Saturday, April 5, 2008

The Real Reason Alliance Loses So Much in PVP

After much thought and play, I think I have finally figured out why the Alliance generally loses in battlegrounds other than Alerac Valley. It's the healing.

The last few days on my mage, I've noticed how rarely the alliance has any healers in a battleground while horde teams generally have 2 or 3 good ones. The combo of burst healing and burst damage is unstoppable in Arathi Basin or Eye of the Storm. Over the last week playing against the horde, I've encountered numerous talented resto druids, priests, shamans, and holy paladins. While my alliance teams may have the occasional priest or paladin. Usually no healers at all.

As to why this is the situation? I don't have answer to that.

Feature Overload

Just another quick thought after my last post. I'm beginning to think that World or Warcraft is getting way too complicated. The developers keep adding more and more spells and abilities and I think it is ruining the game. On some classes there are hardly enough button bars to hold all the spells available. Does this really help the game? Does every class need a ranged attack? Every class a root? A stun?

Why not pally bubbles for all? I joke, but we are definitely headed that way. Mages can now frost block. Rogues have cloak of shadows. Will druids get a petrified tree spell?

I think a lot of this stuff came out of the fact that Warlock dots were overpowered in PVP. It would have been easier just to nerf the the dots.

Rogues are melee right?

I should explain. I just got my Mage to level 70 and I have been PVPing to get him some gear upgrades. Now I originally did a lot of twinking on this toon at level 29 and level 39. At that level, rogue and mage fights tend to be pretty even. Even if you were to beat a rogue, usually you would have to spend all your mana and would not have a lot of health left. But it would be a straight ranged vs melee fight. They are trying to close on you. You are trying to stay away from them.

But one abilitiy added to rogues really annoys me: Deadly Throw

As a mage, to win in a duel with melee, keeping distance on them is key. Deadly throw is a ranged ability that does 2 to 3k damage (at least that typically what I get hit for) and reduces my movement speed by 50% for 6 seconds. Plus it has a freaking 30 yard range! I'm sorry this is just ridiculous. I thought rogues are supposed to be a "melee" class? What does this have to do with melee? I understand melee clases need a way to pull mobs. But should warriors be able to use a bow like a hunter?

To add balance back to the game I think mages need an ability I would like to call, "ferocious blow". This ability will be an instant cast available every minute that does the damage of all your +dmg and the damage from your most powerful damage spell.
That way we can close in for the kill!!! ;-)

Between the stuns, poisons, blinds, and sprints, rogues should have no problem closing on clothies. Why do they need some sort of completely overpowered ranged ability? Please leave the melee classes melee and the ranged classes ranged.

As soon as I get Attilla geared up, I'm gonna get on my bear tank and go do some rogue hunting. That way they can feel my pain. :)