kratos
Xarbage
Alright, seems as of lately many people have been confused, to say the least, as to why in a premade setting consumables are usually frowned upon. Allow me to enlighten this group as to why, as it is in every other premading/competitive bracket, consumables are limited in a premade. When we set up our premades, we hold them too the same standards as RBGs and premades in other brackets, which is either very little consumables, or none at all.
Free Action Potion- Hey there frost mage, you say your primary focus is CC and Slows? Oh? Well to bad, no point running you if I'm going too have to deal with people popping FaPs every time we engage them in mid. What's the point of running classes focused on support such a frost mage, when there primary benefit is eliminated by these potions. It also forgives people when they make mistakes that should be costing them a cap. Whoops fall into FR when you should have gone second? In any normal situation that hunter and rogue coming up tun would have locked you down before you made it out to your healer on ramp, but nope you just pop your little FaP and your mistake is forgiven as you reach your healer. A premade is not the place too be making these mistakes, in pugs sure, but if you mess up in a premade you deserve to lose for it, not be saved by your crutches.
Elixir of Minor Accuracy- 10 hit rating, that's exactly how much caster need for meeting hit cap, and only 5 off for every other class. When gearing a toon, the idea of, "Hit rating doesn't matter, cause I'll just pop a consumable" is insane. Sure it's a fine crutch when you're waiting to get those engineer boots, or maybe you haven't had a chance to faction yet so you're using it to pass time, but in a premade? Think about how the gearing of a BIS rogue would change if he were always able to rely on this pot. There would be no need for Stained Shadowcraft Tunic with all that extra hit, no need for the shoulders either. Do you think hunters would still be using the gnomish boots if they knew they could just pop a elixer and disregard it entirely? Your best gear shouldn't be dictated by what consumables you have, it's not like that in RBGs, why have it here?
Minor Magical Resistance Potion- Increasing all resistances by 25 for 3 minutes, on a one minute CD, does this really need further explanation? In a bracket filled with resistance, from bracers, rings, and kings specifically, the amount of spell pen we can get is barley able to counteract that to allow caster DPS to be viable in a premade setting. And now you want to throw in a consumable that can constantly be on a target? Any sane person wouldn't bother running casters in this case, there would be no point! Any of you warlocks ever want to play in a premade? I'd forget about it if resistance pots are live, because any half decent healer is going to see you, take out their shadow resist cloak, have their kings buff, and start popping 25 resist every 3 minutes, and your fears have just become useless.
Swiftness Pots- The killer of a kiting defense, which many players believe is the only way to counteract the insane amount of burst in low level brackets. Many people believe that swiftness pots should be allowed because it helps deal with hunters who conc shot, or to get away when fcing. Understand that in a premade where everyone has them, they are not going to have any beneficial affect. Oh the hunter is chasing you so you speed pot away, it's not a pug guys, he is going to have them, and he's going to just reapply that conc. Some people might make the argument that if they have no beneficial affect, why not let people use them then? For the simple reason that they have no beneficial affect, so why bother using them. Most people consider swiftness pots too be a crutch, well if we remove the crutches from both sides of the field, shouldn't that give us a better idea of who can stand on their own?
Lesser Invisibility Potion- There is a reason classes that can stealth are limited to two, and that's to avoid the TI turtle strategy. In the fall of 2010, the 19 twink guild, Twinkinfo, had a 10v10 against the guild LaughingSkullFTW. Twinkinfo's plan? To have their entire team turtle in their base until nine stack debuff, then send out a group of two sub rogues, one feral druid, and one resto druid to return the flag in a single blow. Since then, the strategy has been looked down upon strongly, considered cheap and pathetic. It's for this reason that since then, classes have been limited to two stealthing classes per team, to avoid another game like this. While the 19s do not have to deal with this consumable, we do, and as the limit on stealthing classes has been implemented into 19s, we are carrying it over for our own premade rules, and this potion falls under the same umbrella.
Fire Protection Potion- A second AGM to deal with all of those pesky survival hunters, too many people this seems like a great idea. But let's think about it, would you really have your hunters go survival, when as soon as you ran into that other team in mid, everyone of them would have a possible 1.6k fire resist shield on them? No, you'd be a fool to do so, so you just have all your hunters go BM. Problem solved, except for all those pesky fire mages, which we all know are so relevant in the premading scene. It's another consumable that just kills off a class/spec, is this really what we want?
Thistle Tea- When a rogue opens up on me, their energy bar is the most concerning factor. When are they going to have enough energy to burst? When am I going to be safe too get a heal off if they don't have enough energy to kick. This thinking goes out the door, when they can just drink some tea and get 100% of their energy back. Can any other class do this from a consumable? Can a hunter just drink some coffee and have their focus go to max? No, so why should we allow a stupidly over powered consumable, that benefits only one class?
In closing, I would just like to remind everyone that the only people these limitations benefit, is no one. That's the entire point, it removes crutches from both sides of the field, so that in a premade, where it matters, we can see which guild is left standing. Consumables create too many variables for competitive play, there's a reason they are not allowed in RBGs and Arena.
Free Action Potion- Hey there frost mage, you say your primary focus is CC and Slows? Oh? Well to bad, no point running you if I'm going too have to deal with people popping FaPs every time we engage them in mid. What's the point of running classes focused on support such a frost mage, when there primary benefit is eliminated by these potions. It also forgives people when they make mistakes that should be costing them a cap. Whoops fall into FR when you should have gone second? In any normal situation that hunter and rogue coming up tun would have locked you down before you made it out to your healer on ramp, but nope you just pop your little FaP and your mistake is forgiven as you reach your healer. A premade is not the place too be making these mistakes, in pugs sure, but if you mess up in a premade you deserve to lose for it, not be saved by your crutches.
Elixir of Minor Accuracy- 10 hit rating, that's exactly how much caster need for meeting hit cap, and only 5 off for every other class. When gearing a toon, the idea of, "Hit rating doesn't matter, cause I'll just pop a consumable" is insane. Sure it's a fine crutch when you're waiting to get those engineer boots, or maybe you haven't had a chance to faction yet so you're using it to pass time, but in a premade? Think about how the gearing of a BIS rogue would change if he were always able to rely on this pot. There would be no need for Stained Shadowcraft Tunic with all that extra hit, no need for the shoulders either. Do you think hunters would still be using the gnomish boots if they knew they could just pop a elixer and disregard it entirely? Your best gear shouldn't be dictated by what consumables you have, it's not like that in RBGs, why have it here?
Minor Magical Resistance Potion- Increasing all resistances by 25 for 3 minutes, on a one minute CD, does this really need further explanation? In a bracket filled with resistance, from bracers, rings, and kings specifically, the amount of spell pen we can get is barley able to counteract that to allow caster DPS to be viable in a premade setting. And now you want to throw in a consumable that can constantly be on a target? Any sane person wouldn't bother running casters in this case, there would be no point! Any of you warlocks ever want to play in a premade? I'd forget about it if resistance pots are live, because any half decent healer is going to see you, take out their shadow resist cloak, have their kings buff, and start popping 25 resist every 3 minutes, and your fears have just become useless.
Swiftness Pots- The killer of a kiting defense, which many players believe is the only way to counteract the insane amount of burst in low level brackets. Many people believe that swiftness pots should be allowed because it helps deal with hunters who conc shot, or to get away when fcing. Understand that in a premade where everyone has them, they are not going to have any beneficial affect. Oh the hunter is chasing you so you speed pot away, it's not a pug guys, he is going to have them, and he's going to just reapply that conc. Some people might make the argument that if they have no beneficial affect, why not let people use them then? For the simple reason that they have no beneficial affect, so why bother using them. Most people consider swiftness pots too be a crutch, well if we remove the crutches from both sides of the field, shouldn't that give us a better idea of who can stand on their own?
Lesser Invisibility Potion- There is a reason classes that can stealth are limited to two, and that's to avoid the TI turtle strategy. In the fall of 2010, the 19 twink guild, Twinkinfo, had a 10v10 against the guild LaughingSkullFTW. Twinkinfo's plan? To have their entire team turtle in their base until nine stack debuff, then send out a group of two sub rogues, one feral druid, and one resto druid to return the flag in a single blow. Since then, the strategy has been looked down upon strongly, considered cheap and pathetic. It's for this reason that since then, classes have been limited to two stealthing classes per team, to avoid another game like this. While the 19s do not have to deal with this consumable, we do, and as the limit on stealthing classes has been implemented into 19s, we are carrying it over for our own premade rules, and this potion falls under the same umbrella.
Fire Protection Potion- A second AGM to deal with all of those pesky survival hunters, too many people this seems like a great idea. But let's think about it, would you really have your hunters go survival, when as soon as you ran into that other team in mid, everyone of them would have a possible 1.6k fire resist shield on them? No, you'd be a fool to do so, so you just have all your hunters go BM. Problem solved, except for all those pesky fire mages, which we all know are so relevant in the premading scene. It's another consumable that just kills off a class/spec, is this really what we want?
Thistle Tea- When a rogue opens up on me, their energy bar is the most concerning factor. When are they going to have enough energy to burst? When am I going to be safe too get a heal off if they don't have enough energy to kick. This thinking goes out the door, when they can just drink some tea and get 100% of their energy back. Can any other class do this from a consumable? Can a hunter just drink some coffee and have their focus go to max? No, so why should we allow a stupidly over powered consumable, that benefits only one class?
In closing, I would just like to remind everyone that the only people these limitations benefit, is no one. That's the entire point, it removes crutches from both sides of the field, so that in a premade, where it matters, we can see which guild is left standing. Consumables create too many variables for competitive play, there's a reason they are not allowed in RBGs and Arena.