One of the reasons I prefer GW2 PvP more then WoW. WoW is just way too unbalanced, still fun though.
Skill should be more important than grind, and certainly more important than the skills on your hotbars.
The over-importance of gear and general class imbalance is why WoW will never be an e-sport game. But Blizzard keeps pushing the notion that WoW is e-sport capable by hosting all these arena tournaments.
What's strange is that they came out and admitted that Diablo 3 will never be e-sport capable, but don't admit it for WoW, even though both games are primarily PVE gear treadmills.
1) Stop blaming everything on GC just because he's the only dev whose name you know. Hundreds of people work on WoW, GC doesn't control everything. You're just painting yourself as an irrational hater.
2) They released a new expansion where they radically changed the whole talent system and now PVP is broken? Wow, stop the presses!
The reason WoW is an e-sport to any degree is simply because it's such a popular game.
---------- Post added 2012-11-26 at 01:57 AM ----------
Personally I think the MoP talent changes have been the best thing for balance since the game was created. Yes PVP is broken at the moment but it always is at the start of an expansion. WoW is a PVE game with PVP added as an afterthought anyway.
GC is about as good at balancing PvP as I am at developing games. That is to say that I'm able to short circuit the computer and make it catch fire in my attempt to do so.
Originally Posted by High Overlord Saurfangi7-860 @2.8GHz | Radeon HD 7770 | 8GB DDR3-1333MHz | Corsair CX 430W |
You can't balance Rock, Paper, Scissors. It's impossible. If you want balanced PvP, go play Ultima Online where every talent is available to every toon. Skill-point based games are inherently more balanced than Class-based games like Warcraft.
As many have said, putting all CC on the same DR would be a step in the right direction, but you'd still be left with an imbalanced game.
The old talent trees were pretty flawed. Everyone who spent five minutes doing research ran the same general build, give or take a few points here and there depending on their level of progression. I don't personally think talents like Critical Mass (+2/4/6% crit) or Fire Power (+2/4/6/8/10% damage) were necessary or interesting - I want something more interesting than "you do more damage" as a reward for leveling up. I could see an argument saying that the old talent trees were good for weeding out people who didn't know what they were doing, but that's always been doable by inspecting gear/enchantments/gems (and, to a point, glyphs).
Also, lol, wand specialization.
Really, the best way the old talent trees would have worked would be something like Skyrim did - a pretty obvious path that you go through and pick up almost everything, with only a couple boring talents at the beginning of the trees (we're going to assume that you have good reason to ignore certain trees even when not min-maxing, as you did in that game). The way they were implemented was nothing like that - they were a bit of a mess, largely filler, and a potential trap for new players. Further, Blizzard realized a few expansions ago that the talent trees were also a design trap - they couldn't keep adding new talents at the end of the trees and give players more talent points without running into some major power creep.
The talent trees were changed every expansion for everyone. The purpose of this is to provide a major overhaul to outdated or poorly implemented class mechanics based on player feedback and developer vision. I don't see why you don't look forward to it - it's not exactly a surprise when it happens, and I definitely don't want to deal with the same talents every expansion.
He only said what any sane person would say in his stead.
Blizzard is a company, a company wants to make as much money as they can,
how will they accomplish that the most ? --> Gear progression ~= result progression
Otherwise there would be alot less incentive to (keep) playing.
Its simple and obvious, not saying its the way i want it, but im not
going to be an ignorant kid about it.
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This would solve the gear issue atleast, and you'd progress your char with gaining the cool looking sets from rated PvP.
I don't see a reason they dont do this, I honestly believe that the PvPers that PvP for the whole reason of the challenge would love this. And then the people who only PvP to get their shiny epixx, could go back to PvE.
And to you posting the old talents, bring back weapon specialization! Was so much fun being a Combat Mace rogue with 2x Adrenalin Rush :] And warrior getting a bunch of Sword Specialization procs x]
Ofc.. the random mace stun could turn a fight right around and was way to RNG based, but it was fun :P
Honestly if it wasn't for the gear a lot of teams would have kicked the bucket, my partner is only still going since he knows the conquest weapon will raise his damage and he'll manage to contribute more.
If all we had to spend cp and hp on was mounts and such... It would be much, much worse than the QQ about jp being worthless.
This is kinda why i like the arena pass, they could change balance since its a different server and it's only purpose is pvp, as for live servers i would rather it stick to how it is now, gear gives you a sense of progression and if that's the case i would end up doing something else that has a false sense of achievement, because lets face it people who suck so much they don't reach decent ratings but with the gear they at least feel accomplished.
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I think the problem is that gear matter too much. It's just annoying, even with the crafted pvp gear, to have to do 15 hours of BG's before you can even be competetive vs half the other faction. I like gear progression in PvP, I just dislike the honor grind...
Worst part is grinding out 5's or LFR for weapons..least they could do is 463 or 460 weapon for honor, but nooooo that could hurt PVE!!! (