Quote:
Originally Posted by Reguiy
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There's a few things that come to mind right off the bat. One of them is resists. A set of gear can make one class completely useless. Up against a druid? Stack MR and they'll never be able to use 2 of their main abilities, snare and root. Personally, when I cast a spell, I want to know it's going to land, or else why cast it? And I certainly don't want it resisted based off a set of items someone can put on and take off in a matter of seconds.
Another example is certain classes just plain being better than other classes at the same role. Why would you ever make a warrior when you could make a SK? They play essentially the same role in pvp, only SKs have a huge nuke once an hour and they can slow. Warriors can pop a disc once every 30 mins to differentiate themselves? Or wizards and druids. Druids are just wizards, only their nukes suck, relatively.
Also, bards. Jack of all trades, master of all trades. I could get into them in detail, but lets just say if you don't have a bard in a skirmish and the other guy does, you're gonna have a bad time (especially outdoors).
Oh, and while I'm thinking about it, stealth gets that abilities completely negated by one spell or clicky item.
Oh ya, and clicky items. They might be fun, but they're completely unbalanced.
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man this post is so full of inaccuracies; i don't know why people who don't know anything about PvP try to convince me of anything about it.
not a single class gets completely useless against someone with resist gear. do they get weaker than compared to fighting someone without resist gear? probably so, but when you wear resist gear, you're sacrificing a ton in regards to actual stats and hp/mana. spells like roots, snares, stuns, and blinds are completely gamebreaking and have no place in a healthy pvp environment. you champion things like this, but i guarantee if you invested a lot of time into gearing out a character, the moment you got rooted or snared you'd cry about how horrible pvp is because of those spells landing. roots/snares can still land on pets, mobs, naked people, etc. druids fill more of a support/utility role but can still excel in ganking due to their mobility and having (limited) track. people don't swap back and forth between gear sets mid-fight either; that's ludicrous.
if you played red at all, you'd know that shadowknight melee is horribly weak compared to a warrior's. you claim that harmtouch makes them so much better, but have you actually ever played/fought a high level warrior using a discipline? it's the same concept. what warriors lack in the utility that a shadowknight has, they make up for by being able to deal and take much more damage. and obviously, warriors enable the possibility of doing pve encounters that shadowknights can't.
saying that druids are just wizards with shitty nukes is a horrible comparison. that's like saying a shaman is just a cleric with shitty heals. again, druids have MUCH more utility than a wizard and would more-often-than-not beat a wizard in a 1v1 fight.
bards being fight defining in outdoor zones is usually true, but bards are horrible indoors.
most of the gamebreaking clickies either don't work at all on players on red, or they are nerfed to a long cast time.
again, if you had even the slightest clue as to what you were talking about, your post would look dramatically different.