Things felt good cleaving last night. Yes it may only be day 1 and alot of shit is going to change with time and more importantly, with gear, but lets have a "how are DK's right now" talk shall we?
What were you playing last night? What was your impression or how did you fair? Anyone notice anything that shines a glimmer of hope on Dk's, or did anyone discover the nail in the coffin.
Discuss as I list some of my findings below.
Played TSG with usual partners last night (MW Monk Healer). MMR finished last season @ approx. 2100, we started last night at 1938 so MMR seemed a bit lower, dunno if this is a thing or not (doesnt tech. matter I guess). We finsihed @ 2150 mmr with a 21-10 record. (peaked at 2220 mmr) We got queues of everything from low 1900's to high 2300's (including a 2350+ mirror tsg). Seems like there was alot of warlocks (atleast 10 of the of 30 or so games we played were lock cleaves.) and shadowcleave seemed the most prevelant. Not so many hunters as last season, but warriors and mages were still there. Shamans the more prevelant healer we saw (luckily for our comp). Very few rogues, maybe only 2-3 teams. They were all RMD/RMP.
As far as opponents went, shadowcleave damage was crazy. My monk helaer was (as usual) getting his ass CC'd off and there isnt much we could do to stop it short of training the lock to stop fears but the spread from the shdowcleave was scary but still healable. The rogue/mage/X teams we queued into (all 3 of tham lawl) seemd to lack a bit of pressure that we remembered from last season. Still uber strong openers but all in all we felt mage damage overall was not out of hand and survivable (the burst is still there though.) If we made it through the opener, as we did all 3 times, we were able to pressure the helaer into bad positioning, swap him and usually finish the game. We ignored the rogue most of the time due to hit rotting to spread damage and everytime we would swap (even just one of us to scare him off) they would run and hide. We also got a couple KFC and a fairly low (1950 or so) kitty cleave but they all had shamans so thats how that ended. Queued into 1 beastcleave above 2200 mmr and they did massive damage during cds. The shaman seemed weak outside of cd's, we ignored him most of the match and rode the hunter making asphyx swaps to the holy preist every 30-45 sec, eventually he died. The TSG mirror was just a monk/dk swap fest for about 9 minutes till eventually they got the upper hand and I (the DK) died. We had plenty of kill chances on their dk, and 1 on thier monk, just couldn't finish/ Of all the teams we queued into, the TSG mirror was probably the 2nd toughest fight. The damage was higher than anything we saw all night except one particular shadowcleave that we split games with.
All in all the opponents damage seemed lower than last season. Yes this prob. mostly has to do with the resil change vs gear (casters especially) but our dmg, and the TSG, and my damage as the DK overall, didn't feel weak(er) at all to us. The spread damage we did vs melee clevaes and MCH teams with deep wounds and trinketd diseases was very strong. Most teams had all 3 members rotting at or below 50% at some stage in the fight. I felt with conversion, blood pres, and pac man orbs that I was able to keep myself alive when I had to easier than previous season.
Mages damage seemed survivable and most importantly it felt controlable. Affliction locks were high damage, other Dks were high damage but warriors, much like mages, didnt feel as threatening this time around. Only saw one enhance and maybe 3 rogues so I didnt get a big enough sample size to judge on those classes. Hunters damage wasn't as high as it felt last season but the control was still there (and annoying for a monk healer).
Paladins felt strong when they were "safe". Meaning when they had BoP or bubble they were brave enough to run around the middle. But we did find that if we train their squishy until you force a CC bubble, swap pally out of it and they die. Plain and simple they die.
Priests and druids still felt like free wins if we rode them, though if we were force onto their dps instead druid did suprisingly well (priests not so much).
Shamans were really on the clock. Than again TSG is a blue killer and we stick to that mantra as strictly as possible. The shaman shadowcleave that gave us trouble @ 2200 mmr was extremely good at keeping me (the Dk) off the shaman at all costs. The time we lost we couldnt both connect cleanly once. The time we won was teh exact opposite (obviously)
Only saw 2 mistys, one mirror tsg, and one mage lock monk. We rode the lock into the dirt and there wasnt much the misty could do once we got bargin and cocoon within 90 seconds of each other.
Note: all this shit is prolly going to drastically change in about 5 weeks, when most people (mages/rogues/warrior in particular) have 50% or more preideful gear. I'm not looking forward to dying to RMX openers so i'm enjoying this while I can (lol.)
What do you guys have to add about your experiance playing last night. Let us hear it.
Boosts do ruin the ladder at all points. Instead of Bob/Joe/Cousin Billy getting gladiator they are now getting duelist because an already gladiator player / players are playing Idiot 1/ Idiot 2 / Idiot 3 and when they would have been challengers they are now gladiator and taking the spot that bob/joe/cousin billy would have gotten.
All these boost spots are false spots and are just duplicates of a multi glad / r1 person doing a carry it totally destroys the ladder.
For example r1 and gladiator would have been significantly lower last season and there are many people who should have gotten rank 1 who are now not due to carries.
For example without name dropping I know of 4 seprate hunters who were carried/Boosted to r1
1. I do hold a genuine belief that boosts are good for the game. At the very least, I don't believe that boosts are destructive to the arena ladder.
Can you elaborate why you don't see them as destructive? For every person that buys a gladiator boost someone who legitimately got their rating does not get gladiator. That is pretty straightforward destructiveness. Same thing applies for R1.