This site makes extensive use of JavaScript.
Please enable JavaScript in your browser.
Live
PTR
10.2.7
PTR
10.2.6
Beta
Why PvP sucks in Wrath, and what can be done to fix it.
Post Reply
Return to board index
Post by
79146
This post was from a user who has deleted their account.
Post by
342873
This post was from a user who has deleted their account.
Post by
Booterang
^yeah. That's just like when WF procced off itself.
Windfury: 20% chance on hit to automatically win the fight.
This is going on my Sig, I damn well miss OP windfury.
Post by
Hurono
2.
Death grip should apply a 30 second debuff on the target that prevents them from being death griped again, and should properly be treated as a spell by all talents (including a rogue's cloak of shadows). Being pulled 30 yards through the air is extremely disorientating and no other class has the ability to move people that far like that. This is a very powerful tool, and should be balanced as such.
If you put any type of debuff on DG then you need to put one on a warriors charge and intercept as they can spam the living hell out of it and no one is complaining. Charge and intercept stuns you when they make contact and DG doesn’t stun you
and you as a hunter can become immune to it-
NO ONE is using BM, the only spec for Hunters that SUCKS right now, and the ONLY spec that gets CC immune talents, for ANY reason, other than self enjoyment and farming. I like the spec very much, but now that I'm entering more 25 mans appropriately and evenly geared with other Hunters I see how far behind it is. In PvP, sure I could kill you and slap you up a bit with a few tricks I've learned, but Survival and Marksmanship > Beast Mastery. The few tools BM gets can be obtained through other methods (I.E.- Free Action Potion + PvP trinket). Stun and fear immunity or not, BM's nowhere near worth it.
Did I mention that
Hunters can NOT become immune to Death Grip?
You probably just had a nightmare where this happened. Oh and heaven forbid I bet you dreamt Chains was on the 5 second cooldown. Death Grip isn't a stun, it's a spell. Dur.
However Deterrence can deflect it. But that has a 1 minute cooldown.
Post by
thaimathai
So, if Im getting this right - you are spending a Frost Rune to cast Chain of Ice to be able to come near him to do DPS. In what way is your DPS lacking when you cannot hit the guy?
Just wondering :-)
Post by
Wanderingfox
1.
Chains of Ice should have a DR on Icebound Foritude, Lichborne, and Unbreakable Armor should be on a shared 15 second cooldown (in addition to their own cooldowns). DKs should not be able to become immune to stuns, fear, charm, and sleep while also getting at least 40% damage reduction on top of it. I have no issues with them rolling them after each other, but popping all three and becoming a god for 15 seconds is a tad bit overkill.it. Multiple DKs spamming this ability should not be able to keep someone rooted in place. Every other root in the game has a cooldown, or DR on it and DKs should not be an exception
To use chains of ice we have to have RP and a frost rune not to mention it does have a cool down. If we use that frost rune we effectively cut our DPS and any Death Knight that chooses to spam Chains of Ice is a moron and deserves to be killed.
If you put a DR on chains of ice then they need to put one on roots, frost nova and any other CC that doesn’t already have one. Roots, and frost nova both HAVE DRs already.
2.
Death grip should apply a 30 second debuff on the target that prevents them from being death griped again, and should properly be treated as a spell by all talents (including a rogue's cloak of shadows). Being pulled 30 yards through the air is extremely disorientating and no other class has the ability to move people that far like that. This is a very powerful tool, and should be balanced as such.
If you put any type of debuff on DG then you need to put one on a warriors charge and intercept as they can spam the living hell out of it and no one is complaining. Charge and intercept stuns you when they make contact and DG doesn’t stun you and you as a hunter can become immune to it, or a warrior can spell reflect it, mages can blink out of it, I have seen a rogue time is vanish and since I lost my target he didn’t come with the DG. All I am saying is there are counters to DG learn one and time ur self to use it.Warrior's charge doesn't send a person flying 30 yards through the air like a rag doll. It has nothing to do with countering it. It has to do with being pulled from one end of a BG to the other with it.
3.
Icebound Foritude, Lichborne, and Unbreakable Armor should be on a shared 15 second cooldown (in addition to their own cooldowns). DKs should not be able to become immune to stuns, fear, charm, and sleep while also getting at least 40% damage reduction on top of it. I have no issues with them rolling them after each other, but popping all three and becoming a god for 15 seconds is a tad bit overkill
.
You take that away from a Death Knight you effectively kill the tanking ability of a Death Knight as those are some of the best powers a DK has to tank with. BUT hey this is PVP and you are to lazy to figure out how to beat him so you want to nerf them and kill there PVE.Umm, I never mentioned that I couldn't beat them. In fact, I've deliberately avoided any sort of anecdotal arguments in my post. It has nothing to do with not being able to kill them, but rather the fact that it takes SUBSTANTIALLY more effort to kill a DK than most other classes in the game, and this is true no matter what class is fighting the DK.
Now lets take a look at your Paladin QQ
Paladins:
Seal of blood/command damage should be reduced (if the resilience change isn't enough)
Divine Storm damage should be reduced (again if the resilience change isn't enough)
The only issue with paladins is the huge amount of front loaded damage they do. I'm not familiar enough with the inner workings of the class to be able to suggest a valid change that wouldn't gimp them in PvE, but the root of the issue is that they're STILL too bursty
.
You forgot to add all there survivability but hey you know you didn’t fail to mention anything about the DK class. Are you a paladin?
Paladins are WAY more OP than any other class in the game but I still think they are beat able as if you silence them they are noting. I play a rogue. I did not 'forget' to mention their survivability as that's a core mechanic of their class, and their survivability is not causing the issue.
You may want to actually READ what some of us have been writing instead of just spouting stuff off the top of your head and assuming you know what you're talking about.
Post by
288698
This post was from a user who has deleted their account.
Post by
229105
This post was from a user who has deleted their account.
Post by
shogen
im an enhancement shaman in so so gear and i've gone up against a lot of death knights, if i can get MS weapon to 5 without getting silenced killed or slowed down they're dead... as long as they is unholy and not frost or blood...
Post by
181791
This post was from a user who has deleted their account.
Post by
Wanderingfox
Umm... Without resilience I would literally 2 shot every single person I came up against with the exception of plate, which I would 5 shot. Nothing would live past my cheapshot... Ever.
Post by
153604
This post was from a user who has deleted their account.
Post by
334295
This post was from a user who has deleted their account.
Post by
334295
This post was from a user who has deleted their account.
Post by
374727
This post was from a user who has deleted their account.
Post by
79146
This post was from a user who has deleted their account.
Post by
374727
This post was from a user who has deleted their account.
Post by
374727
This post was from a user who has deleted their account.
Post by
79146
This post was from a user who has deleted their account.
Post by
Wanderingfox
Hmm... Looks like Blizzard agrees with me :P
Patch 3.1.3 notes:
Death Knight (3.1 Skills List / 3.1 Talent + Glyph Calc.)
* Frost Presence: Armor bonus is now 60% down from 80%.
*Death Knight PvP Gauntlets: The chance to refresh a Frost Rune when casting Chains of Ice has been removed. When equipped, these gloves now generate 5 additional runic power whenever Chains of Ice is used.
Paladin (3.1 Skills List / 3.1 Talent + Glyph Calc.)
* Eye For An Eye: This talent now deals 5/10% of the critical strike damage taken by the paladin back at the attacker.
* Hand of Freedom: The base duration of this buff has been reduced from 10 seconds to 6 seconds.
Rogue (3.1 Skills List / 3.1 Talent + Glyph Calc.)
* Overkill: Talent redesigned. Now increases energy regeneration by 30% while stealthed, and for 20 seconds after breaking stealth.
Those are only partial notes, full list is on mmo-champ, but it seems that they at least acknowledge that the areas that have been mentioned in this post are in need of some tuning.
Post Reply
You are not logged in. Please
log in
to post a reply or
register
if you don't already have an account.