Cataclysm - the simplification
of the game
One thing that defines a good
player in a lot of games is decision making. This goes for just about
every genre but is even more prevalent in games where you have
multiple skills to use for various situations. MOBA (multiplayer
online battle arena) games such as BLC/D2/DotA/HON etc. have
succeeded in this aspect. WoW once felt like this games, a choice to
be made on what skill to use in what situation. Over the course of
the expanions I'm honestly starting to feel more and more like every
decision is a black & white choice with there being one obvious
answer in nearly every situation.
Back in the days of Mace Stuns
and War Glaives, there was often a choice of what to do, a lack of
need to use every GCD on damage, a reason to plan ahead, a game where
thinking would nearly always come out ahead of mashing buttons. Fast
forward to today and we have a game where every GCD is required to be
used on whatever, classes are GCD capped on pure damage rotations and
there's very little choices to be made about what skill to use. The
difference in playing skill on certain classes between a 2000 rated
player and a 2600 rated player is often very very tiny (with
awareness/team chemistry being the thing holding them back more),
because the game has become over simplified. To put this into context
lets look at a few examples of how dumbed down some classes have
become.
Warriors -
In
S6/7 the damage was fairly balanced, the usage of charge/intercept
for interrupting spells was often a good thing and stance dancing to
pummel at
the right time
set the good warriors apart from the bad. Making that decision to cut
your rage to interrupt was not something that could just be spammed
without thinking, because that would leave you in a situation where
your pressure drops and MS could fall off quite easily, overpower
also had to be timed to get the maximum effect.
Fast forward to today and
there's very little to differentiate high end warriors from the
randoms that found a bind for Colossus smash, the most efficient way
to currently play warrior is to literally spam every GCD on a
damaging ability (because they now have that many abilities that you
don't have GCDs spare for well placed PH spam). This was a problem
that was added with Cataclysm, along with HS being off the GCD
leading to ridiculous amounts of burst. With the recent change to
their mobility they now never have a reason to leave battle stance
and nearly every charge is better used as a distance closer to do
more damage. The playstyle has devolved from a class that could
bounce around targets creating pressure with the 50% MS debuff into a
tunnelvision fest of damage spam because hey if there's no MS lets
just balance everything around ridiculous damage.
DKs -
DKs currently have unrivalled
mobility, but a steady string of damage nerfs to all of their core
abilities removes the need to think about anything other than just
using every GCD possible for NS, because SS is trash and DC has eaten
2 nerfs and NS is just more effective at this point. This creates a
nice binary class that can go by the following rule;
in melee range - ns
no melee range (as if this ever
happens with DA)- death coil
The amount of interrupts the
class has don't really take much brain power to use as most of them
can be used pre-emptively without any need to even hit a cast. I'd
much rather have the class that was able to put out pressure on
multiple targets and drain mana effectively through a lot of spread
damage than this tunnel vision wreck of a class.
Mages -
With the ridiculous amounts of
interrupts being given out left right & center in Cataclysm mages
have been put into a situation where casting stuff is actually
detrimental a lot of the time, giving them the choice of Ice Lance or
Ice Lance. Not only does this feel retarded to play against, it's not
a fun playstyle to play, the days of timing shatters with Water
Elemental Novas is sadly long gone for a playstyle that's far more
brute force than the mages of the past.
Hybrids
Every hybrid now having an
interrupt along with the fact that they all had a decent amount of CC
to begin with makes cleave teams far more potent and makes fake
casting far less effective. When there was less interrupts/interrupts
were on the GCD you would be able to fake cast and then happily free
cast, with every class having a stun/interrupt/second interrupt (just
in case!) it makes fake casting a game of luck (along with the fact
that they've all been given stupidly high damage). Am I the only one
that preferred it when hybrids were a support class rather than
something that can slot into nearly every comp and make a lot of
teams more fustrating to play vs than fun?
These are just some of the many
things that've been simplified and ended up detrimental to the
progression of the game, balancing a game around 30 specs/classes is
certainly not going to end well with the current path of progression
being taken. Class doing bad? add an interrupt/stupid damage/some
form of unavoidable instant CC etc. (look how many of these have been
added to hybrids in the recent patches and how much it's effected the
meta-game). Some food for thought, karuki out!
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