Only allow a player to see another player's location by having each other on their friends list.
Why: The Who & Friends list allows anyone to see a players location. Seeing a players location negatively effects arena because it promotes the term "selective queuing". Selective queuing is choosing who you play against. Selective queuing is also known as "dodging" and "sniping". Dodging and sniping a team is simple, especially at high ratings. In order to dodge a team, you need to have a character on their realm. When they enter an arena game, you log off their realm and queue. Sniping a team is the exact opposite. You wait for the team to leave an arena game and then queue. There is absolutely nothing competitive about selective queuing and it's unfair by any standard or measure. A player should only be allowed to see another players location if they have each other on their friends list.
Snare & Movement Speed Increase Mechanic:
Make movement speed increases more effective against snares.
Why: Movement speed increases are rendered almost useless against snares.
(Walking w/ Crippling applied)
(Sprinting w/ Crippling applied)
(Fleet Footed + Glyph of Sprint vs. Hamstring)
(No Fleet Footed + No Glyph of Sprint vs. Hamstring)
Crowd Control Movement:
Remove the movement from Sheep, Blind and Fear.
Why: The movement from Sheep, Blind and Fear can cause you to disconnect on moving objects, delay PvP trinketing and add randomness to the game.
(Polymorph + PvP trinket + Vanish)
Increase the height of nameplates.
Why: Nameplates cover the target when zoomed out (especially Gnomes).
Greatly increase the projectile speed of flare. Make flare more visual on the ground.
Why: Flare is very hard to see and misleading.
Make damage absorbed count as damage taken.
Why: Fear doesn't count absorb as damage taken. This makes fear last longer than it should when taking damage.
Mutilate & Backstab:
Remove the dagger requirement from Mutilate and Backstab. Normalize and reduce damage of Backstab and Mutilate with weapons other than daggers (like Fan of Knives, Ambush and Hemorrhage).
Why: With Ambush, Fan of Knives and Hemorrhage now scaling with other types of weapons, I see no reason why Backstab and Mutilate should be any different. Removing the dagger requirement from Backstab and Mulilate would allow Rogues other viable specializations without having to acquire another weapon type.
Cloak of Shadows:
Make Cloak of Shadows protect against finished casts, Judgements, Death Grip and Blood Plague.
Why: Majority of the time a Rogue is hit through Cloak of Shadows is because casts that have projectile speed can not be resisted once the cast has finished. Rogues have no real way of protecting themselves against Judgements, Death Grip and Blood Plague.
(Completed cast vs. CoS)
(Judgement -> CoS)
(Death Grip & Blood Plague -> CoS)
Damage & Debuff Dealing Passive Auras & Buffs:
Add a very short interval cool-down to damage & debuff dealing passive auras & buffs.
Why: Damage & debuff dealing passive auras & buffs affect classes more than others, thus making other classes jobs harder than others.
(Death by Thorns)
(Death by Ret Aura)
(Death by Thorns + Ret Aura)
Allow Pyro Rocket to be resisted and deflected.
Why: Pyro Rocket penetrates Cloak of Shadows & Deterrence.
(Pyro Rocket -> CoS)
(Pyro Rocket -> Deterrence)
Scale size of Names that are visible with in the game field when zoomed out.
Why: It's very hard to see Names that are visible with in the game field when zoomed out.
Why: It can be very hard to hear other abilities being activated.
Make the Target, Player, Party and Arena Unit Frames movable.
Why: The Focus Frame is movable. Why shouldn't these frames be movable?
Add more action bars to the user interface.
Why: Some classes are running out of action bar space.
Character Specific Macros:
Greatly increase the number of character specific macro slots available.
Why: A lot of people are running out of macro space. Once you run out of Character Specific macros, your only alternative is to use the General macros tab. The General macros tab shares macros with all characters on the account, which is very inconvenient.
Make the GM Ticket notification a minimap button (like mail).
Why: The current GM Ticket notification window interferes with the buffs & debuffs, which is very inconvenient.
Tbh i think TBC left a huge a scar on the class, ppl where used to killing hunters with minimal efford and now when they get killed by one "no more or less then any other class" they are all like omfg hunter killed me now???
I agree man, same with Ret Pallys, Shadow Priest, Enhancement Shamans, Feral Druids.
They were all free points in TBC and now we can actually compete and people are calling us overpowered?
Reality check, you're fucking retarded if you think Hunters are anything but overpowered and even more so if you think that the only reason everyone but Hunters thinks so is because "we're used to them sucking from TBC" or that the fact that Hunters weren't good in TBC (they were,) makes it ok for them to be in the current state they are in.
If you think RMP is the only team that struggles with Hunters, you are absolutely wrong. That's like saying Shaman teams are immune to Fear because of Tremor totem. Stomp the totem, CC the healer, crit for 7k on virtually any class with a MS effect that has 100% uptime with the exception of a 25% chance for Rogues for a maximum of 30 seconds a match.
Before Levidian comes in with his classic reasoning of "people just don't know how to fight hunters." I'm sorry. This is an easy game. It only took people a month to figure out how to beat Shadow Priest teams. Do you really think there is something about your class that we haven't figured out in the past year that we're missing? "Just LoS." By that justification, wizard cleave is completely balanced because you can just LoS them. "Stand on top of the Hunter." There is one class in the game that can do this currently, and it is DKs (if Chains isn't being dispelled.)
I could go on, but I'm not feeling well and the thought that someone actually thinks Hunters are anything close to balanced is making my head hurt.
You just noticed flare during deterrence this week? Good hunters have been doing this for quite some time...
Yeah it's annoying but I don't see anything wrong with it.
Ok ya i've noticed it before this week but til this week i didn't care...but as of late started doing lock/rogue 2s and hunters are a pain, on top of hunters just doing tons of dmg and tons of control flaring during deterrence destroys you. :(
Edit - lol at the 2 hunters down rep me? why down rep, hunters are OP everyone knows it.
I feel that Blizzard should make a deadly throw glyph, that'd look something like this:
Use: Interupts the target and locks out the school that they were casting for 3 seconds (can't remember how long it was in TBC)
The reason I feel that we need is because, there's still a lot of fake casting and yeah we do have other interupts such as garrote/gouge/kidney shot but since the resilience buff is coming into the place the game will be less ZERG which will make the interupt not as 'overpowered' as some may think in wrath.
As well as that, the change in 3.0 which made DT not proc Ruthlessness means that you cannot chain interupt it which would as mentioned/thought before be OP in WoW's state of pvp. I feel Deadly Throw is really useless and that it's use compared to tbc is so hilarious that all it is used for is a slow for when you get kited. It needs something more for a finisher that consumes your combo points imo. What do you think?
Edit: Another thing I'd like to add as well, is that we still need to sacrifice a slot for a glyph which means that we will be losing something before gaining this. There may be other threads like this but I couldn't be arsed searching for them.
The glyph right now for deadly throw is a joke, 10% slow speed for a major glyph lol.