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So as a whole PvP has been amusing - there are still some balancing issues that seem to be rather apparent - mages and warriors, but they generally are early in xpacs.
My first complaint affects all specs depending if you take the talent or not. I take GoSac because pets are just too squishy it seems. Unlike hunter pets, ours get crushed almost immediately and it's a pretty substantial loss for both utility and damage without your pet.
Why is there a CD on this ability? Shouldn't it reset after you die?
With PvP as it is now, you die, a lot. It should improve with gear, but I don't understand why I have to suffer over a silly cooldown on a "buff." It's like putting a CD on mage armors. All you had to do to fix mages was place a cast time on their armors. For warlocks it required a 2 min CD?
My second complaint is soul shards. The way to generate them is to rely on RNG (everyones favorite) or open your shadow tree to interrupts, while leaving the awesome purple beam that even blind people can see. This isnt ideal, but it is what it is -- this makes soul shards a little tough to come by a lot of the time.
Why are soul shards not reset when we spawn?
Neither of these things seem unreasonable, more of a QoL change. They would have next to no bearing on arenas or PvP, other than making warlocks less of a chore in basic aspects.
Edited by Dreamslave on 10/3/2012 7:19 PM PDT
i read this before and somebody brought up a good point of why sacrifice has a cooldown; it's so you can't just summon a pet, use the ability you get from it, and then summon a different pet and use that ability right after
I can see that being a problem, but it's a 4.5ish second cast time to summon up another pet.
It's irrelevant though because I am talking about reviving at the GY - death should cause the reset. It wouldn't interfere at all with the point you brought up.
Edited by Dreamslave on 10/3/2012 7:24 PM PDT
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