Friday, May 2, 2008

BEASTCOIL!!!!!111!1!1

Seriously.

Hunters may get instant cast fear beast which can apply to hunter pets, druids, AND shamans.

Meanwhile paladins get a fear with a cast time, unsupported by pushback resistance beyond conc aura, that has pitiful range and shares the holy tree.

This is balanced how? I'm not against hunter's getting beastcoil and support this buff against druids and shamans. (Hint, both classes gain mobility through animal forms). I'd just like to understand how our "warlock counter" is anything more than forcing an earlier spell lock. And how its range is pitiful. And how its got a duration with no pushback resistance. As a general rule, spells that have COOLDOWNS are very powerful and tend to be instant.

Lets look at a few instant offensive spells with no cooldowns :
Ice Lance
Corruption(typically)
All Curses
SW:P
Moonfire
Insect Swarm
Faerie Fire

Few of these do anything immediately, and are of practically no consequence if spammed.

Some offensive instants with cooldowns :
Death Coil
Fire Blast
Frost Nova
Psychic Scream
SWD
BEASTCOIL!!!!

Powerful, fairly overpowered if spammed. High mana cost to boot, typically.

Offensive cast time spells with no cooldown :
Polymorph
Cyclone
Mana Burn
Fear
Mind Control

Powerful crowd control moves. Devastating but only useful when not being attacked. Many tend to be supported by pushback resistance talents. Basically force interrupts to be used.

Now, some offensive spells with cooldowns and cast times.
Turn Evil.
Hammer of Wrath.
Soul Fire.
Mind Blast.

Worst of the worst. Not useless, but not on the level of other spells of its caliber. A skill with a cooldown AND a cast time is a failed concept. Dev's learned this with pyroblast. Soulfire is on a cooldown because of the potential abuse with seduce and soulfire. Mind Blast cooldown exists to prevent shadow priests from instagibbing people at long range. Spammable mind blast would be absolutely ridiculous combined with SWD. Its high damage is balanced against its high threat, so the cooldown seems more like a pvp consideration.

As we can see from the above examples, spells with only cooldowns allow for powerful abilities that must be used situationally and saved when necessary instead of used on a whim. Spells with cast times improve the class's functionality while not being focus fired, and give them the ability to adversely affect their enemies. Putting both restrictions on a spell, a cast time, and a cooldown, implies the spell is so powerful that it should not be useable while focused and is so strong in effect that it cannot be repeatedly cast.

I dont think the paladin spells fall into these categories.

For one, Hammer of Wrath costs an enormous amount of mana. It is also restricted as a 20% health or below move. It exposes the Paladin's holy tree(if you're fast). It rarely kills a 19% target unless they have terrible gear. If it had no cast time, it would still be fine. If it had no cooldown but a cast time, it would be fairly strong but easily blocked by interrupts/silence, crowd control, and healing on the target. It would likely have to be increased to 1 sec cast time. Note that it will still take on average 3 casts to kill a 19% player. This is a large sum of mana, and requires the paladin divert his attention from healing and possibly become school-locked. Requiring that hammer of wrath 1)finish casting, 2)have the target below 20%, 3) have enough mana to cast the spell and expend the mana doing so 4) not be on cooldown is a little too much for such a mediocre spell.

Turn Evil affects one class, and even then only their pet. It exposes the holy tree. Being able to use it instantly is only detrimental to warlocks, who have the benefit of being able to by themselves completely lock out a holy paladin from play. Its only use is to cast freely during the fear, and after the first spell lock, additional fears are relatively pointless. Examples:

No cooldown - The first TE could be spell locked. A recast on TE is insignificant, spell lock is still cooling down. A TE cast AS spell lock cools down can buy a few seconds, but the warlock knows when this can occur and can position to counter it. This is where some marginal drinking benefit could come into play. However, leaving combat and 4 sec drinking would make this fairly useless unless combined with say, a banish that did not resist somehow. A 2nd TE would last 5 seconds. With the drink change it is unlikely that the paladin would get much benefit from drinking if undisturbed by any other players. Spell lock is still useable on any cast and the warlock loses very little in combat options.

No cast time - A viable crowd control move against one class for ten seconds. TU can still be dispelled, and warlocks are a class that arguably has the most control against a paladin anyway. However the warlock can be assured of being able to spell lock the paladin after these 10 seconds are up.

See? Improving Turn Evil would not make paladins overpowered. In fact, it only put them in line with other abilities, but even then against only one class, and beyond that, just their pet.

2 comments:

Mike said...

Even if GMs somehow magically read this blog, the problem is timing. Currently with melee scaling locks are losing their edge they held for so long, so any buffs that were specifically against them wouldnt seem like a great idea. Honestly it would be a nice addition, but theyd just go "QQ OMG WE SUCK NOW MELEE PAIN TRAIN BUFFS OMG"

zecanard said...

The obvious solution is making Scare Beast affect Felpuppies too.