First and foremost, this is from a strictly solo/small man player. I'd like to open up a dialogue on the following issues:
1. ABLATIVES: Ablatives should be reworked to also mitigate magic damage. As it stands now, everything a solo player has access to is built to deal with physical damage. This makes poison damage, in particular, seem a lot stronger than it should be. I know some will mention Avoidance of Magic as some cure-all, but let's be real -- it takes far too many points to be worthwhile.
2. DISEASE: Disease, across all forms, lasts for an outrageous amount of time. This has been brought up numerous times and I don't know why it has been left unchanged. I would like to see it reduced to the 15-20s range, but I'd also like to see what others think is a reasonable duration. Nearsight duration should also be discussed, but that's not what I will be addressing with this post.
3. CRIPPLING POISON: It lasts too long and it doesn't break on damage opening up some major cheesing potential. I understand it has existed in this form since the beginning, but players actually understand how to play games now. The critical strike line already offers Garrote, an anytime snare ripe for abuse. I get that CP grants immunity when it expires, but who cares if it lasts for a minute.
4. STATIC TEMPEST: I don't really have to much to say with ST. I'm just not really a fan of being continuously slammed/annihalated to oblivion with little to no counter-play other than running out of it's radius before getting slammed in it.
5. SHIELD SWAPPING BETWEEN SWINGS: In my opinion, there is no reason you should benefit from both the more meaningful attack (whether that be 2H or DW) and also the defense of the shield. It's one or the other. As with all of these, I understand that they existed in the same fashion since the beginning. However, that is not a legitimate argument. Players have evolved and actually know how to abuse these mechanics (with the help of macro's which is a whole other issue). I would propose either a nerf to block chance when swapping or completely negate the ability to block for 1-2s after switching (alternatively, negate the ability to block the next attack).
6. REVERT MASTERY OF PAIN NERFS: Not entirely sure why it was nerfed to begin with as I wasn't playing at the time. As it stands now, it feels there is a very little reason to spec in MoP specifically. I can't speak for Wild Power as I don't participate in 8 man/zerg action nor do I play a caster.
7: REFLEX ATTACK: I'll admit, I don't have a strong opinion on RA. I rarely fight players with RA as a solo visible, so I more just want to hear what others think of it -- especially those that go against it often.
I mainly want to hear what other's think on each of these topics. I'll also reiterate this is from the perspective of a solo/small man visible. Discuss.
1. ABLATIVES: Ablatives should be reworked to also mitigate magic damage. As it stands now, everything a solo player has access to is built to deal with physical damage. This makes poison damage, in particular, seem a lot stronger than it should be. I know some will mention Avoidance of Magic as some cure-all, but let's be real -- it takes far too many points to be worthwhile.
2. DISEASE: Disease, across all forms, lasts for an outrageous amount of time. This has been brought up numerous times and I don't know why it has been left unchanged. I would like to see it reduced to the 15-20s range, but I'd also like to see what others think is a reasonable duration. Nearsight duration should also be discussed, but that's not what I will be addressing with this post.
3. CRIPPLING POISON: It lasts too long and it doesn't break on damage opening up some major cheesing potential. I understand it has existed in this form since the beginning, but players actually understand how to play games now. The critical strike line already offers Garrote, an anytime snare ripe for abuse. I get that CP grants immunity when it expires, but who cares if it lasts for a minute.
4. STATIC TEMPEST: I don't really have to much to say with ST. I'm just not really a fan of being continuously slammed/annihalated to oblivion with little to no counter-play other than running out of it's radius before getting slammed in it.
5. SHIELD SWAPPING BETWEEN SWINGS: In my opinion, there is no reason you should benefit from both the more meaningful attack (whether that be 2H or DW) and also the defense of the shield. It's one or the other. As with all of these, I understand that they existed in the same fashion since the beginning. However, that is not a legitimate argument. Players have evolved and actually know how to abuse these mechanics (with the help of macro's which is a whole other issue). I would propose either a nerf to block chance when swapping or completely negate the ability to block for 1-2s after switching (alternatively, negate the ability to block the next attack).
6. REVERT MASTERY OF PAIN NERFS: Not entirely sure why it was nerfed to begin with as I wasn't playing at the time. As it stands now, it feels there is a very little reason to spec in MoP specifically. I can't speak for Wild Power as I don't participate in 8 man/zerg action nor do I play a caster.
7: REFLEX ATTACK: I'll admit, I don't have a strong opinion on RA. I rarely fight players with RA as a solo visible, so I more just want to hear what others think of it -- especially those that go against it often.
I mainly want to hear what other's think on each of these topics. I'll also reiterate this is from the perspective of a solo/small man visible. Discuss.