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WoW GOLD-How Would You Balance RMP & Cleave |
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WoW GOLD-How Would You Balance RMP & Cleave?
Having played both cleave and RMP to 2600+ this season, I have to say RMP is indefinitely more challenging. I played as/against well over 1000 RMP matches in WOTLK alone, and watched every major tournament to date; I feel there are still too many misconceptions about the comp's true strength. In term of burst damage, I can think of at least half a dozen teams with equal or superior bursts. A lot of people are complaining about elaborate CC chains with sap->fear->sheep and having to play 2v3 for 20+ seconds. At higher levels, this rarely ever happens. WoW GOLD.The much more common scenario is single CC after single CC coupled with damage pressure, and like any comp you are eventually forced to cough up your trinket, from there mage alone can pull off a deep freeze into improved counter spell chain on your healer, and if your own DPS can't do something to stop/reduce the incoming damage, you lose. That is why I don't feel putting more CCs on same diminishing return will do much. I can't remember too many tournament matches where an RMP landed a long CC chain to score a kill.
The true strength of RMP, is the strength of the mage class as a play maker. A 51 frost mage is probably the highest skill cap character ever in a MMO, there really is no limit to what a player can do with WoW Gold. Even at the highest competitive level, we saw Pookz doing something two other outstanding mages (Redhot and Venruki-san) could not, stopping one of America's best DK's incoming damage on his priest, AND dishing out enough hard casts of his own to drop the enemy paladin. Even with cleave's immense popularity here in S6, RMP is still by far the single most popular comp. And that is because the frost mage is a true cleave stopper when played correctly. Player can speak to NPC without any WoW Gold.
For Blizzard to fix 3v3 arena balance, they should balance the game around melee/range DPS/healer type of teams. Instead of nerfing the RMP, it should instead be used as the model to balance other class combination's. Hunters should counter double melee a lot harder than they have been in S6. WoW GOLD.Affliction warlock should get buffs in their fear ability as well, at the very least their own DOTs should not count toward the damage cap before the fear breaks, in fact I think they should get a damage bonus to feared targets as fearing a full DOT target and nuking it should be the warlock's equivalent of shatter combo. If melee/hunter/healer and melee/warlock/healer teams can deal with cleave more effectively, all we need is a small buff to resilience and we are right there. Hunter, lock and shaman account for 5% of SK-100 3v3 each, we are really not that far from the perfect 10%. I would like to see them increase the skill cap of all three classes, allowing them to do more in less globals, and have a greater impact in face paced WOTLK games. |
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