Everyone is up in arms about this. What most people don't realize, however, is how much better chains is than it used to be, even with it being dispelable now.
It used to have a 20 second cooldown, and cost 2 frost runes. Now it has half the cost, with no cooldown. It's fine, but I want to bring up a few points.
First let me state, as I did in
this thread here, that it's current iteration is really, really overpowered.
Here's why it will be fine:- The mere fact that we can apply snares (that are almost a root), instantly, that will often stick even if dispelable is more than enough to make it workable.
- Where are all the people that were just saying we shouldn't be balanced around 1vs1?
- Chains of ice, in it's current iteration, is hands down the single best snare in the game, BY FAR. Nothing else even comes remotely close to it's effectiveness.
- It's like imp hamstring 100% of the time, and can be applied from 20-30 yards away.
- If you're grouping with other people, they can help cover the fact that it's dispelable with debuffs of their own, or putting DPS pressure on the snared target.
- Like I said earlier in another thread, you have to make a choice: Dispel, or heal. You can't always do both, especially if the DPS pressure is being poured on hard.
And, as I list
here, it's actually going to be more balanced than you think.
Here's why:Shiv: (with crip poison)
1) Dispelable with a 30% dispel resist rate via vile poisons
2) Quick and cheap to apply
3) Melee range
4) Builds a combo point to be used for burst or utility
Chains of ice:
1) Dispelable, with a 30% resist rate via virulence
2) Quick to apply, though slightly more costly, relatively speaking
3) can be applied from 20-30 yards away, and is a better initial snare than any other for the first part of the duration
4) builds runic power to be used for burst or utility
So the difference? One incurs slightly more of a DPS penalty (chains, due to rotations and FU burst), but can be applied from a much further range.
The damage loss, however, can be made up for in other areas. This is an extreme example, but imagine if death coil suddenly did 10x more damage. You'd really start caring about building up RP quickly, and wouldn't care which runes were expelled to do so, would you not? Chew on that for a while. There's more than one way to skin a rogue.
So as I said, there brings up the point: What about our damage? Do we have to rely on others to force GCD options between dispelling and healing? Right now, I would say absolutely. Should it be this way? Not if Blizzard wants us to be viable melee classes on our own without relying on burst or damage from others to put enough pressure on healers to ignore our debuffs (including chains). That's up to them, but I personally feel as if our burst is lacking.
If you want a more in depth example, please referrence this post.
I'll paste it here:
Q u o t e:
I never said chains of ice isn't powerful. But with ALL nefs combined, we will be laughable. It might be the strongest root in the game, fine, nerf it so it doesn't have the initial 0% movement speed. Just don't make it dispellable. Its not like we can spam it. It's twice every 10 seconds, unless you have deathrunes. Then you're nefring your dmg.
90% of the time I agree with you Jayde, this time I think we got hit too hard PvP wise. I've said this before, LAST thing I want is to be the ret pally of BC, which had to wait 1.5 years to get any sort of buff because Blizz finally figured out they suck in every single arena bracket.
To be honest, I don't think we put out enough damage to warrant a tough choice between healing through it and dispelling things off. That's the bigger problem.
Look at it from the other side of the coin. If you have a rogue beating on you as a druid, you have several choices, depending on how much damage you're taking and how quickly.
You can:
A) Try to CC the rogue off first.
B) put up abolish poison first
C) Bark skin first
D) Start spamming lifeblooms + rejuv first
E) NS + HT yourself up quickly.
Depending on how much damage you take, you might start with option a and b first, to mitigate future damage if the stream of damage you're taking isn't too bad. This lets you be more efficient with mana spent on healing.
The more damage you are taking, the quicker the later choices start becoming more attractive. The slower and more steady the damage comes, the more attractive the earlier choices become, letting you be more efficient.
How does this directly apply to DKS? Well, it's simple. We don't put out the same scary damage to warrant needing to choose between dispelling yourself and healing yourself through emergency DK Burst damage, simply because we have zero ability to put that kind of burst pressure on people.
Global cooldowns are the most precious resource in any competitive PvP encounter, and how you choose to use them is what separates a good player from a bad one.
If the class you are using, however, has no way of forcing the victim of choosing between survival methods, then it becomes very easy to counter and is hardly considered a threat.
Warriors get around this by not only being able to stick to their target very well with hamstring, but also put artificial pressure on the target through mortal strike, which forces the target to take defensive action sooner rather than later. A skilled player who sees an opportunity of escape vs a warrior, will wait out the pressure (if possible) that the warrior is putting on them, get them CC'd, let MS fall off, and then make more efficient use of mana for heals.
My point is: Death knight's dont have the option of putting enough pressure on enemies like the example above, purely because the damage comes slowly and steady enough that the DK's damage can be ignored for the most part, and any side effects such as chains of ice and diseases can be dealt with in a timely and non-emergency fashion.
We don't force GCD panick the way many other classes can. The problem lies not from chains being dispelable, but not being able to simultaneously being able to put other sorts of pressure (such as damage) on the target as well.
The only thing we're good at right now is making people waste magic and dps cooldowns on us only if they go for us, since our mitigation and survivability mechanics are so great.
Unfortunately, that sort of 'reverse pressure' doesn't work in arenas, or you'd see nothing but a bunch of healer + prot warrior type teams dominating.