I agree with raiku. Not a huge fan of living bomb. I wouldn't mind the old style shatter back with something like what noshipsgiven said, however, I think frostbomb was the most fun playstyle as mage. I would really like frostbomb to go back to how it was, with damaged balanced ofcourse.
So are the majority of you guys running no glad stance then? When i'm not glad stance my damage is high, but the numbers are pretty lack luster. Is this a gear issue? Will it get better when i'm fully geared?
I think I am finally gonna stick with it. I am not sure what you mean by hate your life tough, do you mean i will loose alot, get destroyed, etc...?
He means the match will be very frustrating. Meaning it will be very hard for you to get setups if the other team is playing well. That doesn't mean it is impossible, but those match-ups will tend to be very unfun.
For me the problem is simple. Consider for a moment two classes of (defensive) abilities. For simplicity, I'm going to ignore a bunch of the middle ground utility escapes/snares/interrupts that can be used for misc. exceptions and scenarios to gain control, tempo, etc.
TANK -- raw dmg-reduction and/or hp gain. basic i-win vs. dmg button. can be slow or long, insta or over time, etc. DMG means you tank dmg somehow or another.
BREAK -- basic i-win vs. cc button. again it can be slow/long, work for some types vs. others, etc. BREAK means you use a cooldown to get out of cc. Can be used offensively or for utility, but mainly talking about a defensive context in terms of responding with healing or peeling.
In the sense that both TANK or BREAK are used in arena, basically most classes have a large TANK/BREAK ratio. This is problematic because:
It is much, much easier to "eat through" someone's BREAK capacity then their TANK capacity.
It is much, much easier to control 2/3 people all game then to threaten them with death all game.
Which yields the following metagame efforts/rewards:
If you swap targets a lot, you have to eat-through twice as many defensives (TANK as well as BREAK on multiple chars).
Thus, its WAY more efficient to train one person into the dirt with damage the entire game, slowly eat through their (e.g.3-4) TANK abilities, and blow cheap disposable CC on quickly eating through the other 2/3 peoples weaker (e.g. 1-2) BREAK reserves, which are small relative to TANK.
If you pick one target and force them to burn TANK while the others burn BREAK, you rapidly transition into a middle-game or endgame scenario where there is little in the way of counterplay, dynamic target swapping, or complex multitasking.
The hardest part of the game (or in some sense the part which contributes the most to winning) is coordinating 2 kinds of cc (e.g. mage with druid).
This ultimately contributes to a state of the game where everything is blown synchronously rather than asynchronously.
Because the TANK/BREAK ratio is high, you produce game physics involving solo target training, less swapping, and more of these hold cds until all-in cc-rotation+burst windows become active. This is synchronous play, whereas in e.g. TBC you had a lot of asynchronous play where people would stagger out (instead of stack) their abilities in order to do differential amounts of pressure to different targets at different times -- resulting in a different kind of outplay and win.
Very well put response. You bring up a lot of good points.