Umm yeah anyway I hate rogues, but whatever. Blizzard wants them that way so doesn't matter what I think about them.
The massive flood of Instant CCs and Immunity Spells or Practical Immunity Spells now in the game.
Kill a Hunter, nope pracitcal immunity, reset button, practical immunity again.
Kill the Mage, nope immunity, reset button, immunity again.
Kill the Shadow Priest, nope immunity
Kill the Warlock, nope practical immunity
Kill the Paladin, nope immunity
Kill the Rogue, nope immunity
Kill the Monk, nope practical immunity
Kill the Druid, nope because he plays with a mage or priest, IMMUNITY
Kill the Shaman, Oh hey look he died, no wait SPRIEST LOLS INSTANT FULL HEAL, SWAP SPRIEST, IMMUNITY
Kill the DK, yep he died.
Kill the Warrior, yep he died.
These abilities which should be pulled from the game Shockwave, Cheapshot, AoE Stun Kick, BM Hunter Pet Stun, DK Ghoul Pet Stun, Deep Freeze, Deathcoil, Psychic Horror, Bash or Disorienting Roar or Instant Clone, AOE Blind.
Warriors did fine without stuns (and none of this prot war needs it bullshit either, Boss mobs are immune!!), Monks can lose their AOE instant stun, Rogues can use their 6s/20s CD kidney after garrote to tunnel down that healer, Hunters still have Root, SS, Trap, DKs could still talent a stun, Mages can suck a dick, Deathcoil hasnt been used defensively since I had mace stun, Psychic Horror is a stun on a separate DR and we all fucking know it, Druids dont need 3 instant CCs for FFS, Paladins dont need an AOE CC just like Priests dont need a targeted stun.
Then what else is griping me,
Roots not breaking on damage when my talented root that has setup had to be nerfed to break on damage. If you are ranged you get to shoot people like fish in a barrel, but when I actually get a root on a ranged class it breaks on any damage.
My nerfed ass damage reduction, which is kinda getting fixed. For some reason Shadow Priests, Moonkins, Hunters.... all get 15% all the time and thats ok, but 25% on a class that cant hug a pillar all game and doesnt have an immunity was too much. Bullshit.
All these DKs in Blood Pres 100% of the time, its the exact same shit as a warrior being in D all game (yeah its less of a % reduction, but it also gives them tank level health and armor). Just like after that shitheel GC said its unfair for Warriors to have a healing debuff unique to our class, then he gave one to DKs in Necrotic Strike and one to rogues in Smoke Bomb. GC's logic for warrior nerfs only ever seems to apply to warriors.
You, you'll regret what you have done this day, I will make you regret ever being born, you're going to wish you never left your mother's womb, where it was warm and safe and wet, I am going to show you pain you never knew existed, you're going to see a whole new spectrum of pain, like a Rainbow!
https://www.youtube.com/watch?featur...&v=ep65rr-9qjQ Full Pilot Episode! Best thing to come out of Adult Swim!
Played arena for the first time today i was a monk healer and it was 2v2...the matches with a enemy healer in lasted way too long >.< when i was against 2 dps it was basically yay we win before we even started >.<
Also just offtopic...another thing i noticed...it is incredibly easy to get conquest in arena..in bgs i usually have to play 20min matches for 50 conquest points IF we win -,- in arena i got 180 in like 3 or 4 minutes...i can't believe people say bgs require less effort than arena :S I also don't see why they don't add a random group type thing to arena it would make alot more people play it and even out the skill level for it >.<
All the instant cc aside, another problem "in arena" is the lack of knowledge. As I like to play with random players from trade and boost them every now and then, I keep seeing people who don't want to take the necessary talents to actually survive or to gem properly, and when they die, they whine instantly and eventually make forum posts about how things are unbalanced(such as rogue openers, mage shatterbombs, dk dmg etc).
The issue is that they are not entirely to blame, as if you try to look up a guide from a high ranked pvper you will most likely NOT find any updated, even on sites like AJ.
For example, for the last couple days I have played with people who didnt even know they should be gemming resi, DK that didn't know what conversion does, hunters playing without powershot, etc. Yes, those people aren't 2500 or glads or r1, but this is BASIC information and if you don't have it you WILL struggle.
So what I am saying is understand how arena actually works(again, no real updated guides anywhere) and then make suggestions and pass judgement.
Hmm, the main problems I've expected as a Holy Paladin is:
- Monk mobility.
- Double Hunter Stampeede.
- Abusive amount of stunlocks.
- Chain CC, any combination where both have more than 1 repeatable CC (Repentance, Cyclone, Sheep, Fear)
... And the fact that my best survival against melee has been nerfed to have a cast time, Blinding Light was my main survival - other than having to pop a bubble and hope for no shatter/dispell.
for me this season (well most of mop) is just the amount of CC, against some comps you seem to spend half the game CCd, you trinket something and you just cycloced again right away, or blinded, rooted, feared ect. be nice if pvp trinket get a few second immunity to CC after being used. ive not been too fussed with classes damage, im doing 2s, so i expect shitty combos and unbalanced play
The only thing that really pisses me off is how I cant play my character for a full 15 seconds because of the ridiculous ammount of cc in this game, which make classes with extra trinkets (BM huntards) really strong this expansion
UNH dk's are also absurd in 2s
im still a firm believer that if they just deleted mages, pvp would be so much more fun.
You can tune a piano, but you can't tuna fish.
As a resto shaman:
Melees, just melees. I hate every single last one of them, some more than others. TSG for example doesn't need skill, just the Shado Pan 522 strenght procc trinket and they're just going to tunnel something into the ground. Same for thug cleave. :|
Windwalker monk's ability to completely stop a caster from doing anything.
Spear Hand strike's blanket silence
Ring of Peace
Fists of Fury
Touch of karma
Absolute insane mobility and really strong constant pressure.
I wish they would at least let you blacklist a class you do not want to face (kind of like in LOL where you ban champs from your games)...but if they did that then certain classes would probably never get to pvp except against each other *cough*rogues*cough*. =^.~=
I can somehows deal with everything else but CC-chains are just ridicilous. Pillarhumping is also annoying as fuck.
as a resto druid i must say that unholy dk damage is a bit over the top. very hard to heal through and almost impossible to cast any CC under dk pressure. frost mages dont bother me cos if u time ur dispels right they never be able to burst something. i must agree though that the tunnel fest i observe since mop launch is kinda boring and frustrating. i only do weekly caps atm =(