Well, I'm definitely wrong for not thinking it would get nerfed. I like that it was like like that for like three fucking days or whatever. I bet they got a lot of good data in that time, def. not knee-jerk.
Also before MoP, it was incredibly wasteful to have 8 or so melee blow their resources in an interrupt of a single cast.
Works fine on most stuff and interrupts are free now. As a blanket rule, absolutely retarded.
Last edited by Sesshou; 2014-08-29 at 12:21 AM.
Why is this really even a discussion? No one I have seen since this talent tree system was introduced even uses it.
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It was viable when ST wasn't balls. You could pretty reasonably interrupt frost mage spam, which was nice, because you sure weren't doing anything but throwing in those matches.
The devs always think rogues are in a good state. MoP launch we had the lowest arena representation of any class in the history of the game, and we have no reason, looking at the still very imbalanced beta, to assume that rogues are somehow where they should be.They're not super lazy with Rogues. If anything they're super careful with Rogues because the class is in such a good state.
The line about warriors was an out of place inline quote from earlier in the thread. I've edited my post to that effect. I'll still answer the response though:
It's not really relevant. Everyone has to spend glyphs. Glyphs aren't some warrior resource. There is actually a glyph for kick, and it is stupendously frustrating- it's a lower cooldown on kick should you interrupt (like down to 13 seconds from 15) but if you fuck up or someone takes your kick, it's like a 21 second kick cooldown. This is a really lame glyph for several reasons:And yea, Warriors can get +6% dmg when they interrupt, but that requires them to spend a Glyph.
> The interrupt bait game is accidental depth, and largely depends on latency- IMO they should have found a way to get rid of fake casting completely instead of assuming it was gameplay.
> It changes the game from "make sure someone interrupts" to "you took my kick, now we're in trouble because mine won't come back in time". This is the kind of team work that feels like a penalty.
I'm sure the devs are fine with it because it's a high skill cap glyph that only matters in pvp (so who cares anyway), but the fact of the matter is, it would be totally great if the glyph reduced the cooldown by 1 second, or gave us the damage boost like a warrior. Both would be way better than the live one.
Also the 2 second thing was supposed to take a 10 second kick down to 8- that was almost worth risking it.
Also all the glyphs are dorked up. The latest dev comments on glyphs proves that they don't get their own glyph philosophy.
Oldest glyph philosophy: (LK)
> Major Glyphs are cheap to make and offer you player power. Changing them costs mats. Each one is clearly best at certain things, and they are very much like a five stack of talent points that leads up to something nice- they give you a serious benefit, but only to one skill. Very few glyphs are modal, most are clear increases. Do an analysis to figure out which of your several throughput glyphs is better on average, and note that others will often be better at burst or during cooldowns.
Older glyph philisophy: (Cata)
> Prime Glyphs contain all the clear boosts. None are modal. Do an analysis to figure out which of your several throughput glyphs is better on average, and note that others will often be better during burst or cooldowns.
> Major Glyphs contain Choices you may find interesting. Many are modal, making a move do more damage less often, or less damage more often. The glyphs all impact gameplay, but are sidegrades in a straight pve situation, and each have different things to recommend them in a pvp situation.
Current glyph philosophy:
> Prime Glyphs are gone. We deleted them and their bonuses.
> Major glyphs are the same as above- choices.
New glyph Philosophy: (WoD)
> Some major glyphs are unambiguous throughput increases. We like this because it makes many feel mandatory, but we definitely won't be changing things like Glyph of Kick to be able to compete with Glyph of Energy. You should go into PvE with a fixed set of 1-3 glyphs that are clearly optimal, and if you need utility you should sacrifice damage for a utility glyph. Basically, it's like the LK philosophy, but it only applies to a few new glyphs we just thought of, the older ones are still balanced as if they are modal sidegrades.
I mean.. what?