Jump to content

  • Curse Sites
Help
Rate Article   - - - - -

5.4 PvPTR Feedback with Blizzard

Arena Junkies will be working with Blizzard and various streamers to hopefully provide good PvP feedback for patch 5.4. If you have good feedback for patch 5.4 feel free to make a post here! The top feedback posts will be awarded with a 1 year Curse premium membership.

Here is the official Blizzard blog link.

Patch 5.4 PvPTR Part One
Wednesday, July 10
4 p.m. PDT–9 p.m. PDT

Patch 5.4 PvPTR Part Two
Saturday, July 20
8 a.m. PDT–1 p.m. PDT

Below are some of the streamers that stream PTR, and may also stream on those dates:

Azael: http://Twitch.TV/EGAzael
Cdew: http://Twitch.TV/Cdewx
Khryl: http://Twitch.TV/Khryl
Kisz: http://Twitch.TV/KiszTwo
Sodah: http://Twitch.TV/Sodez
Tosan: http://Twitch.TV/TosanTribe
Vanguards: http://Twitch.TV/VanguardsTV
Venruki: http://Twitch.TV/Venruki

Arena Pass

Make sure to check out the Arena Pass from the WoW Battle.net page!

Europe: https://eu.battle.ne...ament/info.html
US: https://us.battle.ne...ament/info.html
Posted in: News

Comments

#1 Soku

Soku
  • Members
  • Posts: 76

Posted 08 July 2013 - 04:35 PM

fix elemental PLEASE

Azaels stream is Slash egazael, the current link in the OP does not work.

#2 Opftw

Opftw
  • Junkies
  • Posts: 24

Posted 08 July 2013 - 05:31 PM

@Darksoldierr

I like you ideas pretty much. I realy would love to see more tournaments ingame... i'm allready angry that the Tournament Realm is another way for making money.


Biggest dream for me in WoW would be: Arenarealms just for Arena. Instant charakter making and tournaments from time to time. (Every month maybe 1-2).
Also l would love to challenge someone in a duel or arenafight for gold :).

IF they would do that (arenarealms), they could also add the bansystem they use in the tournament on arenajunkies right now.
I think that's a brilliant idea to cut off the top of the op specs and combos. But yeah... that would be the next step in the technical possibilitys i guess... (Changing the charakter ingame without log out)




Some further thoughts about realmoney (maybe this is not realistic but well...):


Personally i think the prices (at least for the top 10 teams) should be realmoney (+ ingame mount/style/title or whatever). Everybody knows it... look at Poker. It's muuuuuuuch more fun with real money.

You could do the tournament with and without realmoney.
The realmoney tournaments could cost realmoney to entree (maybe 0,5-2 € for one tournament to compensate the arenarealm+pricepool), and the top 10 Teams get this pricepool.
You see where i'm going to right? It's kind of like Poker :), I love this principle. Would love to see such tournaments in WoW, and i think it would higher the number of participant extremly.

I just want to say... there's so much you (Blizzard) can do with the pvp in WoW and i would love to see that happening cause for me there is no other game with such an awesome arena. (maybe not totally balanced, but the idea behind it is awesome)

#3 ysnakewoo

ysnakewoo
  • Junkies
  • Posts: 1067

Posted 08 July 2013 - 06:12 PM

There are so many things that are broken as hell in the arena currently that it is redundant to even list them all. From DK's double grip to Ret Paladin's burst.

I'd just say it here:
- Fix the cooldown stacking on DPS classes.

That's the main issue of every game is that someone goes 100-0 in a blanket silence on the healer. We are all aware that it is supposed to be a fast paced game, but it shouldn't be "one gcd to rule them all" game.
I'm not useless, I can be used as a bad example.

#4 Koxylol

Koxylol
  • Members
  • Posts: 94

Posted 08 July 2013 - 06:26 PM

would love to see these rogue changes:

Shadowstep baseline -OR- now it removes every root/slow/snare
If it's baseline then set shs talent to something like "reduces cd by x" or "has now 2 charges."

Sub: less damage for dance/finishers -> more constant dmg

being able to neilyo stuff with vanish (ie: no more full poly/cyclone/fear in vanish etc etc etc)


EDIT: would love to see PVE gear in arena scaled down to -9001 itemlevel.

Posted Image

Spoiler

#5 Udderly

Udderly
  • Members
  • Posts: 793

Posted 08 July 2013 - 06:28 PM

View PostVengeful95, on 08 July 2013 - 11:54 AM, said:

You forgot Dancing with the Stars which is also a very good comp for boomkins :) (just saying)

And moonkin/dk is really solid
And moonkin/spriest is good

I really liked Moran's post, but the point is more that the healers have more TOP TIER comps to play.  Dancing with the stars, Moonkin/dk, and moonkin/spriest aren't on the same level as moonkin/mage or moonkin/ele.  That's the big difference, IMHO.  Not that we have only 2-3 comps we can play, but rather only 2-3 that are actually in the high tiers.  Nice post though Moran.  =)

#6 mirox

mirox
  • Junkies
  • Posts: 553

Posted 08 July 2013 - 06:32 PM

I play rogue and rogue only , and while I cannot discuss any other classes, I can tell that these two glyphs will be mandatory which is bad. In order to keep recuperate up you have to sacrifice something, that something will obviously be rupture with this new glyph. So that is 2/3 glyph spots taken, and we are left with one choice  which is unacceptable. I don't know if blizzard is just to lazy to just make these two effects as passive or add them to passive talents we already have, or they really believe that making everything to be a glyph choice is fun, because it is not.
Glyph of Recovery: While Recuperate is active, you receive 20% increased healing from other sources.
Glyph of Hemorrhaging Veins: Your Saunguinary Veins ability now also increases damage done to targets affected by your Hemorrhage.

#7 Draintain

Draintain
  • Junkies
  • Posts: 67

Posted 08 July 2013 - 07:12 PM

I've been playing warlock for 6 years at a pretty competitive level and I would like to just add my 2c

All Specs: I would like to see Soul Link (20% damage reduction) back baseline for all specs because they are all easily trained due to melee mobility.

Affliction - Just a side thing, I'd like Devour Magic or Clone Magic to seem more useful so maybe it would steal 2 buffs instead of just one
               I would like to see more self healing out of Drain Life and Glyph of Siphon Life. We originated the self healing concept why do we have the worst kind? Maybe go back to cata style and have it be a 50% chance per corruption tick to heal 4-5% of your life. Maybe lower. And I'd also like Drain life to be buffed to how Harvest Life is and then buff harvest life to 8-10% to make it a more appealing talent.
               If one did add the Soul Link idea I presented, it would be cool if like instead of Archimonde's vengeance just doing 5% all damage done to you is done to the attacker, maybe it would be 10-15% of all damage done to you is done to the attacker but reduces the effect of Soul Link to 10%
               Since I know you guys won't buff dots anymore, maybe add more damage spell damage bonus to Haunt like maybe 40%?
               Take out Gateway lol
               Make Unbound Will like shamanistic rage so that when you dispel a UA or VT, it doesn't affect you.

I feel like these changes would improve while make 2 talents more appealing and bringing back what made locks to unique. I don't feel the self healing is too strong because the Siphon Life is only 50% and Drain Life/Harvest Life have to be casted si it's counterable. Also the haunt change would make it hopefully more appealing than just Soul Burn dots and the Unbound Will change is just a QoL thing. I mean it already steals 20% of your life. Again, just my 2c. Always open to suggestions

#8 Udderly

Udderly
  • Members
  • Posts: 793

Posted 08 July 2013 - 07:33 PM

Guys, this isn't a wishlist thread

You're supposed to actually GO ON THE PTR AND TEST THINGS.  If you just give wishlists this thread will not be taken seriously by Blizz.  They can find wishlists alllllll day throughout this site.

=)

#9 Sabyth

Sabyth
  • Junkies
  • Posts: 139

Posted 08 July 2013 - 07:46 PM

I was on a few weeks ago and damage felt a LOT higher than on live, likely from damage scaling faster than health. I'm not sure 10% less damage taken from trinkets has been enough of a fix; I'm talking BM literally forcing CDs with nothing but Arcane spam.

Worried that Elemental will be nerfed too hard on PTR any moment now and I'll have to start another class when I see the overkill on mmo-champ. I'm hoping that they remove the chance to 4 proc as it's uncommon as it is and shouldn't exist just like TfB, but that they keep the overall playstyle and power minus the 4 proc 1 shots. Something like double proc chance and half damage for Elemental Echo talent. Tackle the real culprit without changing everything at once or too much.

#10 Vengeful95

Vengeful95
  • Junkies
  • Posts: 221

Posted 08 July 2013 - 07:54 PM

View PostUdderly, on 08 July 2013 - 06:28 PM, said:

And moonkin/dk is really solid
And moonkin/spriest is good

I really liked Moran's post, but the point is more that the healers have more TOP TIER comps to play.  Dancing with the stars, Moonkin/dk, and moonkin/spriest aren't on the same level as moonkin/mage or moonkin/ele.  That's the big difference, IMHO.  Not that we have only 2-3 comps we can play, but rather only 2-3 that are actually in the high tiers.  Nice post though Moran.  =)
True but I still find Boomy/rogue way more efficient than Boomy/mage imo... but yh I get it :P
#R1 Rogue in several other mastrubating contests!

Drpro99 and Oscar9820 is the best people :333 anywhere everywhere. pls no ddoserino thx
Posted ImagePosted Image

Is this better? Drddoserpro

#11 Vengeful95

Vengeful95
  • Junkies
  • Posts: 221

Posted 08 July 2013 - 07:58 PM

View Postmirox, on 08 July 2013 - 06:32 PM, said:

I play rogue and rogue only , and while I cannot discuss any other classes, I can tell that these two glyphs will be mandatory which is bad. In order to keep recuperate up you have to sacrifice something, that something will obviously be rupture with this new glyph. So that is 2/3 glyph spots taken, and we are left with one choice  which is unacceptable. I don't know if blizzard is just to lazy to just make these two effects as passive or add them to passive talents we already have, or they really believe that making everything to be a glyph choice is fun, because it is not.
Glyph of Recovery: While Recuperate is active, you receive 20% increased healing from other sources.
Glyph of Hemorrhaging Veins: Your Saunguinary Veins ability now also increases damage done to targets affected by your Hemorrhage.
alltho I'd preffer these changes than nobrained *blizzard voice* Herpaderp we have buffed Shadow Dance to increaase all your dmg by 100% while active, and we have also herpaderped Shadow Blades to give you 5 combo points each melee hit! Yeeearryh burst is fun and everyone knows that! (done) I still want to look at this as something posetive rather than just sulking every time blizz is trying to do something good. You know atleast they are going the right direction imo.
#R1 Rogue in several other mastrubating contests!

Drpro99 and Oscar9820 is the best people :333 anywhere everywhere. pls no ddoserino thx
Posted ImagePosted Image

Is this better? Drddoserpro

#12 flannelsoff

flannelsoff
  • Junkies
  • Posts: 805

Posted 08 July 2013 - 08:07 PM

Death Knight
This class in my opinion is in it's best and most full state since I've been playing the game. There's so many things you can actually do in arena now with our cc's being a much lower cooldown and dark simulacrum aswell. So in my opinion the death knight class is a complete one with a few flaws of course. Now to get into things that make this class not fun playing. Feral druids are indefinitely the most broken class in the game and I know nobody will try to argue this. Broken classes with on demand lay on hands, absurd amount of instant cc, and the best mobility in the game really make nobody want to que arena when you're losing to people who have been stuck at 2k and began playing jungle cleave. Now that there's hope for the game with blizzard actually nerfing the issues with feral druids, hunters as well, I actually have no problem talking about what needs to be nerfed about death knights.


Issues with the Death Knight class
・Asphyxiate is either too low of a cooldown or needs to be made a spell like Hammer of Justice. I was really happy how strangulate became off GCD and 1 minute but then disappointed when it became pointless to spec. Being able to asphyxiate rogues through Cloak of Shadows shouldn't be possible as it dumbs down the game. Either make asphyxiate a 40-45 second cooldown or make it a spell stun.


・I've always found double death grip very obnoxious and very skill-less when it comes to things like grounding death grip, but I don't see them removing this mechanic. The 4 set can be used in very interesting ways such as gripping enemies behind pillars or down on Z-Axis maps.

・AMS is so god awful with the battle fatigue changes over the expansion it's almost worse than a Power Word: Shield. Absorbing around 120k in arena meaning it breaks to 3 Ice Lances makes me literally not want to play the class vs wizards.  Outside of arena without battle fatigue it absorbs around 220k and a bit more with next season's gear. I don't think this new glyph of Anti-Magic Shell is the right way to fix the ability in PvP and making it unaffected by battle fatigue would be.

Other Balance Issues
Ele Shaman proc rates need to be seriously toned down along with totemic restoration.
・Totemic restoration makes wizard mirrors endless and the talent needs to be gutted.
・Ret Paladin damage/healing is just outrageous and somehow needs to be changed. I played some Ret/Hunter/Disc mirrors with friends for fun on a Ret Paladin and it was the most disgusting display of World of Warcraft arena I've ever seen. From popping wings and forcing the other Ret's bubble from 40 yards away to healing my teammates for 250k flash of lights the class just feels so broken. This obviously has much to do with Hunters being retarded but with no nerfs to Ret Paladins I still feel the class needs a major look at.

For now this is all I can think of and the Hunter and Feral nerfs along with gateway and pvp trinket damage reduction bonus make me really looking forward to the patch yet still question these other balance issues that have not been addressed.


#13 Soku

Soku
  • Members
  • Posts: 76

Posted 08 July 2013 - 08:53 PM

View PostUdderly, on 08 July 2013 - 07:33 PM, said:

Guys, this isn't a wishlist thread

You're supposed to actually GO ON THE PTR AND TEST THINGS.  If you just give wishlists this thread will not be taken seriously by Blizz.  They can find wishlists alllllll day throughout this site.

=)

do u mean like all the shit that made it through mop beta?

just if they fix elemental.. would be awesome

#14 Althea

Althea
  • Junkies
  • Posts: 1

Posted 08 July 2013 - 08:54 PM

I think bringing back the Crit Damage Reduction aspect to resilience as it was in the earlier seasons of WoW might be the best solution to a lot of the issues. It would greatly reduce the RNG factor in winning arena games around the board and make it a little more stabilized when winning a match. I think one of the biggest problems in arena since MoP came out was that some teams just 'global' others. It would eliminate the chance of teams getting kills without even having to control a healer at times.

#15 Crawthz

Crawthz
  • Junkies
  • Posts: 704

Posted 08 July 2013 - 09:43 PM

View PostAlthea, on 08 July 2013 - 08:54 PM, said:

I think bringing back the Crit Damage Reduction aspect to resilience as it was in the earlier seasons of WoW might be the best solution to a lot of the issues. It would greatly reduce the RNG factor in winning arena games around the board and make it a little more stabilized when winning a match. I think one of the biggest problems in arena since MoP came out was that some teams just 'global' others. It would eliminate the chance of teams getting kills without even having to control a healer at times.

Would just make classes with constant damage over the top compared to classes who require burst to do damage at all. Shouldn't be implemented.
www.twitch.tv/crawthz - Gladiator Frostmage stream, please follow!

#16 Crau

Crau
  • Members
  • Posts: 2

Posted 08 July 2013 - 10:07 PM

Make berserker stance good for pvp(since its not good at 95% of the situations right now), My suggestion:

1st all damage taken when enraged in berserker stance is reduced by 20%, this damage is taken over 8 seconds afterwards.

2nd to leave berserker stance after being enraged the warrior will need to use a new ability called Deadly Calm(yeah!)which has 15 second cooldown, removes all enraging effects and make you immune to them for 2,5 seconds(making so you can leave berserker stance) and taking 30% of the damage(taking that dmg instantly) collected previously through the debuff and removing the debuff(of the first point)

3rd while deadly calm is active(2,5 seconds) all crowd control on the warrior is reduced by 25% if an enrage effect was consumed when it was used.

now to the actual functions of berserker stance: getting mad about all those pansies hitting you.

3 types of enrages happen in the new berserker stance:

when you take a critical hit you have 10% chance to get angry, this stacks 3 times, 1st stack grants 5% increased damage 2nd stack +5 and third strikes grants 10%= total 20% at 3 stacks, lasting 12 seconds, this cannot happen more than once every 5 seconds when activated from the 10% crit chance, BUT this is not all when you take a hit that equals 20% of your total health you will ALWAYS get a stack no matter what(including the damage delayed by the first part of this suggestion)doesn't matter if you are healed 1 second after, if you take 20% of your life in a single hit you get 1 stack(after this you can't leave berserker stance unless you use deadly calm).

The normal enrage and (not necessary but fun) blood craze, when someone hits you for less than 2% of you health, you heal some life
(you are mad at those pansie weaklings)

Really angry enrage that buffs whirlwind so you can deal with all those noobies hitting you:
a new enrage effect, when 2 or more people attack you in an interval of 3 seconds you have a 20% to gain an enrage buff that increases the damage of whirlwind by 10-20-30% (including bladestorm) (could need more % to make it effective)

This would make berserker rage good in pvp not allowing people to just train the warrior with no consequence, the numbers are of course not that accurate, also not affecting pve that much :)


EDIT: @the PTR: shield wall with no shield is not required by the way, I play with lag myself, the spell reflect buff is essencial to me and makes a huge difference.

#17 Marshmellow

Marshmellow
  • Premium Junkies
  • Posts: 2141

Posted 08 July 2013 - 10:12 PM

Remove all of the dumbass Damage Modifier abilities in the game 30-40-50% damage modifiers are absurd

After that remove offensive cooldown stacking

Make fear actually break on damage

Fix random ass ele sham one shots

titles back to 2's except Glad/rank one, I liked when 2's was actually competitive

remove spirit shell
Posted Image

#18 korzal

korzal
  • Junkies
  • Posts: 113

Posted 08 July 2013 - 10:13 PM

View PostYarmyxx, on 08 July 2013 - 11:39 AM, said:

r u stupid or ur trying hard to become one?120k crit as rogue?prolly at 5.2 not 5.3.
this should make you a believer, i had a ~137k eviscerate on cdew on TR (ie. no pve gear)

everything in MOP is all about retarded burst (most of it being RNG), i don't think there's any hope in 5.4

http://www.twitch.tv/korzal/c/2545481

#19 Opftw

Opftw
  • Junkies
  • Posts: 24

Posted 08 July 2013 - 11:14 PM

View Postkorzal, on 08 July 2013 - 10:13 PM, said:

this should make you a believer, i had a ~137k eviscerate on cdew on TR (ie. no pve gear)

everything in MOP is all about retarded burst (most of it being RNG), i don't think there's any hope in 5.4

http://www.twitch.tv/korzal/c/2545481


To be fair. Yes that's possible. BUT take in consideration:

1. It was a druid. (leather armor, even priests take less damage then Druids and Monks)
2. The druid had no barkskin up when that crit came in. (And didn't used Ironbark) He was feared and couldn't use it... i guess THAT was luck xD.
3. The rogue had EVERY possible Proc. Trinket proc and on use + weapon enchant + 10 % damage for 6 secs after coming out of stealth)
4. 5 min damage totem from the shaman was up. (has nothing to do with the hight crit, but that he died)

So... yes i think it's fail that such crits are possible. But the only time a Rogue does really damage is while Shadowdance. Without that he would be totally useless.
If you don't get a cc on him then you have to use your cd's. Not only Barkskin (Against a 5 min totem, shadowdance, shadow dot + when he got the stun he was allready at 86% life). Iron skin, or trinket, or at least a heal from his mates. SOMETHING!!!
I mean really. The only thing that wasn't popped was Shadowblades.
(And the druid was out of the stun for a short time.. couldn't he just use Ursols Might?)

Anyway... outside of cd's a rogue hit's for 20-40k eviscerate... you can't really nerf that -.-' otherwise you can delete rogues from the game.
As in the podcast, one rogue said the same thing... the only chance of killing something right now as a rogue is critluck with eviscerate ;/.

#20 Capers

Capers
  • Members
  • Posts: 1259

Posted 08 July 2013 - 11:27 PM

[size=8][b]Actually nerf Faerie Fire[/b][/size]
Posted Image

<