Originally Posted by
Xelnath
Pheonixis and Pokeadott - you guys continuously rally for these things:
* Uncounterable (no counter play)
* Untelegraphed (instant cast)
* Free (no resource cost)
These three things are actually hallmarks of poorly designed abilities or abilities which are trumping other ones. In general, abilities with these three qualities need to be:
* Weak
* Require Setup
* Limited in Quantity
My examples of problematic abilities in this space are:
* Hammer of Justice - Free, 1 min cooldown ranged 5 sec stun.
*** This was *the* paladin CC. Paladins then bitched they didn't have every other tool in the shed. Players fighting paladins in classic were constantly frustrated due to this ability.
* Deep Freeze - short cooldown, 5 sec stun, requires frozen target.
*** This was introduced and just a better version of HoJ. Totally lame.
* Thunderstorm - PBAE, Instant Knockback
*** This gave an instant AoE space builder, which shamans needed
* Typhoon - Cone AoE Knockback
*** This gave an already mobile spec an even more power space closer
* Arcane Missiles - channeled rapid fire nuke
*** This spell was a clear, well telegraphed shitload of damage, which could be stopped.
* Arcane Blast
*** This stacking damage spell doesn't have a missile and makes it very difficult to locate the caster in BGs. Consequentially, it became a spell with heavy ramp-up.
My favorite examples of where the mechanic *could* be telegraphed but isn't:
* Kidney Shot / Eviscerate
These abilities actually require ramp-up and preparation, but because you don't see the # of combo points the rogue is building up on you, you can't see the attack is coming. In fact, this lack of visibility on abilities plagues rogue and warrior abilities.