Nice find.
OP MAGES NERF NAO PLZ QQ!!
And it's true too. So QQ is justified.
Nice find.
OP MAGES NERF NAO PLZ QQ!!
And it's true too. So QQ is justified.
Indeed 14 months later frost mages still require 1 button and have NO DR on any of they're CC
Frost Nova
Cone of Cold (which if spec'd gives frost nova!)
Water elemental frost nova!
Ring of GAY
Blizzard (which if specd give MORE frost nova)
Polymorph!
Deep-Freeze
And that's BEFORE cold snap.
Last edited by Silaryn; 2011-09-05 at 10:35 AM.
Of course, once you read up on DRs a bit more.
And yes, in 3s or RBGs you should have somebody that can dispel with you. I don't care about randoms, people should stop complaining that there's no order in randoms already. Make a premade if you really want that.
In the other thread you were just stating everyone can do everything in WoW and that no team work was needed.. and now you want classes to become even more alike with nothing that separates them? You need team work as a melee vs a Frost Mage.. just like you want!
Last edited by Yotei; 2011-09-05 at 11:31 AM.
remove frost mages barrier shatter nova, and they should be in better place in the game.
That nova is just completely stupid.
2 frost novas is alrdy enough for them, + cone. C'mon blizzard!
Nice Combat Res.14 months later....
I've walked the realms of the dead. I have seen the infinite dark. Nothing you say. Or do. Could possibly frighten me.We are not monsters! We are not the mindless wretches of a ghoul army! NO! We are a force even more terrifying! We are the chill in a coward's spine! We are the instruments of an unyielding ire! WE ARE THE FORSAKEN!Those who do not stand with the Forsaken stand against them. And those who stand against the Forsaken will not stand long.
Fixed. Imbalance fixed, by having the healer actually use more than one of it's various abilities.
This is why one or more class fixes the obvious imbalances of 1v1 if they play properly. Thus it's not the class that's imbalanced but the 1v1 scenario, because this game isn't balanced around 1v1.
Last edited by Yotei; 2011-09-05 at 11:53 AM.
Classic was supposedly balanced around 1v1. TBC was supposedly balanced around 5v5. WotLK was supposedly balanced around 3v3. Cata is supposedly balanced around RBG.
The mantra changes, but it remains without weight.
Besides, ranged CC classes are not just overpowered in 1v1, but also in most group fights. It's not like CC (especially AoE CC) becomes useless when more players are involved.
Of course they're not completely useless but they're not as overpowered. That's the point. In high end 3v3, you will have a healer/dispeller and that is their job mainly while helping CC. Sometimes they can help provide with offense by DoTs that hit for a little bit and mana burn, etc.
In RBGs you typically have 3 or 4 healers depending on the map and comp most of the time, which their job's the same exact thing as 3v3. Heal, CC, and dispel. If they don't dispel CCs their team can very possibly lose. (just like the example you used in your post, the game requires dispels.)
It's not like 1v1 is imbalanced because a healer can heal through 1 DPS.. that DPS isn't going to die from the healer in most of the cases unless they really suck.
And I haven't really seen them balancing around RBG as much as 3s this expansion. The most they did to balance RBGs as opposed to Randoms is just restrict similar things as Arenas.
Last edited by Yotei; 2011-09-05 at 12:15 PM.
I don't think they really put that much effort into balancing any group PvP. Their main focus is PvE, followed by QQ.
Case in point, Feral 4.0.6: Blizz changed Savage Roar to make PvE rotations easier, which was a huge PvP buff as well because it meant less GCDs and Combo Points wasted. They also buffed bleeds in order to make Ferals capable of competing with others on the damage meters. They messed up with Rake and everyone QQ'ed about "op bleeds" (which would've been a valid concern if not for much more ridiculous Arms stun lock + damage and DKs at the time). As a response they removed shifting out of roots (which no one complained about), Entangling Roots Glyph (thus further destroying Resto and Moonkin PvP viability) and nerfed Berserk (while making Icebound Fortitude break stuns, go figure), thus turning Mages and Warlocks into hard counters for Ferals; even though Ferals were at the lower end of the food chain in 3v3 and Mages and Warlocks were at the top. This did not have any real effect on group PvP, only on 1v1.