I don't know how you can say that a comment made by the devs stating that they want to de-emphasize burst damage as a surefire way to win matches will be good news for a multiboxing comp specifically designed for maximum burst damage.
*boggle*
We'll have to see how much burst Paladins have left in cata. If things stay similar with how much burst Paladins have now compared with the other classes, that means this comp will still have more burst than other comps. And combined with the survivability of this comp, dk+rets can still be ahead of most other comps. Think about it, if I can't burst them fast, they for sure won't be able to burst me. So since mana won't be an issue for paladins, it's a matter of how fast you can make their healers go OOM.
But if they nerf paladin burst then obviously it's no longer viable and we all have to go locks or shamans or who knows what.
I think you have a fair and interesting point with other teams not being able to burst DK+Pally teams down so fast. All the arena games I play in are over VERY VERY fast. (The meaningful part, anyhow).
I just worry if that battles are drawn out longer, the advantage goes to the singleboxed teams who have finer control over their characters' actions. The "everyone focus fires at the same time" advantage that multiboxers have may go away significantly if burst is not as compelling a factor in winning matches.
One thing we CAN do that singleboxed teams struggle with is switch focus targets quickly and completely. That's a nice advantage now, but again, I fear that it becomes less of an issue later on. (Maybe a good way to cause healers to blow their mana pools less efficiently, though...)
Well, while it can be retarded to have someone drop in a global or two...
They won't want to go with the opposite route too far, as players are going to really hate the shortest matches being in the 10-15 minute range.
There will be a happy medium somewhere.
We still retain the advantage of coordination and burst vs single box teams.
And are still lacking in simultaneous different actions by toons.
The other consideration is rated battlegrounds.
Surely we'll have the burst to take out individual players without healer support.
But the question becomes, can our group of five take out more then five at once in BG's.
Wherever we have a larger advantage, that's where we will play.
Arena and BG's give more options for attaining a high rating.
EverQuest I: Bard / Enchanter / Druid / Wizard / 2x Magician.
Diablo III: 4x Crusader & 4x Wizard.
My Guide to IS Boxer http://www.dual-boxing.com/showthread.php?t=26231 (somewhat dated).
Streaming in 1080p HD: www.twitch.tv/ualaa
Twitter: @Ualaa
Rated BGs will be much harder for us boxers because they will be practically bigger arenas. And arena players are a lot better at pvp than your average BGer you see in BGs today. It's just like fighting a premade in a BG today, it's very hard, unless you have a full premade too, which still doesn't make it easy, it just gives you a chance to win.
Still they said all of the battlegrounds will either be 10, 15 or 25 players.
And that you cannot queue with more then 5 toons at once for a BG.
There won't be nearly as many premades, in rated battlegrounds as there are currently... as you can only be certain groups of five arrive in the same BG.
Given a rated battleground that rewards points which purchase the same rewards as rated arena...
I would assume the majority of the battlegrounders will choose the rated option.
Currently under 1500 rating, you get the same base amount of points, so there's nothing to lose and points to gain.
Which would mean, rated BG's won't be any harder then the current unrated BG's.
So the question remains, looking at the required win percentage to reach or maintain 'x' rating in arenas...
Which will be easier/harder to do - win that percentage while controlling 80/100% of your side but playing against five focused/coordinated toons, or controlling 20/33/50% of your side but playing against competition of much greater variation in skill and gearing?
EverQuest I: Bard / Enchanter / Druid / Wizard / 2x Magician.
Diablo III: 4x Crusader & 4x Wizard.
My Guide to IS Boxer http://www.dual-boxing.com/showthread.php?t=26231 (somewhat dated).
Streaming in 1080p HD: www.twitch.tv/ualaa
Twitter: @Ualaa
well, premades always have the advantage.. no matter if arena, bg, open pvp or whatever.
ofcourse we have to wait for notes from blizzard about rated arenas first to make useful claims,
but one thing is sure, boxers will "always have a benefit" in the large (40) bgs,
because of two simple reasons: more confusion & killing > tactics.
I completely disagree.
Rated BG's are going to be a boxer's paradise. They specifically stated that they would not allow more than 5 people to que in a single group--This means that *at worst* it's your premade vs their premade... And considering how capable we are already at dismantling evenly matched teams I think it's going to get much better. Please also consider that there really won't be a best comp for rated BG's--People are just going to gravitate into groups where they play well together and can be on at the same time. This is going to be good for us: No more Wiz Cleave, 4x Melee Cleave etc. Gimmick teams (minus boxing of course) just won't work well.
All imo~
"Tact is for those that lack the wit for sarcasm."
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I dunno man, when I see a 4-5 man premade, especially in the smaller groups, even when you manage to shut them down they'll still annihilate the rest of your team and you won't be able to carry them. Hell as many tricks as we have to pull just to carry the rest of the team pug vs pug I don't see how it's going to go very well if a half or third of their team plays like a 2k+ arena team
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