attack), and others. I'm not sure about, say, Storm Bolt, but mostly the dodgeable ones are maim, kidneyshot, and the pet stuns (and pets have it easy for obvious reasons).
---------- Post added 2012-10-12 at 03:45 PM ----------
In PvE they only exist for two things. One is to force you to stack certain statistics to improve your dps on target (Thus lowering the Value of your ONE stat, may it be Agi or Str, without the evade caps everyone would just stack one stat and thats it.) And second to increase the effective health of tanks via mechanics beyond Stamina. If tank would only stack Stamina healing and tanking would be the most boring shit in the history of boring shits.
Now in PvP evades do much more and fill in the randomness factor. Without chance evades WoW pvp would look like Tekken. Which is not necesarilly bad, but thats Tekken and not WoW. For every time you lose a fight due to RNG you also win one due to RNG. Further more it adds an extra layer to the skill cap of PvP.
-Okey here comes IWIN button....Shit...IWIN button failed....adapt or lose. Good players learn to play around it. Bad ones QQ. Even tought it is true sometimes you just lose due to RNG.
This isn't a QQ against Ferals which you obviously love, it's QQ against the whole system that's retarded. So unless you're to lose something if all forms of random evasion, you should be happy. Why would you be against such a change?
And why would people promote RNG because it "feels real" while other aspects of the game are much less realistic and more apparent?
Destruction PvP movie: https://www.youtube.com/watch?v=yXXkGgkpcis
I bet you would want PVP trinkets taken out as well since someone could clear your stun as well right ?
Casters need CC effects otherwise they would be fodder for melee even more so, melee on the other hand is much different.
Fine. Why exactly is most of the warriors, paladins and death knights CC undodgeable/unparriable?