#11 - Aug. 25, 2012, 7:07 p.m.
The reason I don't personally comment frequently on PvP threads these days is that, historically, the discussions turned into nasty arguments very quickly. While you see players asking for nerfs to other classes in PvE , it's rare, and usually folks are content to ask for buffs for their character instead. In PvP, you see a lot more requests to nerf someone else, and when Blizzard comment on those, the targeted classes get defensive, things get personal, and the whole thing devolves quickly. In some ways, PvP doesn't stop in the game, but continues onto the forums. :)
Unfortunately, it's hard to even refer to relatively objective data like raid parses to make a point. Players do attempt to leverage various comp percentages at various MMR levels to prove their point, but the numbers often feel cherry picked; it's not difficult to find the statistic that seems to support the point you're trying to make, and the arguments never really get resolved. The awesome videos set up (sometimes painstakingly so) typically to show off someone's mad skill or perhaps to grind some axe tend to be more sensational than proof of a problem. All in all, it's just a really subjective area of the game to discuss and it's hard for many players to check their emotions at the door. That has just been my experience.
It's not that PvP isn't important to us. It is. But we haven't yet found a good way to engage the community in a public discussion on PvP issues.
I am much more likely to participate in discussions at a more philosophical level. For example, I mentioned recently that we thought healing with lots of PvP Power was too strong. We want PvP healers to wear PvP gear, but it's not fun (except perhaps for the healers) for them to be invulnerable either.
We think damage in PvP feels appropriate overall. There are some situations where someone can set up a huge burst window or drop all their cooldowns at once and we're evaluating when that feels fair ("hey, it took skill and timing to set all that up") or when it feels cheap ("how am I supposed to counter that?").
The thing I am most worried about are the huge number of variables now in terms of who has what ability. It used to be that you knew what cooldowns and escape tools and CC a Frost mage had and you knew what an Arms warrior had to counter them. With the new talent system, you have to be prepared for almost anything. When there are too many variables, you risk losing some of the predictive and reactive tactics that many players (including me) enjoy. If I have no idea what tools you have, I am more likely to just to tunnel on you, blow all my cooldowns, and hope for the best. Not a ton of depth there.
While the old days of rogue-mage-priest didn't feel fair to the non rogue-mage-priests, they did have the advantage that the system was much easier to learn, so participants could move on to mining the depths of the system (i.e. easy to learn, hard to master) instead of just trying to remember all of the hundreds of various combinatorial permutations (i.e. hard to learn).