Long time no post. I've been taking breaks here and there. Rather burnt out at the moment on the Beta and my mind has been elsewhere.
Now last Build saw Blizz beat us half to death with a nerf bat; our burst damage was almost completely destroyed and our DoTs were nerfed to uselessness. Without the DoTs doing at least moderate damage (ala' a Warlock or Shadow Priest) they only exist for utility purposes to increase burst. But that was screwed too. What does that leave? Auto Attack white damage?
Yes, and that has been fine. With skills like Necrosis our white damage was actually ok. Tolerable at least. Even our specials didn't lose ALL of their burst, thanks to other nifty talents like Rage of Rivendare, Black Ice and Outbreak.
My experiences in PvP suffered with the changes however. Quite a few did. Tanking was not much better, due to the changes and some MAJOR bugs like Unholy Blight having a hidden 1 minute Cooldown....
SO! Wed comes around and their is a sudden patch going. Seems like a new Build! Yay! The problems will be addressed.
And they were, but not in a way anyone thought.
Our talents that help our abilities and white damage scale better? NERFED.
That "bug" giving Blight a 1 minute CD? INTENTIONAL
I can't understand the logic at the moment.
Ghostcrawler said fairly recently that they were afraid that giving Unholy 4 diseases was making them more powerful then other trees in regards to Abilities that scale with disease. And what is wrong with that? Frost has(actually had) burst potential through freeze/shatter combos. Blood had improved self regen. Diseases are our niche, one that in PvP requires very careful thinking. The logic is mind boggling.
To make it worse, this has even effected PvE. I've tanked twice since the total changes. Both times saw me losing aggro easily and having a hard time regaining it from our heavy hitters.
These changes are dissapointing.
Curious to see how DK's fare in PvP with resilience gear, I rolled a Premade on the new server, Murmur. The experience was very disheartening. Numbers were still abysmal compared to all other classes.
Speaking of Murmur, I need to address Wintergrasp.
Upon first hearing of the area I fantasized about toons drop podding from escort flyers, Keeps ablaze and all sorts of PvP goodness.
Again, Blizzard took my expectations and shattered them. Badly
The zone has no sense of realism. Instead of feeling like you are attacking a mighty keep, you feel like you're knocking down or simply removing lego walls from a four year old's plaything. There is no sense of organic PvP to be had. Everything rings with whimsy and, honestly, can't be taken really seriously. The idea was solid, but the execution was sloppy. Truely Blizz can learn from their newfound rivals over at EA Mythic.
Which brings me to a mild but pleasurable detour in my WoW PvP blog. Warhammer Online.
Now I have a long history with this license. Over 15 years in fact. My first job in fact was at a Games Workshop store, and I dare say it was the best fun I ever had in my working life. The lore is something I'm very familiar with.
My initial thoughts on the game were ones of dismissal. However slowly EA Mythic was able to clear those doubts away and draw me in. Here is PvP as it should be. Group play that is fun and World PvP that matters. I suggest everyone looking for a breath of fresh air try it out. This "WoW Ripoff" is anything but.
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