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Surel

Member Since 10 Nov 2009
Offline Last Active Today, 01:43 PM
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#4397480 Post your selfies

Posted BalanceRexxar on 07 March 2015 - 07:40 AM

taken today : )Posted Image


#4396862 Disc is fixed!

Posted cippi on 05 March 2015 - 08:38 PM

View PostNicholaes92, on 05 March 2015 - 02:24 PM, said:



Alright making saving grace an instant cast obviously made priests more mobile and also makes them able to be more offensive between heals so priests can spam dispels like crazy now making them very good in comps like rmp and php.  Also now that the buff has made them viable healers it makes comps better because now the comps like ret hunter or rmd where they would normally run with a Druid can now run with a priest who has mass dispell removing and cyclones for defensive purposes or blocks/bubbles for offensive.  And aside from saving grace, buffing the cd on your fear was fucking massive.  Now with it being 30 seconds you can line up crazy cc chains every 30 seconds which is nuts because it's all instant. Which is also crazy good when paired with hunters. Enemy trying to stack to not get trapped? Fear the whole team. I didn't explain myself because I would figure in a priest thread you would know what your strengths are.  But I'm not surprised with you, you should just go back to bnet forums.
Think we just found biggest mop hero ever. Can just lol


#4396858 Disc is fixed!

Posted Seu on 05 March 2015 - 08:31 PM

View PostNicholaes92, on 05 March 2015 - 08:20 PM, said:

when a good priest knows how to play his class its scary as fuck.

going by the ladder, it looks like the only thing scarier than a good priest is when a good priest rerolls a viable healing class


#4387058 Latest warr changes (execute nerfed)

Posted Maxish on 14 February 2015 - 02:13 AM

View PostPinka, on 14 February 2015 - 01:43 AM, said:

10%. Thats 900 dmg off those 90k hits.

Posted Image


#4387048 Latest warr changes (execute nerfed)

Posted Powerslave on 14 February 2015 - 02:02 AM

View PostPinka, on 14 February 2015 - 01:43 AM, said:

10%. Thats 900 dmg off those 90k hits

that's 1%


#4389030 Petition for holinka to go live one on one with some R1 priest [SUGGESTION]

Posted Sexyo on 17 February 2015 - 02:40 PM

so since
Posted Image
this and 10% reduction on PWS.
why dont we just make petition or something where we can clearly ask holinka to go live on skype with some rank one priest (preferably from AJ) and explain true meaning of "directly competing with druids" and they could discuss about stuff etc?!

6.1 is out. 02.03.15
the problem is big.
SG is dogshit, no request from many priest players been totally ignored (except fear cd), nothing to cover shields from purging.
What we need - Renew, instant POM, PWS/any kind of FREEDOM. ($$$$ SILENCE)


#4388750 ProGameX World of Warcraft First WoD Tournament 2015 (3v3)

Posted kmaclol on 17 February 2015 - 01:20 AM

So pretty much banning Shadow Priests, nice.


#4388192 This game will never be balanced. There is only one fix.

Posted Hobbesqt on 16 February 2015 - 01:33 AM

For fucks sakes. To beat this dead horse fully, let's drop the reasons this post is retarded.

1. It will never happen, and Blizzard will do everything they can to keep abilities the same so that new players don't have to learn double the abilities.

2. Even if this happened, you would not see balance, or anything near it. Blizzard already separates many things into PVE/PVP groups when they have no other ways to balance, and it results in the game you have now. The "fix" you suggested won't do anything.


If you want to actually balance the game, you need to NOT listen to the playerbase, and divide the specs into tiers. Every class gets one top tier at least, and go from there. Stop trying to make frost, fire, and arcane viable. Stop making boomchickens viable. Religate the hard to balance classes to a lower tier, but where they can still run BGs and shit, and move on. It will piss a lot of people off, but you will have a balanced game (to within certain percentages), and you can grow it from there.

A tier list also let's you focus on spec, and then that allows you to use arena representation as an important measuring stick for performance. Look at other games that have an active competitive scene with a lot of unique classes/characters, and you will see the same thing develop naturally, and the devs allowing it (Pokemon, Smash Bros, and I think LoL).


Tier 1: Need to be top tier. This provides every class an option in PvP, whether they like the spec or not. This should be the top focus of Blizzard's balancing efforts.
  • unholy
  • resto druid
  • MM hunter
  • frost
  • MW monk
  • holy pally
  • disc
  • sub
  • resto shaman
  • afflic
  • arms
Tier 2: Focus on maybe getting some of these to top tier, as long as the meta and balance issues aren't crazy. This gives the people that play hybrid classes for a reason other than healing a reason to play. This is mostly doable as well. Personally, I fall in this tier as a druid that doesn't have any desire to heal. Important note: for druid and shaman, fixing one spec is vastly more important than fixing both. If you can get feral or boomkin fixed and stable in the meta, leave the other one alone for a bit and let it sit.
  • feral/boomkin
  • WW monk
  • ret
  • shadow
  • enhance/ele
Tier 3: Fuck these specs with regards to arena (sorry). If you have a spec that accidentally balances itself in this tier, then fuck it, leave it. Otherwise, stop trying to make it happen, because it isn't going to happen. These specs all have similar play-styles available to them in classes.
  • frost dk
  • BM/surv
  • arcane/fire
  • holy priest
  • assas/combat
  • demo/destro
  • fury
Tier 4: Tank specs. All 5 of them. Fuck you. Stay unusable in arena. You are a flag carrier and nothing more. It is simply not possible to balance while remaining viable in PVE. You get to play BGs and RBGs at best.


This is the path to actual balance, and has actually somewhat been Blizzard's strategy up until recently. Recently, they are just taking potshots at every class and trying balance every single spec all at once, right at the start of an expansion. The strategy above needs to take place every expansion, from scratch. You need to focus on one tier at a time, let the meta settle to ensure you don't have any S5 DK fiascos, then bring in the next tier. By the end of the expac, you can begin to see specs like destro and fire enter the fray. If the following expac allows for it, you might be able to speed up the rate at which you introduce the tiers to the expac.


Trying to say we need a full division between PVE and PVP just shows me you are failing to see things from any perspective other than the hardcore player. You need to be able to see and think as a hardcore, as a casual, as a newbie, as a noob, and most importantly, as a developer.


#4386340 HOW THE NEXT PATCH SHOULD BE !! IDEAS for the DeVs

Posted Angrypiexx on 13 February 2015 - 02:15 AM

Hello People,
I wanted to share this "few" changes that might transform the game in a much more enjoyable experience (there will still be unbalance.. but the game should not be as frustrating/retarded as its current state)

DISCLAIMER:

- Fuck the bias, i tried to make every class decent/viable, fun and particular solving their issues and toning down the op stuff

- I tried to reduce the lockouts/cc in the game in general making the game somewhat playable at the current state of the game. Also tried to solve some rng here and there

- It's Open to suggestions (especially for Warlocks and Shamans specs where I don't know more than the basics).

- I'm not a designer.. but I'm quite sure that this "patch" wouldn't be as bad as the last 20/30 blizzard put live

Enjoy


HERE IT GOES :




DEATH KNIGHT

- Lichborn (talent) (Draw upon unholy energy to increase Leech by 10%, and make you immune to Charm, Fear, and Sleep for 10 sec.

NO LONGER usable while under such effects

- Icebound fortitude (talent) (The Death Knight freezes his blood to become immune to Stun effects and reduce all damage taken by 20% for 8 sec.)

NO LONGER usable while stunned. it's cooldown is reduced to 2 min.

- Desecrated ground (talent) (Corrupts the ground in a 8 yard radius beneath the Death Knight for 10 sec. While standing in this corruption, the Death Knight is immune to roots, snares, and effects that cause loss of control. This ability instantly removes such effects when activated)

added: During the 10 secs the death knight cannot leave the dessacrate ground.

- Asphixyate (talent) Lifts an enemy target off the ground and crushes their throat with dark energy, stunning them for 5 sec. Functions as a silence if the target is immune to stuns.

Duration reduced to 4 sec. Range reduced to 15 yards

- Death Advance (talent) (You passively move 10% faster, and movement-impairing effects may not reduce you below 70% of normal movement speed. When activated, you gain 30% movement speed and may not be slowed below 100% of normal movement speed for 6 seconds)

The duration is increased to 8 secs, the speed buff to 50% making the Death Knight COMPLETELY immune to movement-imparing effects. The cooldown has been increased to 45 sec.

- Chillblains (talent) (Victims of your Frost Fever are Chilled, reducing movement speed by 50% for 10 sec, and victims of your Chains of Ice are immobilized for 3 sec.)

Added: your chain of ice has now 3 sec. cooldown

- Shambling Rush (PET ABILITY)
Charge an enemy, interrupting spellcasting and immobilizing them for 2 sec.

NO longer interrupts spellcasting

- Monstrous blow (PET ABILITY)
Strike an enemy with a smashing attack, dealing 125% of normal melee damage and stunning for 4 sec.

PvP stun duration reduced to 2 sec. Damange dealt increased to 150%

- Empowered Gargoyle  (CLASS PERK) (Increases the duration of Summon Gargoyle by 10 sec)

No longer increase the duration but the damage by 25%

- Glyph of icy touch R E M O V E D

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DRUID

- Displacer Beast (talent) (Teleports the Druid up to 20 yards forward, activates Cat Form, and increases movement speed by 50% for 4 sec. traveling distance reduced to 10 yards).

Movement speed reduced to 25% and cooldown increased to 45 sec. It is now considered an arcane spell and cannot be cast while silenced or school locked.

- Ysera's gift (talent) (Heals you for 4% of your maximum health every 5 sec.  If you are at full health, a random nearby injured ally will be healed instead).  

No longer heals nearby ingured ally

- Fearie Swarm (talent) (Grants an improved version of Faerie Fire that also reduces the target's movement speed by 50% for 15 sec.)

Duration of debuff reduced to 8 secs,

- Empowered Moonkin Form (PERK)  (Single-target attacks against you in Moonkin Form have a 15% chance make your next damaging spell instant cast.)

Changed into: Reduce damage by 15% for 5 secs.

- Mighty Bash (for non-feral specs)
Invokes the spirit of Ursoc to stun the target for 5 sec.  Usable in all shapeshift forms.

Stun reduced to 3 sec.

- Mass entanglement
Roots your target in place for 20 sec and spreads to additional nearby enemies. Damage caused may interrupt the effect. Usable in all shapeshift forms.

Replaced with Entangling Roots (now a talent)

- Heart of the Wild  (When activated, dramatically improves the Druid's ability to deal melee damage in Cat Form, cast spells, and heal)

(resto only) Does no longer improuve the dmg of phisical abilities (cat form). Only damaging spells (such as wrath).

- Genesis (Consumes all of the Rejuvenation effects from party or raid members within 60 yards of the target and applies Genesis to each target. Genesis heals the target for an amount equal to the healing from the consumed Rejuvenation effects over 3 sec)

It has now a casting time of 1.5 seconds and a cooldown of 30 sec. Healing of Healing touch and Regrowth (not hot portion) increased to compensate

- Shapeshift effects (all specs) has now 3 sec. cooldown. This apply also when the form change has been applied by using other abilities (such as stampeding roar or dash) and includes the "caster form". Ergo swapping into bear form does not allow the druid to get back in caster form for the cooldown duration.

- Glyph of Enchanted Bark (For 5 sec after activating Barkskin, you are immune to Silence and Interrupt effects).

REMOVED

- Incarnation (Talent) (Activates a superior shapeshifting form appropriate to your specialization for 30 sec.  You may freely shapeshift in and out of this form for its duration)

Duration reduced to 20 sec.
Feral only: the use of incarnation instantly triggers a 20 seconds cd on Berserking
Resto only: your regrowth spell has 3 sec. cooldown while under the effect of incarnation


- Solar Beam (balance only)
Summons a beam of solar light over an enemy target's location, interrupting the target and silencing all enemies within the beam.  Lasts for 8 sec.

added: while under the effect of the Solar Beam the target cannot be affected by immobilizing effects. The cooldown is reduced to 30 sec.

- Cyclone (all specs) (Tosses the enemy target into the air, disorienting them but making them invulnerable for up to 6 sec.  Only one target can be affected by your Cyclone at a time.
the effect 3 : Apply Aura: Mod Healing Taken - % (Arcane, Fire, Frost, Holy, Nature, Physical, Shadow)

Value: -100%  is now reduced to 50%
its mana cost has been increased to 10% mana cost

- Lifebloom (resto)   (When Lifebloom is dispelled, the target is instantly healed for (201.1% of Spell power)

this part has been removed.

- Skull Bash (feral) (You charge and skull bash the target, interrupting spellcasting and preventing any spell in that school from being cast for 4 sec.)

Range reduced to melee range (in line with other melee interrupts)

- Glyph of Skull Bash
Increases the duration of your Skull Bash interrupt by 2 sec, but increases the cooldown by 5 sec.

Removed

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HUNTER

- Exotic Ammunition Frozen Ammo (Arms your ranged weapon with exotic ammunition that lasts for 1 hour. Each autoshot deals 17% additional Frost damage and reduces the target's movement speed by 50% for 4 sec.)

speed reduction down to 25%

- Tranquilizing shot (Removes 1 Enrage and 1 Magic effect from an enemy target)

It Does no longer dispel magic effects from an enemy target

- Posthaste (talent)
Disengage also frees you from all movement impairing effects and increases your movement speed by 60% for 8 sec.

Speed reduced to 50% duration reduced to 4 sec.

- Spirit Bond (talent)
While your pet is active, you and your pet will regenerate 2% of total health every 2 sec.

has been redisigned : it is now an ability that costs 30 focus, has 1min cooldown and increase the hunter and the pet receive from any source by 25% for 5 sec.

- A morder of Crows (talent)
Summons a flock of crows to attack your target over the next 15 sec. If the target dies while under attack, A Murder of Crows' cooldown is reset.
cooldown increased to 1.5 min,

--------------------------------------------------------------------------------------

MAGE


- Brain freeze (frost) (Your Frostbolts have a 10% chance to cause the Brain Freeze effect. Each multistrike increases that cast's chance by an additional 25%.The Brain Freeze effect causes your next Frostfire Bolt to cost no mana, be instant cast, deal 85% additional damage, and act as if your target were frozen.)

This ability has been redisigned : casting frostbolt now grants a stack of brain freeze. Each stack grants your next frostfire bolt to have its casting time reduced by 15%

- Blazing Speed (talent) (Suppresses movement slowing effects and increases your movement speed by 150% for 1.50 sec.  Castable while another spell is in progress and unaffected by global cooldown)

ADDED: frees the caster from stunning effects, replaces blink.

- Polymorph (all specs) has now 3 sec. cooldown

- Spellsteal (all specs) has now 3 sec cooldown

- Glyph of Deep Freeze (Your Deep Freeze spell is no longer on the global cooldown, but its duration is reduced by 1 sec)

REMOVED

- Glyph of regenerative Ice (You regenerate 4% of your maximum health every 1 sec for the duration of Ice Block)

The effects occurs AFTER the ice block has expired, NOT DURING.

- Ice ward (talent) (Protects a friendly target for 30 sec. The next 3 melee attacks will trigger a Frost Nova, freezing all enemies within 10 yds for 5 sec)

Its cooldown is now doubled when casted on anyone except the mage

- Flameglow (talent) (Protects you with fiery energy, absorbing up to (Spell power * 30 / 100) damage from each attack against you, up to 30% of each attack)

It's been redisigned: this is no longer a passive ability. It has now 1 min cd and reduced the damage the mage takes by 20% upon activation.

- Counterspel (all specs) [color=#FFD100 !important]Counters the enemy's spellcast, preventing any spell from that school of magic from being cast for 6 sec.[/color]


Spell lockout reduced to 5 sec.
------------------------------------------------------------------------------


MONK
- Thunder focus tea (mw)
Healing done by your next Surging Mist will be doubled or your next Renewing Mist will jump 2 additional times.

Cooldown increased to 1 min.

- Enhanced Trascendence (perk) (The cooldown of Transcendence is reduced by 35 sec, and Transcendence: Transfer is now instant cast.)

Cooldown is now reduced by 20 sec.

- Glyph of Trascendance  
Reduces the cooldown of your Transcendence: Transfer spell by 5 sec.

REMOVED


-------------------------------------------------------------------------------------------------



PALADIN


- Hand of Sacrifice (all specs) (transferring 30% of damage taken to the Paladinfor 12 sec or until the Paladin has transferred 100% of their maximum health.  Players may only have one Hand on them per Paladin at any one time).

Ret Only: it now applies the Forbearance effect

- Improuved Forbearance (perk) (Reduces the duration of Forbearance by 30 sec.)

It now reduces the duration by 15 sec

- Fist of Justice (talent)

Stuns the target for 6 sec.

Replaces Hammer of Justice.

Range reduced from 20 to 15 yards. Cooldown increased from 30 to 40 sec.
(holy only): duration of stun reduced to 4 sec.


-------------------------------------------------------------------------------------

PRIEST

- Silence (Discipline)

Removed

- Psychic Scream (talent)
The caster lets out a psychic scream, causing 5 enemies within 8 yards to flee, disorienting them for 8 sec.  Damage caused may interrupt the effect.

It is now a baseline ability

- Improuved Psychic Scream (talent) (passive) NEW

Reduce the cooldown of your Psychic scream ability by 15 secs

- Glyph of inquisitor
Your Holy Fire and Power Word: Solace deal 25% additional initial damage, but 20% of that damage is also dealt back to you.

changed target spell : Your Shadow Word: Pain. replace holy fire BUT your shadow word: pain has now 8 sec. cooldown

- Atonement (discipline) (When you deal damage with Smite, Holy Fire, Penance, Power Word: Solace, or their multistrikes, you instantly heal a nearby injured friendly target for 100% of the damage dealt)

REMOVED

- Smite (discipline)

damange increased by 50%

- Dispel Magic
Dispels Magic on the enemy target, removing 1 beneficial Magic effect.

It has now 2 sec. cooldown.

- Glyph of Mass Dispel (Causes your Mass Dispel to be potent enough to remove Magic effects that are normally undispellable)

REMOVED It is now BASELINE


- Prayer of Mending (Places a spell on the target that heals them for [((0 + (Spell power * 0.442787)) * Percent health * 1)] the next time they take damage. When the heal occurs, Prayer of Mending jumps to an ally within 20 yards. Jumps up to 5 times and lasts 30 sec after each jump.)

It is now instant. Healing reduced accordingly

- Power Word: Barrier
Summons a holy barrier on the target location that reduces all damage done to friendly targets by 25%. While within the barrier, spellcasting will not be interrupted by damage. The barrier lasts for 10 sec.

It is now summoned on a target friendly player. It's duration is reduced to 8 sec., the cooldown to 2 min. and the ammount of damage to 20%

- Power Word: Shield (all specs) (Shield a friendly target, absorbing [(((Spell power * 5) + 2) * 1)] damage. Lasts 15 sec. While the shield holds, spellcasting will not be interrupted by damage. Once shielded, the target cannot be shielded again for 15 sec.)

It now lasts for 25 sec.

- Divine Aegis (Discipline) (Critical heals and their multistrikes create a protective shield on the target, absorbing 100% of the amount healed, instead of healing for twice as much. Lasts 15 sec.)

Critical strikes 100% extra healing will be now devided in 2 portions: 1 in form of extra healing, 1 as protective undispellable shield

- Angelic Feathers (talent) (Place a feather at the target location, granting the first ally to walk through it 60% increased movement speed for 6 sec.  Max 3 charges. Only 3 feathers can be placed at one time.)

Redisigned: the first ally to walk through it is granted 15% increased moviment for 4 seconds and its speed cannot be reduced under 100%. Max 2 charges, 8 sec. cooldown


- Phantasm (talent) Activating Fade removes all movement impairing effects and prevents your movement speed from being reduced for 5 sec.

Redisigned: name changed into Walk of Faith: your Levitate now allows you to jump to 10y distance for 8 sec. Levitate has now 45 sec. cooldown and does not break with damage received.

- Spectral Guise (talent) (Your shadow blurs into the darkness, leaving your true form behind. As a shadow you are stealthed, but remain in combat. Lasts 6 sec or until your true form is hit by 3 direct attacks)

Cooldown increased to 1 min

- Glyph of Guise (NEW) : After casting Spectral Guise the effect will not cease after taking damage for 3 sec.

- Glyph of Silence (shadow)

REMOVED

- Glyph of Psychic horror (shadow)

REMOVED

------------------------------------------------------------------------------

ROGUE

- Gouge (Gouges the eyes of an enemy target, incapacitating the opponent for 4 sec. Target must be facing you.  Any subsequent damage will cause the target to recover immediately.)

Duration reduced to 2 sec.

- Dirty Tricks (talent) (Gouge and Blind no longer cost Energy, and no longer break from your Poison and Bleed damage)

It now also increase the duration of Gouge by 2 sec.

Deadly Throw
Finishing move that deals damage, reduces the target's movement speed by 50% for 6 sec, and interrupts spellcasting when used with 5 combo pioints:

Spel lockout reduced from 6 to 3 sec.

- Killing Spree (combat) The Rogue cannot be targeted or disabled while Killing Spree is active.

REMOVED

- Bandit Guile (combat)
Bandit's Guile grants an additional 20% damage increase while in Deep Insight.

Redisigned: Bandit guile grants an additional 10% damage while in Shallow Insight (green buff), 5% extra damage while in Moderate Insight (Yellow buff)

- Glyph of Garrote

REMOVED

- Glyph of Disappearance
[color=#000000]([/color][color=#000000]Reduces the cooldown on Vanish by 60 sec, but when Vanish's duration ends, Stealth is no longer automatically activated.e)[/color]

The cooldown on vanish is now reduced by 30 sec.

- Kick (all specs)
A quick kick that interrupts spellcasting and prevents any spell in that school from being cast for 5 sec.

School Lockout now reduced to 4 sec.

- Glyph of kick

REMOVED

-------------------------------------------------------------------------------------------------


SHAMAN

- Purge (all specs) (Purges the enemy target, removing 1 beneficial Magic effect.)

It has now 2 sec. cooldown

- Nature's Guardian (talent)
Attacks that bring your health below 30% increase your maximum health by 25% for 10 sec, and reduce your threat toward the attacker.  Cannot occur more than once every 30 sec.

Cannot occure more than once every 1 minute

- Glyph of Spirit walker aegis

When you cast Spiritwalker's Grace, you become immune to Silence and Interrupt effects for 5 sec

REMOVED.

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WARLOCK

- Archimonde's Darkness (talent)
Dark Soul now has 2 charges.

When dark soul ends it leaves the debuff "Darkness Mark" preventing the other charge to be used for 30 sec.

- Fear (all specs)

It has now 3 sec. cooldown

- Devour Magic (pet ability)
Purges 1 beneficial magic effect from an enemy.  If an effect is devoured, the Felhunter will be healed for 0 and gain 60 Fel Energy.

It can no longer be set as autocast

- Unstable Afflliction (Affliction)  (If dispelled, will cause [(27.5% of Spell power) * 8] damage to the dispeller, will always critically strike, and silence them for 4 sec.)

Silence upon dispel reduced to 2 sec.

-
Pet Spelllock

The spell lockout is reduced to 4 sec.
-----------------------------------------------------------------------------------------------------------


WARRIOR

- Double Time (talent) (You can use Charge twice in a row, but it can only grant Rage once every 12 sec. Each use has a 20 sec recharge time.)

Each use has now a 25 sec. recharge

- Sudden Death (talent)
Your autoattack hits have a 10% chance to make your next Execute cost no initial Rage

Redisigned: your melee autoattacks grant you one stack of Sudden Death. Upon reaching 6 stacks your next execute costs no rage and can be casted at targets regardless their health

- Stormbolt (talent) (Hurls your weapon at an enemy, causing 60% Physical damage and stunning for 4 sec.  Deals quadruple damage to targets permanently immune to stuns.)

Range reduced from 30 to 15 yards, cooldown increased from 30 to 45 sec.

- Bladestorm (talent) (Become an unstoppable storm of destructive force, striking all targets within 8 yards)

Warrior Can no longer stop the destructive fury of this bullshit ability. This is meant to prevent the use of such talent as roots breaker or cc imunity.

- Intimidating Shout (all specs)
Causes the targeted enemy to cower in fear, and up to 5 additional enemies within 8 yards to flee.Targets are disoriented for 8 sec.

Cooldown increased from 1.5 to 2 min.

- Heroic Leap (all specs) (Physical damage to all enemies within 8 yards.)

Damage part removed, cooldown incrased to 1 min.

------------------------------------------------------------------------------------------------------------------------
PVP GENERAL

- Players cannot join arena matches while being specialized for tanking  (Brewmaster Monk, Protection paladin, Protection Warrior, Guardian Feral Druid). They may, however, still join rated battleground battles.

- Joining arena matches with 2 players of the same class is still possible ALTHOUGH it will mark the characters with the debuff:  BIG FAGGOT which lasts 24h, persist through death and cannot be dispelled

Thanks for reading

TL:DR: well... there is no such thing


#4382228 Tired of hoping for priest buffs

Posted maettu102 on 06 February 2015 - 06:28 PM

The state in which priests are at the moment is crucial.

Many many suggestions were given across the forums and twitter etc.
Nothing had been done till now, nothing have been written. I don't really know if blizzard is even aware of the current state of disc and holy in pvp.

I would very much appreciate a feedback to this two specs from blizzard itself.

Saving grace wasn't even a buff. It was a change. A change wich does absolutely nothing for the problems priests are facing right now.

To remember: Priests are lacking in this areas:

- offensive dmg
- shield being purged by literally every comp (too much value of this buff when it's so easy purged)
- glyphs are not a real choice (MD and death not baseline wtf?)
- priest cc is a big joke. Psychic Scream is one of the hardest to land cc's (8m range) and       many classes have fearbreakers aka lichborn tremor usw. Silence on a 2 second duration is more of an interrupt than anything else. Ged rid of it and buff scream.
- very little instant cast heals (divine star heals for nothing) with no kiting tools. So every cast can be interrupted of a melee with basically 100% uptime on priest.
- buggy talents: dominate mind has to be removed or fixed in my opinion. it's definetly not a choice when u have to calculate dc's in it's value.
- fake casting is not rewarding enough because there are so many other ways to prevent casts.. gouge stuns deathgrip etc. and we have no heal which heals us during fake casting (renew, pom..)


#4375628 RMD? - How to beat as turbo?

Posted Korzul on 29 January 2015 - 02:27 AM

What you want is people to justify you in blaming your healer. The entire thread is essentially bashing a semi-inexperienced monk. Now you can either ditch him, blaming the loses vs a stupid fucking comp and spec (combat) entirely on one person, hoping to find someone better etc. Or just chill out, realise it's early season, you're doing ok with the comp and you have a shit load of time left to practice vs RMD (you say you beat everything else). He'll get it eventually and you might just end up with an extremely good healer if you give him the time and space to fine tune some stuff.
As for tactics, all you can do is try different things ("hey lets play super offensive this game, don't drag the rogue behind pillars and we'll see what we can do") etc and decide what works best for your team.

You should spec resto for a day as well and see what it's like to get tunneled by an rmd, it might change your perspective.


#4368422 Real 6.1 changes:

Posted Dakkrothy on 23 January 2015 - 11:34 AM

"Dampening
removed"


u drunk?


#4368227 Real 6.1 changes:

Posted akatyrone on 23 January 2015 - 06:08 AM

Dampening
removed

edit: i always enjoyed games that ended because the better healer used more efficient heals and got off solid drinks, instead of "auto-losing to a scripted pve encounter after a certain amount of time"


Tanking Specs
Tank specs are now no longer allowed to queue for 2v2, 3v3, and 5v5 arena


Hunters

Concussive Shot: the cost of concussive shot has been increased to 50 focus, up from 0.

Reasoning: this will in turn eliminate the need to keep burst of speed in the game, and also requires the hunter to choose between doing damage and playing like an acne covered virgin

Frozen Arrow: removed

Freezing Trap: Revert the arm time of trap so they can be eaten more consistently, poly can be kicked/stunned/silenced/gripped/gouged how do you stop yolo traps on a consistent human level? You cannot and this needs to change.

Rogues

Burst of Speed: removed

Killing Spree: you can now be cc'd while Killing Spree is active

Improved Shadowstep: if used to step to a friendly the cooldown is reduced


Priest

Silence: removed from disc

Spectral Guise: removed

Angelic Feather removed

Inner focus: baseline for holy and disc, gives strength of soul buff 45 sec cd

Shadow word: Death: now available for holy and disc, this abiltiy also does damage back to the caster equal to 20% of the damage done

Psychic Scream: the cooldown has been reverted back to 27 seconds for all specs

Prayer of mending: now instant cast again

Renew: now available for disc

edit:
Mana Burn: reintroduced to all priest specs

Power Word: Shield: gives the priest freedom for 5 seconds


Paladin

Forbearance: now lasts 1 minute, up from 30 seconds


Druid

Displacer Beast: removed

edit:

Frenzied Regeneration: this ability is actually retarded op

Faerie Swarm: slow removed, possibly make typhoon baseline or something

Mage

Living Bomb: now available for frost, fire, and arcane specs

Arcane Explosion: now available for frost, fire, and arcane specs

Blizzard: now available for frost, fire, and arcane specs

Ice nova: no longer stuns, no longer dr's with sheep

edit:
Blazing Speed: choose this or alter time


Warlock

edit:
Resummon pet > Command Demon: if when you summon your new pet and your old command demon was on cooldown it increases the cooldown of your next Command Demon by 1 minute, basically you are taking out a loan on an interupt from the future, instead of the old buy 1 get 1 deal

Unstable Affliction: no longer always deals critical damage when dispelled

Demonology: considered a tank spec and no longer allowed in arena

Imp Dispel: you sacrifice 100% of your hp empowering your demon to dispel all magic effects from your target

Fear: Now breaks immediately from any instant damage, a few dots will not break the effect


Shaman
edit:
i am still salty about this class, someone else will have to balance it

Deathknight

Tweak damage and healing (lower)

dark sim affects all abilities?

edit:
Death Stike: now removes all of your damage over time effects from your target and converts them into healing


Holinka

Executed live on stream


Future Patches

blizzard discusses with its community what needs to change for pvp on a weekly basis, when and IF they plan to change things at all


Interupts Removed

Skull Bash
Rebuke
Counter Shot
Spear Hand Strike (mistweaver)----------------------------------------------------------------to be continued

discuss


#4369649 Is Holinka the worst thing that happenned to WoW PvP ?

Posted ImSoAesthetic on 24 January 2015 - 12:54 PM

He joined Blizzard in summer 2012.

MoP has been a complet piece of shit since the beginning to WoD ...
WoD is the exact same thing as MoP or maybe even worse
Oh well, he added Swifty NPC and Bajheera NPC, yeah nice change ...
He had to make arena cross realm and everything because the game came very unpopular in PvP/Arena
They also had to merge realms together because customers keep de-subbing ...

We blamed a lot Greg Street aka Ghostcrawler but the game was 100x times better, popular and funnier when he was doing the designing ...

Just take a look at the WoW ladder, 90% of the pro players from cata, wotlk etc ... stopped playing, now there is only tryhards or nerds still playing it.

Just take a look at Twitch TV, during WoTLK/Cata WoW WAS ALWAYS ON TOP WITH A TON OF VIEWERS because the game was funny and enternaiting.
Now game such as Minecraft, Fifa or Call of Duty have better public/fans lol
Actually if WoW still have a bit viewers on Twitch, it's because of the Streamers such as Soda or the whores showing their tits etc ... Viewers enjoy the entertainement of the streamer, not the game.
When guys like him will move to another game, WoW won't even appear on the first Twitch Page

Really there is enough proofs that this guy is doing a really bad job, WE DONT GIVE A SHIT ABOUT ASHRAN, SWIFTY NPC OR SHIT LIKE THAT, BRING BACK GHOSTCRAWLER OR A GUY WHO HAVE WOW EXPERIENCE THANKS


#4369634 6.1 healer damage buffs shows Blizzard is steering even further away from san...

Posted Naraga on 24 January 2015 - 12:21 PM

Healer homogenization, the attempt to make every healer good at everything and part of the reason why healers are so extremely unbalanced right now. When every healer can do everything and have nothing unique left, why would you settle for any other healer than the one with the highest numbers?

The damage buffs for healers are another step towards Holinka's perfect homogenized world fantasy. This gets proven by the fact that the traditionally offensive healer, in times past counting as a 3rd dps, not being included in the buffs. Apparently Priests (And Monks) already do enough damage and the other healers need to be brought up to their level, because unequallity cannot exist in Holinka's mind. This communism of WoW doesn't work just like it doesn't in the real world. Healers (and dps) need to have unique aspects and mechanics which would make you want them for certain comps even if they put out less numbers, or different numbers than an other healer.

Not every healer needs an interupt, not every healer needs CC, not every healer needs an auramastery, not every healer needs a freedom, not every healer needs a blink, not every healer needs dispel magic, not every healer needs to do damage, not every healer needs an instant "whoop I'm safe" ability.

We need to start making healers more unique, rather then homogenize them even further. I don't even know how Blizzard comes up with this. I have never seen an Rshaman or Hpaladin complaining about not doing as much damage as a Disc. Healers should compliment setups and be taken for synergenization, even if that means they are limited to a few comps to be viable. If not, we get the current situation were one healer (rdruid) dominates every single comp because he has everything other healers have + higher numbers. Just like communism in real life doesn't lead to prosperity for all but only for a few elite, in Wow it doesn't lead to all healers being viable, but rather all but one or two being excluded from the game as a whole.




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