[quote name='Nitric' timestamp='1363235153' post='3861452']
you guys are idiots. the extra 700 resil and pvp power clearly make up for the loss of 30k health, 1k primary stat, and a bunch of secondary stats.
learn 2 play noobs
You mean the 700 pvp power doesn't make up for the ~5,500 spell power I'm missing?!?
Seriously, I can't believe they even tried to claim the stats were going to balance out. They know most of us are beyond preschool math, right?
"Greg Street: Just a few off top of my head: The big 3 we were trying to hit were lowering the overall power and maybe representation of say, Frost Mage, Arms Warrior for sure, Shadow Priest and Hunter a little bit -- and on the low end we felt like Disc Priest had vanished from high end PvP which was a real shame from where they'd been before. We also had the new class the monk that just wasn't represented very well as either damage dealer or a healer. So those were the main goals. And then we had a lot of systems level stuff where we increased the healing of the damage dealers that also had a healing spec and tried to look at some of the things that we always try to look at : diminishing returns, and we also focused a lot on silences."
Translation: nerf warriors, buff disc priests, j/k mages and hunters are fine, buff the shit out of monks cuz no one plays them they must be bad, and buff Dks cuz hero class remember?
Ooohhhhhh the Tapout comeback, ORIGINAL! See you at Blizzcon <3
I thought it was pretty good.
Everyone and their mom goes to some shit mma gym these days. Who cares. A small fraction of them are actually good.
If you're really serious about winning life or death fights, you join a special forces branch or another profession that puts your life routinely in danger and then you train thai or boxing. I don't care how much you train on a fucking mat with your friends, it's nothing, and I mean nothing, like being in fight with someone who genuinely wants, and has the means, to kill you. You ever get tunnel vision or auditory exclusion on canvas or a mat? Didn't think so.
And jits gets a lot fucking harder when you're getting hit and you don't have mouth guard.
These threads are like watching Fox News: facts and numbers account for nothing.
Feral received roughly a 3% damage increase. 3%. Big fucking deal. Ambush damage is down, bleed damage is down, mangle and shred scale better with weapon damage, thus, 3% overall damage.
The ferocious bite change is noticeable on cloth, and rather RNG. That should be changed. But it's very situational.
Instant cyclone did not change. Again, the instant cyclone mechanics are exactly the same as they were in since its inception. Feral is basically unchanged since 4.1. Comparing feral to last S9 frost dks is simply retarded.
The only reason warriors are bitching up an absolute god damn storm about feral now is because the frost dk they previously facerolled with isn't there anymore.
Feral is a good counter to melee. Deal with it. Feral gets absolutely shit on by mages and warlocks. Good against melee, bad against casters. That's how this terrible game works.
In summary: feral damage is basically the same as it was last season; cyclone is the same as it was last season, stop pretending like ferals magically became Jesus.
I think thats infinitely better than having 1 root break on a long CD.
There is no immunity. Do you actually understand anything about druid mechanics? Every post you make in this forum is completely moronic. You need to be banned from the druid forums.
Shifting is on a global CD. Do you understand that? It's not immunity, it costs a global CD. Our main damage dealing attack is directional, and our attack range/hit box blows. Spamming slows absolutely kills our damage.
Druids are not warriors. They never were. They never will be. There are different classes for a reason. Removing a core-defining ability not only hurts it in the arena, it affects every aspect of game play, and makes the class a lot less fun to play.