Caster vs Melee

So, I think there are issues with both type of gameplay/classes wich are generated by each other basically.

  1. Casters aren’t even really casters anymore. Almost every caster has an ability/procc that makes his strongest spell (castable by default) instant, or if that not the case, hard casting abilities needs to hit extra hard, or need to have other benefits wich makes casting actually worth. Why is that, and whats it cause?

A) - Too Much possible interrupts, and too much gapcloser for meeles. I think this creates the problem of sometimes casters being able to 1/2 shot people with instant casts/proccs. This kind of design exists because of this… Because hard casting is no longer a thing, and then if it’s then you get Destro Lock.

I think interrupts/kicks needs to be less punishing in general and Casters should need to cast more. Especially in bursty xpac’s like how SL looks so far.

This is of course is just my opinion, tell us yours.

cake fast!

Any summary that takes 30 odd spec’s and distils it down to a one liner should be ridiculed OP.

This is just an open book for people to type in their generic pet peeve about “pvp stuffs”.

I don’t really get what you’re trying to achieve.

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Put more CC back in game and rework snares. Then we can cast.

The problem is that being kited by a caster is not fun at all. Someone disabling you from playing the game just by standing 3 meters away is just not fun. Fighting a frost mage as an arms warrior is just not fun. It is vital that playing the game, fighting be fun. Yes most casters can proc instant casts on their best spells. And many classes have ways of mitigating that damage.

It’s theoretically easy to disable 90% of a warrior’s gap closers just by standing the right distance away. Some casters are aware if they’re too close, warriors can’t charge them. I’m finding myself sometimes having to run away from the caster in order to be able to close the gap.

You don’t really want a situation where 2 casters vs 2 melees, the casters always win because they’re able to disable the melees and pelt them with impunity. It’s good that casters need to be worried about gap closers, just like melees need to be worried about ranged damage.

Having casters cast more, and dps being unable to close the gap will just make pvp completely boring.

WoW’s pvp is really about groups, not about 1v1.

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casters have their own issues too.

Basically 90% of the fights in this game are designed to make you move constantly.

so unless you’re a hunter, you’re gonna have issues with this type of play.

And of course, let’s not forget the fact that you die much faster than melee classes.

It’s more of a give and take thing with casters/range vs melee.

Excluding hunters, the rest seems fine.

Interrupts are definitely a huge issue if you don’t “Bait” them.

As an Arcane mage, you get interrupted, you’re done casting ANYTHING for next
3-4 seconds, enough for monk/rouge to kill you.

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Mage noob here but isn’t that one of the few useful applications for those frost and fire spells you got back?

I usually found them extremely useless, fire blast deals too low damage in late game, and frost bolt has a cast time and tanking malee while being interrupted is usually not good!

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Baiting an interrupt at Frostbolt cast will Frost Lock you, allowing you to use Arcane spells until the melee’s interrupt is off cooldown.

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Let’s start by doing something to the utterly ridiculous mobility of DHs and Monks because this is where it started back in MoP. They can pretty much ignore any snares you put on them and have more mobility spells than any 2 other specs put together. In PvP you cannot stop them from hitting you or running away, and in PvE the “move outta fire” mechanics don’t present them with any serious difficulty. Not like melee guys in general have to move, but when they do, they don’t lose output provided they keep in melee range. So the “move yesterday” parts get cranked up, because it’s too easy, and then casters have to move MORE despite already losing more output when moving while the hypermobile monkeys on speed still aren’t challenged, thus setting the new standard of mobility being DH/BM and it’s not that they are fast, but it’s everyone else that is slow.

THEN we can talk about casters having all DPS crammed in the designated “spender” or “proc” abilities. Which in general is cancer design.
It’s particularly visible in Elemental, where not only both spenders and the “proc” spell are instant, but they ALSO hit like 5x harder than 1,8s casts. Guess the Diablo devs couldn’t figure out how to make players use their lovechild instead of their baselike kit so they went all out.
Destruction also is like that with everything focused on making Chaos Bolt deal more damage, because ability that does 60% of your output clearly needs more buffs.
Arcane is only saved from this because Arcane Blast is hard cast and Presence of Mind (next 2-3 AB casts are instant) can be used only once per minute. And now Missiles are the new Blast anyway…

The problem: The amateurs pruned all “not spec specific” spells because having some spell in case of being kicked was deemed too complicated for children armed with their parents’ credit cards.
Solution: Giving base “nuke” spells back to casters. Things like Fireball, Arcane Blast, Shadow Bolt. You get kicked in your main school, fine, cast the other spell for a while, then it’s back to the proper spells.
Blizzard solution: Let’s throw darts at board to determine which spell you get which may or may not be useful. And let’s keep all the “real” spells spec and school locked, Ele still can’t heal for crap, and ALL of their spells apart from Frost Shock, Flame Shock & LVB are Nature & MOST of them are hard casts. What can go wrong?

Know what’s the problem with this? The one OTHER Frost spell - Nova - is extremely useful in PvP so you DON’T want to be kicked in Frost unless you’re fighting another caster. And Ice Block is Frost too. Ring of Frost (if you use it) too. Let’s now consider that Frostbolt basically doesn’t do damage when you’re Arcane specced. So:
You hard cast it, the opponent doesn’t interrupt, they basically get ahead in the race to DPS the other guy down. Thus it’s basically bad move.
You hard cast it, the opponent interrupts, if it’s a melee you can’t Nova them, and in any case you can’t Block. Good that you baited them into using their interrupt, just hope you didn’t need to use that Frost spell.
Oh and if the melee guy is on you, then casting damage spells on them is the last thing you need, because they will outdamage you anyway.

Fireball would be better emergency DPS spell anyway…

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To be fair it’s not balanced around pvp but for pve. The fights becomes more interesting if casters don’t suffer so much when they can’t cast when it requires them to move a lot as well as when melee needs to move out.

If they took it back we get fights less mobile as the result from removing gap closers and casting while moving.

They always introduce abilities for pve and then adjust them for pvp.

Nobody would kick a frostbolt from an arcane mage, trust me

The problem is that you re seeing it from a 1v1 perspective, which is totally not balanced.

First of all, you have to understand that Blizzard balances for 3v3 and not for anything else. (As its impossible because pve is more important for them)
Then, you have to look at your comp:

Lets say you re playing rmp (rogue mage and disci priest).
Now we have 2 casters, so they already have to make the choice, they cant kick both of them.

Now we also have a fear from the priest, a whole lot of cc from the rogue and your own cc.
If your team and you play coordinated, you shouldnt get kicked the whole time. (You have to fake cast too, just being successful in one fake can kill a melee, but mainly if you re a destro lock)

The last thing I can say is that probably arcane is bad for pvp as you also get locked from polymorph when you get kicked in normal spells.
If you were playing frost, you would get kick on frost so you could cast a free poly to someone.

I just tried to explain it a bit, hope it helps.

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enhancement shaman would like a word with you :joy: :joy:

Welcome to “dispel has a cooldown”

Does it feel good to sit a full frost nova? (And not letting you restealth of course)

I just want to know people opinion about this. That’s all, and what’s better place than general forum for this? I think if posts like “uwu whats ur best pet” or “owo rate my mog” or “divorce the player above you” posts can exist, so as this.

Well. at least the elemental and restro are hard to kill for range instead:D

Never tried enhancement myself. Just the other 2.

Same for Affliction and Shadow, really the same for any spec which relies purely on a single school of magic.