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Reader Comments (Page 1 of 1)
2-10-2009 @ 7:36PM
-D said...
I used to safety queue other battlegrounds to help avoid pugs. Now I do it to avoid DK heavy pugs. Truth.
Especially in SoTA where several DKs casting Deathgrip can keep tanks from getting ANYWHERE.
Now that we're on the subject, Deathgrip pretty much screws over anyone who knows how to use terrain to their advantage. I hate fighting a DK when I'm playing my Hunter. Positioning is everything for a Hunter to succeed and they just take that away from me.
When I was doing dev work for a miniature gaming company we wrote "The Tenets of Good Game Design" .#1 Never design a spell, ability or effect that allows a player to move or control their opponent's miniatures.
So to me, Deathgrip is PURE 100% FAIL on the part of the devs. At the least it should NOT affect enemy players or vehicles. However it's fine for PVE.
Reply
2-10-2009 @ 7:46PM
Zul said...
I pvp as a resto shaman and ms warrior so I wouldn't know... But what you say actually seems legit. It would really screw over casters (and hunters). Unless they are always out of range (which is not the case).
Solution make Deathgrip bring the DK to the player... charge more or less. Also nerf there self healing, WTF is that.
2-10-2009 @ 10:01PM
jbodar said...
You are basically saying that every CC -- stun, snare, fear, mind control (!), knockback, sheep, etc. -- is "100% fail" as well. You can't just single out DG because it inconveniences ranged classes, as melees have to deal with the exact opposite effects. The question is whether PvP would be interesting if it was just damage vs healing.
I kinda think vehicles should be immune to all CC, but that might make them too unbalanced.
2-10-2009 @ 10:38PM
-D said...
I would argue that positioning and skill in moving intelligently is far harder than spamming a snare and then circle strafing someone to death. But I still won't put Death Grip in the same class as other forms of CC because Death Grip moves the target. It's an entirely different dynamic that throws up a big middle finger to people who have learned how to move as part of their tactical repertoire.
2-11-2009 @ 1:04AM
woofdog said...
"Now that we're on the subject, Deathgrip pretty much screws over anyone who knows how to use terrain to their advantage."
The spell is totally unbalanced and terrible for pvp; it unwrites pretty much all positioning tactics that existed previously. That, along with other issues noted here, clearly showcases a class that was only marginally vetted for pvp prior to release.
2-11-2009 @ 4:46AM
jbodar said...
Since when do Fear and MC not move the target? Not only that, but you lose control of your actions for more than the 1 sec Death Grip "jump". FTR, I play both melee and caster, I just find your rules pretty arbitrary. New mechanics are not automatically bad just because they make us adapt.
2-11-2009 @ 9:26AM
0bsessions said...
I have to agree with jbodar here. I find death grip relentlessly annoying, but it's by no means a broken ability. It's a very basic CC ability and a pretty logical counter to fear. Anyone crying about DG in PvP has probably not played many melee classes. Fear is a much more frustrating ability than DG is.
2-11-2009 @ 10:10AM
Kongo said...
You can't Death Grip siege vehicles.