So the reason why it doesn't really work like that is because 1 more CD is more valuable to someone who has a CD already than someone who does not. It would be like giving 500 dollars to someone who is bwhind on rent vs giving 500 dollars to someone who doesn't need money. Only one of them gets to go to Disney world. As an example I play paladin and use bomb belt so that I can have an interupt. To kill a healer 1 interrupt w my dmg is often not close to enough so I throw a stun on top. In this way the interupt only becomes really effective because I can pair it with another cc. CC abilities are notoriously more powerful the more you have available. A warrior has no interupt so an effective bomb has to interior a heal and usually has to be a particular heal (too early and it won't be effective.) Hunter has silance shot and frost trap to pair with bomb so that they almost always have effective ways to chain cc by themselves. The power that bomb gives is actually then allot more effective for hunter than other classess.
Thanks for the reply.
The above is wrong. Having one more CD is more valuable to someone who has less CDs, not to someone who has more.
I don't quite get how you intended to demonstrate the reverse with your example of $500 to someone who is behind on rent vs someone who isn't, you say that someone who isn't behind on rent gets more value out of $500, but it's strictly the other way around. OK, the guy who isn't behind on rent spends $500 on Disney world. That's great, but that's much less important than stopping to be behind on rent which is what the first guy does. Not getting to Disney world is less impactful than getting kicked out into the street. The guy who is behind on rent gets more value out of $500.
It's the same with specs and cooldowns. When you have N CDs, how are you using them? You are spending them on the most important stuff, survival. Then you worry about helping others survive, and about killing. Then maybe about styling while killing. You follow priorities. If one guy has 5 CDs and the other guy has 8 (we are generalizing here and assuming all cds are equal, this is not important because if cds are unequal we can always adjust their weights), the first guy fails to cover bigger priorities than the second guy. So, when you add one more CD to both of them, the first guy gets more value out of it.
This is pretty basic.
This is exactly why stuff in professions available to everyone works to reduce the differences and smooth out the imbalances. If they put more stuff in professions, the impact of surv will be smaller, not greater. This is exactly why when spec A hopelessly outmatches spec B adding a healer (or a dps, does not matter) to each side does the same.
You are wrong here, sorry.
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accels argument is "if hunter is op then why is my hunter dying?" Thats about it.
That's just your theories. In reality, the argument in the thread is "I am losing to all hunters, including idiot ones, in 100% of the cases bla bla bla, the spec must be idiot proof, send help". Which is a vast exaggeration. Hunters are OP, but if you are losing to an idiot hunter, learn to play.
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Nah his argument is "hurrdurr bad hunters are easily countered hurrdurr". While disregarding the fact that "bad" surv hunters can still have an impact on the match. Leading to more and more "bad" surv getting bramble and doing the following macro in BGs;
Correct, my argument is that bad hunters are easily countered. You can add "hurrdurr" if you want. Yes, bad surv hunters have more impact than bad non-hunters. Yes, since the spec is OP, there is a stream of bad surv hunters coming. But since they are bad, they are easily countered. And if their numbers grow dangerously high for that, you get a premade and counter them with a premade. You can counter a full bg of bad surv hunters with a 5-man, easily. (Half of them will chicken out or stay afk in the base right after losing the first fight, ironically enough for this thread.)
You should be worried about good hunters. Their numbers also grow.