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.
You are right. Sw: death should never be a glyph for healing priests. It would be a similar concept to shamans or paladins logging into 5.0 and finding out that grounding or blessing of sacrifice are now glyphs.
Same for mass dispel. This can be a glyph for shadow but there is no reason for it to be a glyph, it is already punishing as it is with 40k mana and 13 second cd, and holy priest has possibly the worst mana regen.
As holy priest you never want to give up renew or prayer of mending, that just makes your healing borderline bad. Now you are facing a decision between getting less dmg taken from physical attacks or spells, having a mass dispel or a shadow word: death, otherwise you are giving up on healing output(losing pom or renew glyphs), you should not be forced to heal less because your class defining abilities for so many years became glyphs for no apparent reason.
The decision should only be on the third glyph slot, among the following:
-less melee dmg - inner fire
-less spell dmg - inner sanctum
-fear ward glyph
-weakened soul glyph
and so on.
To be honest the way I see it, the game is actually a lot better than what it was in BC or Wrath. BUT we've all been playing it for so long that the experience is different now, more boring because we've seen it a million times and the game seems worse because we were having more fun at the time when the game was shittier. The nostalgia is what made the game so much "Better" in BC or Wrath. The mechanics, movement, graphics, and overall quality wasn't anything like it is now. However there were things back then that were a lot more fun for it's time . Does any of this make sense to you guys?
You could easily tell the difference between a gladiator and a random 2k mage because the gladiator would bait out the cs and wand twice to delay the eventual poly. Good rogues would weapon swapping deadly poison as sub to protect wound from poison cleansing totem. Getting hard casts off were rewarding and realistic to do so, instants were mana inefficient(huge risk/reward) and could not create/alleviate pressure by itself.
Juking priest fears, warrior/hunter deadzone kiting, jumping roots,strafing cone of cold. Low amounts of mobility cds across all classes using them requires a lot of thought process and coordination.
There were terrible imbalances in tbc and wotlk but that was only an issue of numbers. Flat ARP was too strong, damage was too high for certain classes; If the numbers were tweaked it would have been a good game. Even if all the numbers are balanced now the game is terrible from a design standpoint.