Quote:
Originally Posted by uberowo
What they need to do is make it easier to interrupt spellcasting, heals included.
|
Wrong. Totally BAD idea. Casters already have to deal with stuns, strafing and being the 1st target of any attacking force. You wanna make it easier to interrupt, then I want root to not break when dmg is applied, fear to apply to pvp, and full dmg on spells in pvp. That's the equilavent of what you're asking.
You think it's unfair that we can heal, yet your melee dmg wasn't decreased like our spell dmg was. The only classes that are super hard to take down is cleric and shammy. And they SHOULD be super hard to take down, as they are
defensive healers. Disc is a little easier, but still tough. BMGs? LOL, our armor is paper.
You want to whine? Try playing a blood mage where OUR #1 heal has already been nerfed in pvp (lifetap is based on dmg and that's been cut in half). Ya, I can cast another sort of heal, but then I don't do bubkus dmg. Ya know what? I do fine even after that nerf.
Once people start hitting end game, they need to totally remove the dmg split anyways. Everyone will have 300 spell resists, dmg absorb and whatnot. Not a spellcaster out there will have a shot when they have to dump their entire mana pool to do 50% health to a warrior in raid gear.
People, it's not perfect. I play one of the most heavily nerfed classes and I get along fine. I win more than I lose, and that's what counts. I'm sure that at end game I won't win much at all since there are very few resist debuffs in game, and spellcasters in general won't be able to kill much in pvp.
But that's life, and that's pvp. It's never balanced, it's never fair, and it's always fun!