One gear upgrade now is the same as getting 4-5 from S12
Gear is so important now it is absolutely impossible for someone in 496 gear to kill even the most braindead of full prideful players, let alone a insta-90'd green char. Best thing to do was to drop MMR, and have your fully geared friend go 1v2 some idiots while you either ran away or attempted to CC shit before you died.
If they think we're going to go spend a day AFKing BGs only to still be nearly fucking useless they're out of their mind. Something needs to be done sooner rather then later or I see alts dieing out quickly
While I understand the debuff thing, since legit 1k rated players were just getting smashed, this just makes me never want to play an alt again
I haven't really played since the start of MoP (and even then I quit a few weeks into the first season) but last week I leveled up a holy paladin with a friend who has never played before. Hit 90 yesterday and farmed up some honor pieces and filled out the rest with 476 pvp pieces from the AH.
Less than an hour ago I got a friend to carry me on his full Prideful Warrior and Jesus Christ it is so fucking horrible playing without full gear and losing half the games to sub 1500 players because they have full season whatever the fuck it is now.
MoP is honestly dogshit, its so un alt friendly its unreal. It took like an hour and a half to get 2000~ conquest points with 50% w/l ratio. You can outplay them all day and still lose as soon as they see you have a sub 400k health pool or realise your flash of light heals for less than 20,000.
The best part was losing a 12 minute game to a punch monk and prot paladin. I only need 17k~ conquest points more to cap.
Probably just going to quit again instead of trying to gear up, its just so disgustingly painful. Really wonder what Holinka is smoking when he thinks gearing up is "too fast".
Seems mostly everyone agrees that the problem isn't arena1/2/3 but in the way that some of these spells can be abused using arena1/2/3.
Mage1 is invisible. Mage2 on opposing team is spamming his @arena1 macro so he can silence mage1 as soon as he comes out of invis (without even having a clue where he might be). Mage1 pops out of invis halfway across the map. Mage2 is staring at a brick wall. CS goes off even though mage2 doesn't even know where he is.
Personally I see the problem here being that there is no positional requirement on some of the more powerful abilities (I think most if not all CC should have a facing requirement except for some casted CC due to latency & shit-eating feral druids) AND the fact that even if you miss an interrupt they are still silenced for X duration anyway.
Will be interesting to see when they remove the blanket silence parts of all the interrupts in WoD.
Except most of those abilities (at least the majority of casted cc) would be horrible if they had a facing requirement, due to latency.
Imagine trying to fear a teleporting feral druid while he is running back and forth through your character and just having it not go off 3 times in a row or having to spin the wheel and hope you can line up with him while spinning your character around.
this is pretty frustrating
Imo mana burn is a cool spell and worked especially well in the little box of tools that disc priests had that were unique in late wrath, but drain mana and prenerf serpent sting were always dumb
especially frustrating when coupled with how low mana regen is in tbc, how bad drinking is comparatively, and how difficult it is to get mana back in general
BC double healer hunter is pretty gay
I miss the wotlk disc skill-set and playstyle, that sweetspot between a healer and a dd.
Hell every healer back then had a certain niche (even if it was less apparent than in Vanilla/TBC) and I hope they try and address the homogenisation of healers with WoD (obviously not going back to the days of mana batteries and raid buffers).