you make a pretty good point but it's not like people don't have this "ultimate" character or whatever on AT. That's exactly how it is there and I still think it's just extremely unreliable to rely on money from these sketchy ass sell companies. You're right though not all people think the same way I do so i shouldn't give them shit if they actually like doing it. It's just hard to see why anyone genuinely would.
to a certain extent on AT yes but people made new accounts all the time on there, and people always would just jump on AT for a month + just to play, forget about it entirely for an extended amount of time when they get bored and make a new account
i see where youre coming from of not understanding how itd be fun to just sit in your house all day and do JUST that but he already stated he works and goes to school and this is really just a side thing for him, which if youre a student, side $$ is always welcomed and in fact is the most intelligent thing a person can do is find ways to make a decent amount of $$ with minimal effort that is still enjoyable
i cannot possibly fathom how people cannot love beyonce and her music but people do, i just accept them for their bad taste in music
Homogenization is fucking retarded and boring. I'd rather be someone's bitch in a interesting and fun game with shitloads of different mechanics, than be someone's equal in a game where everything and everyone is the same.
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 !
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.
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!