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12-27-2010 @ 10:15PM
"Given that they are already hard to root, snare, or polymorph, we think the fear immunity from Berserk is too much."I hope he means in PvP, which is fine. The last time I was Feared into a pack of mobs while Berserk was on cooldown I almost threw my keyboard across the room...
12-27-2010 @ 10:49PM
This. A thousand times, this. If you remove PVE Fear Immunity from Berserk, then it's really only useful when tanking multiple mobs (and then only if you're sure you won't break CC with a poorly placed Mangle)But wait...wasn't the whole design of this expansion supposed to get us away from multi-tanking?
12-28-2010 @ 12:06AM
GC has always refused to see the need to put a dividing wall between PvE and PvP. He could solve every PvP balance problem simply by letting certain talents behave differently in PvE and PvP. This is as simple as having the abilities work differently while the PvP flag is on, and reverting them back when it's off. As long as GC insists on stupidly going down the road of globally nerfing talents designed for one aspect of the game to "balance" the other, players are going to be unhappy about it.
12-28-2010 @ 1:29AM
@ Big Shoe"This is as simple as having the abilities work differently while the PvP flag is on, and reverting them back when it's off."what.And then every player on every PvP realm got screwed by always having their PvP flag up.
12-28-2010 @ 2:48AM
@Big Shoe:"This is as simple as having the abilities work differently while the PvP flag is on, and reverting them back when it's off."1: Smarter people than us have stated many times that it's actually not simple in regards to WoW's tech or for the end user.2: It screws with people on PvP servers.3: It's been stated many Blues that they do NOT want abilities to work this way.4: No.
12-28-2010 @ 9:04AM
@ Avan:Sorry, my comments were meant to apply to arena and battlegrounds, not PvP servers where players are flagged in the open world. Having PvP rules apply in select areas (BGs, arena, and zones like Tol Barad) while normal PvE rules apply in all other areas is a better workaround than globally nerfing PvE talents to facilitate PvP. Offensive abilities can be tweaked to function differently against mobs than they do against other players (as many already have been), but PvE utility powers like survival cooldowns and the pre-nerf Warbringer are tricky to balance for PvP without nerfing them into oblivion. Rob Pardo, the lead designer of World of Warcraft, has been quoted as saying that arena was a bad decision for the game because of all the balancing issues it created. I can certainly see his point!
12-28-2010 @ 1:16PM
@Avan: I can completely see your point and agree with you 100%. I have suggested this mechanic a lot of times and even got the same robotic response: it's a lot of work technically and screw up PvP realms.... this might be true is you KEEP THINKING GLOBALLY. No, the idea is making talents/abilities behave differently in Arena, BGs and conflict zones. Casual world PvP is not the same (that is, the enemy you find on your way to a mining node), it is not competitive like Arena or BGs so it doesn't matter if there are PvE rules in place. On the other hand, if you like to play on a PvP realm I don't see the problem on sticking to PvP rules everywhere while using PvE rules on raids and dungeons.That might be a lot of work, yes. But that would be at first. Then they would only have to tweak here and there for PvP mechanics without screwing PvE mechanics. How many times have Blizzard completely redesigned a talent/skill because it has gone out of balance?
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