Cataclysm announcements are coming hard and fast, which is bloody fantastic. The beta has got to be dropping forthwith, just in time for me to ignore it completely. (Final exams, if you were wondering. Which you probably weren’t, but hey, I told you anyway because my primary hobby is putting douche into bags for your convenience.)
So let’s talk for a bit about the new dispel mechanics. Essentially, these are they:
- All healers, and only healers, have defensive magic dispels
- All dispels cost significantly more than they do now
- Fire and forget dispels are being removed
- You can waste GCDs and mana on dispels
And now I shall elaborate on those in reverse order, just to switch things up.
First, in our current WoW, you can hammer your dispel button as much as you want. The dispel won’t fire until there is actually something to dispel. This is changing, so that when you press dispel, it fires. If there is something that can be dispelled, it dispels it, if not, you just wasted a GCD and a bunch of mana.
Good change with no downside. Dispelling is thus a decision with ramifications for failure. Hopefully this will apply to the offensive dispels like Spellsteal and Purge as well.
Second, the death of fire and forget dispels. Things like Abolish Poison/Disease and Cleansing Totem are dying a much deserved death. These abilities have been such a massive headache, allowing, for example, things like shamans being able to completely shut down death knights with barely any effort. How many feral druids do you know who liked having their primary snare effect totally nullified by a priest pushing a single button every twelve seconds or so?
Again, good change with no downside. Brainless play should not get good results, though what choice do we have when the only course of action we have is something that could be done just as effectively by throwing a cat at your keyboard?
Rewarding intelligent play, punishing brainless play, and removing any possibility of great success with little to no effort is a fantastic thing.
Consider the differences between a paladin’s Cleanse ability and things like Abolish Poison. A druid can fire Abolish Poison on itself, and then forget about it completely until it (perhaps) needs to be refreshed later. Pushing a single button, then, will effectively take care of multiple poisons for a very lengthy amount of time. The paladin, however, can only cleanse a single poison at a time, and thus must manually cleanse them all rather than letting an automated buff do it for them.
All defensive dispelling is going to follow the paladin’s example in Cataclysm. An excellent paradigm that arena junkies have been calling for since, I dunno, season two?
Related to that is the massively increased cost to dispels. Or at least, I hope it’s massive. Relatively speaking, anyway.
Dispels currently cost nearly nothing to use. A tiny handful of mana, barely noticed, and a GCD, that’s it. The mana cost definitely should be more restrictive, again so as to reward clever play rather than mindless spamming of a button or two. Perhaps not as restrictive as the old TBC spellsteal, but at least up there with the current edition of spellsteal. It shouldn’t be costing you, say, 10% of your entire mana pool every time you hit a dispel, but spamming the thing should definitely be noticeable.
And finally, giving all healers a defensive magic dispel, and only for those actually specced deep into their respective healing trees (except, from what I can garner, shadow priests, who can still dispel magic defensively even in shadowform, but not diseases for whatever reason), sets a whole new paradigm shift that I approve of, though with great reserve.
I mentioned in a previous post that by giving defensive cooldowns to everyone, it made target switching inefficient. If all defensive cooldowns came from a single source, namely the healer, then target switching would be much more viable.
A defensive magic dispel is, essentially, a defensive cooldown, and a really good one at that. It can negate a DKs scaling damage, prevent warlocks from using Conflagrate, shut down a mages crowd control, and so on and so forth. By restricting this ability to healers, it puts all that power into one hand and one hand only.
Take an average 3v3 team. You have two DPS guys and a healy guy. Which one do you crowd control? Why, the healy guy of course! He’s the only one who can remove CC effects, so trying to control one of the DPS guys is a waste of time and resources.
This, to me, feels like getting the healer controlled and unable to dispel is going to trump any efforts otherwise. Maybe I’m jumping at shadows, but this feels as if the current situation of healers being chain CCd forever is only going to get worse. Perhaps “worse” is the wrong turn of phrase. “More pronounced”, there we go.
And thus, with healers locked down so much, classes of any spec are going to need more abilities and utilities to survive on their own for longer periods of time. Or, we’re going to see any class that doesn’t have a strong CC dumped in favour of one that does. Or we’re going to see more utility abilities (such as a paladin’s Divine Sacrifice, aka Raid Wall) introduced to counter the effects of CC. Or a rise in triple DPS, because why even bring a healer if they never get to do anything?
As an aside, this is also interesting news for those ret and prot paladins still rocking out there. Both of those specs are losing the ability to dispel defensive magic, losing a huge amount of utility and one of their few gap closers.
Look at it from a ret pally’s perspective. Their defensive dispel is one of their strongest defensive abilities, and along with hand of freedom is the primary reason they are brought into arenas and their primary gap closing ability. Losing that is a huge blow to their utility, mobility, and defensive ability.
Thus, the paladin must be provided with alternative options in order to compete. Are ret and prot pallies finally going to become a proper melee class? Here’s hoping they do.
Back to the main topic. Time to bash RNG again.
So, with these new dispel options all being manual, costly, rewards-intelligence-punishes-stupid dispels, I say this is only half of the overhaul needed. In addition to dispelling being consequential, it also needs to have RNG removed from it entirely. RNG has its place, but the game if dispelling is not it.
All of those “30% chance to resist dispels” and so forth need to be removed from the game, never to be seen again. In return, what we need are more things like Pain Suppression and a DKs 100% dispel protection from Unholy Blight.
The goal then would be that every single time you hit dispel, you dispel something. Guaranteed. However, the enemy could use an ability of their own in order to prevent that dispel from being effective. Things like:
- Discipline Priests: when you cast Power Word: Shield on someone, they are immune to all dispels for the next five seconds.
- Discipline Priests: Pain Suppression now provides 100% dispel immunity.
- Druids (all specs): Barkskin now provides complete dispel immunity while active.
- Mages: Arcane Potency can now be consumed by Polymorph, however this Polymorph cannot be dispelled (trinkets and immunities still work). You can then PoM+Poly, and that Poly will be undispellable.
You get the idea.
Various spells, then, would either always be dispelled or never dispelled. There’s no RNG to it, at least in the act of dispelling. This would open up a whole new avenue of buff and debuff play for PvP. Random chance on something so critical as this is just no good for the overall health of PvP.
http://forums.worldofwarcraft.com/thread.html?topicId=24038610691&postId=240364595977&sid=1
Look at the 4th bullet from the top in the blue post: Talents that decrease chance to dispel buffs are being removed. Other things in the post are also things you might want to update this post about (for example, druids can be polymorphed).
Have not seen that post before. Thanks for the link!
Able to polymorph druids… about time, I say.
This revamp of dispell mechanics is starting to sound as if it will create more problems, at least for us healers. I’m all for arena balance, but when a heal’s mana pool is low as is, and mana costs are increased… as you mentioned, the restriction of dispelling to healers will put a big, shiny ‘Zerg my cloth-wearing a**’ sign above us. A successful team will then need more movement and more babysitting the healer. As for raiding, they put us in an awkward position. Will we have to waste mana dispelling, or waste it healing? Either way, mana management will be a bigger factor come Cata
It almost feels like they want to shift the focus away from healers a bit. Yes, healers can heal, and they can dispel magic defensively, but it seems like they’re gradually shifting everything else away.
They’ve been adding defensive cooldowns and utility to various classes that have never had such things, and even rogues can heal themselves now.
While I don’t necessarily disagree with the direction the dispelling is going, I hate the fact that this is clearly Blizzard focusing game changes on Arena again.
The dispel game desperately needed changing, one way or another. The death of things like cleansing totem was well deserved, and so on and so forth.
A change like this is necessary for all PvP, not just arenas.
Right, but once again, focusing the game on PvP which drastically changes PvE. As you’ve stated before, the changes should completely be mutually exclusive, and the spells should react differently when in PvE compared to PvP. Changing one to affect both is wrong-headed.
This will make a very convenient excuse for why my ret paladin is terrible in arenas. It could be months before anyone rightfully points out that I’m just bad at PvP.
Less RNG would be great. Imagine that, abilities working unless your opponents took specific action to prevent it.
“Imagine that, abilities working unless your opponents took specific action to prevent it.”
I know! It’s insane, isn’t it?
hey! More PvP changes that potentially have a huge effect on PvE. Yippee! These are my favorite. /sarcasm
Here’s hoping that they don’t botch the PvE content, as far as requiring massive dispels are concerned.
They might go the opposite route, just not with diseases/poisons/andsoforth.
With all healers being able to dispel magic, you should probably expect a lot of magic dispelling in your future.
“Rewarding intelligent play, punishing brainless play, and removing any possibility of great success with little to no effort is a fantastic thing.”
That is exactly what I am hoping to see more of as Cataclysm approaches. This mentality counters two larger problems on the pvp side of the fence: rock-paper-scissors imbalance and RNG comp matchups. As intelligent play, not “I’m rock, you’re scissors, gg nerd” matchups, starts to dominate, I believe we will see a real segregation of the truly great players from the herd of BG “fight on the road” types.
Good post, man.
The thing I don’t like about increasing the dispel mechanics is that you will end up with groups that are damn near impossible to counter.
Take for instance the popularity of Beast Cleave teams last season. They thrived on the virtual immunity to CC and raw cool down damage out put.
The same can be applied if you have comps with immunity to dispel.
I worry that in such an environment that some classes will just not be viable for arena.
I like challenge and skill in my arena… but what challenge is there if you can effectively make the fight 3v2 with no possible counter.
Judging from the previews we’ve seen so far, there’s probably going to be a lot more counters and counter counters going around than things that can’t be countered.
I expect cataclysm pvp will become a lot like chess, only each side has about eighty five pieces that do completely different things.
Mages don’t dispel now as it is, it’s just another excuse for the lazy bastages, and an excuse for me to join them.
OK, dumb question here: WHAT closing move does a Ret have?
We don’t have a charge, blink or anything similar. That’s why we get kited around like idiots by anyone with ranged abilities and half a brain.
I agree 100% that what utility Ret has, is being completely diminished.
Will we get something in compensation? I kinda doubt it “nerf them to thr ground” is still ringing in my ears.
I do NOT want to be “just another melee class”. If I wanted that, I would have rolled a warrior or rogue.
Also, bending the game to cater to all 15% of players (or whatever small percentage it is that play arena) is infuriating. Split that off as a second game with its own mechanics and be done with it.
The “closers” he was referring to are our abilities to remove snares/slows through Hand of Freedom and Cleanse. If you dispel the snare on you, and you already move 15% faster than they are, there’s your “closer”.
Thanks for the reply.
My thoughts are more along the lines of HoF being a one-time-use CD. I’m not 100% sure, but other classes can seemingly trap/snare/etc us far more rapidly than we can dispel them.
I guess I just don’t really consider a 15% speed advantage a gap closer. If a ranged DPS is at 30 yards, it would take both of us running 133 yards before I could get into judgement range.
melee would take a ~195 sprint. lol
Even HoJ would take running 100 yards, assuming you had the glyph for longer range.
Warriors can charge in combat and have an undispellable snare, enhance shamans have self-buffed run speed bonuses, access to a pet stun, a ranged snare/root…
Ret paladins are able to dispel whatever is snaring them. That’s the closest the spec has to a gap closing ability.
Thanks for the reply.
If they were to put HoF on a 10 second cooldown, I think it would be more useful as a closer, but as it stands now at 25, it seems to be a once per engagement type of thing. You can easily get snared/trapped etc long before it’s off cooldown.
Not to mention that in PvP, 25 seconds is an eternity and the match/engagement is probably almost over before the CD is up.
Sorry if I seem to be grousing, but the lack of a real clsoing move or any other means of countering ranged DPS/kiting is a major bugaboo for me.
Thanks again.
This change furthers the decline of true hybrids.
If we’re going with 100% dispel resistance circumstantial abilities, how about one for the shaman that makes them immune to CCs from targets that have yet to deal x% amount of damage to them, preventing cc lock at the immediate beginning of an arena fight.