Blood Sport: Drain Mana's removal and its impact on arena
I was originally going to write this week's Blood Sport on the myriad of PvP changes on the PTR. However, I found myself writing a large amount about one subject, so much that it deserves its own post. Warlocks are losing Drain Mana in Patch 4.0.6. I'll get to the other changes some time soon (Blizzard is still not finished releasing changes at the moment). To summarize what is about to be a very long post, I don't agree with this philosophy.
No sir, not one bit.
We are probably going to remove Drain Mana from warlocks. It is incredibly situational in PvE but causes problems in PvP. This might mean we need to evaluate Mana Burn as well.
I'd like to know what kind of problems Ghostcrawler is referring to. I don't know anyone who thinks Drain Mana is an incredibly powerful ability right now. Does it shorten games? Sure. That's the intended effect -- or so I thought, anyway.
More win conditions usually means more fun
Removing Drain Mana from warlocks brings us one step closer to dropping another dynamic completely out of PvP. If anything, Blizzard should be giving mana-draining abilities to more classes. If arena had 10 different ways to win, it would be far more enjoyable and skill-oriented than only having a single win condition.
The more ways there are to win a game, the more interesting the game is. What if you could only checkmate an opposing king with a queen? What if there were only one entrance to the bases of Warsong Gulch? I suspect these games would become far more shallow.
The Burning Crusade PvP was interesting because there were lots of different ways to win. In Seasons 1-4, a team could win via many strategies ...
- crowd control an opponent until an enemy dies
- apply steady pressure to each enemy on the opposing side until one eventually dies
- tunnel-vision the weakest member of the opposing team
- employ high bursts of damage in switches
- OOM an opponent by using Drain Mana, Viper Sting, Mana Burn, etc.
The primary culprit that made Wrath of the Lich King PvP much more linear and far more boring than The Burning Crusade PvP was that there was only one way to win the vast majority of games: burst the other team down before they killed you. You often couldn't win using any other strategy. In Wrath of the Lich King, burst was king.
By taking Drain Mana out of the game, Blizzard is one step closer to removing an entire dynamic from arena, one that has been not only historically important to the game, but one that diversifies battles. Removing Drain Mana makes arena more linear and arguably much more shallow and boring.
Think about if we couldn't resurrect players in arena -- it would take an entire dynamic out of the game (and some pretty epic stories with it). Mana draining is just another way to win the game, and it's a very unique way to win -- moreover, it's an easy knob to tweak (instead of just removing it entirely).

Do mana-draining abilities punish healers who get low on mana early? Sure. I thought Cataclysm PvP was supposed to be about healers not having infinite mana and being punished for going OOM. Instead of removing Drain Mana entirely, Blizzard can always just adjust the numbers. Mana-draining abilities could be made 50% worse or something so they're not as powerful. Taking Mana Drain away from warlocks is just poor foresight.
On that note, Drain Mana is just not that powerful. I play a warlock as my main, so perhaps I'm a bit biased. However, we've only won a handful of 3v3 games because of Drain Mana. Removing the spell will make warlock-healer teams nearly unplayable in 2v2. The only way an affliction warlock can win at the moment in 2v2 is to drain mana.
Warlocks aren't even good in 2v2 at the moment (and 2v2 is arguably the PvP sector where Drain Mana really shines), so I don't understand why Drain Mana is "causing problems." If the problem is 2v2 to begin with, the answer is to drain mana faster so games don't take as long, not completely remove a way to oom a healer. It seems very backwards.
Blizzard has corrected poor warlock design before it has hit live realms in the past. Some of you might remember the great Life Tap nerf of Wrath of the Lich King beta. Life Tap cost something like four times as much health as it currently does and only refunded half the mana. This was a very, very poor decision on Blizzard's part -- energy resource mechanics shouldn't be a burden to the player, and warlocks arguably already had the worst energy resource mechanic in the game.
Moreover, if I recall correctly, rated battlegrounds were supposed to be the focus of Cataclysm PvP balance. If you're casting Drain Mana in battlegrounds, you're probably doing it very, very wrong.
Draining enemy DPS
If draining opposing DPS is a problem, that's a problem with the opposing DPS's mana regeneration, not Drain Mana. I've been advocating for a long time for huge mana buffs for DPS mana users like shadow priests, mages, boomkins, etc. They should rarely (if ever) run out of mana. OOMing opposing healers is necessary to win many arena matches; not being able to DPS is absolutely stupid.
That's why the Life Tap change back in Wrath beta was so poorly thought out -- warlocks were being penalized by a resource mechanic. I've heard tons of times that "warlocks are the only mana class in the game with infinite mana." That's not even true technically, let alone what happens practically. Warlocks drain their healers' mana quicker by life tapping (and sacrificing DPS by using a global cooldown). That's the opposite of what you want to be doing in arena.
Energy resources are a giant deal in arena, way more than most people realize. An important reason warriors, rogues, and warlocks did so well in The Burning Crusade is because they had infinite resource mechanics. They never ran out of mana -- they never stopped working. Restoration druids were really good for largely the same reason; they were hard to force OOM with their heals all being incredibly efficient (in addition to other reasons).
If I had my way, mages, shadow priests, boomkins, and other DPS spellcasters would never run out of mana. Mana-using DPS classes are balanced with the idea that they will never run out of mana in mind -- why don't we just make that an actuality? That way, it would be absolutely pointless to Drain Mana any of them, and it would be better spent where it is supposed to be spent: on healers.
The difference between Drain Mana and Viper Sting
Viper Sting was removed from hunters because certain classes had a difficult time dealing with it (priests). Viper Sting also took little to no damage or time sacrifice from the hunter. Drain Mana can now be dispelled by all four healing classes and puts the warlock at risk of having his shadow school locked out, as well as a damage, time, and position commitment. (The warlock has to stay in one place while channeling.)
While I would like to see some form of mana-draining capability given to hunters in the future, Viper Sting is not the best option unless it were changed to be removable by all healers and more sacrifice were given up by the hunter for it.
Listening Music: Passion Pit with "Sleepyhead." This song reminds me of a Pogo song that uses nothing but sounds from Alice in Wonderland. Both are pretty awesome.
Want to ascend the arena ladders faster than a fireman playing Donkey Kong? We'll steer you to victory with the best arena addons and let you in on some rank 1 gladiator PvP secrets. If you're looking for the inside line on battlegrounds and world PvP, read The Art of War(craft). Filed under: Analysis / Opinion, PvP, Blood Sport (Arena PvP)






Reader Comments (Page 1 of 5)
dyloniusfunk Jan 11th 2011 8:03PM
Yet another example of lolarena screwing with PVE Can't wait to see what kind of nerfs disc will get this expansion so i can just spend my time focusing on my hunter.
Nick S Jan 11th 2011 8:35PM
Who uses Drain Mana in PvE?
Hail Jan 11th 2011 8:48PM
Discs suck in pvp
K.B. Jan 11th 2011 8:09PM
Translation: We want to make sure Warlocks suck in PvP. Fear is useless, now drain mana, they keep cutting our dps so it's lower than a lvl1 gnome bard. It's why I have abandoned the class, which seems to be what they want people to do. Warlock = squishy target.
Nick S Jan 11th 2011 8:36PM
Warlocks remain one of the stronger classes in PvP at the moment. Not as broken as some (ahem cute kitties, looking at you) but still good.
SR Jan 11th 2011 10:38PM
Squishy target... like a mushroom?
http://www.youtube.com/watch?v=YJWeWMKfa3g
Baba Jan 12th 2011 6:24AM
This sucks, Drain Mana was the best tool in my arsenal when a healer has got low mana and resorts to running around pillars like a bitch.
They've lost already, Drain Mana just reduces the time a druid can piss us all off for.
Stardusted Jan 11th 2011 8:10PM
Having never done much arena, it is hard for me to feel too invested in this subject. Still, you made a rather compelling argument, so I can't really refute your point of view.
However, my Shaman has a story to tell you about a little thing called a Sentry Totem that never harmed anything at all.
Point being....they have removed things for a varied amount of reasons, whether they were harmless or game-breaking. I've read more compelling arguments for keeping certain abilities than the reasons given by Blizzard for removing them, rarely did it seem to matter. I feel for you, and so does my Sentry Totem.
Spider Jan 11th 2011 10:54PM
Eyes of the Beast, for hunters, comes to mind. =/
Sure, some may argue the usefulness of it, but to remove it altogether was absolutely unnecessary. It was perfect to utilize in situations where you needed your pet to jump off a cliff quickly before you did, much faster than dismissing and recalling.
Most of all it was just a FUN, flavor ability that did no harm and I was royally peeved when they took it away. ;_;
Quiz Jan 11th 2011 8:15PM
I disagree. Mana drain is ridiculously OP, especially for Affliction warlocks. Dot em up with a UA, fear, and drain away, repeat, repeat until the DRs kick in.
At least you had the balls to admit your main is a warlock. No one likes getting hit with the nerfbat, but you should have saved this qq for a lock column. There are so many upcoming pvp changes, this single one is no more or less significant (other than the fact that it's happening to the class you play).
Spellotape Jan 11th 2011 8:59PM
Given that this column frequently focuses on different classes I am not sure why focusing on a warlock issue for one day is that big of a deal ...
Rai Jan 11th 2011 9:08PM
Mr. Moore, how dare you write an informative article on a subject you care about. Shame on you, sir.
Nadril Jan 11th 2011 9:47PM
Yeah except you forgot the part where a healer goes
dispel > dispel > dispel > dispel (all while running around a pillar) > dispel (also while hardly going down in mana).
C.Christian.Moore Jan 12th 2011 2:04AM
Quiz,
While it's true this column usually talks about arena at-large, patch notes are upon us. As I mentioned in the article, I was going to write about everything in the patch notes but two things came up.
First, the patch notes keep changing. I actually wrote about how Unstable Affliction would work perfectly at 4 seconds instead of 5 or 3. Turns out they changed it before that article would have went live.
Second, mana drains are important to arena. It's another strategy that adds complexity to the game. I thought it was a topic deserving of its own post, you're very welcome to disagree.
C. Christian Moore
Contributing Editor
wow.joystiq.com
Booyah Jan 11th 2011 8:17PM
they are ruining the game so we all going play diablo 3 and WoW 2.
i think warriors and dk's dont have enough abilities to heal yet. I wish they get an instant hot, that gives 150% hp over 5secs, and 50%hp increase.
Andostre Jan 11th 2011 8:31PM
I feel pretty confident that if Blizzard wanted people to stop playing WoW in the hopes that we would play Diablo 3 or "WoW 2," they would just shut down WoW.
zainwolf Jan 11th 2011 10:43PM
Yeah if I produced a game with over 12 million subscribers, making me incredibly wealthy... I'd get sick of it and do everything I could to break it and drive people away. Especially warlocks.
;-)
Good_Idea Jan 18th 2011 2:18PM
Rogue and lock heal self-healing is much greater than DK/warrior healing. If you want complain, complain about rogues.
oowxam Jan 11th 2011 8:25PM
This post made me think again, I was pretty callous about checking the challenges until I hopped on the forums the other day (Lock Changes), and now that I think about it, drain mana was never mentioned in complaints or responses.
Taking away my detect demons, detect invisibility, kinda annoyed me.
Now that I think about this more and read your article, the drain mana change DOES make the game more shallow. I was thinking under the mentality of "how normal arena is supposed to be" previously, but I now realize what a mistake I was making, as I should have thought "how great arena can be".
Plus, love the song. And Alice (Upular Too).
Snuzzle Jan 11th 2011 9:03PM
I think it's less likely that mana drain was taken away mainly because of PVP, and more likely that ti was taken away because it's simply one of those abilities that you hardly ever use. I'd bet most locks don't even have it on their bars.
See also: Sentry totem, Aspect of the Monkey, Aspect of the Beast, Amplify and Dampen Magic, Detect Invis, Anesthetic Poison, I could go on.
The point is, yes. Blizzard is simplifying the game by removing spells and abilities that are incredibly situational. As I understand it, you must be an Afflic lock who PVPs and using it against the healer (so no double-DPS teams) in PVP.
That sound like exactly the kind of ability they'd want to remove.