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by Shadow772, Level 31
Last updated at August 30, 2008, 10:45 pm
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After playing in arena s1-s3 being very competitive (gladiator) every season (I barely play atm) it's hard not to notice various balancing issues, lack of skill, and RNG problems (as the majority of community is all aware about). While I know perfect balance is very far fetched I believe the following ideas will help to reach atleast a somewhat skilled based PvP MMO while reducing that RNG IWIN factor. I will not go into specific class balance because of the new 51 pointers being introduced, but I will offer RNG/skill cap improvements. Anyways enough rambling.
RNG Fixes
-One of the very first things that need to be reworked is all proc based talents (abilities/spells like nightfall, imp hamstring, blazing speed, mace stun, frostbite, etc) Into an activated ability with aprox a 45s-90s cd, getting lucky procs is not skillful.
-Stuns, interrupts (physical+magical), and cc abilities (frost nova, sheep, fear) should always land (ignores resists, dodge, parry, block, etc) while changing all stun and interrupt talents to reducing the durations of stuns or interrupt lock outs. A priest getting off a gheal when at low health because a kidney shot resisted and then the following kick was resisted is complete garbage and needs to removed from the game if you want to have any competitive pvp.
-Talents that grant spell push back resistance should all provide 100% immunity to push back (less rng the better).
-A smart dispelling system should be implemented to focus on the important buffs/debuffs. For example, the system they have mass dispel but for all dispels offensive and defensive.
-Dispel resistance talents need to be changed to reduces the amount of times offensively dispelled by 1. For example priest/shaman purge and cleanse dispels 2 buffs of the target with this change they will only be able to remove 1 per.
Skill Cap Improvements
-Lower GCD for all classes to 1 sec, rogues/cat druids to .75. For more fast interactive combat instead of GCD limiting combat atm.
-Remove all reactive instant cast abilities and spell interrupts off GCD (for example kick, pummel, CoS, IB, HoT etc).
And those are my thoughts let me know what you think.
WoW PvP forums: http://forums.worldofwarcraft.com/thread.html?topicId=9679952505&postId=96787224397&sid=1#0

As for the reduction in GCD, I'm going to have to object, Living in Australia with 200ms, it is already a pain playing. I don't want the entire game being defined by fast pased action that can really only be used to it's full potential if you have sub 100ms
Also, it seems allot of what you write is already getting addressed in wotlk, spell push back resistance has been changed to reduction and spell push back is only occurs on the first two hits you receive (both being 0.5s) as well as them somehow fixing RNG dispels (no idea how)
But Rogue Stunlock would be problem if there wouldn't be RNG.
as far as i know, even prot warriors cannot survive rogue stunlock if gear is about the same.
Ofcourse, none RNG game would be better, but RNG brings unplanned situations on 3on3 and 5on5 which can be used against enemy or need to be reacted immidiately to prevent death of your fellowmate.
If the games are going to be as fast as you state, stuns must last shorter.
Especially rogue stuns since stuns are so rape.
Although, I am not sure making the game faster is the right way to go.
Things last as much as now because game is designed around most classes having 1.5sec gcd.
I'm not sure if you ever played Fury, but Fury had shorter GCD than WoW.
They nerfed it to like 1.3sec or something(because newbies would get **** raped) and it was still a very fast game.
Not that I minded, it's just that if you change the GCD now, a lot of things must change imo.
However, for the most part, I agree.
Although, I do find dispells to be stronger than buffs.
Which is unsatisfying because I play a paladin and BoP, BoFs being immediately erased is a nightmare.
And really..that's all I have to enhance my partners as paladin other than healing..
I doubt this will go through because I remember in the past, a dev replied regarding the RNG issue.
He/she simply said, "game just wouldn't be as interesting without RNG."
And to some degree, I agree because I have such a thrill when I get a sexy windfury proc and see big numbers.
Do not lower the GCD.. GCD management is one of the harder things to master in the game. If you can do something useful every 1.5s on the dot you are demonstrating a pretty good handling and understanding of the game.
pretty much agree on reducing durations and effects rather than binary resists .. what about Imp hamstring rooting for 3 seconds when you first apply string, but not when you refresh it. subject to diminishing returns.
Oh, I lied. Took one glimpse at the "RNG fixes", and laughed.
fixed. now, shut the fuk up carebear
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