sloshot wrote:
It will have almost no effect on Warriors, Paladin's or Rogues as they are melee class and will try to keep us in melee range. Deadzone did nothing much for them. Maybe a place to run to while they froze us in a spot but they could never be certain we wouldn't trinket out of it. So, don't think much gained or lost here.
What the deadzone does it make it so getting out of their melee range isn't enough. The MS Warrior on my arena team has been playing WoW since the original pre-BC beta. We were talking about the proposed deadzone changes and he was saying that the deadzone is what makes Hunters a joke in PvP. No other class has a 2-3 yard circle around them in which they're functionally useless. A properly geared Rogue/Fire Mage has me beat in spades for burst dps, so it's not like Hunters are touting the most offensive power and need the dead zone to balance it.
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Big losers appear to be mages and locks. They will still have one major advantage though, they can cast their highest stuff at point blank, we can't. We're still stuck between melee/ranged modes.
I think that's the concern in a nutshell. We've still got a 5 yard bubble where we go from offensive to defensive, and if we can't get someone out of that bubble, we're dead. Removing the deadzone just makes that bubble a bit smaller.
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So, I can see the eval Blizz was probably doing, and they probably tested it against what they felt would be the biggest losers. So, it's my guess they were able to work out a change of tactics on the mage/lock side that let them function without the deadzone.
Ya, it's called try and contain the situation with the Hunter in melee range where you're actually at
some risk, instead of dancing in the deadzone where you're at
no risk. At least if a caster is in melee range I can get a Wing Clip on them.
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We might see a nerf of sorts but I think it may just be some abuse adjustments going on. A slower weapon swap would probably be appropriate to slow us down in the melee range changeover and stop any kind of dual mode abuse.
I'm not sure what you mean by weapon swapping or dual mode abuse. No Hunter in their right mind is going to choose to try and keep someone on the edge of the melee bubble. More to the point, it seems like Blizzard is staying away from nerfs that affect PvE too dramatically in their efforts to balance PvP. Slow the transition from ranged weapon to melee in a heroic instance and prevent me from getting a Wing Clip off when I need it and you've got a dead hunter.
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I'll keep thinking on this, but it might not be so bad...
A mediocre Fire Mage is still going to hurt you. Bad. Same with a Rogue or a Warlock or a Warrior. A mediocre Hunter is usually the first one to die. Blizzard can't base the balance of the game for PvP around what only the top PvPers are capable of. They have to balance it around the average Joe and make sure that they don't leave room for exploits for the top players.
I read some of the responses and tactics from people who don't like the idea of removing the deadzone and they make it sound so easy. What they leave out is that if even one thing goes wrong in their strategy, you die. It sounds so easy when you read their ideas on how to handle a certain situation, but in reality a PvP match is a contest of strategy/counterstrategy until someone is dead (assuming roughly equal gear). When so many jobs can so easily manipulate that 8 yard bubble around me to shut me down and my
only recourse is to try and slow them long enough to get them out of that bubble, there's not much counterstrategy to be employed. More often than not, you wind up with a Hamstrung Hunter with traps and trinket on cooldown being chased by a Wing Clipped Warrior. Who do you think wins 9 out of 10 times?