10-24-2011, 02:20 PM
I said the game lacks cohesion, something Blizzard used to excel at, and gave two specific examples of that.
The leveling experience is hurt because if you want to finish a zone, you take the already too easy experience and make a complete joke out of it. How much of a game is it to two-shot mobs?
As for the "always heroic", did you perhaps miss where they nerfed Heroic modes before even most hardcore guilds had a shot at it? They're not just nerfing normal. Hamlet and a friend made a much better post than I could on this, here.
Melee vs Ranged is another example of lacking cohesive thought anymore. In this expansion, Ranged were given many tools to help them while they were on the move - a seemingly noble goal by itself. However, this ruined the fickle balance between melee and ranged - melee had the downside of having to be in the fray, with long distance moves causing issues, while having the upside of being able to damage during shorter distance moves. They had no upside after this, and melee has suffered for the entire expansion - see the AP buff as Blizzard's "fix". The above was further exasperated by giving casters a legendary.
Rogue's combat tree can be taken as another example. Bandit's Guile is thrown in as some neat sounding ability. However, in implementing it Blizzard failed to take into account how Rogues already work. You have DPS buildup due to combo points. You have DPS buildup due to poisons. And now you also have DPS buildup due to Bandit's Guile. Don't forget to time your cooldowns (already an interesting exercise before) to take advantage of the Bandit's Guile. Wait, you wanted to be valuable when there's tons of target switching going on? Hah! Uh, we'll give you a nuts Blade Flurry to compensate? So you'll be annoyed on one target, suck on 10 targets, but be completely overpowered on exactly two targets.
A stream of abilities and talents that weren't designed fully considering the consequences - no cohesion.
The leveling experience is hurt because if you want to finish a zone, you take the already too easy experience and make a complete joke out of it. How much of a game is it to two-shot mobs?
As for the "always heroic", did you perhaps miss where they nerfed Heroic modes before even most hardcore guilds had a shot at it? They're not just nerfing normal. Hamlet and a friend made a much better post than I could on this, here.
Melee vs Ranged is another example of lacking cohesive thought anymore. In this expansion, Ranged were given many tools to help them while they were on the move - a seemingly noble goal by itself. However, this ruined the fickle balance between melee and ranged - melee had the downside of having to be in the fray, with long distance moves causing issues, while having the upside of being able to damage during shorter distance moves. They had no upside after this, and melee has suffered for the entire expansion - see the AP buff as Blizzard's "fix". The above was further exasperated by giving casters a legendary.
Rogue's combat tree can be taken as another example. Bandit's Guile is thrown in as some neat sounding ability. However, in implementing it Blizzard failed to take into account how Rogues already work. You have DPS buildup due to combo points. You have DPS buildup due to poisons. And now you also have DPS buildup due to Bandit's Guile. Don't forget to time your cooldowns (already an interesting exercise before) to take advantage of the Bandit's Guile. Wait, you wanted to be valuable when there's tons of target switching going on? Hah! Uh, we'll give you a nuts Blade Flurry to compensate? So you'll be annoyed on one target, suck on 10 targets, but be completely overpowered on exactly two targets.
A stream of abilities and talents that weren't designed fully considering the consequences - no cohesion.
Trade yourself in for the perfect one. No one needs to know that you feel you've been ruined!