Foot in mouth.
I'm not sure why it posted it as if I quoted an entire post from Intrest but this is not the case. Intrest stated "It's called attempting to make Frost viable in PvE." The rest was me.
Very interesting in depth view, love the thinking made here! I guess they'll continue to string us along till they get it right, which I can't imagine it so far with making the spec simple without having differences in PvE and PvP content :)
This GC blog is brought to you by the letters F, A, I, and L. He practically says that their solution to a problem is to create another problem. He even gives generic examples. I like his resolve though, in that if the ultimate solution to fixing all of the balancing issues is to go back to the beginning and redesign everything (which in my opinion is the best solution) they'd rather tough all of it out until later.
Hi GC.by inself, this will not fix all problems. there should be no interupts, but how can u stop caster dealing damage(rooted melee = no damage)1. silence + new effect instead of interupts, so casting spells can be stoped(prevented,..) same way as instants. Then reduce instant spell damage, so players would rather use noninstant.2. More abilities against spell damage. When "if" was denied in macros, it was cos blizzard want player to choose what spell and when to use. So players should have more ways how to react against spells. not only to cancel them with silence or interupt. as physical attack can be parried, dodged, blocked, some arsenal again spell should exist also. Remake resistance or add new mechanics like reducing magic effects, absorbs, reflecting, redirect incoming heal from enemy on you or revert heal to dmg - new aspects will revive game.(wind shear not interupting but lowering dmg/heal on NEXT spell(also affect instant),grounding totem + something new with long CD)(taste for blood(wotlk) effect which reduced next spell by 25 %, Warrior have spell reflect, pummel should be silence with long CD.)No interupts in game : no fear to cast 2s and be interupted and locked for X more sec, only because using noninstant. Its corrupted.Some spells should have different effects on player and non-player target. (Colossus Smash on PTR) I think it will help balancing a lot.IF there are some spells not affecting/trigering GCD, why rest of them trigger exactly 1,5s ? I like in PTR :"Improved Hamstring now reduces the global cooldown on Hamstring by 0.5/1 seconds in addition to its current effects." There should be more effects like this, also there should be some to increase GCD also. In pvp its necessary to move so in Cataclysm was added talents which "Allows you to cast spell while moving." which is also good.but you should consider mechanism like " XspellX can be casted as instant but triger longer GCD" . Each spell :cooldown, casting time, global cooldown trigered.(As example, brain freeze: its should triger longer GCD when used. or probably whole proc on FireBall replaced with this effect, so u can cast FireBall instantly anytime when moving but (as frost talented) damage is lower and with 2 or 2,5s GCD, so u should cast frost spells to root or to do heavy damage. so this will be only used if frost spells are on CD and u still need to move.)
The way I see it, I sense that Blizzard is trying to make every one strong, and have an equal chance as the other guy, but at the same time, trying to be different all together. The thing I hear the most in the game is "oh that huntard or frosty is op! we demand a nerf!". The thing about this, yes, most hunters and mages are stronger then the other classes, and right so!When you come to think about it, this is a very good thing. And you ask me why. The reason is, because we are different.You dont expect a Afflock pull the same amount of dps as a fiery mage, or a ret pally as a fury warrior. The idea behind this, its because each class is different. One class is stronger then the other class. For example, sure that fiery mage is pulling alot of dps, and doing some interrupt once in awhile, but guess what, that afflock has 3 different CC (Fear, Banish, Seduce if running succubus), and Spell Lock if running a Fel Hunter. As well, its more mobile to move out of the fire well the fiery mage might stand in the fire seconds longer then the lock just to cast a spell.Each class has its own abilities in its own unique way of things, making the game oh so more interesting! I never heard of a game where every one has to be the same and if u dont do the same as me, you are a bad player, I think Blizzard wants to avoid that all completely.
Strictly speaking on the Elemental Shaman situation -Bring back the "old" Lava Flows Shock CD reduction. Only this time, make it so that it lowers the CD of ALL Shocks to 3-sec, not just Flame Shock.On the subject of a "3rd PVP Spec",I think the term "PVP Spec" is what's throwing people off... What people REALLY mean is for Blizzard to have ABILITIES do 2 different things depending on whether or not it's PVP or PVE. Hence their response some time ago about how this would be a tooltip nightmare. Also, how do you treat world PVP, where both PVE & PVP are often one and the same?Right now a couple of abilities have dual-functionality and it's quite easy for them to do it with 1 or 2 of them at a time, per character (think Colossus Smash and Bloodlust/ Heroism in PVP vs PVE). However when you start to ask them to do it for EVERY ability in the game, it's just unreasonable.
I think the problem might be this:Going from the 51 point trees (with a point per level) to the 31 point (per 2) Blizz shortened the trees and consolidated them. This caused a lot of PvP and PvE talents and abilities to be lumped together. This has resulted in the issue of balancing talents and abilities between PvE and PvP and their roles in the two styles of playing. One fair solution I can think of is to broaden the talent trees, which would split consolidated talents and abilities.Ideally, splitting PvE and PvP talents and abilities into different talents would allow certain necessary bonuses for (in this example) melee interrupts for PvE talents/abilities to still be available to PvE players, while making them harder to access for PvP players (i.e. interrupts naturally have a longer cooldown but certain PvE designated talents reduce this cooldown; if a player wanted to invest in both of these previously consolidated talents/abilities for PvP, they would need to sacrifice a point somewhere else in their build). Of course, it would take some work on the devs part to re-balance the new trees and abilities, but hey, it's not like trees and abilities haven't been re-structured before. Also, I would hope that this would also build to variance in the trees which are played (as opposed to the 2 or 3 points difference between PvE and PvP specs in a fair number of trees).On the other hand, we may have already seen this in the massive trees in WotLK... or on the other other hand, I could just be totally off my rocker... probably the latter.
just give all casters a on the run cast spell and the melee a bit of a range intterupt (if they dont already have that).
i still dont like ghostcrawler