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New Feral Swiftness enough?
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385472
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129046
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Post by
MegaVolt
I think it's utterly stupid.
It's just so "dirty". The old shifting rules were clear and efficient. Everything had one way to work.
Now shifting sometimes does this, sometimes it does that, some abilites get another special thingy on top of them - just cut the crap already and give me back the old, universal, clear and simple shifting rules.
I'm not saying it won't be effective, it's just so incredibly annoying. Overcomplicating things like this is just bad game design. Way too much duct tape for my taste.
Post by
109094
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Post by
tuckmuck203
I think that ferals are very valid even now, so long as they have a dispeller. With this buff, they're going to be about as OP as frost mages, which is to say not very much but people are going to QQ about it a lot.
I think it's utterly stupid.
It's just so "dirty". The old shifting rules were clear and efficient. Everything had one way to work.
Now shifting sometimes does this, sometimes it does that, some abilites get another special thingy on top of them - just cut the crap already and give me back the old, universal, clear and simple shifting rules.
I'm not saying it won't be effective, it's just so incredibly annoying. Overcomplicating things like this is just bad game design. Way too much duct tape for my taste.
Translation: QQ I don't want root breakers on cooldowns like every other class! I want my old overpowered mechanic that they finally fixed!
Post by
MegaVolt
Translation: QQ I don't want root breakers on cooldowns like every other class! I want my old overpowered mechanic that they finally fixed!
I actually don't give a **** about PvP. I have Guild Wars for that. WoW PvP sucks anyway.
What I want is a "clean" game where things work according to rules that are as universal as possible. Having the same thing (shifting) behave in 20 billion different ways depending on the spec is just annoying.
It's the same fundamental problem as with the Shaman Flametongue "fix": Having it scale with spellpower for ele and resto and having it scale with attackpower for enhance.
It's just pointless. It's a duct tape style fix because the developer is either too lazy or too stupid to build a proper fix which is consistent with the basic game design (in this case: spell scaling).
As I said: It will probably fix the Druid PvP issues. But it is still bad game design, it's a duct tape bandage applied to another duct tape hotfix. And we all know what happens to quick and stupid fixes: They stay forever and screw up everything at least until the next expansion.
Additonally not everything that is unique is overpowered. Because of QQ like yours ("Oh they can do something my class can't do! Nerf it!") all classes move closer to each other, they become less unique. Why not remove classes from the game entirely? You obviously don't want them to have unique class defining abilities (like the Druids unique mobility) so what's the point anyway?
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129046
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Post by
Thunderbro
Both Stampeding Roars share the same CD.
Post by
109094
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Post by
Yunaleia
I think that ferals are very valid even now, so long as they have a dispeller. With this buff, they're going to be about as OP as frost mages, which is to say not very much but people are going to QQ about it a lot.
I think it's utterly stupid.
It's just so "dirty". The old shifting rules were clear and efficient. Everything had one way to work.
Now shifting sometimes does this, sometimes it does that, some abilites get another special thingy on top of them - just cut the crap already and give me back the old, universal, clear and simple shifting rules.
I'm not saying it won't be effective, it's just so incredibly annoying. Overcomplicating things like this is just bad game design. Way too much duct tape for my taste.
Translation: QQ I don't want root breakers on cooldowns like every other class! I want my old overpowered mechanic that they finally fixed!
Oh look a mage poster complaining about the ONLY SINGULAR counter that they USED to have in PvP, gtfo troll.
As
Mega
pointed out, this is a duct tape fix, or a bandage to cure a tumour. The root cause of the problem hasnt gone away, its simply less visible or easily bluffed by Blizz "Hey look we've done this you shuold be happy". Nu uh Mr Blizz! I think you'll find that the problem is still there, and the much despised "Hard Counter" you keep harping on about still exists. Blizz still being hypocritical since ... forever.
Mind you, there was a slight nerf to mage rooting affects but that still doesnt fix the entire problem of one class countering every melee (considering equal skill/gear) class going. Note how I added that little caveat in there before the "oh but good melee can beat bad mages" blah blah pull the other chain ...
Post by
129046
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Post by
260787
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129046
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Post by
pelf
Gosh nootaya. RFTA
:)
.
Post by
614479
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Post by
613020
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Post by
Gilean82
Any Feral PvP buff is a good thing.
Truthfully, the only classes I have rooting/kite issues with 1v1 would be ye olde Frost Mage and Resto Druids. This change will give me a chance to get some uptime on both, good enough for me.
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