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Re: More nerfs... and other changes.

Posted: Tue Jul 09, 2013 9:12 pm
by Quiv
OK so I assume it is a PVP balancing thing.

Well Counter Shot still locks out the school it interrupted. If you lock a resto druid out of nature, it isn't 100% locked down but 90-95% of its arsenal is based around nature spells. Lock a Hpaly out of holy and well there goes the vast majority of its spellbook.

I guess I don't see the appreciable difference between giving us a baseline 3 second 100% spell lockdown verses a 3 second 90-95% spell lockdown, at least not enough of a difference to warrant the shuck-n-jive they have been doing with Silencing shot. I'll take counter shot though, it really is no skin off my back.

Edit: I guess I can see a Fire mage still being able to use Frost nova as appreciable, but I cant imagine there are many useful (ie breaking PVP without it) off-school spells like Nova for classes. I can't see a shadow priest unable to cast a holy school spell for 3 seconds against an SV/BM hunter as game breaking. I also don't see why it is OK for Marks to lock a fire mage out of nova but it isn't ok for Survival, but I suppose thats a "big picture" thing that I don't have the perspective/scope to see.

Re: More nerfs... and other changes.

Posted: Tue Jul 09, 2013 9:59 pm
by Slickrock
Quivering wrote:OK so I assume it is a PVP balancing thing.

Well Counter Shot still locks out the school it interrupted. If you lock a resto druid out of nature, it isn't 100% locked down but 90-95% of its arsenal is based around nature spells. Lock a Hpaly out of holy and well there goes the vast majority of its spellbook.

I guess I don't see the appreciable difference between giving us a baseline 3 second 100% spell lockdown verses a 3 second 90-95% spell lockdown, at least not enough of a difference to warrant the shuck-n-jive they have been doing with Silencing shot. I'll take counter shot though, it really is no skin off my back.

Edit: I guess I can see a Fire mage still being able to use Frost nova as appreciable, but I cant imagine there are many useful (ie breaking PVP without it) off-school spells like Nova for classes. I can't see a shadow priest unable to cast a holy school spell for 3 seconds against an SV/BM hunter as game breaking. I also don't see why it is OK for Marks to lock a fire mage out of nova but it isn't ok for Survival, but I suppose thats a "big picture" thing that I don't have the perspective/scope to see.
As long as we can still tame the pets, and deal with Panderia rares...

Re: More nerfs... and other changes.

Posted: Tue Jul 09, 2013 10:09 pm
by Quiv
Slickrock wrote:As long as we can still tame the pets, and deal with Panderia rares...
Image

Re: More nerfs... and other changes.

Posted: Wed Jul 10, 2013 2:38 am
by Ariamodasu
Quivering wrote:OK so I assume it is a PVP balancing thing.

Well Counter Shot still locks out the school it interrupted. If you lock a resto druid out of nature, it isn't 100% locked down but 90-95% of its arsenal is based around nature spells. Lock a Hpaly out of holy and well there goes the vast majority of its spellbook.

I guess I don't see the appreciable difference between giving us a baseline 3 second 100% spell lockdown verses a 3 second 90-95% spell lockdown, at least not enough of a difference to warrant the shuck-n-jive they have been doing with Silencing shot. I'll take counter shot though, it really is no skin off my back.

Edit: I guess I can see a Fire mage still being able to use Frost nova as appreciable, but I cant imagine there are many useful (ie breaking PVP without it) off-school spells like Nova for classes. I can't see a shadow priest unable to cast a holy school spell for 3 seconds against an SV/BM hunter as game breaking. I also don't see why it is OK for Marks to lock a fire mage out of nova but it isn't ok for Survival, but I suppose thats a "big picture" thing that I don't have the perspective/scope to see.

Spell school locks are just a pain more than oh freaking hell run like a silence is, they won't stop you fighting though. The problem comes from if say something countered me while using Starsurge as that locks everything known to man down. Starsurge has a wonderful habit of backfiring on me for many reasons :)

Re: More nerfs... and other changes.

Posted: Wed Jul 10, 2013 2:46 am
by Nevish
Quivering wrote:
Slickrock wrote:As long as we can still tame the pets, and deal with Panderia rares...
Image
I just lost it at that image.

So semi-decent changes do happen when we all hold our breath? Hmmmm.

Re: More nerfs... and other changes.

Posted: Wed Jul 10, 2013 7:54 pm
by Ickabob
Nevish wrote:So semi-decent changes do happen when we all hold our breath? Hmmmm.
Or we raise hell like warlocks did. ;)

Re: More nerfs... and other changes.

Posted: Thu Jul 11, 2013 1:16 am
by Lisaara
Ickabob wrote:
Nevish wrote:So semi-decent changes do happen when we all hold our breath? Hmmmm.
Or we raise hell like warlocks did. ;)
Damn right!

Re: More nerfs... and other changes.

Posted: Thu Jul 11, 2013 2:21 am
by Silivren
Quivering wrote:
Slickrock wrote:As long as we can still tame the pets, and deal with Panderia rares...
Image
I have barely been following this discussion.. Now I will because Leo. /dreamy sigh..

Re: More nerfs... and other changes.

Posted: Thu Jul 11, 2013 3:57 pm
by Tunderbrew
Leo: the new spokesman for Hunters :3

Took a breather from the main forums for a bit. Any more Blue posts of interest pop up? I'm curious if they'll address our brez and heroism issues.

*Looks like charges for Deterrence and Disengage have made it on to PTR with the removal of Readiness. Here's to hoping offensive abilities will soon follow suit to give us rotation options. I understand the PvP rage over double BW, but this could be addressed with an ICD or debuff on the cc break element, as has been suggested numerous times*

Re: More nerfs... and other changes.

Posted: Tue Jul 16, 2013 7:10 pm
by Albain
Though it's been a long while since, many moons ago I'd been told via GM that the non-resetting cooldowns on rez and ancient hysteria was deliberate, because they're not meant to be quite as good as the normal versions brought by players.