Kjoxxer
06-18-2009, 11:14 AM
Very interesting read about the problems that plague shaman at the moment:
http://www.dslreports.com/forum/r22526414-Classes-Shaman-Q-and-A
Highlights include:
A. Mobility is a big problem. One of the designers described casting shamans the other day as “turrets,” which is very apt. You sit and spin and shoot (or heal). We need to get shamans some more mobility, and we have some ideas for how to do that without just giving everyone Blink. We want to see more shaman gladiators soon!
For Restoration shamans, we think their survivability is low, especially while stunned. Teams have learned to kill the shamans first, because if they don’t, the shaman healing output is good, especially in larger teams. In fact, shamans generally are more powerful on the larger teams because of the nature of their powerful buffs affecting more people. In general, we’d like to get the community back to being more focused on the larger Arena brackets, but we realize we have some work to do there first. Earth Shield is too easy to dispel. An idea we’d like to explore is just letting a single charge get dispelled at a time.
One of the challenges of designing the shaman class is that we think it is one of the most challenging classes to play in PvP. (Players sometimes call this having a “high skill cap.”) The shaman has to think about defense and offense at the same time, while many classes can worry about one or the other. For example, a Holy paladin can concentrate on keeping his or her group alive while the Restoration shaman has to do that while also keeping totems up, offensively purging buffs from the enemy team, using Wind Shock to interrupt spell casts, etc. The challenge is making it not too difficult for the average player but also not too powerful for the guy who can master all of the shaman’s tools. (Warlocks and hunters have very similar challenges, by the way.)
Community Team: Let’s shift gears a little and go into the realm of Player vs. Player. As we spoke of previously, survivability and mobility are a couple of shaman concerns that recur more strongly when in reference to PvP interactions. More specifically, shaman performance and visibility within the top-rated teams in the Arena is a much-discussed topic. Players have noticed difficulties both in being able to avoid stuns and roots as well being able to move effectively in the playing field without losing the benefit of their totems.
I love how they are basically saying we suck in pvp, especially in 2v. Not that I intend to let that stop me.
http://www.dslreports.com/forum/r22526414-Classes-Shaman-Q-and-A
Highlights include:
A. Mobility is a big problem. One of the designers described casting shamans the other day as “turrets,” which is very apt. You sit and spin and shoot (or heal). We need to get shamans some more mobility, and we have some ideas for how to do that without just giving everyone Blink. We want to see more shaman gladiators soon!
For Restoration shamans, we think their survivability is low, especially while stunned. Teams have learned to kill the shamans first, because if they don’t, the shaman healing output is good, especially in larger teams. In fact, shamans generally are more powerful on the larger teams because of the nature of their powerful buffs affecting more people. In general, we’d like to get the community back to being more focused on the larger Arena brackets, but we realize we have some work to do there first. Earth Shield is too easy to dispel. An idea we’d like to explore is just letting a single charge get dispelled at a time.
One of the challenges of designing the shaman class is that we think it is one of the most challenging classes to play in PvP. (Players sometimes call this having a “high skill cap.”) The shaman has to think about defense and offense at the same time, while many classes can worry about one or the other. For example, a Holy paladin can concentrate on keeping his or her group alive while the Restoration shaman has to do that while also keeping totems up, offensively purging buffs from the enemy team, using Wind Shock to interrupt spell casts, etc. The challenge is making it not too difficult for the average player but also not too powerful for the guy who can master all of the shaman’s tools. (Warlocks and hunters have very similar challenges, by the way.)
Community Team: Let’s shift gears a little and go into the realm of Player vs. Player. As we spoke of previously, survivability and mobility are a couple of shaman concerns that recur more strongly when in reference to PvP interactions. More specifically, shaman performance and visibility within the top-rated teams in the Arena is a much-discussed topic. Players have noticed difficulties both in being able to avoid stuns and roots as well being able to move effectively in the playing field without losing the benefit of their totems.
I love how they are basically saying we suck in pvp, especially in 2v. Not that I intend to let that stop me.