says a lot about the game from a pvp standpoint no?
Yes, but a lot of the cool stuff back in the day is now standard play like sapping off CC, deathing/saccing CC, grounding deeps, purging NS.. even 2200 hunters knock people into traps they miss and 2200 spriests use lifegrip to avoid them. Back in WotLK it was sort of rare for a lower rated HPal to sac a CC. Now, it's common practice at very low latings.
I used to do cool stuff back in MoP as a Ret like blinding a priest when he went for a guise fear, freedoming an imp CS pet nova -> sheep, insta fearing psyfiends,1 shotting them to get a clutch crit heal, pre-kicking MDs etc. These days, there isn't really jack shit i'd be impressed by seeing in a video because almost everything that used to be innovative is either standard play or has been removed.
A lot of that is due to pruning, sure. A lot of it is also that people have been playing the game for much longer now and the general skill-base of the game is higher, while at the same time there's less to do to separate players from each-other.
Reading shit like this is like reading conservatist opinions, they're passé as fuck while being super hilarious, unintelligent and primitive.You people are just boring. I hope Mages get buffed just to piss you off.
Everyone who has any brain in his mind realizes the main issue is the ability to chain CC, and the fix is NOT giving Mages the Priest/Warlock treatment ( fucking HILARIOUS seeing Psy Scream/Howl in a talent tree ROFL ), the solution is, as I've said :
1) Remove Ice Nova, in its place, add a talent that buffs Shatter damage ( Frostbolt+Lance )
2) Nerf Flameglow and buff Ice Barrier and Temporal Shield
3) Kicking Poly puts RoF on same cooldown. Kicking RoF puts both Arcane AND Frost schools on a cooldown
4) Frostjaw doesn't root the target anymore, only silences. Aka, healer can actually LoS the Mage while in Frostjaw.
E A S Y, Mages are still more than viable, you can actually kill them now if they're not playing properly, interrupting poly/rof stops them for a bit, they can't mongo people anymore with Frostjaw into sheeps.
I don't agree with OP though, I mean, dispel system IS shit, but all iterations barring the TBC dispel system were pretty much crap, further changes would make it even more crap. The only thing I'd do is bring back double offensive dispel for Shamans and Priests.
They just need to make healers have clear strengths and weaknesses. A 3v3 comp should be based on filling out each others weaknesses instead of just slapping three classes together that do the most damage/healing/control.
Like, okay, Shaman has a weakness towards melee - slap a ret paladin in there, he should offer like, aura mastery/freedom/BoP to the Shaman, while Shamans by default are strong versus casters, thus helping out Ret with his weakness - synergy and great game design motherfucker.
At the same time I'd remove all these fucking retarded cooldowns healers recieved, why the fuck does a resto shaman have aura mastery, why the fuck does a resto shaman have freedom, why the fuck does a priest have stealth, why the fuck does a paladin have 2 charges of bop/sac/freedom, etc.
TL;DR: you had 4 categories : [ Max offensive / offensive / defensive / max defensive ], each healer represented one of those categories.
Druids were picked because they were the defensive healer. They were hard to counterspell ( didn't cast almost anything, hard to control as casters ), immune to polymorphs ( counters mages ), were mobile ( counter melee ), and had a healing mechanic that persisted through CC ( hots ). Their weaknesses were magic debuffs on themselves and their team ( no dispel ), hard swaps ( could keep blooms on one target ), lack of "OH SHIT" cooldowns ( besides one Nature Swiftness->Healing Touch on a 3 min cooldown ).
Shamans were picked because they were the offensive healer. They had by far the strongest control tools against enemy team, countered defensive debuffs ( Purge removing 2x buffs ), had Totem mechanic that countered a lot of popular things ( Tremor against fear, Grounding against spells, Cleansing against poison/diseases or w/e, had Bloodlust ( insane DPS and HPS increase for their team ), generally were hard to train down back then ( insane amounts of armor + Earth shield, they only really died versus really persistent melee cleaves that their partners failed to properly peel against ), and they also had insanely strong healing that was reliant mostly on mana - as long as they had mana, nothing died.
Paladins were picked because they were the max defensive healer - if you had a comp that had all the tools and pressure they need to land kills on their own, and just needed a healer that could keep them alive, stay at 40 yards, be hard to kill, keep them free of shit - Paladin was their man. They had super strong healing coupled with easy mechanics to dish those heals out, they were super hard to kill ( outside of a good RMP ), had Freedom/Sacrifice/BoP/Bubble/Aura/etc to counter enemy cooldowns ( same situation as today ), they offered the most defense they possibly could.
Priests were picked as a max offensive healer. Unlike other 3 healers, Priest games rarely lasted ultra long, and they always focused on just keeping the team as offensive as possible - Fearbombing 3 people, dispelling the kill target, announcing the switch to that target, DPSing together with their team and doing 1/3 or 1/2 of the DPS their partners are doing, being able to dispel both enemies and their team ( 2 (de)buffs per cast ), being able to Manaburn enemy healers/DPS to cause pressure, etc.
And today ?
Hmm, Paladins heal more than Shamans do atm. Oh well, time to play Paladin. Oh look, Paladin's "big heal spell" is same cast time as Shaman "big heal spell". Oh look, Paladin "instant cast heal" is same shit as Shaman "instant cast heal". Oh look, I'm doing better as Paladin than as Shaman simply because both healers are almost the same, so if one healer is more OP than the other, I'll do ten times better on the OP one even though I mained the weak one !
First of all I want to say a few things to preface this video. I know my UI is terrible, and a lot of people hate my class/comps. That being said, because of the comps warriors have to play and the current meta of the game, I did find it a struggle to get good clips with decent plays that weren't either A:) Really long or B:) Really boring. Most of them were both, but I guess that's just WoD arena. Not to mention the plays you can make as a warrior in the current state of arena are pretty limited to say the least. I tried my best to put in shorter clips with more high intensity games, and that's why you'll notice a few of them are pretty similar.
Those things being said, I present to you Revo 1. Enjoy!
The Hpal problem is way more complicated than that. Despite the “easy find” solutions like making Outplayed by The Light an active ability or reverting the Execution Sentence buff, and make the spell like it was before, (= Useless and nobody will use it anymore.) or make it a huge HoT wouldn’t solve the problem, and people would not use it anymore too. (Because It can be purged, and it’s bugued when stolen by a mage – in the mage advantage of course -.). If you just change these 2 spells, without touching the core of hpal, and nerfing other classes abilities (Like offensive dispel), or changing anything else, don’t expect to see any hpal above 2000 rating, because everyone will crush them without effort. In a way, like during 6.0.
I explain :
Execution Sentence is not the problem, the spell heal as much as a saving grace from a priest. It’s Avenging Wrath, this spell alone is the main problem of hpal, and the “set up your NS” is not really a good excuse, it’s like having a condition : use holy shock before. And our condition is clearly huge : you need Wings to make the spell a huge NS. About Wings :
The spell itself is so powerful that you need a glyph to reduce it, because it’s clearly too much without. (For what I saw on the 6.2 PTR, I will use the 3min wings 90% of the time I think, so, this point might be discussed in the future)
ES is morphed into an overpowered Lay of Hands (Hey, +50% heal combined with a usable 2min trinket – 1min now – and 10% crit and even more with denounce, + the mastery shield and the HoT, yay.)
We have bad healing without, and extremely good with. No middle part.
Holy Power is not as important and easy to have as it was during MoP, so, no choice of talent, making Wings even more overpowered (+10s with talent, and a faster holy shock.)
About Holy shock/Denounce damage :
It’s clearly too high, a blanket –X% damage on PvP players is needed of course. I actually like the way denounce work, it’s a cool unique spell in the game.
About Saved by the Light, I think making an active ability with a CD would destroy it, but instead of that solution, in my opinion, 2 choices could be better.
Increase the debuff by 50%, so, 1min30 without shield or
Reduce the shield itself, instead of 30%, 15% could be enough.
About our cooldowns (Freedom, Sacrifice, BoP…), nobody complains about it before, because it was just another trashbuff to purge. (Hpal don’t have many trashbuffs unless you set up them perfectly : kings/might, Wog buff, flash of light buff, sacred shield, and the CD you want to protect, lots of GCD and cast to protect something.). Of course it’s dumb to have 2 charges of things, but it’s the solution from Blizzard to not giving us undispellable things.
And it’s fair, ironically, because an undispellable BoP/Sacrifice would be really stupid. And on the other hand, being able to crush a 5min CD by a spamable spell is stupid too. A dream for me would be to have really short CD, but with really short duration. So a faster gameplay.
Our CDs become more dumb with casters classes which allow us (to have easy rating) to have more protection to offensive dispel, more protection against team which trains you, and more protection against silences/cs. So the miserable CD which last 1s on a weak class with no magic buff (DK) will last way more on the traditional overpowered classes (mages)
Now, how to nerf hpal without destroying us, without making us the new disc priest, and in the same time giving us a funny and rewarding gameplay without touching the PvE?
This is my own perception of my hpal, so you can debate with it.
Remove the 2 part PvP bonus, and make it baseline on the spell. Considering it already doesn’t work on outside NPC and PvE, not a problem.
Give us back the “1 holy power with flash of light” bonus with PvP gear. Making Holy power more fast, and making holy avenger and divine purpose viable again.
With this change, reduce slightly the 4 part bonus, instead of 5/10/15%, like 3/6/9% would be good. Because lots of holy power = lots of WoG.
Increase the healing of Eternal Flame in PvP by like 50%, and make the HoT undispellable. This cool spell is useless now considering you need 3 holy power, a cast, to have a 30s dispellable HoT which tick for nothing. All 3 talent on this row would be attractive. (Despite the bad comment on it, I find Selfless healer really good as a talent for Hpal.)
Reduce the impact of Wings healing by a lot (50%?) in PvP instance (BG/RBG/Arena/Wargames/Ashran – Huhu -). I mean, instead of 3min CD : 20% haste/crit/damage + 100% healing. It will be 20% haste/crit/damage +50% healing in PvP. With glyph, wings will only increase healing by 25%.
Make glyph of flash of light not consumed by a single spell. Like the old grace from disc priest, +10% all healing during Xs after a flash of light. The idea is to have more constant healing and less burst with wings.
-X% damage on holy shock/denounce against PvP target.
One of the 2 solutions I write about Saved by the Light
Make Beacon of Insight off gcd, and not bouncing randomly with other’s people spell, and not bouncing UNTIL the target reach 90% life. Reduce the healing of the casted spell to 20%. So the spell would be a good alternative of a nerfed saved by the light (But still good.), or, a passive buff to casted heals on the beacon of insight. This talent is used nowhere, and it was already bug’d on the Beta.
Make plate armor a thing again. (The only thing I miss from TBC was when I was a huge wall against most of melee classes)
I can only dream of that, because I think it would be too much of changes for only one spec in the game. And of course, without changing PvP itself : having constant healing would not work in the current state of the game, when everything is bound to cooldowns. That’s why Hpal shine now, because the 6.1 buff give us the perfect CD to compensate our bad constant healing with a perfect CD rotation.