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XyhnMember Since 20 Mar 2010
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Posted Nicholaes92 on 14 February 2015 - 01:09 AM
Posted Korzul on 29 January 2015 - 02:27 AM
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.
Posted Talbadar on 11 November 2014 - 06:21 AM
Class Variety: Class variety was at an all time high this expansion in all areas of PvP. At any given part of the 3 seasons we can say within reason that about 20 out of the 29 viable PvP specs could do well in arena when played by the right players. This is not to say they could get carried, but that the class had the potential to compete. This was certainly not the case in BC and Wrath. During Cata it became more apparent that Blizzard wanted more classes to be viable and they definitely followed through into MoP with this in mind.
Catch-up system: Not much has to be said here. The fact that you can show up a few weeks late with a character and still compete or better yet go from 0 gear to full gear on an alt at the end of a season is a world of difference from previous expansions. This improved the game so much for me and for many players who have alts that don't usually get geared before the end of a season.
Full PvP gear best in slot: After years and years of dealing with players using trinkets from raids that could increase their damage by 30% or proc extra attacks that hit for 20% of your health bar we finally got what we wanted. Blizzard introduced a system that made full PvP gear best in slot for almost any situation. As an arena enthusiast this made me quite happy.
Class balance: It's hard to say this without a lot of negative feedback about certain ones, but class balance as a whole was really good by the end of the first season and onwards. As I mentioned earlier many classes were viable, but most of the time they were still very competitive anyway.
Let's take a look at some of the classes we saw at regionals and blizzcon this year. I am familiar with only the US teams for regionals, but we had a Ret, a Holy Priest, multiple Marksmanship Hunters, a Shadow Priest, a couple Elemental Shamans, a Boomkin, multiple Frost Mages, multiple Resto Shamans, multiple Affliction Warlocks, a Mistweaver Monk, a Subtlety Rogue, and a couple Resto Druids. At Blizzcon we saw a couple Windwalker Monks, a Fire Mage, and an Arms Warrior. That alone covers a lot of classes and specs.
On the live ladders we saw a lot of different specs doing well and I can only count 8 specs that did not reach a rating of 3000 by the end of the final season which are: Disc Priest, Fury Warrior, Frost DK, Arcane Mage, BM Hunter, Demo Warlock, Combat Rogue, and Assassination Rogue. For all I know some of those could have made it.
Successful arena maps: Blizzard finally added new arena maps that didn't need major revamping to become a solid part of the arena map pool. They also revamped Blade's Edge and Dalaran for the better though I sometimes do miss the old Dalaran against melee. They still need to work on some of the map balance, but really you can't hate on what they did during MoP with arena maps. I would like to see them add Ring of Valor back to the map pool. The current one is actually a great map it's just disabled due to bugs.
Merger of battlegroups: The removal of set arena teams in combination with having a single player ladder and being able to queue with anyone you want has been HUGE for the game. You no longer have to sit on arena teams until the end of a season worrying about your rating. This has also decreased queue times and allows players to compare everyone at once which people definitely care about seeing.
Resilience, PvP Power, and Dampening scaling : While not everyone can say that they enjoyed having these stats around you have to commend Blizzard for getting the numbers right with every season. They had to manually adjust them with each season to make sure people weren't dying too fast, weren't healing too much, and ensure that games were actually coming to an end in a reasonable amount of time. They definitely could have done better with 2v2, though.
Streaming Influence: You may not like some of the streamers and you may have some that you love, but streaming has definitely made a positive impact on the game. A lot more players are better informed and many feel like they are part of something by being able to communicate with top players and other members of their arena community.
Holinka BOYS: This man has done wonders for our community and you should be more than happy if you know what he's been doing while working for Blizzard. He's been in contact with a lot of the top players and constantly looks for feedback to relay to help out. He's also attended the LAN events to talk to players and meet them which I'm certain was not required of him. I've spoken with him quite a few times and the guy's got a good head on his shoulders so we should be happy we have him instead of the whatever the hell came before him.
Reliance on gear: A common theme for this expansion and Cataclysm was a heavy reliance on gear to be competitive. While everyone thinks PvP gear should be the best in PvP, the reliance on having the best gear available to even come close to competing is frustrating. There have been times where I am missing 3 or 4 items and it feels completely hopeless to try knowing other people just do so much more with those few pieces.
Too much CC / Too many defensives: This topic has been heavily covered by so many people so I'll be brief to not bore you. The arms race went way too far this expansion. Instead of Warrior Charges Mage-->Mage Frost Novas it's now: Charge-->Blink-->Heroic Leap-->Nova-->Intervene-->Pet Nova-->Reflect-->etc,etc. Everyone just had way too many things to deal with each other and way too many simple reactions when taking damage or wanting to deal damage.
Dampening in arena: As both a tournament spectator and competitor I strongly believe that Dampening is a horrible concept for arena. This allowed for many things to happen. First of all teams could design their composition fully around winning because of Dampening and play around it. I don't think this was as relevant to ladders as it was at the actual tournaments. Both my team (ele, lock, druid) and the team that won this year (boomkin, lock, shaman) could easily attribute their success to its existence. It made for really boring starts to happen in a game where most of the action should be happening seconds into the match.
This also allowed Blizzard to balance the classes around dampening and not having to worry about if players could actually get a kill early on. Instead of fixing the issue they just took a shortcut around it by forcing games to end. I think having some type of ultimatum for games ending is fine, but the game should be balanced around players scoring kills before something like that is even necessary. On top of that it should be fair for both sides which sadly dampening is not. "The Crowd Chose You" is obviously not a good option either.
Caster dominance at higher levels: This has happened at the end of a lot of expansions for WoW now and I think it would take a long discussion to figure out why this is the case, but as you all have seen the past 4 years have been more of a Wizzcon than anything else. Melee make things exciting and even against two casters it creates a much more dynamic matchup to both play and watch.
Reluctance to make small changes: I've heard Blizzard's thoughts on this time and time again, but I still feel as if we're getting robbed out of a better experience. They don't want to make a lot of small changes because they don't think it will make a big enough impact and will only deter players from participating if the classes keep getting changed. When I look at a game like LoL that makes constant slight balance changes weekly I can only frown knowing it would be great for WoW PvP to follow suit. Changes like this one below make the game drastically different and makes some classes stay dead for very long while others get to overpowered states for entire seasons without change.
Lack of tournaments: No regionals in 2013, a few tournaments hosted online (that were, as usual, attacked by DDoS), and just a few LANs? We didn't do much these past couple years. Tournaments create life in PvP. It gives events for people to look forward to and it gives drama for players to talk about. I heard something about MLG thinking about picking up WoW again for WoD, but rumors are rumors.
Healer Variety: Specifically in arena only 3 out of 6 specs (Mistweaver Monk, Resto Shaman, Resto Druid) were viable at the end of the expansion. I'd say we didn't do a good job of ensuring viability among them especially with Discipline being horrible for almost the entire expansion. One could argue that each spec was good at some point during the expansion, but that's simply not good enough especially after coming out of Shamanclysm.
Moving forward into WoD
Ability Bloat: There are so many things I am looking forward to in WoD and one of them is the removal of a ton of abilities and cooldowns that were just making the game worse. A lot of people won't agree initially, but let me explain why it's a good thing. There are tons of abilities for you to use to outplay your opponents and you want to be able to use them all and it makes the skill cap really high... sure that's great, but there are plenty of great games out there that use very few abilities to do things well. As long as there are mini games to play then there is plenty of room for player interactions to make a difference and for players to have fun. Mini games are things like: positioning battles, the interrupt game, forcing/saving trinkets and cooldowns, and battling for objectives. There's so much more to PvP than just having a bunch of crap to press.
Interrupt and CC changes: The number one change coming into WoD is one that's been needed for so god damn long. The removal of Improved Counterspell (the strongest CC in the game besides Fear) and Improved Spell Lock. There are other Silences and small CCs being removed, but this really does add to the fun for both the Mage/Locks and other players. You feel like you get more out of a spell when you use it well and previously all we see is blanket Counterspells and there's not much interaction required. The more interactions between players the more room there is to outplay. Don't forget the nerfs to Fear duration, CC cooldown, and the removal of PoM Sheep, NS Cyclone, and other forms of instant full CC.
Focus on PvP: From what I gather there's been a focus on making PvP fun for this expansion and with Holinka on board I'm having positive thoughts on PvP as a whole. I would love to see 2v2 make a comeback as a fun bracket that you can queue with your friends where games actually end quickly instead of the current stalemates that happen. With less abilities cluttering the game the mini games should become more and more relevant instead of the previous cooldown war. You have to expect that the expansion will start out with some bumps. Maybe damage overall will be too low, healing will be too high, or Mages will one shot people with Ice Nova, but we will get there guys!
Hope you enjoyed. Feel free to post your thoughts on both the positives and negatives of MoP as well as what you're expecting moving forward.
Posted Ruinz on 22 December 2011 - 08:39 PM
Posted Fluggie on 29 November 2011 - 12:37 PM
Recently I've been working hard on getting my UI the way I want it. It's mostly consisting of scripts, found here on AJ and other places. I basically turned it all into a set of addOns:
One of the addOns is basically a copy of the LoseControl addon - except it has more: priority list, easier to use config.lua, buttonfacade support and offensive/defensive CDs. Most credit should go to the creater of LoseControl as I've only built my addOn on top of the original code!
First a screenshot of what the addOns has to offer:
This is showing my iCrowdControl addOn in action. The issue with LoseControl is that stuns and important CC will get overlapped with frost nova etc, because it will always pick the one with longest duration, this is not the case this time!
My other addon, iUnitFrames basically repositions your unitframes by code, you can set the x and y values yourself in the .lua code. The addOn also does a lot of other stuff, I will post the list of modules you will find in the iUnitFrames.lua file:
local moveUnits = true
local classColorBars = true
local removeHealingText = true
local changeCastBarColor = true
local removePlayerFrameIcons = true
local alphaNameBackground = true
local removeTargetOfTargetDebuffs = true
local classIconsOnPortrait = true
local makeDebuffsBigger = true
My 3rd addOn, iGroup, basically turns your raid into old-school party frames if 5 or less people (removes the raid manage GUI aswell). It also aligns the group members on top of your party frames and grows upwards instead of downwards. (iCrowdControl icons will also be repositioned together with party frames), below is another screenshot of all 3 addOns in action:
My 4th addOn is for rogues only and all credit for this should go to Treeson from the mmo-champion forums, I'm just ditributing the code for other to use! Basically it changes your weapon enchant buffs to your actual poison icons:
That's basically it, nothing too fancy. If you find any bugs or suggestions please don't be scared to reply!
So where's the addons bro?
Right over there ---------> http://goo.gl/n5mNe
That's it for me, enjoy!
Posted Pharaun on 30 October 2011 - 09:05 PM
Posted Dakkrothy on 30 October 2011 - 08:53 PM
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 Drainerx on 18 October 2011 - 08:03 PM
i was bored once again and i decided to make a new elemental movie well here you go :>
in this video i wil be playing with Lxii / Homerz most of the time
''so i hope you enjoy <3''
Youtube Channel: [Subscribe]
Posted koshimo on 09 October 2011 - 03:39 PM
Posted Vlada on 09 October 2011 - 11:03 AM