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7-05-2011 @ 10:57AM
I have to admit I have a certain affection for specs that are far more complicated than they need to be and require three times as many buttons and five times as much thought as others to achieve the same results. My main specs for each role are holy priest, destro lock, and blood DK - that should say something. I'm actually good at "complex" and really bad at "simple."That said, there are problems with Blood. It's not necessarily the level of complexity. I wouldn't want it dumbed down any more than I want my priest or lock dumbed down - keep the buttons, please. The issue is the implementation - it doesn't flow. You're constantly fighting with yourself. It's mostly in the resource system. Other specs that have complex play and a lot of actively interacting mechanics are relatively free with resources and cooldowns. Looking at other specs, you see the tightest resource management and timing requirements on specs that have relatively low complexity otherwise, like holy paladins and arcane mages. On well-designed high-complexity classes like holy priests and destro locks where you're juggling a lot of abilities competing for your GCDs, for the most part, your abilities are available on CD, and you'll have the resources to use them without playing any side-games - the goal is simply to get the right ones off at the right times.But Blood is playing a resource game more complex and RNG-based than any other spec's in the entire game at the same time as it's playing an active mitigation game. Threat and mitigation compete for both resources and GCDs. Your threat can essentially put your primary mitigation on CD. Refreshing a secondary form of mitigation puts the primary form on CD. Refreshing a third form of mitigation interferes with the RNG-based availability of the first form. It's just...frustrating. Even thinking about it is exhausting. My priest is just as complicated, in theory, but Holy abilities work *with* each other; Blood abilities work *against* each other.
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