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1000% damage increase buff on PTR

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#41 gangstalicious

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Posted 15 June 2013 - 02:04 PM

if it is dmg then the rise of double UA lock healer will come

#42 zaeya

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Posted 15 June 2013 - 03:07 PM

View PostElorxo, on 15 June 2013 - 09:39 AM, said:

You guys are actually retarded.
You really think they'd implement something like this in its current state?

Probably going to be something like on AT after certain time limit 10% dmg increase and shit

Holinka has been talking about it in Tweets. So far, it's intended to be implemented to end matches in a win for a chosen team instead of a draw.

#43 Zerud

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Posted 15 June 2013 - 03:22 PM

I'm kinda scared a dmg over time buff or healing decrease could benefit certain comps so it could even increase turtling if they would benefit from it.

#44 stalebagel

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Posted 15 June 2013 - 03:27 PM

i love how the blizzard development team usually has the right idea but completely fucks up on it's application

#45 helpx

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Posted 15 June 2013 - 04:25 PM

Rofl so fucking dumb, just make 5%+ dmg every min after 10-15min or something similar.

#46 Hiddenstalke

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Posted 15 June 2013 - 04:31 PM

Just use the AT version and it would be awesome.
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#47

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Posted 15 June 2013 - 04:52 PM

View PostHiddenstalke, on 15 June 2013 - 04:31 PM, said:

Just use the AT version and it would be awesome.


This, they used to have this in tournaments if im not wrong, ive seen this at blizzcon

#48 TteSPORTSDoomsen

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Posted 15 June 2013 - 05:47 PM

The 100% damage reduction part sounds a bit stupid.

#49 Braindance

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Posted 15 June 2013 - 05:48 PM

Stop crying for everything jesus. We don't even know how this buff is gained, who gets it.

View Postjustchecking, on 10 November 2014 - 11:58 PM, said:

Going to blizzcon looking for a fight is like going to the official wow arena forums for pvp advice :)

View PostRenaissance_Man, on 31 July 2013 - 04:31 AM, said:

If I had a gun with two bullets and I was in a room with Hitler, bin Laden, and you, I would shoot you twice.

View Postsimonfra1234, on 25 August 2011 - 08:46 PM, said:

bro you got +rep'd by rapture...

#50 Daawarlock

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Posted 15 June 2013 - 06:03 PM

They should just give both teams 1000% damage increased instead of giving 1 team 1000% damage increased and 100% damage reduction.

Surely giving 1000% damage to both is enough to end the game quickly, giving both teams the same advantage/disadvantage rather then giving 1 random team the win...

Edited by Daawarlock, 15 June 2013 - 06:04 PM.

(>'_')># I was going to give you this waffle.
#<('_'<) But then I was like.
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(>'-'<) So I ate it.

#51 Thaya

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Posted 15 June 2013 - 06:35 PM

I'm hoping this is something only for 2v2. Would be pretty stupid in 3v3, a tie is a tie.
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#52 GrieverZ

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Posted 15 June 2013 - 06:48 PM

Inb4 36 ways to exploit to get the buff and the whole season goes to shit from week 1 because of it.

#53 Wallirik

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Posted 15 June 2013 - 07:23 PM

This thing is beyond retarded even in 2v2

#54 Hackattack3

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Posted 15 June 2013 - 07:37 PM

Additional Ideas to End Turtle Games:
(I'm trying to come up with ideas that cannot be exploited by healer/healer 2s or 2xhealer/dps 3s teams)

1.  Ramp up damage buff
+20% after 15 min and +20% additional every 5 min after

2.  Put an MS effect on all targets after 15 min (30% healing) and 20% additional every 5 min after


It's actually pretty tricky to find out ways to prevent ties without creating an exploitable mechanic.  Anyone flaming them for trying new things, please post a better idea.

#55 Mimil

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Posted 15 June 2013 - 07:51 PM

Such a change is both wierd and unexpected. Most 3s games are hunter based and the only match-up that may last forever is caster cleave vs caster cleave. So why this change in the current state of the game?
In MoP, arenas are all about 100%-0% bursts and unhealable damages, not on outlasting / outplaying the other team.
This change will strengthen this mindless play-style even more, this is really dumb.


If you don't want casters cleaves games to last 25 minutes, you just need to make water not usable in arena. At some point healers will be oom and someone will die.

It's a better way to fix the issue because:
1- healers will have to manage more their mana (so no skill decrease)
2- if you outplay your opponents, the opposite healer will run oom before your healer and you will win the game (victory is gonna be based on the whole arena instead of a random and lucky 2 seconds burst sequence)
3- You're gonna win because of what you do, not because of a free win boosting buff

The idea of a damage buff just gonna lead to turtle and blow everything you have as soon as you get the buff. The winning team will be the first to load their damage, not the one that play better.

Edited by Mimil, 15 June 2013 - 07:57 PM.


#56 kannetixx

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Posted 15 June 2013 - 07:54 PM

know what scares me? suppose you're beating the shit out of a team and they are just about to die when randomly they get the buff and just start nuking you down .. you were about to win then this little gem came in and saved the day for them that seems like a really bad mechanic

like AT it should be a stacking buff/debuff for both teams.
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#57 amirdaheat

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Posted 15 June 2013 - 08:16 PM

imagine getting the buff at the same time as your teammates dies, then you avenge them with the fury of the gladiator

Edited by amirdaheat, 15 June 2013 - 08:17 PM.

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#58 Hyuru

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Posted 15 June 2013 - 08:52 PM

this was the last drop, canceled my subscription.

pce

#59 Ansi

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Posted 15 June 2013 - 09:22 PM

Sounds good

#60 Virent

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Posted 15 June 2013 - 11:12 PM

View PostMimil, on 15 June 2013 - 07:51 PM, said:

Such a change is both wierd and unexpected. Most 3s games are hunter based and the only match-up that may last forever is caster cleave vs caster cleave. So why this change in the current state of the game?
In MoP, arenas are all about 100%-0% bursts and unhealable damages, not on outlasting / outplaying the other team.
This change will strengthen this mindless play-style even more, this is really dumb.


If you don't want casters cleaves games to last 25 minutes, you just need to make water not usable in arena. At some point healers will be oom and someone will die.

It's a better way to fix the issue because:
1- healers will have to manage more their mana (so no skill decrease)
2- if you outplay your opponents, the opposite healer will run oom before your healer and you will win the game (victory is gonna be based on the whole arena instead of a random and lucky 2 seconds burst sequence)
3- You're gonna win because of what you do, not because of a free win boosting buff

The idea of a damage buff just gonna lead to turtle and blow everything you have as soon as you get the buff. The winning team will be the first to load their damage, not the one that play better.


So when a ret/hunter/disc pops all their cds within the first 5 seconds of the game and my healer is forced to spam heal me as much as he can with the fastest heal he possibly has because of how little time he actually has left to cast, therefore making him oom, the ret/hunter/disc outplayed us?

Edited by Virent, 15 June 2013 - 11:12 PM.

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