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Draax

Member Since 15 Dec 2009
Offline Last Active Yesterday, 06:57 PM
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#4373897 RBG Tournament: Battle of the Atlantic Worlds Reveal Show

Posted Bigmoran on 27 January 2015 - 05:30 PM

It's actually quite disgusting to read a lot of these posts.

For one thing, RBGs are significantly more complex than arenas. Team fights involve the exact same mechanics that are used in 3v3. There is cross CC, swapping, peeling, pulling back, pushing in, etc. Meanwhile there are multiple smaller game decisions being made on spot--who to send to what base, who is going to float where, when are we going to push O, and so on. It is really a mentally engaging experience. When two top teams face each other, it is literally a battle of wits for 20 minutes straight.

I don't know why there is such a stigma in this community against them. DDOSing is as common in RBGs as it is in 3v3 arena. DDOSing and exploiting at the highest levels is almost nonexistant.

Stop being so toxic and help promote an event that the community en mass can actually enjoy.


#4372976 RBG Tournament: Battle of the Atlantic Worlds Reveal Show

Posted Korzul on 27 January 2015 - 02:34 AM

Posted Image


#4368557 Burst of Speed nerfed

Posted Hobbesqt on 23 January 2015 - 02:28 PM

View PostArteqt, on 23 January 2015 - 02:21 PM, said:

Nice change. BoS was broken and Feral shapeshift isn't(lol). Its not like ferals run %30 default and can also get out of roots for free.

I hear you can compare class abilities on a 1:1 ratio as long as you stay ignorant of any other abilities the class brings. Be sure to never bring up the insane amount of control that a rogue brings, exponentially increasing the effectiveness of breaking snares. Definitely don't bring up the un-cc-able burst combat rogues bring that is dependent on higher uptime, both in the ability itself and the CD reduction. And definitely don't bring up smoke bomb, gouge, 70% movement speed during BoS, fleet footed, 6 second stuns on a 20 sec CD...

Ya, as long as you cherry pick the bubble you stay in, abilities are really easy to 1:1 compare.

Apples are exactly like oranges. And exactly like Volkswagen Beetles.


#4332156 [US] Alliance RBGs - LFG

Posted fondlesqt on 04 January 2015 - 07:10 PM

carry my new alt holy pal pls, also i might faction change my priest to ally

exp: 1600 cr, quit after s8, so i didn't get much time in on rbgs. Came back for WoD, not many ppl i know play anymore :c
vocal and no rage
btag: fondles#1932


#4344863 What to do versus survival hunter?

Posted Speedymart on 10 January 2015 - 04:10 AM

Had a game earlier where I was being kited via frozen ammo by a slowed backpedeling hunter that was getting distance because of his sprint

Let me say that once more - We were both slowed, and he was able to gain distance while packpedeling


I really, really hate survival hunters. 12 second knockbacks, traps, and roots is beyond retarded in addition to their auto applied slow and sprint


Quote

Go for his partner. The hunter is never going to die with his passive second wind + heals form his partner. And if you ever manage to get him low his deter cooldown is shorter then the times you are able to kill him.

Unfortunately his partner was also a Rdruid. My solution to the problem was to piller until around 60% dampening, and then actually begin the match, which resulted in a prompt victory. I used this strategy in MoP whenever I faced a priest/hunter team as it'd be impossible to beat otherwise. Works really well, give it a shot.


#4357551 Warrior survivalbility

Posted Klaent on 14 January 2015 - 06:49 AM

Would prefer if they nerfed the self heal of everybody else. It's retarded how much self heal everybody has now.


#4327650 Athlete and Bailamos exploiting

Posted Unseenz on 01 January 2015 - 07:23 PM

View PostSadstory1337, on 01 January 2015 - 06:13 PM, said:

You guys 'block' capped. I can find you a vod to prove how scummy/pathetic your team is but I think everybody knows already.
rofl what

at least mages can rbg now


#4327059 Athlete and Bailamos exploiting

Posted Athlete on 01 January 2015 - 07:13 AM

Leave out the part where we got into a fight over me not wanting to do it

Cry me a river.


#3974623 Nerf Bladestorm Now Plz

Posted Zeon on 26 October 2013 - 03:40 PM

View PostUsingg, on 26 October 2013 - 03:13 PM, said:

people use bladestorm?
Acording to AJ comunity every warrior has 2 stuns, bladestorm, avatar and bloodbath at the same time.


#3973063 Random Bladestorm Breaks

Posted Sweatyfingrs on 24 October 2013 - 08:16 PM

It probably stopped because the entire opposing team instantly died and the scoreboard came up


#3923779 Warrior number pass -Making warrior PvP damage more meaningful

Posted Braindance on 07 August 2013 - 05:58 PM

Warrior number pass -Making warrior PvP  damage more meaningful


Purpose: Enumerate the weaknesses of Arms damage-wise, and provide potential solutions.

I am convinced that Arms is bound to receive some PvE damage buffs, since we remain the lowest dps spec on the PTR, and the premier DPS comparison sites (worldoflogs, raidbots etc), SimCraft simulations and advanced theorycrafting sites like elitist jerks, point to arms being one of the weakest dps specs in the game. My purpose is to direct some of those potential buffs to being meaningful in PvP.

Posted ImageColossus Smash


Purpose: To increase warrior damage significantly and provide burst windows

Issue:  Arms PvE dps is designed around doing tremendous damage while CS is up. However,  this creates the following problems
  • Our PvE damage is condensed in the duration of this debuff, which is approximately an 80% damage increase vs boss armor
  • However since it’s only 50% armor reduction in PvP, this translates to 10-17% damage increase vs players of varying armor. Therefore, we do not reap the large benefit that it provides in PvE, and because our damage is balanced around this debuff (i.e. significantly lower outside of CS), our PvP damage is not as strong as it’s supposed to be
Solutions:

1)   Make CS 50% both in PvE and PvP – increase duration to xx seconds
2)   Make CS 50% both in PvE and PvP – recalibrate damage of other DPS abilities (overpower, mortal strike etc)
3)   Make CS a passive buff, similar to Tiger Palm for monks, with an increased duration and reduced effect (30-40%)

Posted ImageEnrage

Purpose: High uptime (PvE) buff that increases damage by a flat 10%

Issue:  PvE gear provides warriors with a high enough crit chance, that this buff has a high uptime. However, in PvP warriors can barely achieve ~23% crit chance (full crit gems, reforges etc), limiting the uptime severely. High uptime is also achieved with the use of berseker rage, which however cannot be done in PvP, since berseker rage is 99.9% of the time used as a fear breaker, and not as a dps increasing ability.

Solutions:

1)   Charge increases critical strike chance of Mortal Strike by 100% (similar to how it was in Ulduar tier). This way, the buff will have a significant uptime in PvP, and will only be a marginal DPS increase in PvE
2)   Make Enrage proc from other attacks with a lower chance of procing (overpower, deep wounds etc)
3)   Make enrage proc from non-crits of MS and CS


Posted ImageSwifty

Purpose: Three extremely potent cooldowns (recklessness, avatar, skull banner), binded into one macro, with the purpose of dealing tremendous (often lethal) damage

Issues:

1)   If you do not manage to get a kill during the above cds your damage suffers greatly

2)   The long cooldown on all three of them, makes it hard for warriors to play in teams that rely on steady pressure (warrior/lock etc). Instead, it forces warriors to team up with a class that does similar burst (but almost always has superior sustained compared to the warrior like hunters/ferals etc), and hope to win in the first few seconds of the match


Solution: The only way out, is to significantly reduce the cooldown of the above abilities, and give them a reduced effect. Eg recklessness grants 20% crit on abilities down from 30% - cooldown reduced to 1.5 minute. Avatar increases all damage by 15% - duration reduced to 15 seconds from 24, cooldown reduced to 1.5 minute etc. This way, PvE dps will remain the same, but the PvP warrior will have a more meaningful role in the team, and he/she will be able to create more kill opportunities outside of once every 3 minutes


Posted ImagePosted ImagePosted ImageStances

Purpose: Different stances for different modes of combat

Issues:
1)   With burst being extremely high, defensive stance is the premier stance for PvP
2)   Berserker stance does not have a strong niche, and it’s not useful in PvP, since to have a rage gain comparable to battle stance you must be taking ~24k dps of damage, in which case you would want to be in defensive stance
3)   Our damage is designed around being in battle stance. However most of the time we are in defensive stance significantly crippling our damage in PvP. Dks (who have a similar playstyle to ours), do not have this problem, since staying in blood presence most of the game does not limit their damage as severely as ours

Solutions:
1)   Allow some rage regeneration to continue in defensive stance for arms and fury only. Eg you gain 6 rage per autoattack while in defensive stance through Unbridled Wrath
2)   Make Unbridled Wrath, grant you will Enrage every time you are hit with a critical strike. This is in my opinion the best and easiest solution since it would provide 0 buffs in PvE, but it would significantly help arms in PvP since:

a.    Gives our old niche back of gaining rage and doing more damage while being trained

b.   Makes training the warrior for the entire game a less viable strategy. Even now, with the defensive stance buff, training the warrior is foolproof, since it forces the warrior to stay in defensive stance completely crippling his damage

3)   Make berserker stance the premier PvP stance, by adding bonuses such as the ones mentioned here http://www.arenajunk...rserker-stance/
4)   Give battle stance some passive damage reduction of the order of 10% (perhaps through the pvp 4 set bonus)

Posted ImageOverpower

Purpose: The most used dps ability of Arms

Issue: While overpower is a significant portion of our sustained damage, the fact that it does 105% weapon damage, even with a high crit chance (+60%) makes it hit like a wet noodle in PvP. This leads to damage that is not meaningful (i.e. cannot force cooldowns, cannot force casted heals, cannot force mana usage). This is a more complicated problem since Cataclysm, where warrior damage moved from a few strong hits and empty globals, to being completely global capped and spamming many small hits (mastery procs, deep wounds, overpower, auto-attacks).

Solution:
1)   Move damage away from overpower to Mortal Strike
2)   Make slam consume thirst for blood procs for a lower rage cost and slightly increased crit chance, making slam and overpower interchangeable
3)   Buff overpower damage?

Posted ImageMortal strike

The last candidate that, unfortunately, no longer feels Mortal. It could use a damage buff and/or an increase in the Mortal Wounds debuff (only for warriors), increasing our usefulness and providing us with a meaningful PvP niche once again


Posted Image


#3919671 Fuck off, wizard cleave and Blizzard

Posted Athlete on 29 July 2013 - 09:40 AM

View PostMarshmellow, on 29 July 2013 - 06:56 AM, said:

What was that noise at the end
hope this helps




#3866206 Teamates getting discouraged too easily.

Posted Guest on 24 March 2013 - 02:05 PM

First of all, I feel like telling him that him and his teammates should not care about rating and just play for fun is not helpful. Everybody wants to feel like they're doing well and being competitive and it takes a very special mindset to not care at all about your rating and how successful your team is. If they care, it's going to be really hard to stop them from caring. I think having a goal is a good thing, but it takes motivation to get to that goal.

Throughout the years I've been asked questions from players about how to improve and what they should be doing. Just by the wording I can detect how motivated they actually are. There are clear signs that someone has hit a wall they refuse to try to break down. For instance, I've seen tons of questions worded like this: (this was a question I received last week)

"yo talb ;d we playing same comp as u atm iam full t2 on my sp but mates are just t1 upgraded so we have hit a 2k wall we think is due to everyone having t2 atm!! esp vs KFC (still) and also alot of trouble vs shadowcleave (dk affi) how u think we can counter these or u think its just a gear problem we aint losing that much to skill imo but say KFC on zoo sham dies even if i root all pets lol and vs dk affi he just aint dispelling enough imo but cant tell him this any help would be great man keep up the good work ill be donating when i get payed next week :D"

I replied with this.

"I would first try to change your perception of the situation. Ignore the fact that you guys are missing tier 2 weapons because you'll end up scapegoating yourselves with that instead of looking for ways to improve. Also, try to look mostly at what you could be doing better instead of your partners. Blame game doesn't help you get any higher! You can try going body and soul to help your shaman escape if he's being tunneled. Maybe it's worth using double death grip on the warrior when he's connecting so that he has no way of getting back. If you are ever stabalized vs the comp (aka you just used a major cooldown or they ran out of pressure) you need to make a swap to the healer with asphyx into silence. Land that a couple times and you'll win. DKLS I would watch our vods against that comp that we played yesterday."

Basically, unmotivated players immediately look towards disadvantages they have when they lose instead of looking into what they could have done better themselves. Try to get your teammates out of the disadvantaged mindset and more into the improving their own play mindset. If players are not on the same level of motivation as you or have short-winded motivation then it's time to look for new partners. I think motivation is much more of a factor in finding proper teammates than experience is.


#3866108 Teamates getting discouraged too easily.

Posted GrieverZ on 24 March 2013 - 05:31 AM

Note : Would be great if this thread didn't get destroyed by pointless elitism or flat out trolling this website has been subject to for a while, i'm sure i'm not the only one that ran into that kind of issues before so i feel the discussion could be useful to more people than myself.

So, i'm playing with friends atm, both great guys i have fun with but without much experience at the higher end of the arena pole (their higher point was 2300ish in S8 where glad was like 2600-2700ish).

Always seem to see the same trend when i play in this kind of teams tough, first people are all pumped up and pretty much end up generating ridiculous expectations out of it "yeah gonna be nice gonna get glad easy blablabla".

Then we play and build our MMR and all is great again until we hit "that wall" where we actually need to start working towards improving as a team, ours was around 2k this season (wich is like top 50ish on our bgroup) atm. We were rank 35ish at some point so i don't think we were doing awefull for a new team working together.

Personally i try to be positive and i'm sure we can keep going if we work towards it and try to have fun and think its kinda pointless to worry too much about rating 2 weeks into the season, i try to spark some discussions, try out new strategies, try different calls etc to improve our chances while also listening to their opinions etc, to try to spark some teamwork.

Sadly most of those team i've been on always reach a point where people either cares way too much about rating or w/l while i don't feel its relevant or just feel discouraged at making no progress and just want to quit, or just complains about game balance non-stop or find a new team or whatever. I feel my current team has reached that point again and i'm really fucking tired of dealing with this, its not the first time and i don't feel it will be the last

How should i deal with it? Is 2 week as a new team enough to reach the top 0.5% of the ladder, if it doesn't work just call it quit or am i actually right to try and work for it? I just feel people always expect instant success and i'm sick of it.

Maybe its my attitude thats wrong? Maybe i should expect success faster like them?

I mean i want to keep playing with them, i know they're great players, one of them was Grand Master in SC2 at some point and the other is just really fun to have around, i'm just really tired of dealing with emo bullshit anytime there's a stone in the way.

Idk, only times i reached high points in the ladder was playing with past season's glad, experience goes a long way i guess.

The ladder being completly deflated doesn't help, they seem to make a big deal we're stuck at 1900-2k when by some of earlier season's standards we would be 2400+ judging by the rankings.

How do you deal with that kind of things, if some of you remember some of your first glad pushes, or even Rank 1 pushes, or things like that, is it normal? How should i try to motivate them again? Should we just chain reroll teams until we get a result that seems to satisfy them? Out of ideas.


#3829448 The difficult dps "rotation"

Posted Braindance on 31 December 2012 - 02:36 AM

The above rotations are OK if you wanna do 80% of your max dps. The best is:

CS>OP>MS>Slam. Always try to keep TfB for cs - don't spam heroic. You use CS in CS if you have neither MS or OP and less than 40 rage. DO NOT use hs if someone is less than 35% hp and you have less than 80 rage. DO NOT use hs for 9 seconds before dc. ALWAYS make sure you have AT LEAST 60 rage before DC. Do not spam heroic mindlessly - your rage bar is your friend. Do not allow yourself to drop bellow 15 rage because you will need it and you won't have it.

And btw sudden death procs should be consumed as fast as possible. CS and MS give you enrage if they crit and you really want that.




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