I don't know about others, but during Cataclysm I had the choice between at least 3 different builds for my spec that changed the way I played and used my abilities in PvP. The differences were much less flagrant and more subtle, yet very noticeable. That felt like customization, because there was no cookie-cutter build.
Melee vs caster balance in WoD: https://www.youtube.com/watch?v=R9F0Ehgx_Q8
I like the choices I have now. For instance, we are working on heroic thok. I can sac a VW for extra HPs or I can pick talents to help dispel. However, I can't have both and neither is a clear option as to which is "better" and can very much change depending on our raid comp that pull. It also forces me to put a value on different variables that do not have clear answers as to what I believe is more important for a particular fight. All sounds like choices to me as quite a few of our talents are not just a X is a 1% increase in dps so anyone who cares picks that.
I like the way the talent system is now, there's nothing wrong with it, besides the talents itself. They need to design it better. Like we all knew that either from PVP or PVE perspective, shadowflame's 50% slow is pityfull. It should be at least 70% for 7 seconds.
But the idea behing your choices is very good. Our last tier is the most balanced, and yet I think MF is underpowered, and I change between the two remainings constantly given the encounter or task.
Jessicka, survival/utility isn't really relevant to dps. How many instant or mobile casts a spec has, how much of the time is spent using them, and what percentage of the damage done they contribute are far more relevant in terms of balancing ranged dps. Each class has different utility and perks but that isn't part of the damage equation. Survival is good but in a well run raid it just means you die last when the raid is wiping.
Mages have far more instants that generally hit far harder when compared to warlocks....this is a trend that continues with lvl 100 skills where the warlock gets to cast and the mages gets to instant. Even if they balance numbers wise which is more reliable, which works in pvp, etc? Hunters are ranged, instant, mobile, and have a BMF pet...they are as easy to do full dps amidst raid/pvp hazards as it gets. The only time stuff like that matters is when something like blink permits instant movement to a safe place you can cast from. True locks can gateway but that requires some preplanning which isn't always possible/practical in a raid. (eg meteor coming down on a random spot you have to dodge)
What you should be looking at is how much mobile dps are other ranged permitted and balance along those lines. Either all ranged need to be toned down on the mobile/instant cast thing to give melee a better "niche" or they need to balance ranged well vs each other if we are keeping quite a bit of it for WoD.
Mages can cast invocation for a good heal every now and then, with no penalty. Our self heals in PVP besides major cooldowns is nullified, because there are better options for glyphs than siphon life/drain life.
Also, major CD's with major CD's, mages are ahead. They can double block and double ice barrier, double blink, change position with alter time, etc.
I believe any ranked pvplayer will agree with me that since 5.2, mages are waaay better than warlock are.
As for PVE, Werst said it all.
I still believe that KJC should be baseline but since this will make Felflame useless, it will be the best opportunity for it to be added as a Destro only spell ( we need more spells to manage) that hits hard (between incinerate and shadowburn) with an 8 sec cd and a spell effect that would have a chance on hit/crit to make our next ember consuming spell cost no embers
back on the topic of mobility, I see our hunter jumping around having fun on immersius heroic without any DPS loss and I had to time my chaos bolts in between puddles. I think some classes should have their mobility toned down as werst said.
Last edited by a C e; 2013-11-21 at 12:07 AM.
@Ace: Well blizz has said multiple times they'd like to tone a lot of things down including movement. Making KJC (a talent they said if they could go back in time they never would have added) baseline is kind of counter productive to that idea.
Mages have far fewer damage sources overall - so they have room to hit harder. As for their mobility, have you looked at their T90 talents? Rune of Power almost fixes them in place for the entire encounter, or Invocation to ensure they need to stand still and channel every minute. They do have limitations put on them.Mages have far more instants that generally hit far harder when compared to warlocks....this is a trend that continues with lvl 100 skills where the warlock gets to cast and the mages gets to instant. Even if they balance numbers wise which is more reliable, which works in pvp, etc? Hunters are ranged, instant, mobile, and have a BMF pet...they are as easy to do full dps amidst raid/pvp hazards as it gets. The only time stuff like that matters is when something like blink permits instant movement to a safe place you can cast from. True locks can gateway but that requires some preplanning which isn't always possible/practical in a raid. (eg meteor coming down on a random spot you have to dodge)
As for Hunters, look at their level 100 talents - Snipe. A specific choice between damage and mobility.
Mobility is survivability. You can't say good survivability only means you die last during a wipe, then say Blink permits you to dodge Meteors, or that pre-planned Gateway or Teleports can help immensely - especially when Gateways were trivialising mechanics this entire expansion.
It's been said time and time and time again, you need to compare the full package, and a choice between DPS and Mobility is definitely one the developers consider to be absolutely valid because they crop up as choices right there in Mage, Warlock and Hunter talent trees.
But overall I get it now I think the best move is to tone plmobility to the ground because I beleive that this may fix raid comos too. There are some guilfs that feel that having more melees than ranged a burden but some toning down might address the issue.
For pvp I don't see any that very exiting. Cataclysm does not seem to bad, 10000 damage is a lot now. The only other 90 talent that is higher is a monk one.
Time...line? Time isn't made out of lines. It is made out of circles. That is why clocks are round. ~ Caboose
All ranged classes absolutely *do not* have to be equal when it comes to that. If you want to be able to dance around the entire encounter then by all means roll a hunter, otherwise you'll have to do some planting as any other class.
Blizz had that whole "bring the player not the class" stance. So homogenization crept in. Unique, niche abilities fell away.
Now comes 20 player only mode. One reason they prefer it is because they can design encounters that utilize those unique niche abilities.
Blizz is bi-polar.
Everything looks so much different in hindsight.
@Brusalk: We still have fel flame, the mana cost isn't so high that we cant use it to fill in most average movements... they just made the mana cost high enough to where we couldn't spam it constantly... and that's not to include us still having Conflag, RoF, havoc, Shadowburn.
Last edited by Baconeggcheese; 2013-11-21 at 04:34 PM.