Posted 30 March 2013 - 11:44 PM
Lets be honest here guys, shaman+shadow+x is great, Hunter + x + healer is rather good.
Dk/Rogue/Ferals are by far the best melee.
Shadow/Mage/Hunter are by far the best and most desired ranged.
Shamans are the best healers, druids are great in god comp due to silly cc chains. Priests shine when there's not a shadow in the team but the comps still not as strong as it would be should they be able to play with a shadow properly.
I'd rather that instead of calling for nerfs for the above (and yeah trololol i'm a shaman etc and some people get to put up with some stupid unviable comps etc) that the healers who are struggling get given some sort of extra cc protection (again shamans suck currently in PvE, tremor + shadow + offensive dispel makes us amazing in PvP) instead of removing it from shamans.
Shadow doesn't need to be commentated on, they single handedly make up for the glaring weaknesses of some healers so it's not surprising people choose to play with them and that they help the rating of said comps with offheals/swap/mass dispel, add ontop easilly applied burst with DP and insanity or mindbender.
Rogues completely lock shit down with amazing burst every min.
Dk damage is absurd and the defense with blood pres + conversion is pretty damn amazing + desecrated ground/IBF/trinket.
Feral again are sick vs certain comps, bash, massive damage during burst, still very good cc and extremely hard to peel.
Mages just global shit every deep+orb if they set it up correctly and are tanky as hell with flameglow + blazing speed.
Hunters, again with the extra trinket every min/ massive cc and rather sick burst.
What the other classes need is to NOT be 3 min wonders... it's not fun watching someone screw up their burst 3 times for every once you do and they still win. Likewise it's no fun playing a healer that gets the 1st cc behind a pillar ("dammit i swear i'm los of that") and doesn't get out of the chain until a partner dies.
Every nice play should draw out an important cooldown but there's a huge disparity right now as to what saves comps from losing. Burst needs to be toned down but the cooldowns need to be reduced for some (inb4 pve heros who want to stack massive damage increasing cooldowns every 3-5 mins in line with huge trinket procs to massively inflate dps), monks/paladins really really need some extra cc protection so they're not sat staring at their screen thinking "Shit i should've hugged that pillar 100% of the time instead of attempting just once to land something useful"
It's not much fun playing a lot of comps right now, if you nerf everyone so the comps are equally shit then it's simply a cooldown/gib fest relying on uncounterable instant cc chains. If you play one of the lucky comps then games are really quite strategic and fun. I can only hope blizzard equalize this stuff upwards instead of sending us all into frustratingly short annoying games.
Also, spammable cc in wizard vs wizard cleave needs to be looked at. I'm far to drunk to comment properly on what you'd have to do to fix it with the dispel cooldown but it makes a lot of tourny games extremely tedious and boring to watch.