
Originally Posted by
nvaelz
There's like a million ways to describe why the game is bad right now.
The game is soft. Damage is gated, healing is overpowered. Small things matter less. All about the whole package.
I've never had this much difficulty 1v2ing players in Skirmish. I've never been so tilted at my teammates in battlegrounds either, cuz now they matter to me.
I remember once upon a time I would attack 5 random players in World and give a really good fight, sometimes I would win, or I would kite them or I would lose. But there was hope. Nowadays if I would attack 5 players I would have 0% chance to win 0% chance to run away, unless I'm on a cliff somewhere and I can Goblin Glider away. The only way to win nowadays in scenarios like that is not attempting them at all!
The small things that used to matter, having advantages with positioning or reactivity or outplaying critically matters so much less now. The game isn't bad there's good flow of energy, energy matters ALOT the game is good WHEN you have good teammates. Because the game used to be better with bad teammates, I used to enjoy playing with bad players because it was fun to try to help them or solo the other team or stuff like that, but now I need my teammate to make me win no matter what.
It's dumb how streamlined and balanced this game is, but this balance supports bad players so much, makes them not get aoe farmed by some monsters or r1 glads in world. Good for them.
I get this sluggish feeling when playing DF, like I'm loading up my spells, like I'm going through a rotation all the time. Revving up my engine. But my engine is capped, and my engine can't overpower 2 engines. It just takes so much more time to get going now, I used to complain about infinite mobility, and I was hopeful that GCDs would mean more in DF since that was my assumption since in SL game became alot more about CDs, but I was so wrong because in SL the GCDs were much stronger, and the CDS were much weaker. I just can't see how TWW will be different from DF looks just as sluggish, revving up abilities,
Even if Classic is too old, underdeveloped when it comes to PVP what made WoW good was that crit damage, that 1 second timing needed to overcome, if you didn't start casting your heal before that 1 second was up you'd die, if you didn't fear that rogue's ambush you'd die, stuff like that, when you hit someone with a mortal strike crit they'd take so much damage, what used to matter was more immediate impacts, now what matters is going through these patterns and these same patterns are HYPERBALANCED to not be viable 1v2 or more, they're balanced to be balanced with balanced power in your balanced teammates and it's even more triggering how healer balance is like 3 times more important, it's all so predetermined now, all so communistic.
I'm utterly depressed when my random teammate doesn't join the skirmish, and I'm facing 1v2, it's not a fun feeling in that challenge, there's this MINIMAL hope that I play much better than them, but it's so narrow now, it's not even fun to try anymore.
These critical timings, these high reactivity moves doesn't matter to overcome uneven numbers. That's why PVPers are having so much fun in Cata! Because in Cata when you do something good you notice it. You can easily dominate multiple players in Cata, cuz the game isn't balanced to adjust to bad players.
Doesn't mean you won't need a strong team to beat a strong team, every person matters the same, it's just that now every person matters WAY more on lower levels, there's just a bad taste in my mouth even thinking about how poorly designed PVP is now. It disrespects the entire history of WoW, it's like The Acolyte disrespects Star Wars. It's just something entirely different now, but atleast it shows itself different, but WoW fools people to think it's the same, I don't think it's good for 2 bad players to easily beat anyone in the game, if 2 bad players easily beat anyone then who is strong? It's like individual strength doesn't matter now.
I won't ever get this feeling in Retail, that this Warlock that I'm Mind Blasting is unprepared that I'm casting this spell, and this spell hurts the Warlock, nah, Now in Retail it doesn't matter if the Warlock is unprepared, because the buildup to REAL activity takes SOOOO long, so there's never this feeling of surprising or taking advantage in that way. My Mind Blast will do like 1% hp damage on the Warlock now. It's just all replaced by this revving up the engine playstyle and it's SO SLOW, you might think DF is fast, but it's because everything matters way less, and at the same time the defensive cds and selfheals are super powerful, like there's just nothing to be done vs them except equally within equal numbers trading, it's really really bad when you understand.
TL;DR
It's really difficult to play good now, but it's also really easy when playing bad now. If that makes sense. I don't like that it's so easy when playing bad now. That's my whole problem.
The solution? Tone down all healers and hybrid healing, and defensive cd healing. Step a bit back from the new style of revving the engine so to speak, and go back to critical timings, and make that feel good again. There's too much rotational bloat. Maybe there's not too much rotational bloat, I can see it working but there needs to be severe tuning, WoW used to be good, used to have really good combat mechanics it's there the knowledge exists. I want a modern WoW I don't want the old WoW, but the good stuff has been DELETED and I don't know if it's on purpose or pure ignorance.