PvP against Melee
I am saying circle strafing is not our vision for WoW PvP. It is supposed to be about using your abilities at the right time. We don’t want to solve a balance problem by turning our PvP into a game where nobody ever stands still. I will turn this around, and say that your solutions need to account for a melee class being able to kill you even if you're a really clever hunter. Any of these solutions that approach "and that way melee won't ever be able to catch me" sound great if you're a hunter and not so great if you're a game designer. We don't want melee to clobber you every encounter. But we don't want you to kite them while shooting at them either. At least in the first example you are doing some damage to them. In the second, they don't even get a hit off.
Pet Avoidance
As we suggested in the QA, we are more likely to just remove Avoidance as a talent and make pets largely immune to mob AE damage. We did however add more talents to the pet trees specifically because many BM hunters said that they couldn’t get anything really useful with their extra talent points.
Warlock (3.1 Skills List / 3.1 Talent + Glyph Calc.)
Buffing Demonology
I'm not saying we won't buff Demonology. I'm saying buffing Demonology to where it feels like a valid option to Destruction and Affliction puts it in a very narrow window. Buffing Demonology to a point where it is still 10% behind Destruction might not convince many players to change specs (except for those who just love Demo).
We're not crazy about going back to the "this is the PvP tree" design.
But it is hard, and you can argue impossible, to make sure 3 dps trees all perform very similar to each other in a wide variety of encounters such that they feel like real choices. It is easier for say shamans or druids because the alternatives are so different that players aren't as likely to shift en masse from one to another. It depends a lot on what "very similar" means. For some players, they'll play a favorite spec that does 10% less damage than the optimal spec. For others, they only want to know "Who da best?" and could care less if the difference is only 1% (and therefore likely swamped by their own player skill).
Please, don't interpret this as an announcement that we're giving up. It's just an acknowledgement that distinct but equal is pretty challenging, and can even shift immediately once players hit a certain threshold of gear.
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