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Posted Unappealing on 17 July 2011 - 06:01 PM
This thought has grilled me, and is the real reason i think anyone ever quits wow, pvpers anyways.
We are part of a formula, we have been trained to accept a terrible system and it seems were all entirely oblivious to it.
This thread is probably completely pointless as we all must be aware of this, but no one seems to talk about it anymore, we complain about specific stuff sure, but in general we just sit back and take it, its just the way it is and even though it is responsible for every other issue, we just close our eyes to it.
Every change, every new addition, every removal and tweek, its all just bullshit. It's what we wait for, to keep us coming back, to fix the new imbalance they pointlessly put into the game, so that hey it might be balanced next patch, and again, and again, and again, over and over and over. You could argue pve is responsible for this, but its not, its simlpy an excuse for blizzard to continue to be what we mistake as laziness. It's not laziness, ladies and gentlemen, its their fucking business model.
We get bored of one extremely long season, we complain endlessly about specific things over and over, a new patch here, and nerf there, and a new imbalance here. Over and over again. Sounds like im accusing blizzard of some giant conspiracy, but quite honestly at this point its pretty clear how this hamster wheel functions.
They make "mistakes", then say "oops! we didn't intend for this terrible system to not work as intended", then they reel us back in with the off chance they might fix it at some point down the road - chances are after another $15 from all of us is again safely in their pockets. It is genuinely insane.
As every season mellows out and takes for ever to finish we all just zombify and become use to it, we melt away brain cells endlessly doing the same thing accomplishing almost nothing, i mean in the end were suppose to be having fun, and dont get me wrong i do have fun when i arena with cool people, but honestly how can one sit back and even consider that its possible to have fun doing the same broken imbalnced garbage for 7 months in a row.
The thing that gets me the most, is when they finally bring in a new season, we all battled away for our titles and our gear and wait so patiently to get the next best shit, then its finally available! We all gear up like crack-fiends addicted to bigger numbers. We all hit pretty hard as the season starts and people complain, then they just buff reseilence and health pools, so even though were doing more damage and everyones all excited for this refreshing change, NOTHING HAS CHANGED lol.
Its depressing, this thread is depressing, the state of this game is depressing, but whats more depressing than anything is seeing all these quality people, all you guys, slave away as you get gouged by blizzard over and over again.
Were just part of a vicious cycle, a business model, an endlessly perpetuating and cleverly designed money making machine. Blizzard really doesn't give a shit what you say or complain about - they have it all planned out, and you'd be a fool to think otherwise.
Posted Eldacar on 03 September 2012 - 01:00 AM
Eldacar's Guide to PVP Power & Resilience
Hello PVP'ers! For those of you that don't know me I go by Eldacar and I am a long time PVP'er and PVP Theorycrafter, as well as a member of Blizzard's forum MVP program. I write PVP focused guides and do everything I can to help the PVP community grow and prosper, which is why I wrote this PVP Stats Guide. You can find me on twitter as @EldacarJS and on the US Official Forums as Eldacar@Boulderfist. This guide goes into a lot of detail and gets into some complex stuff in a few places, if you have questions leave them in the comments and I will answer them as best I can.
** PATCH 5.4 CHANGES**
- The base damage reduction of Resilience was increased to 72%.
- The Resilience rating to damage reduction conversion formula was altered.
Summary & Key Points:
-Resilience has linear returns, +100 Resilience rating increases your effective health by 1.235% relative to displayed health.
-PVP Power has linear returns, +400 PVP Power gives you +1% damage or healing in PVP (before spec modifiers).
-The latest season's PVP gear is generally the best gear for instanced PVP, however in world PVP players with heroic raiding gear will have an advantage.
-PVP Power does not cancel out a target's Resilience but it will still help you hit them or heal them harder.
-It is generally ineffective to gem for PVP Power, gemming for primary stats is more effective in most cases.
-The PVP trinket set bonus offers roughly 8.25% effective damage reduction and will always increase your effective health by 32.11% of your displayed health.
Table of Contents:
Section 1 - Resilience
1A - The Exponential Returns of Damage Reduction
1B - The Diminishing Returns of Resilience Rating
1C - Baseline Damage Reduction
1D - Effective Health
1E - The Full Scale of Resilience
1F – Resilience on Items
Section 2 - PVP Power
2A - The Absolute vs Relative Returns of PVP Power
2B - PVP Power's Interaction with Resilience
Section 3 - Gemming for PVP
Section 4 - Closing Thoughts and Remarks
Section 5 - Appendix
Appendix A - Valuation and Frame of Reference
Appendix B - Formulas
Section 1 - Resilience
Everyone reading this likely already has at least a general understanding of how Resilience works; its fundamental purpose is to provide percentage based damage reduction against all damage done by players, the more Resilience you have the less damage you take. That is fairly straightforward and easy to understand; however understanding how the stat scales and all the factors at work is more complicated. There are three main factors that go into how Resilience scales, first is the exponential returns of percentage based damage reduction, second is the diminishing returns of Resilience rating, and third is the baseline 72% reduction that all players have in PVP.
Section 1A - The Exponential Returns of Damage Reduction
The effects of percentage based damage reduction scale exponentially, the more you have the more valuable additional damage reduction becomes. For example, let's say someone is hitting you for 100 damage, if you have 0% damage reduction and you add 1% that 100 damage is reduced to 99 damage, a 1% effective reduction. However if you already have 90% damage reduction and you add another 1% that 100 base damage which was already reduced to 10 is now further reduced to 9. That change in incoming damage from 10 to 9 is a 10% reduction in actual damage taken by adding just 1% of damage reduction.
Here is a graph that shows how the value of damage reduction increases as you gain more:
As you can see at 50% damage reduction additional reduction is worth twice as much as normal, at 90% its worth ten times as much as normal. This kind of scaling isn't unique to Resilience, armor and any other percentage based damage reduction (even in other games) function the same way. Games control the overall scaling of these mechanics by manipulating how fast you are awarded the damage reduction.
One additional note on this, in World of Warcraft different damage reduction mechanics have multiplicative relationships NOT additive, what that means is that the value scaling for any one of these mechanics is only accurate within that one mechanic. At 50% damage reduction from Resilience an extra 1% from Resilience is effectively worth 2%, however none of this has any bearing on the value of additional damage reduction from say armor, that scales totally independently but in a similar fashion. Because these defensive stats scale independently from each other and have a multiplicative relationship they can each be examined and valued independently.
Section 1B - The Diminishing Returns of Resilience Rating
For Resilience the main factor that counters the exponential scaling of percentage based damage reduction is the diminishing returns on Resilience rating. The more Resilience rating you have the less damage reduction is awarded by each additional point of rating, as shown in the graph below. This is how Blizzard controls the overall scaling of Resilience as a whole, and it is what they change when they want to alter the way Resilience scales.
As you can see in the graph, the amount of additional damage reduction provided by additional Resilience gradually declines as Resilience rating increases.
Section 1C - Baseline PVP Damage Reduction
Mists of Pandaria added a new factor to the way Resilience scales, the baseline PVP damage reduction that all players have which was increased from 65% to 72% in patch 5.4. What this has effectively done is significantly shrink the damage reduction gap between under geared players and fully geared players. This combined with the limited availability of Resilience on gear and through gems has significantly lessened the impact of resilience as a stat at level 90. The difference in damage reduction between a fresh level 90 and someone in the best possible pvp gear is now relatively small.
Section 1D - Effective Health
Effective Health (or EH) is perhaps the most critical metric for measuring survivability. Effective health is essentially how much pre-mitigated damage it takes to kill you. If you have 100k health and 0% damage reduction your effective health is just that same 100k. However if you have 100k health and 50% damage reduction your effective health is 200k, because someone would need to do the equivalent of 200k pre-mitigaged damage to kill you.
It is also important to note that more than just increasing the size of your effective health pool, damage reduction also increases the relative effectiveness of heals on you. With 50% damage reduction a 1k heal actually restores 2k of effective health. This is one of the reasons why increasing your effective health through damage reduction is better than increasing your effective health an equivalent amount through raw stamina.
Effective health is really the stat that best indicates the value you are getting from Resilience and it is the stat you need to be paying attention to when evaluating the survivability of your character. Effective health is displayed on the graphs below as a percentage relative to displayed health, an effective health (EH) value of 150% for a player with a 100k displayed health pool would mean that player has an effective health from just Resilience of 150k. When you factor in other effects like armor and damage reduction from talents your EH is higher but we are just looking at Resilience by itself here.
Looking at effective health over the full scale of resilience as shown below illustrates how the exponential returns of damage reduction and the diminishing returns of Resilience rating combine to cancel each other out and generate perfectly linear returns.
As you can see the effective health returns of resilience are perfectly linear, adding 100 Resilience rating will always increase your effective health by 1.235% relative to your displayed health.
Section 1E - The Full Scale of Resilience
This next graph brings it all together displaying both the scaling of damage reduction and effective health based on Resilience rating at level 90 in patch 5.4.
This graph should drive home once again that although the damage reduction you get from additional Resilience diminishes the more you get your effective health continues in a linear fashion anyway thanks to the increasing relative value of that damage reduction.
Section 1F - Resilience on Items
At this point you may be thinking "I want to get as much resilience as possible and become totally unkillable!" which sounds great, but unfortunately it is a bit impractical. Although there is no Resilience cap you are extremely limited in the amount of resilience you can get in game on current season items. Most fully geared players will have around 3375, which is what you get from the PVP trinket set bonus and the PVP meta gem. The lack of resilience on gear is not a big issue because currently a player with nothing but the baseline 72% reduction already has 357% effective health, which is more than most fully geared players had at the end of Cataclysm.
For those of you contemplating using a PVE trinket or two here are some facts to help you make your decision. The 2600 Resilience offered by the PVP trinket set bonus provides roughly 2.31% additional damage reduction from baseline, which is about 8.25% effective damage reduction after factoring in the value scaling. Furthermore the set bonus will always increase your effective health by 32.11% relative to displayed health, so if you are currently at baseline you would go from 357% EH to 389% EH.
Section 2 - PVP Power
PVP Power is a relatively new stat introduced to the game in Mists of Pandaria which acts as the offensive compliment to Resilience. The idea behind this new stat is to encourage players to use PVP gear in PVP by putting major PVP-only offensive gains onto PVP gear (or in the case of healers, healing gains). PVP Power increases all damage done to players (under all circumstances), and healing done (while outside PVE-instances), by a percentage that increases based on how much PVP Power rating you have. The amount of each bonus you get is also dependent on your class and spec.
-Healing specs receive 100% of the healing bonus but 0% of the damage bonus
-All other specs receive 100% of the damage bonus and a partial healing bonus depending on class.
-Damage specs for Druids, Monks, Paladins, Priests, and Shamans receive a 70% healing bonus.
-All other specializations and classes (including tanking) receive a 40% bonus to healing from PvP Power.
PVP Power is currently the primary differentiator between PVP gear and PVE gear. It is a "free" stat on PVP gear, meaning it is not factored into the item's stat budget. As a result when comparing PVP items to PVE items of the same item level all the general-purpose stats should be equivalent but the PVP gear will have PVP Power on it as well making it a better choice for PVP. This fact is particularly important due to the presence of item level limits in all instanced PVP. The item level limits change with each season, but their purpose is to limit the item level of PVE gear to be equal to or lower than the item level of the current season's PVP gear. These two factors together generally ensure that the current season's PVP gear is always the best gear for instanced PVP. However the item level limits do not function in the open world, so in world PVP a player in the latest heroic raiding gear will likely (and unfortunately) have a large gear advantage.
Section 2A - The Absolute vs Relative Returns of PVP Power
PVP Power's scaling is very straight forward; it has linear returns when looking at it in an absolute sense, adding 400 PVP Power will always give you another +1% damage or healing in PVP depending on your spec. So every additional point of PVP Power will increase your damage/healing by the same amount. However I have seen some players around the forums describing PVP Power as having diminishing returns, and they are correct to an extent.
If you evaluate the returns of PVP Power in a relative sense it does have diminishing returns, going from 0%-1% will give you the same absolute damage increase as going from 30-31%, but in the latter case that damage increase is smaller relative to the damage you are already doing. Virtually everything in the game operates the same way. Think about primary stats for example; +3000 strength would give a warrior a pretty nice bump in damage right now. However if Blizzard said "Hey we like you random warrior!" and bumped their strength up to 100,000 then that +3000 strength would suddenly be worth a lot less to them even though it would still increase their damage by the same amount. The reality is that in order for a stat to offer you consistent relative gains as you gear up the stat would need to have increasing absolute returns, in other words it would need to give you more and more damage or healing the more of it you got. (For more info on absolute vs relative valuation see Appendix A)
Now it is time to look at the actual scaling of PVP power, which is shown in the graph below.
As shown in this graph PVP Power's returns are perfectly linear. You gain either +1% damage or healing for every 400 PVP Power you have, this is also the “baseline” upon which the reduced healing bonuses for non-healing spec are based. The red line shows the healing bonus for hybrids (70% of baseline), and the yellow line shows the healing bonus for everyone else (40% of baseline).
Section 2B - PVP Power's Interaction with Resilience
The most common misconception that most players seem to have about PVP Power is that it acts as a kind of "Resilience Penetration" which counteracts the target's damage reduction 1 for 1, that is simply not true. PVP Power increases your damage by the percentage shown in your stat panel, it always increases it by that same amount regardless of how much damage reduction the target has. Your outgoing damage is calculated first, then the target's damage reduction mitigates that damage according to their stats.
Take for example a warrior who's swing always does 100 damage in PVE. This warrior gets a +50% damage increase from PVP Power in PVP, so that 100 damage get's increased to 150 damage in PVP. This warrior has now decided to attack a paladin that looked at him the wrong way. Lets say the paladin has +50% damage reduction; so when the warrior's 150 damage hits him it is reduced to down to 75. That is how PVP Power and Resilience interact, the outgoing damage is boosted up by PVP Power, then the total incoming damage is mitigated down by Resilience.
Section 3 - Gemming for PVP
One of the most popular questions I get is "What should I gem for?" Unfortunately I cannot provide a clear cut answer to that question. The answer is dependent on your gear level, class, spec, play style and more. My recommendation is to check how the pros of your class/spec are gemming, and then experiment to see what works best for your personal play style. However I will say that it is typically ineffective to gem PVP Power at level 90, gemming primary stats is generally more effective for damage or healing.
Choosing the best gem for survivability is significantly more complicated. Stamina gems will almost always provide you with more effective health, but Resilience gems don't lag too far behind in the effective health they add. Additionally Resilience gems scale up in value proportional to the amount of healing you receive because they increase the amount of effective health restored by that healing. For now I recommend gemming for resilience if you are looking to increase your survivability, but I will look at this topic in more depth in a future guide.
Section 4 - Closing Thoughts and Remarks
I hope that this guide has been illuminating for everyone that has taken the time to read it, I have tried to provide as much accurate and detailed information as possible about the way these stats work. If you have questions about these stats or about anything written here feel free to ask and I will do my best to get you an answer.
I error checked this guide many times however I am still human, so if you believe you see an error please let know and I will look into it. I also want to make it clear that although I am a member of Blizzard's Forum MVP program I am NOT a Blizzard employee and nothing in this guide is based on any kind of inside information. All the data in this guide was all generated based on direct in-game observation and calculations based on that observed data.
-This guide is written for level 90 players, the numbers are different at lower levels
-This guide just underwent a major update and revision, if you notice a typo please let me know!
-Some of the graph types from previous versions of the guide have been removed to reduce the complexity of the guide, but may return in the future.
Section 5 - Appendices
This is some additional information about some of the ideas, concepts, and data discussed in this guide. Additional appendices may be added over time as needed.
Appendix A - Valuation and Frame of Reference
Absolute valuation compares numbers based on addition and subtraction, IE going from 30% damage reduction to 60% damage reduction is an absolute gain of 30%. Relative valuation compares numbers using ratios, IE going from 30% damage reduction to 60% damage reduction is a relative gain of 100%. Why is this important? Because taking the example a step further, going from 60% to 90% is an absolute gain of 30%, exactly the same as before, but it is a relative gain of 50%, half as much as before. So if this trend were to continue, it would signify linear absolute returns but diminishing relative returns. This guide primarily uses absolute valuation because it is much easier to understand and work with when comparing a large number of data points to a common baseline.
Frame of reference is another critical concept for evaluating data, particularly when most of the data is in percentages. There are two basic methods that can be used to evaluate a string of data points; constant frame of reference, or progressive frame of reference. Constant frame of reference uses one common baseline value as a reference point, every data point is compared to that baseline. In contrast a progressive frame of reference compares each data point to the data point before it. Take for example this set of data points: 1, 2, 3, 4, 5. On a graph using a constant frame of reference they would be displayed as 1, 2, 3, 4, 5 (all data points were compared to a baseline of 0). However on a graph using a progressive frame of reference they would be displayed as 1, 1, 1, 1, 1 (each data point was 1 larger than the number before it).
Using a constant frame of reference makes it much easier to evaluate the actual changes in the progression of a data set, where as using a relative frame of reference allows you to better evaluate changes in the rate of change over the progression of a data set. Since we are more interested in the actual changes than the rate of change when viewing the scaling of stats I chose to use a constant frame of reference for the graphs in this guide.
Appendix B - Formulas
The formula I use to calculate damage reduction from resilience in patch 5.4 is:
Reduction % = ((28900*0.72)+x)/(28900+x)
x represents resilience rating.
The formula I use to calculate damage increase from PVP is:
Damage increase % = x/400
x represents PVP Power rating
Posted Tosan on 03 November 2012 - 01:34 AM
Posted Nisslol on 28 August 2012 - 12:36 AM
Posted Hazzah on 21 February 2012 - 05:39 AM
Posted Bigmoran on 17 September 2013 - 09:26 PM
Posted Blowi on 26 April 2012 - 05:12 PM
I love the social part of gaming which is why I'm still on Skype mostly everyday, talking to the friends I've met through WoW, but when I see personal attacks, I turn into a sad panda, and I'm tired of being sad.
Therefore, I'll try to make this as clear as possible, but if I see threads such as the thread toward filo which served no purpose other than people with nothing better to do than attack others, I'll strike down on them, and it's going to be hard. It stops now.
I mean, it's not everyone who still plays this game, but that doesn't mean people should be allowed to do as they please on a gaming forum. Now, I understand the urge to hate for fun in a BG forum at times, but we're on a whole new level of sad when you purposely derail a thread of someone who released a video, or create a thread just to attack an individual.
Also, I hope most people here can understand where I come from when I'm making this thread. I spend my free time to moderate AJ, and it's impossible to always be around when someone decides to stir things up, but please - report posts from people flaming, bashing, pointless threads and whatnot. Within reason of course. Surely you want a forum without this hostile attitude.
I'm posting this in General Discussion as it's where most people read the forums, and I'm willing to hear inputs, so either PM me on AJ or post in this thread. I'll edit the thread if move comes to mind, since this was pretty much a spontaneous thread.
Have a good evening all.
Posted Porkz on 28 February 2012 - 09:27 PM
Posted Veev on 08 January 2012 - 11:26 PM
- Remove it from Preparation
- Add a 75 energy cost to it
- Or disable it in arena
Anything less won't suffice.
Posted Nadagast on 21 February 2014 - 12:09 AM
Trolling and assholery puts AJ on a downward spiral. People troll/asshole-it-up, which leads to less people using this as a forum for serious/reasonable discussion, which leads to more trolling, etc. AJ always was and continues to be the most popular place for new players to get into the PvP scene. Any community relies on new members to sustain itself--by making this place a wasteland we are doing nothing but ensuring our own demise.
Before you post a reply or topic, ask yourself: am I being an asshole? If you are, change your post to take a more educational tone. If you're feeling heated about something, take some time to cool off before replying. Don't immediately assume someone is trolling you, some people are just not very knowledgeable. Worst case, if you reply in a calm educational manner, you've posted something informative for the hundreds or thousands of lurkers who will view your reply. These are generally newer PvPers, and anything you do to help sustain them as arena players helps all of us.
On any set of forums, it's easy to forget that almost all of the people reading it are lurkers, who will never make any posts. Lurkers cannot be trolls, they can't be assholes, they are just here to learn or read interesting things. Post interesting, informative content. Post drama if you want, but don't be an asshole. Fuck the trolls, post for the lurkers.
Posted Pharaun on 30 October 2011 - 09:05 PM
Posted Reckful on 23 September 2011 - 06:10 AM
as for wow, i think the focus changing to rbgs was the end for me. i like playing with tight groups of friends and, maybe i just don't have 9 close friends, but i didn't get the comfortable fuck around in skype feeling when playing rbgs. also they aren't as engaging & you don't feel like you're accomplishing as much yourself, most of the time... well i'm sure you guys know.
i enjoyed arena over the years, no complaints. most nostalgic probably 2v2 in TBC, playing warrior/druid then spriest/rogue. most fun... well shoutouts below. looking back, despite any imbalances, it's been fun.
shoutouts: talbadar, nadagast, yog, benys, valrath, hotspot, marma, gravemind, venoma, neil, woundman
& thank you 3v3 teams since 2007:
aeror/matt, hyped/fuzion, sodah/venruki, azael/cdew, pookz/elano, snutz/toez, col.red
to contact me,
my twitter twitter.com/byronbernstein
reckful.info - dad's book
Posted Thaya on 29 November 2012 - 02:06 AM
f=CreateFrame("Frame") f:RegisterEvent("LOSS_OF_CONTROL_ADDED") f:RegisterEvent("LOSS_OF_CONTROL_UPDATE") f:SetScript("OnEvent",function() for b in pairs(ActionBarActionEventsFrame.frames) do b.cooldown:SetLossOfControlCooldown(0,0) end end)
- download and install this addon: http://www.mediafire...rstnhs03hiabt2g - it just runs the script above;
- or put the script above in an addon you always run in its main .lua file;
- or create your own addon to run the script above - a simple guide is in my signature;
- or simply /run the script above in-game every time you log in.
Update 1: added a downloadable addon.
Update 2: updated both the script and the download with a more efficient version - it'll run only when you actually do get controlled instead of on every action bar update/event. Save yourself some CPU cycles.
hooksecurefunc('ActionButton_OnUpdate', function(self) self.cooldown:SetLossOfControlCooldown(0, 0) end)
Update 3: a version that hooks into Bartender as well: http://www.wowinterf...rolRemover.html
Posted Psyko411 on 17 November 2011 - 11:55 AM
I saw on many forums that lot of players were looking for a functionnal calculator title.
I did the same like AJ, but mine works fine :>
Don't Hesitate to add your informations, lower teams, etc...!
I forgot the link -.-
My title Calculator
Posted Bigmoran on 25 February 2014 - 04:19 PM
I really hope I can earn the respect of all whiteknights. Apologies to Dibzz, Irub, and Benjiown.
Posted Claynz on 31 July 2011 - 06:30 AM
I have now added 2 of my Hypster playlists to my website. One is my main playlist and second one is my retro synth 80s playlist!
New design, add-free and easier to navigate around and way cleaner than my old one.
Complextro, 80s Retro Synth, Electro, House, Chillout.
Keep posting feedback here in this thread.
Playlists currently out:
2x Hypster playlists out. SHUFFLE BUTTON WOAH xDD
rep if like:)
CURRENT VERSION: 7.0 /Hyspter
Posted Bigmoran on 18 February 2014 - 04:26 PM
Anyway, just like last season here is the list of the TRYHARDS of SEASON 14.
Winning the title for two years in a row is HEUHEUEHUEHUE Brasil DK Vigaboy. Previously known as Vigarista and Vigaboyswag, this DK (who honestly plays like an Honorbuddy profile) farmed 1-2 point wins from 2470~ to safe Rank 1 rating.
Once again, this clever little bastard has backpeddled his way to another rank one title.
If this were the Olympics, Brasil would have a huge lead over everyone at this point. I say this because the tryhard druid of s14 is also a HEUHEUEHUEHEUHE BRBRRBRBRBRasil. If it wasn't obvious enough at this point, I am of course talking about Rynd. This emotional train wreck of a human being has five druids, most of which are getting rank 1. You trying to compensate for something there buddy? I hope it's your inability to grow a mustache.
Claiming the title of tryhard hunter is bucktooth Shaman Goat cleaver Tonystyle. At the beginning of the season he would queue Ret/Hunter/Shaman for literally hours every day. This guy had nearly 1500 games played at the START of the season running only ONE comp.
When he's not making donuts at Tim Hortons or yelling "DUDE DISPELL ME WHAT THE FUCK" to his teammates, Snaregodx is actually a pretty swell dude. This high calibur frost mage made it big this season, climbing his way to rank 1 of the ladder. I hear from some of my colleagues that his success in arena is due to him gemming full dodge and speccing into blazing speed when some other mage ques arena. Well praise Jahllah, because Snaregodx won his race against to Kwok to achieve rank 1 on multiple mages.
I couldn't really think of anyone relevant to put in this category. So instead I am opting to give this award to Ssjwindgodx aka Ssjwindvipx. If you don't hate him already because of his name, this black guy runs double monk (MW/WW) in 2s for multiple hours at a time. Cmon man, it's black history month. Live the dream and queue some 3v3.
It's been a while since he graduated from Bongwater University with a degree in Wind Raiding, but Eliteqt has certainly made a splash on the ladders this season. I'm sure it had nothing to do with playing with Jahmilli, but Elite climbed high on the ladders on three paladins (not to mention some obvious carries, but hustle over bitches amirite?)
I'm not sure if he is even capable of reading, but winning the tryhard award for priest is Dibbz. When he's not taking vodka shots off his bros' bellybuttons, he is spam queuing fire mage godcomp with Hansol, lord of fire. If you need some insight into the life of a sexually confused rich kid who pops his collar, drop by his stream every once in a while. Ignore the subpar shadow priest play and focus on the two shirtless dudes in the background playing ping pong.
Jax. Not much to say here.
It's a bit ironic that the tryhard shaman comes from a server commonly abbreviated ED, because this guy certainly has a big dick with the moves he pulls against streamers. Playing four shamans, each with a unique kickbot profile is Kallis, some idiot that got high ratings running Honorbuddy cleave.
Winning the title once again is Dota. It seems he has gated in and out of ~3 online relationships during this season, causing him to name change every time. His names this season went from Juliaxo to Cleanupxo to Marilynxo to Marixo. Either he is just copying the lyrics of Mambo #5 or he genuinley has been the victim of some serious /cast seduction. (jesus christ i feel like Perez hilton at this point - hold me, dan)
The tryhard warrior of this season goes to 40 year old Korean father Irub. He played multiple warriors this season, each time running KFC with some of his other squinty eye friends. The main reason he is a tryhard tho is because of his ability to create a Great Wall of Texts on AJ, none of which people give a single fuck about.
Subsribe to my YouTube: http://www.youtube.com/bobrosslol
Posted Zilea on 08 July 2012 - 04:07 AM
Neilyo and Champ discussing the current state of rogues
Maldiva, Avey, and Zilea hanging out, with an unknown guest in the background
Hoodrych complaining about getting sheeped
Samx and his team at the start of an arena match
At my computer with a strange creature outside. Could this be the mysterious Belorax of legend?
After beating Talbadar in arena
Going camping; i'm the young lad on the right
Arena during beta
Me fishing in the summer weather
Zilea protecting an innocent child from a fearsome tarantula
WWE wrestlers featuring Stone Cold, Understaker, John Cena, Mankind
Zilea talking about a girl from one of his college classes, "big girl"
Zilea carrying Belligerentz
Zilea healing against a mage
Belligerentz insulting Zilea
Zilea and Maldiva; Zilea is on the left, Maldiva is on the right
Zilea after beating someone in arena that he doesn't like or plays an overpowered class
Posted Giantfoamhat on 16 January 2012 - 04:51 AM
Now, I know you guys make money off of each commercial per viewer, but you will get more viewers if you play less ads. I refuse to download adblock to fix this problem because I support you guys and other streamers. But do not take advantage of me and the other faithful viewers. Part of the fun and entertainment is to hear you guys bs or work out strats in between queues. Instead, each of you play a commercial. It comes out to one commercial about every 4 minutes.
Original does a really good job with his ad plays. But other like Snutz, Hood, and Talb....not so much. Just try to hold back on the ads and play one every 15-20 minutes. You will attract more viewers.
Good luck and keep streaming. Thanks.