Except, those other DPS specs have almost never been viable, so there is no choice to 'choose between a different spec'. For example, Fury has always been trash. Frost DK has had what, 2 good seasons? S6 and S9. Rogues don't have seasons where 1 spec is bad and the others are good (except maybe early WotLK when everyone played Mut) etc.
Hybrids are almost never 'completely' bad in 1 season in the same way that pure classes can be, they almost always have other options.
And since we were talking about classes, it doesn't mean shit if you as a healer don't want to play a DPS, it's still the same class.
Sorry I kept the list short because I incorrectly assumed when I said "and so on", you would understand the rest.
Warlocks switching between destro, affliction and some demo, rogues switching between sub and mutilate, mages switching between frost and fire, occasional arcane.
Let me try again, you can not compare arena viability of 2 classes when 1 can fill 3 roles(melee, caster, healer) where as the other one can only be one type of dps. Especially when viability requires transition between dps and healer. Your "class" becomes something entirely different due to the fact that healer skillset and dps skill set are completely different, where as dps class changing spec has the same ROLE.
I don't play dps and If I wanted to play dps, I would roll one. So no, if my healing specs become not viable, there is no option for me, i.e "no big deal if disc sucks go shadow", to me that's equivalent to "my class is bad"
That's why you can't generalize all specs of hybrid classes.
What's the point of this question? If you've played WoW for more than 1 patch, you'd realise that whatever is good now, probably won't be in 4-6 months (unless you're one of those classes which are never bad like Priest, Lock, Mage)
So play something that you actually wanna play.
i almost spat my drink out
@OP rogues and rdruids are very strong atm, spriest not so much
Hackattack3, on 04 December 2013 - 03:53 PM, said:
He also has no clue what he's talking about with priests. They might need help in 3s but holy is ruining 2s for most other healers. They are tough to balance since their output is not great but offensives/cc is too much. You can't give them healing output without changing other things like feather.
I would be so happy if healing output was buffed and feather got nerfed. Pretty sure most priests will agree with this
So, I realize that Holy is the way to go now. I just got back to WoW (after taking a big hiatus since 5.2), and I've been very used to Discipline priest in PvP. I absolutely adore the shields and bubbles, and I love grace.
I tried Holy for a few 2s and 3s, but I feel like I still prefer Discipline over Holy - I don't feel like I'm using chastise very much.
So, this boils down to a single question: is Discipline still viable?
well, this was brought up in a 5.4 release discussion, all elitist gorillas who said it's gonna be a matter of preference and/or disc is gonna be the choice of pros, are now playing holy.
So you go figure.
What's this rubbish about s8 being the perfect balanced season. Do people forget how stupid wizcleaves with bloodlust were. The only viable melee in s8 were prot wars running KFC, pure joke of a season.
who the fuck calls prot/hunter/pally KFC? That's an inbred name for the rise of the arms iteration in Shitaclysm
the melee statement is also false
I think there needs to be a line drawn between BALANCE and MECHANICS. MOP balance is not that bad compared to WoW's arena history, but in general the mechanics are terrible and the gameplay in general has devolved to a point of no return. It's less about fundamentals like it was in BC/Wrath and more about CD management and abusing disgustingly overpowered abilities.
tl;dr balance good, framework bad, and it's disgusting how you guys won't let someone have his or her own opinion just because it doesn't match with your own
Every class needs things changed or reverted. The old dispel system (for all its problems) was definitely much more fun, engaging and opened up the possibility for good healers to set themselves apart from the bad ones. In addition to bringing back the old dispel system, they should give manaburn back to priests, and make a glyph that says something like "your smite/holy fire deals 300% more damage but no longer heals" if they are intent on leaving atonement in PvE. When they added atonement, they had to reduce smite spam damage by a fuckton because of how much it healed for in PvE (on top of being a very easy rotation and being a smart heal), especially on "+ dmg" encounters.
Additionally, I have no idea why they made so many things undispellable. Divine plea, wings, things that used to be in the game like eradication proc, etc. Why? Good players would CC the healer when they popped this shit so they wouldn't be instantly dispelled. Dispelling (and protecting) shit like this was always fun.
Edit: Like others in this thread, I don't really like the idea of glyphs bringing powerful things. They should add something like a second talent tree if they want to do this, where you can pick and choose which spells to add something to. Glyphs should be fun things/aesthetic things for use when /afk in Stormwind. I'm not saying all these glyph effects should be baseline (they shouldn't), but you should either have more glyph slots or just make a new system entirely.
I really hate the idea of making something that was passive before into glyph choice. As a rogue I have:
- Glyph that extends the duration of cheapshot and garrote which if you don't pick, it fees like you would have gotten the kill if you did
-Glyph of feint which extends the feint duration by 2 seconds and makes it easier to use + you spend less energy spamming it
-Glyph of blind which removes all dots and it is absolutely mandatory
-Glyph of recovery which increases healing done to you by 20% from all sources
-Glyph of hemorrhaging veins which makes your hemo dot count as a bleed
All of the above glyphs are, in my opinion, mandatory in one way or another, but guess what? There are six of them and 3 glyph spots... Many of these should be baseline to begin with, and for example, glyph of recovery should act like "increases healing done to you by additional 10%", because it already increases 10% passively.
TLDR: Glyphs should never have this much impact on your playstyle for any class. Sure it is fun to have a choice, but not through bunch of major glyphs that are recycled abilities that used to be passive before and ARE game breaking.