I’m a casual player (former high-end raider) who’s trying to climb in as MW in PvP (love, love, love the new talents, so much more versatile!) mostly through Group Finder PUGs or Community Groups. My main problem I’m finding is that the really harsh breakpoints of rating to ilvl are creating huge gear disparity, especially later in the patch cycle.
I got to 213 in the first month, then pretty much stopped because MW wasn’t viable after a few weeks (a third of the EHP in pressure windows than the next worst class – Shaman) and returning now means trying to get through a minefield of DDs with 38-45k HP making getting to Rival the thing of fantasies.
Conquest catch-up is “meh, whatever” if the ability to upgrade it and climb is so predicated upon gear (as the meta is right now, gear is more impactful than skill after a 7 ilvl average) and I wish the gear progression was more granular so that catching up on upgrades wasn’t quite so binary.
Like, maybe if 1650 lets you upgrade your wrist, jewellery slots and helm to Rank 4, 1700 lets you upgrade gloves, boots and chest, and 1750 lets you upgrade everything except weapon and shoulders (the coolest pieces) which are reserved for the breakpoint.
I know this goes against the clarity of the rating-break-point system but the current system is untenable even with the change to needing to win a match that week. I never have paid for a boost. I’m not a pro player, but I’m definitely competent enough to be in the 1800-2000s.
But, when 25 rating difference (as you reach the end of 1700s) means encountering groups 7 average ilvls above your (probably) best geared people in the group… it’s just too big a discrepancy with the exponential scaling of Versa in 9.0.
P.s. As much as I love the new talents, I think you missed the mark with Dematerialise. MW has a kit that is anti-peel and well-supplemented by Fistweaving. That means going into Melee where there’s a lot more stuns on offer. This is already a risk-reward strategy, you apply extra pressure but don’t kite so you’re in more danger of taking burst damage and additional CC.
I’m grateful for any buff to our dire EH in a pressure window, but this talent needs to be stronger against melee and weaker against ranged to really remedy our weakness. If a ranged stuns me, their melee has to react to that (switch, maybe use mobility), my team need to react to the ranged (apply pressure, stun or interrupt their nuke) and I need to react to their melee (kite, trinket or CD). But if a melee stuns me, why did I let them get to me in the first place? Right, because I wanted to go in and make the most of my tools.
There’s a good niche for MW as an anti-melee healer that is particularly vulnerable to magic nukes and melee burst during co-ordinated assaults. Maybe a Stun reduction based on the distance of the Stunner. Or adjust the damage reduction of Dematerialise based on distance from the attacker (so 60/50/40% TDR within melee, but 20%/10%/-10% from ranged). Or make it increase periodic damage taken while stunned but take less direct damage. Or give MW Stagger while Stunned with no way to purify it. There’s loads of options but I think Dematerialise is too simple a solution to a complex problem.
But this is picking hairs, we’ll be plenty strong now that we have a friggin’ 2s Paladin bubble on our 90sec cd instant mini-Tranq with added mass dispel.