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Thasta

Member Since 07 Jul 2010
Offline Last Active Yesterday, 09:01 AM
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#4448366 What are You playing, Frost or Unholy?

Posted Forumz on 06 July 2015 - 08:36 PM

View Postdarklift, on 06 July 2015 - 01:09 PM, said:

Only been doing 2s with a healer so far and as Unholy i find it hard to even pressure double hybrids unless I get them in the opener. Rets + Feral, Rogue + Healer are games I end up losing.

Facing Healer DPS goes well into dampening where you can finally land a kill.

I am an average player but still I don't ever remember it being this hard to land a kill as Unholy. Scourge strike hits for nothing.

And I don't think it's just me either, facing Unholy's in arena as a healer seems like a game where you don't have to stay on your toes much and feels much more relaxing to heal through than something like rogues, ferals or most classes.

Yeah, it feels like Unholy's ''threat'' is completely gone. In Cata and MoP you had to be careful and not let him stack necrotics too high or else you'd be in deep shit, now you just use some instant heals and you're fine.


#4445384 [Bug] Psychic horror does not break on damage

Posted Avengelyne on 30 June 2015 - 05:05 PM

Definitely should either break on damage or DR with stuns.


#4444130 Jahmilli: Living Bomb

Posted Jahmilli_ on 27 June 2015 - 10:08 PM

http://us.battle.net...94625605?page=1

Thanks for read :)


#4436831 What do you prefer?

Posted Seu on 17 June 2015 - 03:03 AM

View Postdrzy, on 17 June 2015 - 02:01 AM, said:

rmp wrath mirrors

nothing else matters

It wasn't just wotlk rmp, but thats a good example of a matchup that has all the attributes to make this game enjoyable.

What makes arena matchups good:

- kill opportunities nonstop from start to finish
- no downtime or slow points
- unpredictable, have to stay on your toes
- nearly every "play" matters, and contributes to the outcome of the game

What makes arena matchups bad:

- kill opportunities dictated by cooldown availability
- "downtime" during games where nothing is happening
- predictable
- tons of plays dont matter, and dont contribute to the outcome of the game. you spend a lot of time wasting time and waiting for meaningful "windows" to open up again

doesnt matter if the game is high damage or low damage, slow or fast, as long as everything im doing in the match is meaningful and there is a chance that my team can die or set up a kill at any point throughout the entire game then I'm happy


#4436777 What do you prefer?

Posted Arteqt on 17 June 2015 - 12:52 AM

I believe most of the community, including me, prefers neither. Kills should require catching people offpositioned/setting switches etc. Not just training 1 or 3 targets to death. This feels more like a PvE damagemeters race atm.


#4434428 Concepts every player should know

Posted justicecute on 11 June 2015 - 06:54 PM

https://www.youtube....h?v=mTdW99iamlw

Muffles is on fire


#4434104 When you're so bored of the season-

Posted BalanceRexxar on 11 June 2015 - 05:47 AM

if you're that bored of the season you should do the opposite of whats in this video, give yourself a challenge, help someone achieve their goals instead of getting whatever sick pleasure you get out of watching somebody be sad. this is the definition of a toxic and negative post.


#4432802 6.2 and shadowcleave

Posted zzatbrah on 08 June 2015 - 08:35 AM

View PostRegent, on 08 June 2015 - 08:30 AM, said:

This has been true since Cataclysm, and Scleave has been viable multiple times since then.

necrotic strike was a thing. also was the perfect spell for that comp


#4432292 WoD's Design Paradigm and the Warcraft Experience

Posted Bigmoran on 06 June 2015 - 07:07 AM

Post on official forums: http://us.battle.net...c/18000131343#1 Please support this post if possible.

I haven't been keeping up with the forums recently, but it has been quite clear to me that there is a growing sentiment that WoW is less fun than it used to be. As someone who has played WoW for over eight years, this is something I have also felt as of late. I want to be very clear that I really like World of Warcraft. I have had someone of my fondest experiences and met some of my closest friends on this game. That being said, I am very concerned for the future of WoW. I certainly do not want to see the game I've loved for eight years die in a single expansion. The aim of this post is to try and illuminate what I think are the core problems of World of Warcraft's current design paradigm. By no means are any of these problems original ideas. I'm sure there are plenty of posts that have shared my exact feelings. My hope is that others may share some of these feelings and create conversations with both the developers and the community itself.

I. The lack of 'world' in World of Warcraft

Garrisons were originally an interesting novel addition to the WoW experience. They served the purpose of delivering an individual single player experience. While the intention of adding Garrisons might have been to allow for a more personal solo gameplay, I think the psychological effects of Garrisons have been quite damaging on the community. For one, they removed the need for many laborious activities to be done across Azeroth. Everything from gold farming to transmorgification can be done within the Garrison. While this may seem very convenient, it is also incredibly isolating. It is possible to be entirely self sustainable while never needing to leave your Garrison. A friend of mine has even leveled a character 90-100 by simply completing Garrison missions every day.

Smaller server sub-communities are often created in zones with lots of interaction. Durotar and Elwynn Forest are places where people would meet up with each other. They could duel, chit-chat, banter, gossip, etc. While these zones still exist, it is much more common to see many people on your friends list just sitting in their Garrison. It is the equivalent of locking yourself in your room while there is a wonderful party going on in your house. Stormshield and Warspear don't really feel like main cities. Instead there are just a waypoint between you and your Garrison.

II. Trivialized Rewards

I think this problem has its roots with the introduction of Justice Point gear during the Zul'Aman patch in BC. Rewards are given to players for completing the most trivial of tasks. Queue a BG? Get a reward. Complete a dungeon? Get a reward. Complete a garrison mission? Get a reward. Items and achievements are given for almost everything you do in WoW. These trivial tasks also trivialize the reward you receive.  I recently graduated from university. Even though my diploma is a fancy piece of paper, it symbolizes four years of work.  Imagine if all it took to receive a college diploma was to complete a ten question survey. Surely it would devalue the worth of the diploma itself. While it does make gearing characters a much faster process, spamming players with rewards is also something that I see as damaging. Giving players meaningful challenges is something that motivates them to play.

The trivializing of rewards is something that has also effected PvP. The prestige of PvP titles has been lost since the removal of Battlegroups. Rank one titles had more meaning when they were only given to a single team (barring the Season 8 fiasco and other ties throughout the arena seasons). Rank one titles seem to be passed out like hotcakes. Once again, this devalues the worth of the achievement and trivializes the effort involved in obtaining it.

III. Scripted PvP

I really appreciate the effort of Blizzard in barring bots from the game. That being said, I think these efforts were made too late and there is definitely more work to be done. Nonetheless, even if there is not a single bot in WoW, PvP seems to be rather scripted. What I mean by this is that every class and composition has its own script that determines the most optimal plays in a particular matchup. The better each player is at performing their script determines the outcome of the matchup. Mages are a class that I think characterize scripted gameplay. Every 30 seconds, Mages will use Blazing Speed, Blink, Deepfreeze, and Polymorph/Ring of Frost. It's a rinse and repeat algorithm.

The scripted feeling of PvP distorts the depth that each class is capable of achieving. Each class and composition is streamlined into playing a certain way. If you do not play by the script, you will fail. If you play by the script, you will succeed.

IV. Cooldowns being too strong or too weak

One of the biggest changes to class design since Vanilla was the increasing number of cooldowns with every expansion. While I do think cooldowns are interesting, there is an incredible imbalance of the strength of different cooldowns and their interactions with other abilities. Simply put, some cooldowns are disproportionately strong compared to others. One example of crazy powerful cooldown/ability interaction that is Bestial Wrath, Focus Fire, A Murder of Crows, and Barrage. These four abilities (all of which are cooldowns) dramatically increase the damage done by the BM hunter. The only class that can completely counter this combination of abilities is Rogue (they can Vanish to remove crows and Stun/Gouge/Blind to interrupt Barrage). Some offensive and defensive cooldowns are incredibly powerful, so much so that matchups revolve around the usage of these cooldowns and how well the other team answers with their own cooldowns. It's another form of the script. The most optimal reply to cooldown usage is often more cooldown usage. This cooldown matching doesn't really seem to add much to the depth of matchups. To me, games are infinitely more exciting when they are not determined by a single ability, but instead the consistent good use of an entire skill set.

V. Passive abilities

Controlling your character involves conscious use of movement keys and abilities. Casting a Chaos Bolt, running around with Sprint, and shifting into Bear Form all involve a physical interaction with you and your peripherals. Moving around and casting spells gives you a sense of robust autonomy and allows you to connect with your character. Another change in class design over the years has been the introduction of many passive abilities and perks. While these may benefit each individual class and spec, they really seem to distort this feeling of "I did that" when it comes to controlling your character. In PvP, one of the most complained about passive abilities is Saved by the Light. This ability, like other passives, does not require the user to perform anything (sure you can make the argument that it requires Beacon of Light on the target but that is beside the point). This trivializes the value of the ability itself. If a matchup is determined by a passive Seal of the Light proc, it is psychologically damaging to both the winning and losing team. The Paladin feels like they haven't really done anything-- their win cannot be attributed to the conscious and careful use of a spell. The team that loses is frustrated, knowing that the enemy team has won the matchup because the game had registered a target at x% HP and prevented the death of that target.  

Conclusion (TL;DR)

Much of the current design paradigm in WoW has had psychological damage on players, dampening their motivation to play the game. Overall the game feels less immersive, provides too many rewards, reinforces homogenized gameplay strategies, and revolves too much around powerful cooldowns and passive abilities. The game seems to be losing much of its spirit. Having a fun time in WoW involves joining a community, being creative with your spells, and having a sense of achievement.


#4427819 QueueAlert

Posted spaceship on 22 May 2015 - 10:49 PM

QueueAlert

Probably not the most ideal sub-forum to post this in, but whatever. The picture should explain everything.

Posted Image

Requirements: FAQ:
Will I get banned?
Very unlikely. It doesn't modify the game in any way, just makes a few simple memory reads.

32-bit support?
64-bit only for now, but I'll probably make a 32-bit version if there is demand.

Why did you make this?
I've had some of the code lying around for a while, it's relatively simple, and a few friends requested it.


Download Here


#4424884 How to make affli locks more fun in PvP

Posted Nyeshyo on 15 May 2015 - 07:41 PM

Heyo aj, made a thread on the official forums today about the current state of Afflilocks and how it doesn't feel rewarding to play. If u want to discuss changes you'd like to see to the spec u can do it here or in the thread, would be cool to get input from people like suomensnutz, chanimals, wallirikz etc. on this matter (:

"addressing issues hasnt been answered since forever, it's pointless lol"
With the sub drop Blizzard will be forced to listen to the community for once, let's help them open their eyes.

http://eu.battle.net...pic/14628823781


#4418100 The State of the Game

Posted Vanguards on 03 May 2015 - 02:45 PM

If anyone hasn't seen it yet this post is extremely well made:

http://us.battle.net...59176739?page=1


#4416201 if u hate the game click this

Posted Avengelyne on 28 April 2015 - 02:15 PM

S15 would have been really good with a few tweaks.

-Removal of random ele 1 shot procs
-Removal of symbiosis
-Current fear/gateway nerfs

Pretty much anyone playing Mage/Druid/x or Lock/Shaman/x thought S15 was good.


This season honestly needs a few tweaks but it could be pretty good.


-Vampiric Horror on stun DR instead of Poly DR
-Work some damage from instants -> casts from casters
-Nerf Combat
-Revert Tranq shot nerf, modify so Bestial Wrath doesn't affect it
-Nerf BM 1 shot 5 stack crows/barrage, buff sustained

-Buff Disc to RSham/MW levels.
-Nerf bear form
-Nerf Avenging Wrath glyph. Have it increase the duration and cut healing instead of cutting the cooldown and cutting healing

-Lower CD on dispels from 8 sec to 5 sec, remove double dispel glyphs

Many more changes would be needed to make it a really good or perfect season, but this would make it better..


#4409198 Q: Anyone else playing other MMO's?

Posted Avengelyne on 13 April 2015 - 07:33 PM

Not MMO's i'm considering but random unrelated post about fighters below.. got an hour to kill at work.


I'm considering getting back into SF4 or trying smash, and will probably make SF5 my main game when it comes out. The cross-play feature they are promising between PC and PS4 has huge potential. Nobody has really pulled it off before.

It has a lot of reasons to actually get good at the game. There aren't many (if any at all) players making 6-7 figure salaries that literally just play 24/7. Arguably the most popular and well known player Daigo, up until Madcatz sponsored him 2014 had a job working at a nursing home 5 days a week.

There are of course sponsored players and those that do make a living, same as WoW streamers, but if you're a beginner in games like League you will probably never reach the top while maintaining an actual job or education. I get why SC2 got huge respect, the inputs per second were insane. I was an MLG coach throughout high-school for Gears, and anybody in any competitive scene ever knows fighters are the most technical, difficult and most respected competitive genre.

My entire rational between considering SF4 over today's Mobas is although Moba's are hugely popular, supported, highly accessible etc., the fundamentals aren't so different from WoW arena. If you have thousands of hours into learning the ins and outs of them that's really all it there is to the game. You aren't going to get recognized if you don't give it all up. What's the point of playing a competitive game without that recognition? Mine as well go play some RPGs or PvE.

Why be a gold, diamond, challenger or whatever the fuck you are when there is a squadron of teenage highschool dropouts getting paid to play it 24/7 that will always be better. The big shitstain part of the whole thing is that there's fucking 6 buttons (really only 4 combat buttons) and it's click to move. The major competitive aspect of Mobas is game knowledge and teamwork. When (and it's when, not if) the next big thing comes round those dropouts will be fucked, and time you put in is effectively wasted.

There was a tournament at my College last month for SF and MVC, 15 minutes from my house. There are local tournaments in Toronto like every other week. Capcom hosts huge tournaments like Blizzcon 4 times per year for different regions, and a world championship series. They also host online tournaments with serious prize pools. That's just capcom. There was a Redbull tournament in Paris with a serious prize pool last month, and there is Evo every year. Capcom supports all of it, and there are NO bots, NO cheating, NO ddosing, NO wintrading, NO pilots. Your success revolves around you getting better at the game and challenging others.

Skills you have there are transferable to other games which is a plus. The genre will never die and has always been around. There is no team synergy, you won't be fucked out of tournaments because you can't find partners, you don't get fucked if your class isn't good this season, etc.

off topic rant below..

It's kind of why I still arena, you can be a R1 player without quing each and every day. You can be a "top player" while it's your hobby. If I ever started another MMO it would be casually. Pouring your life into an MMO is a mistake because they are made to be time sinks, not to be played competitively.

It's a shame really. Blizzard (Activation, actually) has a great game that players clearly care about a lot and love, and the PvP scene could be huge but honestly negligence and empty promises has turned arena to shit. I can only imagine if GCDTV never took off there would literally never be queues (in US). The only way to actually play arena these days is to queue Friday and Saturday night when GCD teams are practicing. Otherwise, you can have some luck between 12pm est and 3am. Usually there are owls that wake up at like 9pm queing then. Hopefully you get lucky enough you don't get alts of alts sniping people with counters. GL, HF. Also, SHIT rewards! Not a single goddamn person liked the S15 mount.


TL;DR: Don't play MMO's competitively unless you want to PvE hardcore or play casually with friends

Play a game like CS or any shooter really besides CoD.

Play a fighter, Smash, SF4, MVC etc..

Don't bother with MOBA's if you want to go big, unless you want to give up everything or be a spec of sand in a desert. They are good for fun and with friends, but just as toxic as korean grindfest MMOs in terms of time sinks.


#4407916 Please save the Crows.

Posted Capstone on 08 April 2015 - 08:52 PM

let's talk, a bit, about preserving our species

i've been playing world of warcraft for around ten years. i've never been a huge fan of attacking lower level players. it's a boring, useless interaction and i'd appreciate the courtesy of being allowed to suffer the horrifying leveling experience of world of warcraft in peace myself

at some point during mists of pandaria, i leveled a hunter to 90 in three days and began playing arena immediately. undergeared and with no experience, i was able to climb to the top of the ladder on my battlegroup almost immediately. i would routinely queue into other hunter teams, with ostensibly competitive hunters (at least a couple rank 1 titles) and perform well enough to win consistently, even in mirrors, 2v2 scenarios, etc. probably worst of all, i was playing with friends, the same two people i was playing with on my mage (both comps were good comps), and we immediately started doing better with the hunter i had practiced for a few days than the mage i had played for 8+ years as soon as i discovered that my pet's Bite needed to be on autocast. i was not alone in this. at the same time, veev was making a hunter and rising to the top of the bg9 ladder almost immediately

it was at this time i realized the only true way for any player in this game to beat a hunter is to stop them from advancing at an early age. when i see hunters in the wild now while waiting for a queue, i kill them. i stay there, on my flying mount, repeatedly killing them until they log off

think about it. when you see xlegolasx leveling in terokkar forest, he's no threat to you. if you leave him unmolested, though, it will only be a matter of time until you see him in arena, at 2900 or 3000 rating, and regardless of how focused either of you are, which buttons he presses, whether or not he is awake, or in fact, is just a chimpanzee, your chances of winning are decent at best

if our species is to be protected and our community is to be preserved, we must take steps to prevent hunters from advancing - before they are unstoppable. remember, inhibiting a hunter's leveling process in any way is an invaluable service to the community




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