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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 Tosan on 03 November 2012 - 01:34 AM
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 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 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 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.
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 Claynz on 31 July 2011 - 06:30 AM
Ok so the website is now back! #YOLO
New design, add-free and easier to navigate around and way cleaner than my old one.
Season 5 playlist is totally new, i havent found that many songs lately since i just started will add more asap this month for sure!
Complextro, Electro, House, Chillout.
Keep posting feedback here in this thread.
Playlists currently out:
- Season 5 (new)
- Season 1-4
- Megamixes (soon)
Keep in mind Grooveshark is banned in some places!
rep if like:)
CURRENT VERSION: 6.0
Posted hoodrych on 23 October 2011 - 05:03 AM
Let's go back to the beginning of TR. Snutz, Toez and I had paired up with confidence since WLS was good and Warriors were looking like the best melee class. WLS beat DKLS which was running rampant, and stomped most caster cleaves (pre-patched shamans were talking), and generally felt like one of the strongest comps on TR. We never got to play as much as we wanted because Snutz was never around as he just got his first girlfriend and lost his virginity, frequently asking me for sex advice and telling me about his girlfriend's yeast infection. We got maybe 2 decent sessions in on the first week of TR, and easily held 1st place, putting most of our confidence in what felt like a very strong WLS comp.
Then blizzard patches mid TR, warrior 2h damage was nerfed by 8%, rogue damage was buffed by 6%, DK unholy buffed and the soul swap nerf hurt us as well. We started having trouble with teams like Diziet's cleave, who we had no trouble with before. RLS was getting hard, DKLS seemed so much different than before and Shadowplay close to impossible after the spriest buffs. We had 2 teams going with 1 that was 100% safe for qualification. We didn't have the same confidence as before the patch and were pretty frustrated by lack of practice, but mainly by lack of playtime because of Snutzs first girlfriend.
At this time we were approached by Pookz who was concerned with qualifying and was scared his DK/Mage/Priest would be hit too hard with the frost DK nerf. We eventually agreed to give them some games on our alt team, put them in qual range, and they'd give us a game on our main team (which was already qual'd). This happened and was fairly easy to organize as it was the last day of Season 9 and most players were queuing on live. A week passes with no changes to the top 8. With about 2-3 days left before TR ends, and with Snutz showing no sign of trying to be on to practice or committing, Toez decided to leave and try to qualify a last minute Shadowplay with Shouri/Imbadz. Toez came forward and told me he would do this, which I respected and understood. However, this did not go well. They capped out at around rank 15 and it seemed Toez,Snutz and I were destined to go to regional's un-confident and more so just for the free trip.
1 day before TR ends, Snutz comes online and tries to get our WLS to play and Toez isn't having it. Toez had no desire to play with Snutz since he was never on and was screwing our WLS out of practice. After seeing how the EU TR was dominated by MLS, Snutz starts queuing with Kollektiv and Pookz, they do EXTREMELY well and go something like 60-3 up to almost qual range. Kollektiv of course is already teaming up with Massive/Nadagast and can't really commit to this new MLS team. This is where Toez comes in. Toez wanted to qual really bad and came "CrawlingBack" to Snutz to try a last minute MLS run. This went well. MLS dominated all the DKLS and melee cleaves, and had a very good shot at beating EG's Shadowplay. I had no problem with any of these players before this. I wasn't told they were going to try MLS, and how it would potentially screw me out of qualifying. I feel it was pretty shitty on their part to go behind my back knowing it would screw me over. Look, I understand the game is all about Comp. I would never deny them a much better shot at winning if they needed to play with a Mage. I understand the game changes and at that point MLS was a much better option than WLS. Was it a shitty way to go about it? Absolutely. Not to mention the DK/Mage/Priest (Phil/Mackenzie) team that Pookz was going to qualify with? Yeah, they'd be screwed out by this as well.
Now was I upset or bitter at the time? Sure. Did I revenge "hack" anyone, No. Did I delete any characters? No. May I have provided someone who was upset about this situation as well with a few battle net e-mails? Maybe. Last day of TR and around mid afternoon there is word going around that Snutz got hacked, with his character deleted. I looked into this and found it hilarious, thinking that there is no way for them to come back from a hacked/banned account on the last day of TR, since TR REGISTRATION HAD BEEN CLOSED FOR WEEKS even if they bought a new account. Thinking back to the time where Crysalids RLS got hacked FOUR DAYS before a TR ended and there was no possibility of qualifying again, well unfortunately they didn't have a Pookz on their team. 1 hour letter Snutz's MLS is online and queuing arena. How was this possible? His account was hacked/banned, his character no longer existed on armory... and TR registration was closed. In comes Kalgan. Pookz apparently called Kalgan (Lead Developer of Blizzard) on his cellphone and told him the situation. Kalgan got Snutz a brand new TR registered account, his lock restored on that NEW account, MMR restored and invited to the team as well even when inviting was DISABLED. This was known because right after the phone call, Pookz came in skype bragging about how he just called his "pal kalgan" and got everything fixed. I guess it is about who you know. I've also heard that Pookz was "hacked" shortly after, and had a ban lifted on his account in under an hour. (we've all seen this process take a few days at least)
Regardless of all there setbacks, 2 hours left before TR ends and Snutz MLS is top 12. They're spamming games trying to qual and are getting within 100 rating, but at the same time getting tanked by Diziets Dk/Rog/Sham cleave. Venruki/Sodah/Valrath are also top 8 and 100% qual'd at this point, and begin queuing on an alt team and alt chars. They get Snutz's team, what do you think happens? We all know Complexity.Red was Sodah/Venruki/Snutz.
Even when Toez (Crawlingback) MISSED A QUEUE, they went in 3v2 and Sodah/Ven/Val gave them the win. This put them at within 10 rating of qualification, with only 30 minutes left before the server shut down. EG's shadowplay witnessed all this, and decided to get on one of their high teams as Double healer/lock to 45min draw snipe them. They got in the same game, and after about 15 minutes Cdew DC'd - which gave Snutz MLS the win and enough points to qualify. The snipe ended up biting EG in the ass pretty hard, while unfortunate but pretty funny as well.
Now don't get me wrong, Pookz/Snutz/Toez are obivously all top tier and could most likely qualify regardless. Do they deserve it? Maybe. Do others deserve to have gone? Possibly. It all comes down to Blizzard being irresponsible and not labeling this as an Arena Tournament. They didn't say anything about a top 8, or a LAN tournament, they just didn't clarify anything which in the end gives them the power to do whatever the fuck they want. Benys/Crysalid/Reckful were the RLS that qualified. Why did Venoma/Gravemind/Reckful show up to regionals? (Hint: rhymes with Dalgan) Since when were players allowed to just be substituted at the last minute... I thought this is the reason they make you play on your own account? They did whatever they want and invited whoever they wanted, and made it look legit by personally helping players they are friends with.
When it's all said and done Snutz MLS played well, which is surprising considering I'm sure they had almost no practice. They may have fucked me and others over which you could call a dick move, but they still won a ton of money, so congrats to them. However that 2-3 PHD finals loss might be the perfect definition of what karma tastes like, just sayin'.
tldr; snutz gf has yeast, people got fucked outta qualifying, win trading happens every tr whether you believe/like it or not, snutz mls won a ton of money from a shit game; karmas a bitch.
Posted Guest on 09 October 2011 - 04:46 AM
-East Coast battlegroups must have their ladders merged. The same respectively for West Coast battlegroups. The same goes for all other regions for Europe.
**The cross-battlegroup queue system was a great addition to the game. It came with many flaws, however. It waits 4-8 minutes before you can even get a team from a different battlegroup. This will also make the ladders much more interesting and many more people would queue. I doubt many would care how rank 1 would work, as long as the queues are fast.
-Bring back 5 wins a week for arena to cap points and 3 wins of RBGs to cap points.
**I have PvP'd in this game since the beginning. The idea of PvP from the start has always been of a casual nature. However, when you changed the amount of points gained from a single arena/RBG win to a static number it left me totally confused. Not only did it make it more difficult to cap when your cap was only 1350/1650; it made top arena players have to queue for multiple hours a week just for points. Why so long? The queue times are 4-8 minutes and you have to win 15 arena games on that character to cap and 7-8 RBGs. Top players will have 75% win or so, so 20 arena games with 6 minute average queues, 1 minute in the starting zone, and a 3 minute game on average is playing for over 3 hours per week just getting points. Bring back the casualness of PvPing. I have 3 alts that are all high rated, so it's impossible for me to play the 12 hours just to get points on each character.
-Bring Curse of Tongues, Necrotic Strike, Mind Numbing, etc down to a 15% or 20% reduction in cast time.
**This is a problem I have experienced since the beginning of arena in BC. Back when it was 60% cast time it was difficult to do anything as most classes. It was reduced to 30% in WotLK, but it was still really powerful then as well. Top players were able to shut down DoT classes while sacrificing huge amounts of damage (Wound/Deadly Poison for Mutilate and Curse of Agony for Warlocks). It is more of a problem now than ever, though. I will go through each one separately. Rogues generally use Wound Poison on their main hand and Crippling Poison on their off-hand. Wound poison does a high amount of damage (7-10% of your damage) and applies a 10% healing debuff. All rogues now against any caster will gladly drop that no matter what to be able to easily lockdown casters. The next class I would like to go over is Warlocks. Warlocks in the past have had to lose 15-20% of their damage to use Curse of Tongues. Now they only lose the ability to apply Curse of Elements, an 8% increase in damage. Every top Warlock now just constantly keeps tongues up on any caster in arena, healer or DPS. Death Knights are less of a problem overall than the other two, but it's still a big issue. Especially versus healers, Death Knights are able to frontload 2-3 major cooldowns and dump 10-12 Necrotic Strikes within the first 15 seconds of a match. The only healer able to survive that without using every single cooldown and massive peels from partners is a Holy Paladin. The problem with the situation is that once their cooldowns fall you are left with a 30% cast time reduction so it's almost impossible to recover (I like the idea of Necrotic Strike in general, just not the severity of the cast time reduction). The last thing I want to mention is that every class now has a damage over time effect. Introduced in WotLK, your haste affects your DoTs. Shadow Priests have the most haste of out anyone with 20-25% depending on gear. Most other classes have 13-18%. Cast time reductions also affect DoT ticks NEGATIVELY. So when I have a cast time reduction I actually have -5% haste which you can also look at as cast time slows giving you approximately -4000 haste rating. My final point on the topic is this: the game is made to have fun. PvP is supposed to be fun. Having to press Curse of Tongues and lose damage for a cast time poison is really not fun. Even worse, it's less fun when your DoTs tick less often and less times while your spells take longer to cast.
-Reset all player MMR to 1500 to start the next season.
**The game balance this season has felt solid, but the reason the arena playerbase has been slowly diminishing was because of the MMR changes made at the beginning of this season. First, some players lost 200 MMR out of the blue where others did not. Then, how MMR worked was changed completely which made exploiting near impossible. The huge downside to that change was players who never left their teams in the first place and played during the first couple weeks had a monstrous advantage. Achieving a rating above 2700 is only possible with a team of elite players, and getting up to 2800-3100 is impossible now. For me, I have 2 teams above 3030, and queuing on them is impossible with 3100 MMR. I could sit in the queue for 20 minutes and never see the queue pop. But this change isn't for the top percentage anyway. The ladder is messed up, players aren't able to queue into other teams of similar skill because some players have inflated MMRs from last season and others have a deflated MMR from playing with many different players. Please listen to the community on this one!
-Stimulate the PvP Scene by adding the ability to spectate ladder games or war games while logged into the game as a normal player.
**Many of the games I play nowadays (even very simple ones) have the amazing feature of being able to watch other players fight against each other. The game would be better than ever with the ability to just watch your friends or great players play the game. I cannot see it being a hassle transferring the Spectator UI over into the player's hands.
This map should have 4 sets of stairs leading up to the higher plateform. The location of the stairs would not be at the corners of the platform, though. There would be stairs in the middle of each side leading up to the platform. This way, there will be more LoS in different locations so the fights could move around the map. Hunters would have less trouble being left on the bottom for too long as well. Also, the waterfall should not be active in an arena match at any time. It was a cool idea at the start, but it's too game-breaking with how it functions in PvP (slowly appearing over time then becoming LoS). There has also been a bug for the past few months where if you get Feared on the bottom you can walk straight through the gates and have to be teleported to the middle of the map.
Everything about the map is great. Just smooth the terrain out. Gnomes have a disadvantage at various spots on the map because of the uneven terrain.
-Blade's Edge Arena
Same with Nagrand with the terrain. The center under the bridge should be flat. The walls at the top of the bridge should not provide LoS (let alone be different on both sides). The holes in the bridge need to be repaired. The small pillars need to be repaired as well.
-Ring of Valor
Pets get stuck far too often on top of the pillars. I think Ring of Valor is an interesting map now that the sides have been changed, and I think the dynamic of the pillars is actually a good thing. The reason Ring of Valor was disliked at the start was the starting locations (and fire). It changes the game for a lot of comp vs comp match-ups, but it's still a keeper. Warriors also cannot use Charge on a player who is on the pillar (even when down) and cannot Charge while on the pillar when it's down.
-Ruins of Lordaeron
Please fix the tomb in the center. The random large cracks in it cause players to get stuck. The hills in the arena to the side also should be flattened as it causes unnecessary LoS. There should be small tombstones on the sides of the arena that provide LoS as well.
-Remove the glyph of Anti-Magic Shell and increase the cooldown of AMS by 15 seconds.
**Death Knights have lots of survivability versus casters with the ability to IBF, Ghoul Sac, AMS every 45 seconds, Lichborne out of Fear/Charm and be immune, Strangulate, Death Strike, and pet abilities. These changes will prevent Death Knights from pretty much using AMS freely in PvP just to prevent spells from being cast on them. With a 7 second duration, there is only a 38 second window to kill a Death Knight as a caster. If you factor in their other cooldowns you have to go through their cooldowns multiple times to kill them, even solo. This will also prevent Death Knights from abusing the ability in PvE, especially as DPS. If tanks really need AMS for mitigation then there could be a Blood talent to increase the duration and/or reduce the cooldown.
-Death Knights could use a little help in survivability versus melee (only a SMALL buff would do here).
**I'm at a loss for a good change here, but without the small passive self heals and passive damage reduction (outside of armor) that other melee have with low mobility versus another melee class it's simply hard for a Death Knight to live.
-Desecration should be a 30% snare, have it's duration decreased, have an internal cooldown, or only proc off Death Strike.
**This has been in the game for far too long. The spell lasts 20 seconds on the ground. Thinking in the big picture here, this affects all parts of the game. It lagged people for a long time in Raids. In Rated Battlegrounds, you'll be running around on your mount and all of a sudden you're in Desecration (usually not just one!) after a fight is over. The duration is unbelievable and so is the delay on the duration of the snare when you are outside of it. This also affects arena a lot just because it's difficult to move around without being in desecration for a long time.
Please change the energy cost on Gnaw (Monstrous Blow, too, during Dark Transformation) to be lower than that of Claw (Sweeping Claws during Dark Transformation).
**Currently, Claw costs 40 energy and Gnaw costs 30 energy. If you try to use Gnaw at any point it most likely will not work because it will already have Claw queued up and you only have a one second window to press it. You need Auto-Claw on to keep up the high pet damage. Players have been having to turn off Auto-Claw while playing to cast Gnaw and then turn it back on to do damage once again. A small change like making Gnaw cost 20 energy or 0 energy would be enough here.
You should be able to cast Hungering Cold while moving.
**Instant cast Hungering Cold on a 1-minute cooldown was too good. However, when it was changed to a cast time players found it to be clunky and out of place as Frost's final talent. It would make much more sense for a melee class to be able to cast such a spell while moving.
-Change Predatory Swiftness ONLY to fix cyclone. I have a lot of suggestions for this, but here's my top two. Predatory Swiftness now reduces the cast time of all spells by 20% per combo point, and 10% per combo point for Cyclone. Another one is: Predatory swiftness now has a 20% chance per combo point to allow you to cast spells while in a feral form for the duration of the buff (maybe technical limitations, though).
**These changes will stop ferals from being able to abuse cyclone spam in PvP with virtually no way of stopping them. They continue to put out massive damage while being able to control a player every 10 seconds for free. On top of partners assisting that control or damage (Priest/Mage/Feral or Feral/Melee/Healer comes to mind) just makes it truly difficult to deal with. Ferals can also be really clever with those changes and still do most of what they do now, but without the ease (which is the problem).
-Nerf Wild Growth by another 5%, but in return buff the HoT on Lifebloom by 20%.
**Wild Growth has been nerfed by 20% already. I dont have all the exact numbers, but I can tell you this. Generally in 25 man raiding Wild Growth is 25-35% of your healing where Lifebloom is 8-10% of your healing. In 10 man raiding Wild Growth is usually 15-20% of your healing with Lifebloom at 13-15% of your healing. (If you don't trust the numbers there's plenty of data of World of Logs!) Another nerf to Wild Growth might be overkill, but I have reasoning for these changes. PvP druids need help. I played with the best 2 PvP druids in the world, and they both have since stopped PvPing. Simply said, Druid HoTs cannot keep up with the damage output of players in arena. Most of the reason Druids are so good in PvE is their spread healing. Their single target outside of Healing Touch and Nourish spam (unusable in PvP) is lackluster. This change would put the funnest healer to play with and against in arena back on the map.
-You should be able to shapeshift in and out of Tree of Life form while the buff is active.
**This happens nearly every game so this would be much more than a quality of life change. One of the reasons Druids were so powerful in the past is their ability to shapeshift out of snares and into Travel Form to escape danger. In Tree of Life form sure you heal for more, but if are swapped to or Mana Burned in that form you might as well not be in Tree of Life anymore. If you are swapped to you just have to stand there and tank the damage; using up a large amount of mana as well as being unable to get away.
-Please fix Typhoon.
**Typhoon currently has a major bug that affects both PvE and PvP. While aiming correctly, it will sometimes fail to do anything. I've heard A LOT of complaints about this.
-Add pushback protection baseline to the Restoration spec or any talent in the tree.
**Very often in PvP, a Restoration Druid is able to cast a spell and it will receive major pushback from a pet or a player and cause the spell to be pushed back long enough for it to not be worth casting in the first place. Please give them the 70% pushback protection that most classes had in WotLK.
The mid-tier Balance talent Owlkin Frenzy (or a new talent) should also cause you to gain a buff called Entangling Frenzy after Barkskin expires for 3/6/8 seconds. Entangling Frenzy causes melee attacks to root the target. This shares diminishing returns with other roots.
**Moonkins are a fun class in PvP when you are able to freely cast spells. However, Moonkins are the worst caster while being trained. They only have Barkskin to reduce damage taken and they can only put their normal 2 DoTs up or choose to use their weak heals, go into Bear Form for other abilities, or shift in and out of form to attempt to get away. This will give Moonkins a nice way to survive better against melee.
-There needs to be a Minor or Major Glyph of Scatter Shot reading: Your Scatter Shot ability now removes all DoT effects from the target.
**Hunters really need PvP love right now. They have high burst and frontload cooldown damage, but for years their control has always been really difficult to deal with. Traps being affected by spell penetration was a good start, but this is definitely a necessity for Hunters.
-Entrapment should also also cause Wing Clip to root the target for 4 seconds, but still be subject to diminishing returns on the other Entrapment effects.
**Hunters have deadzone issues in PvP. When faced with a melee in their face they are unable to do much when they are low on cooldowns. Hunters have low survability in general so having a melee stick to you for more than a few seconds is deadly.
-Freezing Trap and Scatter Shot should only break on damage, but similar to how Fear works with about half the cap.
**Freezing Trap is unreliable in PvP. It can be taken by other players, it can miss completely, and it can break to any DoT (including Snake Trap!). This will help Hunters land their CC much easier.
-The 4-piece Hunter PvP bonus should reduce the cast time of Steady Shot and Cobra Shot by 0.2 seconds.
**Again, Hunters have trouble with focus regeneration and deadzone in PvP. They can't get much out of these two abilities without lowering the cast time a bit.
-Redesign Raptor Strike. I'm sure there will be better suggestions, but for now include this statement in the description: Successfully landing a Raptor Strike increases your dodge chance by 20% for 6 seconds.
**This ability has little to no use anymore. It's attack power scaling is way off and there is little a Hunter can do in close melee range. This will give them some help while being trained by melee.
-Ice Lance should deal 20% less damage to frozen targets or while Fingers of Frost is up.
**Out of all the DPS classes, or any class in general right now, Mages are the number one class to be complained about; not only from other classes, but the Mages themselves. Their damage in PvP is completely centered around Ice Lance with the occasional Frostbolt now. I've had hundreds of arena games versus mages where they cast 5 Frostbolts, but 80+ Ice Lances where Cone of Cold and Frost Nova did more damage than Frostbolt. This nerf is just the beginning of multiple changes that I would like to better the game, life for other classes, and life for Frost Mages.
-Frostbolt should deal 20% more damage to targets that are not frozen, but the same damage still to targets that are frozen.
**Players have the most fun when they successfully cast a spell, and it means something. Right now, casting Frostbolt generally doesn't mean much in terms of the damage done aside from procs and snares. This would increase Mage consistancy while freecasting, as well as make the game a lot more enjoyable for all players. I'm not entirely sure if the numbers for Ice Lance and Frostbolt would be correct, but I can check the numbers out in current gear to give you an idea of what it's like.
-Frost Nova should last 4 seconds as well as the pet nova "Freeze". However, Frost Nova should no longer be dispellable. The Cone of Cold root should also last 2 seconds and be undispellable. Each root would only share diminishing returns with itself.
**This may be a good change for a future expansion, but there has been a lot of talk about this change between the top arena players. Not only did Mages enjoy the change, but healers, casters, and even melee alike wanted this. This would allow Mages to have guarenteed control with their novas and bring less annoyance to healers and melee dealing with the novas. The melee know that it's only 4 seconds and the healer knows they don't have to spend 3-4 dispels trying to get the annoyed melee out of the nova. The Mage can also stop complaining about people chain dispelling their novas with no dispel protection.
-The cast time on Polymorph should be reduced back down to 1.3 seconds, down from 1.7 seconds.
**One goal of PvP in Cataclysm was to reduce the control that Mages and Warlocks had over other players with quick casted spammable control abilities. Fear got hit with the same nerf, but with the ability to easily cover your Fears with DoTs the cast time did virtually nothing to them outside of losing a large amount of haste from WotLK to cata (Fear is in a good spot basically). However, Polymorph got hit too hard. With every healer now having dispel it's very difficult to Polymorph anyone besides the healer. Even then it's very easy to interrupt, line of sight, or Shadow Word: Death. One big oversight of the change is that Mages had 30-40% haste in WotLK. With haste now being the worst DPS stat for mages, they barely ever even get to cast the spell unless it's with Improved Counterspell or Deep Freeze.
-The cooldown on Cold Snap should be reduced to 6 minutes, down from 8 minutes.
**Rogues got this same treatment for a reason. The class is too reliant on major cooldowns, and with such a strong cooldown being on such a long cooldown it's difficult to consistently have any cooldowns up.
-The cooldown on Summon Water Elemental should be reduced to 2 minutes, down from 3 minutes.
**Frost Mages have issues with some players targetting their Water Elemental in PvP. It dies pretty fast, and causes them to lose damage, control, and survivability. With such a long cooldown it's hard to get back up and running.
-Add a talent past tier 2 in the fire tree, Fiery Reversal. Fiery Reversal would read: Whenever you take damage equal to or greater than 10% of your total health, you have a 100% chance for your next Pyroblast cast within 15 seconds to be instant cast and cost no mana.
**Fire Mages could use some help in PvP. They have some decent burst and Combustion is really powerful. They could use something to help while being trained. They have plenty of tools in other areas of PvP such as Rated Battlegrounds, but there isn't much you can do outside of tank a lot of damage when trained.
-Please lower Retribution Paladin's ABILITY to frontload cooldowns in bursty melee cleaves or triple DPS setups.
**Now, I realize Paladins are a class that is changed heavily with every patch, but a common theme throughout the expansion has been Retribution Paladins rushing in using every cooldown and trying to essentially win instantly or lose after a couple minutes. Nobody really wants the spec to be like that. Outside of that I don't see any changes necessary to the two other specs.
-Mind Blast damage should be reduced 15% in exchange for a 6% damage buff to Vampiric Touch, Shadow Word: Pain, and Devouring Plague.
**I did some thorough calculation on this change and it would barely even tough Shadow in PvE in terms of damage spread on various fights. There aren't too many fights where you benefit from this change except for fights with only 2-3 mobs or a bunch of mobs that aren't grouped. Regardless, this change will also bring back Shadow Priests using Mind Blast only with an orb instead of on cooldown in PvE, which is a quality of life kind of change. Quite often you have to make the choice between Mind Blasting and letting your Empowered Orbs buff fall off before your next Mind Blast for a small damage increase. Anyway onto the reasoning behind a change like this. Shadow Priests hit much too hard currently in PvP with Mind Blast. For some numbers, I can crit people for upwards of 40-50k with 3 Orbs and an on use trinket. Players have 130k health so hitting them for 40% of their health in Cataclysm is pretty unacceptable. The DoT damage change is to bring back multi-dotting being good in PvP. It takes a lot of effort to get full Empowered Orbs'd DoTs on two players, but currently the damage it does for that effort feels lackluster. The main point of this change is the Mind Blast damage, however.
-Shadow should do approximately 20% less healing with all spells (shields too), however that can be arranged.
**Holy and Discipline in PvE and PvP will be in great spots in 4.3. However, Shadow in arena has benefitted too much from the healing trees. It is possible to heal your teammates for 15k Flash Heals where Discipline with 3 stacks of Grace only heals for 22k.
-The armor reduction modifier on Find Weakness should be changed to 50%, down from 70%
**In PvP right now, Rogues just simply do too much damage with Find Weakness active. Outside of that their damage is balanced.
-The duration of the vanish stealth immunity should be reduced to 1.0 seconds, down from 3.0 seconds.
**This change will prevent Rogues from using Vanish as an easy getaway tool. They can vanish and sprint to be literally 100 yards away from you in 3 seconds with multiple DoT effects on them. As short as one second is, it's more than enough time to get behind your target in time without it being too easy or too difficult to do. Using Vanish to run is fine, but using it to get out of a fight completely is not fine.
-Thunderstorm should return 10% of maximum mana, up from 8%.
**Elemental Shamans have no mana issues in PvE, so this is a helpful buff to Elemental Shamans in PvP. For most classes in the expansion, mana is infinite with correct cooldown and ability management over the course of a long game. For Elemental Shamans, though, it's very difficult to play a game longer than 5-10 minutes as your mana is deleted to 0 over and over between Thunderstorms.
-Spirit Link Totem should reduce damage taken by 20%. The totem should only exchange health up to a maximum of 15% of the Shaman's healthpool every second for the 6 seconds and also have 13,000 health instead of 5.
**Sorry if the wording is hard to understand, but the point is this. Spirit Link Totem is too good in PvP, and slightly too weak in PvE. Even if you were to kill Spirit Link Totem as soon as it was dropped on a teammate, they are already at 50-60% and out of kill range once again. Even though the totem just exchanges health, it is really hard to deal with a healer that has all of that utility with 2 major life-saving cooldowns. This change will give the totem a more dynamic role. It will no longer exchange all of the health instantly, but slowly as the 6 seconds occur. The totem will have additional health so players MUST kill the totem to prevent the exchange of health from coming. Good players will be able to kill the totem quickly, while good shamans can drop Stoneclaw and give the totem basically 21,000 health to prevent it's death. Even if the totem is killed quickly, the opponents will have to waste 21k damage killing the totem instead of the player, all the while taking 20% reduced damage. The 20% reduced damage is also a PvE change. Shamans need more utility in PvE.
-Reduce the buff to Riptide down to 20%, and in exchange increase the healing done by Chain Heal by 20%.
**A buff to Riptide of a 40% magnitude would really break PvP. Shamans already rarely have to cast and this is more reason not to cast. Riptide will tick for 3500 which means it will crit for 7k. On targets with large healing modifiers such as their buddies Warlocks this expansion, it will tick for nearly 5k. Fun fact: Lifebloom ticks for 2200 with 3 stacks.
The cooldown of Tremor Totem should be increased to 90 seconds, up from 60. You should also no longer be able to drop Tremor Totem while feared.
**Tremor Totem is currently too powerful versus Warlocks, way too powerful versus Priests, and just a counter to the only AoE CC Warriors have. Shamans will still have their incredibly powerful tool, just on a longer cooldown. The final part of the change would add more skill to the class. You could drop the totem preemptively when a Priest or Warlock is chasing you trying to get a Fear.
-Demon Armor should increase healing taken by 10%, down from 20%.
**Demon Armor in conjunction with Demonic Aegis make the combo too strong in PvP while being trained as a Warlock. Taking 30% more healing as a caster class is unfair for everyone. Even with the choice between the two armors and swapping it requiring skill and vision, it's still too good.
-Demonic Rebirth should have a 3 minute cooldown, up from 2 minutes.
**Killing pets used to be too good, and too viable. Nowadays, in Cataclysm, you could kill 5 pets within a few minutes and Warlocks are still able to chain summon them instant cast. Their pet class buddies, Hunters and Frost Mages, would like to know why it's THAT simple to get another pet out when you already have a casted one to boot.
-The cooldown on Demonic Portal: Teleport should be increased to 40 seconds, up from 30 seconds.
**With the PvP gloves and the glyph it is 23 seconds right now. Not many use the glyph, so this change will bring the spell from 25 seconds to 35 seconds. As said in a previous change, Warlock survivability is too high. On multiple maps, players can abuse the teleport and run laps around the map while they are dying and make them near impossible to kill. This was help to prevent them from prolonging their death while their healer is unable to heal them.
-Jinx should no longer stand you up while drinking.
**When you receive the Jinx debuff after previously not having it you still stand up from drinking. Please fix this!
Add a talent deep in the Arms tree, Die by the Shield. Die by the Shield reduces the cooldown of Spell Reflect by 5/10 seconds, the cooldown of Revenge by 2/4 seconds, increases the block chance on Shield Block by 38%/75%, and increases the amount of damage blocked while Shield Block is active by an additional 15%/30%.
**Yes, this talent looks like it would do a lot. However, Arms Warriors lost their main defensive utilites versus casters and melee alike moving into this expansion. Spell Reflect should be 15 seconds for Arms. They are left helpless too often when at ranged against casters. The Shield Block and Revenge changes are to make Shield Block useful for Arms. Previously, you could go into Defensive Stance and block all normal attacks from melee classes and about half of most special abilities. Right now, it's barely worth using because it only blocks 30% of the time and when it does block it blocks nothing. Warriors are supposed to be the best toe-to-toe melee class and right now they just are not.
Enraged Regeneration should no longer require an Enraged effect to use. Instead, Enraged Regeneration should cost 30 Rage to use.
**The requirement for the ability is an archaic mechanic. You should not be punished for using Berserker Rage to break a Fear or an Incapacitate then not be able to use your defensive cooldown.