For me the problem is simple. Consider for a moment two classes of (defensive) abilities. For simplicity, I'm going to ignore a bunch of the middle ground utility escapes/snares/interrupts that can be used for misc. exceptions and scenarios to gain control, tempo, etc.
TANK -- raw dmg-reduction and/or hp gain. basic i-win vs. dmg button. can be slow or long, insta or over time, etc. DMG means you tank dmg somehow or another.
BREAK -- basic i-win vs. cc button. again it can be slow/long, work for some types vs. others, etc. BREAK means you use a cooldown to get out of cc. Can be used offensively or for utility, but mainly talking about a defensive context in terms of responding with healing or peeling.
In the sense that both TANK or BREAK are used in arena, basically most classes have a large TANK/BREAK ratio. This is problematic because:
It is much, much easier to "eat through" someone's BREAK capacity then their TANK capacity.
It is much, much easier to control 2/3 people all game then to threaten them with death all game.
Which yields the following metagame efforts/rewards:
If you swap targets a lot, you have to eat-through twice as many defensives (TANK as well as BREAK on multiple chars).
Thus, its WAY more efficient to train one person into the dirt with damage the entire game, slowly eat through their (e.g.3-4) TANK abilities, and blow cheap disposable CC on quickly eating through the other 2/3 peoples weaker (e.g. 1-2) BREAK reserves, which are small relative to TANK.
If you pick one target and force them to burn TANK while the others burn BREAK, you rapidly transition into a middle-game or endgame scenario where there is little in the way of counterplay, dynamic target swapping, or complex multitasking.
The hardest part of the game (or in some sense the part which contributes the most to winning) is coordinating 2 kinds of cc (e.g. mage with druid).
This ultimately contributes to a state of the game where everything is blown synchronously rather than asynchronously.
Because the TANK/BREAK ratio is high, you produce game physics involving solo target training, less swapping, and more of these hold cds until all-in cc-rotation+burst windows become active. This is synchronous play, whereas in e.g. TBC you had a lot of asynchronous play where people would stagger out (instead of stack) their abilities in order to do differential amounts of pressure to different targets at different times -- resulting in a different kind of outplay and win.
Tranquilizing ShotRemoves 1 Removes 100 Enrage and 1 Magic effect from an enemy target. Requires Ranged Weapon. 50 Focus. 40 yd range. Instant.
Kill Command (Beast Mastery) Give the command to kill, causing your pet to instantly inflict [ 288.9% [ 297.3% of RAP ] damage to its target.
Mastery: Master of Beasts Increases the damage done by your pets by 18%. Hunter - Beast Mastery Spec. 21.44%. Hunter - Beast Mastery Spec.
Aimed Shot A powerful aimed shot that deals (435% 500% of weapon damage) Physical damage. Castable while moving. Requires Ranged Weapon. Hunter - Marksmanship Spec. 50 Focus. 40 yd range. 2.5 sec cast.
Explosive Shot You fire an explosive charge into the enemy target, dealing [ 59.7% [ 50.8% of AP ] Fire damage initially and every second for 2 sec. Requires Ranged Weapon. Hunter - Survival Spec. 15 Focus. 40 yd range. Instant. 6 sec cooldown.
This is the datamined information from MMO champion.
These aren't tooltip changes as 6.1 already had them to correct the hotfixes. So I assume these are correct for the PTR but are not final.
If they're right it means a little more sustained outside of crows.
Weapon scaling damage with marks is really high at the moment, with Chimera, Aimed, Kill Shot so come the new round of weapons it might be extremely good.
I don't know if the BM mastery buff is just baseline or scaling. It looks like a scaling number...
The nerf to crows and barrage is weird. Why not just half the AP scaling of focus fire in PvP which is a better overall nerf to bm and keeps the other specs as it is?
i've been playing world of warcraft for around ten years. i've never been a huge fan of attacking lower level players. it's a boring, useless interaction and i'd appreciate the courtesy of being allowed to suffer the horrifying leveling experience of world of warcraft in peace myself
at some point during mists of pandaria, i leveled a hunter to 90 in three days and began playing arena immediately. undergeared and with no experience, i was able to climb to the top of the ladder on my battlegroup almost immediately. i would routinely queue into other hunter teams, with ostensibly competitive hunters (at least a couple rank 1 titles) and perform well enough to win consistently, even in mirrors, 2v2 scenarios, etc. probably worst of all, i was playing with friends, the same two people i was playing with on my mage (both comps were good comps), and we immediately started doing better with the hunter i had practiced for a few days than the mage i had played for 8+ years as soon as i discovered that my pet's Bite needed to be on autocast. i was not alone in this. at the same time, veev was making a hunter and rising to the top of the bg9 ladder almost immediately
it was at this time i realized the only true way for any player in this game to beat a hunter is to stop them from advancing at an early age. when i see hunters in the wild now while waiting for a queue, i kill them. i stay there, on my flying mount, repeatedly killing them until they log off
think about it. when you see xlegolasx leveling in terokkar forest, he's no threat to you. if you leave him unmolested, though, it will only be a matter of time until you see him in arena, at 2900 or 3000 rating, and regardless of how focused either of you are, which buttons he presses, whether or not he is awake, or in fact, is just a chimpanzee, your chances of winning are decent at best
if our species is to be protected and our community is to be preserved, we must take steps to prevent hunters from advancing - before they are unstoppable. remember, inhibiting a hunter's leveling process in any way is an invaluable service to the community
I can understand the doom and gloom of everyone posted here. This expansion had a reasonable amount of hype, and many, including myself, thought it could make PvP interesting again. However i think Holinka is a guy who listens; Ghostcrawler was not. GC was never in WoW streams or watching PvP videos, he seemed so uninterested in the game and it's evolution, sometimes we wondered if he even played it. Sure Holinka isn't a huge step forward in terms of vision for PvP, but he does seem to listen to the community, as shown by the 10% damage nerf revert. For the most part the first season of any expansion will naturally be worse than the others, which is what ties all of the nostalgia in this thread together; s5 was god awful with ranged caster DK's and plague strike, s9 was horribly balanced and was absolutely dominated by shamans and warriors, and if i recall correctly the first season of MoP was extremely long and bursty.
The difference now is that things have a chance to get better. I dont think WoW will ever be an eSport "again" (Looking back at the MLG tournaments in Wrath, those things were so slapped together it hurt to watch), however things could once again be fun on the PvP side.