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by tautology, Level 22
Last updated at July 4, 2009, 2:01 pm
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The Problem: Armor is utterly useless. 2/5 melee classes/specs, DKs and Ret Paladins do at least 75% magical damage, rogues do about 30% (Poisons/bleeds) damage through armor, enhancement shamans are in about the same boat and it seems only warriors and ferals are the only ones left who are actually somewhat countered by armor.
JK ARMOR PEN. As usual Blizzard pulled the joke on everyone by buffing armor pen to such ridiculous levels that every ******* warrior and feral stacks it like there's no tommorow in both pve and pvp. What makes things even better is the afformentioned classes also often using the Grim Toll trinket, which makes a shaman something like a fully sundered priest for the duration of the proc.
Honestly, what's even the point of having different armor values if it's practically useless versus all the melee when more than a half don't even do that much physical damage, and the remainder stacks armor pen to counter it?

*This is how useful armor is in the game right now, class doesn't even matter*
The only solution I see my self is to make melee actually PHYSICAL again so classes like my shaman can survive for more than 20 seconds versus a warrior of same gear level instead of being a ****ty priest who falls over with something like 10% physical mitigation from armor (Hint, shamans have 50-51% physical mitigation with Furious level gear). Simply make player armor affect magical damage from melee classes only the same way it does to physical. This change wouldn't even hurt PvE as it would only be felt by players. Yes, I realize that Blizzard doesn't like different rules for the same game, but this getting out of control like Ret Paladins and Exorcism. In fact, you could leave Holy damage out of this equation to help Ret Paladins seeing how badly they are nerfed in 3.2 damage wise.
At the same time, nerf armor pen back into the ground, this kind of backwater stat should never be so powerful, especially when it helps destroy the already pointless use of armor in this game.
Making armor useful again would slow down the melee zerg train currently dominating every bracket, perhaps with the exception of RMP in 3s (although I bet combining all the different kinds of cleaves comes close to the same representation). If something isn't done soon, season 7 will be a repetition of season 6 with one step forward with the resil change and two steps back with the new season weapons (258 ilevel ohlol).
Thanks for reading, Izo out.

11 comments
knarox Jul 4, 2009 at 4:59 pm
+0 votes
Retri paladins aren't actually "nerfed" damage-wise in 3.2 though, the damage output is just less bursty but the consistant damage will be high (perhaps even higher than now).
Zeeek Jul 4, 2009 at 5:49 pm
+1 votes
There's not that large of a difference when gemming full armor pen to gemming full str. Point is, you would still die in seconds even if they nerfed arp.
Atth Jul 4, 2009 at 6:41 pm
+6 votes
Short answer no.
Long answer
Noooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo
Long answer
Noooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo
Bosco Jul 4, 2009 at 7:05 pm
+1 votes
Forgot to mention feral druid and their bleeds ignoring armor, also warrior bleeds too.
tautology Jul 4, 2009 at 8:11 pm
+1 votes
yeah but its only like 10% of total damage for warriors and like 20% for ferals
Rycho Jul 4, 2009 at 8:48 pm
+1 votes
so that physical dps classes can do good damage in pve while not being completely over-the-top on cloth in pvp (not that this really works)
syeren Jul 5, 2009 at 2:39 am
+2 votes
I love wearing mail armor, having a shield, and yet still being the most vulnerable of the healers to melee due to the fact armor (and my class in general) means **** :p
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