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« on: June 11, 2013, 18:44:33 pm »
wow more movement here than in the league itself!
yeah i think wiz vs barb is fine as it is right now as i find its more decided by good/bad play than anything else as i can win/loose vs the same player with same gears just depending on how we play.... i havent played any barb i dont feel i couldnt have beat if i had played better.
About wotb, i really dont have the experience against it to really comment, only time i played against it was vs vimer in vc and got stomped 3-0, but i really screwed up, wrong gearing in first round (didnt inspect him) then screwed all my cds as everytime he activated wotb i didnt have anything ready. need more experience vs it . What i can say is just going like insane dps also works (like 320k dps with soj buffed) as barbs really melt and u dont even need so much cc so that could even be a viable option vs wotb.
i have to agree with mokkal on most stuff, like no rules vs monk as i never felt monks needed any nerfing vs wiz its really mostly rng in that match up, and those small hitting stuns from monk can be easily countered with jagged ice.
wiz vs dh i agree with mokkals rules but i think it needs some tweaking though, as with my testings with ven and med the most balanced results were when we banned chemburn as well. So stacking dodge is usefull as if u dodge the impale u still get dotted, so it doesnt even trigger illusionist, and ur stuck with a big bleed. yeah im another dex stacker. Same with nats helm fear proc if u get feared u eat up the whole bleed. That would allow to use boar so the dh has some sa tanking capabilities and would actually balance the match up in the lower levels too.
now wizs bane the wd, i really dont know how to balance that as i think mokkals rules are still gona fall short. The problem with wd is that in essence its very similar to wiz but it does everything better. better defensive passives, better l reg, better cc, more range, has dots and better %damage in skills, so its pretty hard to balance around that.
Bats by them selves arent that much of an issue as u can abuse their short range, whats problematics with them is any sort of cc will leave u sold out, or if they can be paired with longer range spells ur in trouble too as u cant abuse the range then.
The problem with haunt is that it has longer range than any wiz spell, goes through walls and can be spammed so he can just haunt u till u remove the dot and then haunt u again till it crits and its over.
Spirit barrage should be ok expect for the fact that the wd can abuse shooting behind cover so u get hit while u cant hit him.
hex is annoying but really it isnt an issue by itself but horrify is as u cant do anything about it.
And then u have the fact that a wd can do more damage than u using a shield and being so much tankier. It really feels hopeless.
Another issue is the pets as they make storm armour useless... but then i dont mind switching armour spell to a more defensive one, but maybe banning them could also help baalncing out, but not sure anyways.
as for the rules I would add to mokkals, ban horrify. get some wd at similar gear level and test the crap out of the rules and tweak from there. As im sure with that its still going to be imbalanced.