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3-26-2011 @ 5:55PM
PvP in general has evolved to rely too much on control. There's too much CC, and too many counters for counters across the board. The same reason Frost "can't" be a viable raid spec is the exact same reason Sub Rogues can't really work too well either.Still, since both specs are about control taking that part away from them would lessen the feel of what the talent trees are for. I see 2 ways of working for a solution here.1) Make PvP less about CC.This would streamline PvP quite a bit, but also make it potentially rather boring.2) Diminishing returns on more effects for PvP.CC effects need not have DR for PvE, but for PvP it's essential. Utility for raids, while making CC less effective, meaning higher skill cap in general.
3-26-2011 @ 6:41PM
You don't want PvP to be about control. So, what, you want to turn it into two people just hammering on each other until one of them falls over? You wouldn't even need to play. Just plug both teams into a sim and whoever has the biggest numbers wins.
3-27-2011 @ 9:25AM
@SleutelI did actually say: "This would streamline PvP quite a bit, but also make it potentially rather boring." Please, try to read the whole text before jumping to conclusions.The obvious way is to go with Diminishing Returns on many different control or debuff effects. This would require you to think about how to chain the effects for maximum effect, while also leave players able to actually fight back. In general though, the arms race for the most CC effects has gone too far. It doesn't necessarily add anything fun to the game. There needs to be a balance with timing your attacks for good damage and controlling your target to survive. Atm I think we are getting closer to that, but there's still many things to work out.
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