“Nerf fear?!” I can hear the scorned ‘locks cry, “but it’s already such an unreliable spell! And what the hell are you calling for nerfs to it, anyways? Seriously, f*bleep* you and your f*bleepity* Mage Armor!”
(Or Magic Absorption, the two are basically interchangeable at this point.)
Oh, I hear ya. And I agree. In a clutch moment, where you absolutely need that key CC to go off, and seeing “Resist” on your screen has got to be one of the most painful things to experience.
I’ve experienced the same damn thing plenty with Counterspell and Polymorph.
Allow me to illustrate my overall point via a stupid bullet point list thing:
- 30% chance to resist any counterspell effect
- Reduces the duration of any counterspell effect by 30%
Or how about:
- 50% chance that Fear will be resisted
- The duration of Fear reduced by 50%
- 20% chance that a snare effect will do nothing
- All snare effects reduced in duration by 20%
Which of these looks better? I realize all of them look bad, but which one would you prefer to see happen in PvP?
I’m a fan of RNG. It just can’t be an RPG if there isn’t at least some randomness to it. How boring would raiding be if Fireball ALWAYS hit for exactly 7000 damage? I won’t go so far as to claim that random number generation is the most important fun factor, but it certainly is one.
Without the RNG, this game wouldn’t be nearly as fun.
I draw the line at PvP, however. RNG doesn’t add anything to player versus player combat except frustration.
How many people, honestly, really liked random mace stun procs? How many people saw some poor priest get randomly stunned, and exclaimed “OH MAN LOOK AT THAT SKILL!” or “Well played!”
Plenty of sarcastic and cynical people did, but only idiots said so seriously.
In PvP, there should never, ever be a situation where a commenter can look at a PvP battle, watch someone die and say “He just got RNGd!” At best, this is shoddy design.
PvP doesn’t need arbitrary randomness to add fun. It’s PvP, for Thrall’s sake; you’re already fighting human opponents!
What PvP needs is as little randomness as possible, so that battles can come completely down to skill and comp. PvP should be about correctly using abilities to counter your opponent’s moves, timing cooldowns and skills to coincide with your partners, timely CC, and so forth.
The outcome should not count on dice rolls.
Thankfully, Blizzard agrees with me and has been taking very slow steps to accomplish this. The ole ROFLHERALD and it’s ilk of random stun procs has almost been completely removed from the game.
Some level of RNG is acceptable. Critical strikes, for instance, are generally perfectly fine. Resilience already does a fine job of softening the impact of RNG criticals; and besides, most PvP specs have various mechanics that render crits anything but random.
Consider frost mages. Thanks to Shatter, critical strikes are about as far away from random as you can get. When somebody gets hit with Deep Freeze, they’re guaranteed to be eating some crits in the very near future.
Imagine how ridiculous it would be if Arms warriors could randomly Execute regardless of their opponent’s health. How stupid would that be, eh?
Why are you looking at me like that?
Blizzard wants WoW arena combat to follow the already well-beaten path of a professional PvP game, following in the glorious footsteps of WCIII and SC.
Not a lot take WoW very seriously, for basically two reasons: class balance and RNG.
The first reason will likely always be an issue, but the second one isn’t exactly hard to kill.
Spell resistance has got to go. It needs to go now. It’s stupid that an entire arena match can be decided by Polymorph, Fear, Counterspell, or any other number of CC abilities being randomly resisted with absolutely no skill on the part of the opposing player.
A shaman seeing a warlock winding up a Fear spell on a teammate, and dropping Grounding Totem, that’s awesome.
A priest spotting the same thing, and whipping off a Fear Ward, that’s awesome.
A warrior seeing a fear incoming on himself, and smashing a vial of red food colouring on his face to become immune to it is awesome in many ways.
A warlock gets jumped by a rogue, the warlock desperately tries to fear the rogue, but the rogue pops CloS to avoid it, that’s awesome. The warlock is a little screwed right now, but hey, his mage buddy novas the rogue in place a couple seconds later, and the rogue can’t CloS out of it.
This is strategy. This is planning. If the rogue uses Kick instead, this is Sparta.
A warlock gets jumped by a rogue, the warlock desperately tries to fear the rogue, but the word “Resist” pops up… that is not awesome.
That is retarded. That is rage inducing. That is not real PvP.
Honestly, even things like Frostbite are a little too random for my tastes (crowd control should never be random), but let’s start small, shall we?