this is a great change. granted, until they the difference in conq. cap between rbgs and arena, you will have some players fairly outgeared for a portion of the season if they do not grind rbgs. however, that will only be for a few weeks as they reach 27k pts a little later than the rbgers. so much better than now, where you are forever behind if you start late and behind by a lot.
there is still incentive with this change because there is still titles and rating inflation
if i were a dev, the next step would be finding a way to implement weekly/monthly rewards (be it cosmetic or whatever) to act as "mini-seasons" or "tournaments" to keep participation, incentive, and activity high at all times. obviously, the question is not whether or not that would be a good idea, but rather if it is profitable for them
i don't think i've ever had more fun playing this game than when i just spam qued 2's every single time i logged on during TBC. and when none of my friends were on for 2's i could do skirmishes. and when i didn't want to do that i could actually go to an enemy city and world pvp without spawning 15 guards ontop of me the moment i attacked someone. yea, TBC was the best expansion. wotlk was when everyone began to just sit around in cities
it's hilarious how small changes to classes that need help and nerfs to the obviously op classes would be more than enough to at least make this game somewhat balanced, yet all they do is just overnerf and overbuff over and over again. it's sad
if these changes go through rogues will be on top again most likely, or at least in line with all the other op shit in this game
we'll see how many of these changes make it to live
melee cleave has always been geared around tunneling the same target into the ground because it works. often times that target is the healer due to interrupts.
caster cleave has, for the most part, been geared toward swapping targets a lot with somewhat coordinated CC. why do they swap more than melee cleave? it's easier to swap when you're a ranged class. why do they CC more? they actually have ranged CC, often CC that doesnt have a cooldown. now, this will obviously make the caster cleaves marginally harder to play than a melee cleave because you actually deal with this thing called CC and swapping more than a melee cleave, but the game has become so dumbed down now and with so many instant casts that caster cleave isn't really all that much harder than melee cleave anymore. no comp is really that hard to figure out how to play anymore.
which cleave is stronger just depends on the whether melee are gods or casters are gods. 3's would be so much better if there was some sort of advantage to bringing both a caster and a melee, but that's hardly the case