Originally Posted by
Jez7
I don't see why nerfs are necessary. We're still plagued with problems.
In my opinion:
Double Time's benefits are cancelled out by a silly 12-sec rage-generation rule. On top of that, the DR on Charge means that classes are often able to react faster than we are because of the 'pause' at the end of a Charge.
Charge still doesn't get us to our target WHEN that target is using any noticable 50% speed increase: Burst of Speed, Feathers, Sprint, Spirit Walk, and so on.
Rage is still too low.
Everyone seems to have a movement-increasing ability on a lower CD than Charge. We still only have our 12-second Charge where as Mages now have stuff like Blazing Speed to ONCE AGAIN create another gap closer. have we been given the option of an Intercept talent? Or a freedom (that isn't poorly baked into Avatar)? No. We haven't. We're supposed to be defined by our mobility but it now ranks average at best.
Disc Priests, Druids, and Mistweavers hardly need to cast heals, and Fire Mages particularly dont' have to CAST their 100k Pyros.
We're given no quarter and no quality-of-life when it comes to abilities: If MS misses, we get no rage, no overpower, and no debuff. Whereas DKs (for example) have so many 'fail safe' devices throughout their set-bonuses and talent trees - not to mention 3-4 trinkets.
I understand that Blizzard wants people to feel like their class is the best - or the class they play NOW is better than the one they played before. But that's pathetic. Why not balance around everyone having ONE trinket mechanic - EMFH works the way it does FOR THAT VERY REASON. You can't have two trinkets because it's unfair... yet here we are with Empowered Will, Descecrated Ground, and so on.
Warriors haven't been brought up to date.... STILL. We're still sitting on the same Charge and the Same (BROKEN) Heroic Leap that we were in Wotlk. I'm not saying S9 wasn't fun. It was. But other classes have evolved. Hunters have stealth, Druids have HoJ, Priests have Stealth (of a fashion) Mages can heal through Symb and Invocation-glyphed. Classes that JUST SHOULDN'T HAVE THE STUFF THEY DO have it anyway.
Okay, so we're in the position where Druids have HoJ in any form. Rogues heal. Hunters Stealth. Monks move around the map like a Korean SC2 champion, and Warlocks can take more of a beating than plate-wearers. FINE...
FINE.
So what do we get? Apart from a broken heroic leap, under-realised banners, and some QoL macros?
A Disorientate? No. A heal? No. More movement (to keep up with Burst of Speed and Blazing Speed?) No. A more noticable contribution from armour? No. Armour affecting % of spells? No. Freedom? Vanish? Bubble? Blink? No, no, no, no, no. AND GOOD.
I don't want them and we dont' need them.
All we need is for the morons at Blizzard to stop dropping their trousers and letting all other classes take whatever kind of CC/ability they want. They need some backbone.
"No, Warlock, you can't have an independent trinket on a 1-min CD." "No, Mage, you can't have ANOTHER gap generator." "No, Hunter, you can't have stealth as good as a Rogue!" "No, STUPID Moonkin, you can't do anything you like in any form you like!"
Warriors would probably be okay in a game that was balanced around our level. Instead, many other classes (Ass/Sub Rogues, Discs, Fire Mage, Frost, Hunters to name a few) are up in the clouds.
The current Warrior/Shaman model makes sense. Classes are limited to skills that match their flavour and needs. Why do Fire mages need Roots AND Snares AND Disorientates AND (2) Stuns? This is on top of a Poly with no CD, Heroism, and for some STUPID reason a Hot Streak system that lets Pyroblast Crits contribute 'heat up'!?
If they do nerf us, I can't see that they'll have a valid reason. Our damage is only ever ANY GOOD if we're on a target, and with stuff like Body and Soul, Freedom, Dispel, Leap of Faith, Displacer, Blazing Speed, Post Haste, and Deaths Advance, that uptime (considering we've been given no new reliable gap closers) is limited.
There's just too much CC in the game. And Greg Street must have lied when he said he wanted casters to cast again because Fire Mages and Discs (as two examples) don't cast unless they can move at the same time.
We're better than we were, but everyone else is still too good. Much of our utility lies in the hands of particular comp partners. The same cannot be said for Mages, Hunters, Rogues, Priests, and Druids.
Once again, this is my opinion. Maybe you disagree...
But when the balance of 'ranged-vs-melee' is tipped in favour of ranged, then there's little point in playing. HOWEVER, when it's tipped in the balance of Melee, that's okay - because we have peels in the game. Independence in WoW is killing the game. I don't mind needing a healer and someone to help me out of slows and roots... I just expect the Fire Mage to need someone to protect his stationary cast (a cast which, at the moment, doesn't exist) and someone to help him out of roots and snares too.
You say 1v1 isn't important... but what happens when a Warrior and a Fire Mage are both given a Disc Priest? The Warrior has his baseline utility and the Mage has his (which is higher than the Warrior's. Add these to even Disc Priest utility skills and the Mage team have a clear advantage. If you balance 1v1 more, you can balance 2v2 and 3v3 and so on.