Maticzor, on 02 April 2013 - 06:06 PM, said:
The idea of "we had this ages ago, no one complained" doesn't mean that it shouldn't be addressed and its retarded, shamans totems were usable while silenced since the class was made in the game, and I don't think many people complained but it was just unfair so they had to nerf it. Same goes with MD, with the current state of the game MD is too good and it wasn't removed completely, it just takes longer to cast. As for Void shift, we all saw it coming didn't you?
On the other hand, they should give spriests something that would help them when they are getting trained. Overall, needed changes that will separate good spriests from bad ones and will make spriests a class that actually takes skills instead of a must-have class to be competitive. Yes other classes are ridiculous as well but this is one step toward the right direction.
Good players will live, shitters go back to disc.
Yes I saw it coming and actually hoped for a nerf to Void shift, at least for shadow. However, I don't think the MD nerf is accurate, as I already said earlier, every team that faces a Shadow in arena knows that he can MD things like Trap/Pom poly and so on. So of course these teams will try to prevent the Priest from getting it out with a blanket, silencing shot or any kind of stun, or even just interrupt it. In the current state it's sometimes really hard to interrupt it because it only takes 0.5 seconds(around 0.8 with cast delay when being hit). Now we'll have the cast time set to 1.5 seconds which makes it incredibly easy to interrupt this. Imo make it a 1 second cast.
Fearful, on 02 April 2013 - 05:13 PM, said:
Ok dude, I don't think you're trolling and are actually trying to understand my point of view so I'll try to explain it in extreme detail.
Lets take two setups, say shaman god comp and DK/Mage/Druid. First off let me say that I'm not an expert at either of these comps so I could be completely wrong in how this match would play out. I'm just trying to illustrate a concept.
Ok, so the gates open and the god comp pushes in. They open up with a deep/orb/frost bomb because they have full procs up.
This forces the DK to trinket and AMS. AMS has a low CD so thats pretty irrelevent for the most part, but now the DK doesn't have a trinket. So, basically, since they just used their CD's to force the DKs cooldowns, they've basically made the decision that at some point later in the game, after they get all the healer's CDs out of the way, they're going to kill the DK.
Now the DK/Mage/Druid goes aggressive and pops gargoyle/deep/mage CD's and sort of does the same thing on the mage. This forces the mage to ice block and the shaman to use NS.
So the god comp used their offensive CDs to force the other team to use their defensive CDs. That was a burst attempt.
Then the DK/Mage/Druid came back and did the same thing.
So right now, who is winning? The team that used less defensive CDs. So, since the DK only trinketed, if the god comp later on decides they want to kill someone else then right now they're losing because they just wasted their offensive CDs forcing the DK to trinket, when the DKs trinket doesn't even matter. Meanwhile they just used NS and ice block.
So, with this in mind, we can basically assume that whichever team runs out of defensive CDs the fastest is going to lose. What factors determine who is going to run out of defensive CDs the fastest? How strong certain offensive and defensive CDs are. An ability that is particularly strong like deep freeze or something like that might force more CDs than something less powerful.
So when you look at the game in terms of offensive and defensive CDs, it's obvious that shadow priests have way more defensive CDs for their team than other classes do and therefore have much more longevity in the match. This is also why most top players use their offensive CDs at the first chance they get to do something with them, so that they'll be back up later in the game.
So take something like mass dispel. Say a mage gets a poly on a healer and that healer doesn't have a shadow priest. The mage then bursts with all his shit. Any other healer would have to trinket that. But with a shadow priest, you just mass dispel the poly and you just saved yourself from using a huge cool down. So, now you have more CDs than the other team and your team is ahead.
Is this making sense?
Do you see why saying "Every comp has something to stop MD" is pretty silly now?
If you stack up everything that any single caster DPS class has, it simply pales in comparison to shadow priest CDs. Also, it's not even just cooldowns. Flash heal and off heals are so good that they can sometimes substitute for having to use defensive CDs. This is why we're saying that shadow priest are too good and you're going to be fine if you understand this.
I understand what u're trying to say, I just think that MD is too essential for priests to survive critical situations in the current state of arena. The amount of hunter teams is incredible and so is their cc. I completely agree with the MD nerf if hunter cc is being nerfed. An 11 second cc every 30seconds is just too much. Every scatter trap basically needs one big cd of the enemy team like shadow trinket, dispersion or healer trinket. 3 big cds in 90 seconds because one class cc's so much.