Notice I said “Changing” and not necessarily “nerfing”. The fact of the matter is that game play suffers with the sustain builds currently implemented. Yes, the game play also suffered in the instagib patches of yesteryear. This isnt a black and white debate between all damage vs all sustain, this is my thoughts on how the current meta has far too much sustain. It does not mean that I want it to go back to the insta-gib play. It simply means that sustain in many instances needs to be taken down a few notches.
Also, whether something is meta or not does not necessarily mean that it is fun or not fun to play as or against.
id like to look at some builds/classes that to me are not as fun to play against, whether I win them or not.
1. DH -even if u can take a DH down, it doesn’t make it a fun process. The invulns, blocks, heals, bubbles just make it absolutely boring to fight. Dh is not in high level play atm. Why not make them better for high level play while at the same time make them less annoying to kill?
Their Damage can be super cheesy although avoidable. But on conquest with small points, its annoying, even if u can beat them.
2. Druid- one good thing about fighting a druid is it can be focused down easier than DH or Engineer. Still its healing capabilities make it quite annoying to fight 1v1. Though it is susceptible to cc, it doesn’t count enough to lock them down sometimes. If u can lock down a druid or time to interrupt a heal, you should have a good chance against them, but I feel that isn’t the case not nearly enough.
3. Engineer- To many get out of jail free cards. Yet they really don’t do to much damage typically. I see them as kinda of passive support. Not very fun to play against. You could sit there forever on point with an engineer. Why not throw a couple well placed hard cc at them and win by outplaying them? Shouldn’t this be possible? But its not in many cases.
There is more sustain types, but This is what I notice to be the biggest annoyance. Ele can be up there as well but i feel it is more situational when it becomes annoying to fight against.
The problem is simple: Some classes and/or builds are too good at healing up to full health over and over again. The solution to this, however is not as clear. I think what any reasonable person wants is for every class to be able to beat every other class in a 1v1 while still maintaining class diversity and more offensive or defensive builds.
Now i dont always think it would be wise for a glass canon to take the time to defeat a more bunker build, as it should take longer to kill such enemies. But to know that he could if he HAD TO.
And in nearly every other game genre you will find that defensive builds can kill offensive and vise versa. In history it is proven. In logic it is proven. Why cant we have this?
(edited by Cobrakon.3108)