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Member Since 09 Apr 2008
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#3885488 Affli, Mage and holy pally changes incoming?

Posted Nightmonkey on 08 May 2013 - 10:14 PM

Look at this army of mages in here defending what is quite obviously one of the strongest classes in the game.

This thread is a joke, mages need nerfs and you assholes are asking for shit like undispellable frost bomb?

And Garrote is worse than Deep Freeze?  What game are you playing?  You don't take 400% increased damage from the rogue during a garrote.

The bottom line is that no class/spec should be able to kill anyone 100-0 in one or two short cooldown CC's.  Nobody should be doing 400k damage in a single stun.  Period.  Nobody cares that you can be peeled, because everyone can - that is not unique to mages.  What is unique to mages is their ability to annihilate a target of their choice every 30 seconds.  If they're going to do such retarded damage, it needs to be on a longer cooldown so that defensives are ready for the next one.

Seriously get this "L2P mages are fine" garbage out of here.  Mages have some of the best burst, exceptional defenses, exceptional mobility, exceptional control, and very strong consistent damage.  If you're not constantly peeling them off of whatever they are hitting, it usually dies - then they log on the forums and bitch about getting trained by mongo melee retards.

#3883176 Mages the Overlords of 5.3

Posted Nightmonkey on 02 May 2013 - 11:24 AM

Make a separate thread for bitching about hunters, we're bitching about mages in here.

Mages are way too strong right now.  They actually have it all, great defense, absurd damage, R1 mobility, and outstanding control over the other team through novas, sheeps, stuns, slows, and ranged interrupt/silence.

#3879420 tremor totem is a old and dumb mechanic

Posted Nightmonkey on 24 April 2013 - 01:25 AM

Think about it this way, if Priests could always fear and never had to worry about people getting out of it, who would be the best healer then?

Priests.  Without a shadow of a doubt.  Do you really want to play a game where there is only one real choice of class if you want to heal?

My point is that Shaman just lost their biggest crutch that was holding them up, they're definitely going down a couple notches on the totem pole already for 5.3.  Now is not the time to start messing with Tremor totem.  Priests are already good enough and they don't need even more dominance over the other healers.  I just don't feel like it's necessary to mess with this right now.

Edit:  Lay the fuck off of Berserker Rage already.  What is everyone's obsession with making bad classes even worse in arena right now?

Are you really that annoyed with people breaking your fears that you want to make a bad situation worse?  That's what Warriors do, they break fears.  If you think it's hard to fear a Warrior now, you should have played in BC when Death Wish was a thing.

I'll give everyone bitching about Berserker Rage a little free advice, this one is on the house.  If you want to fear a warrior, incapacitate them first, watch the majority of them BRage it, wait 6 seconds, then enjoy a full fear on them.

#3879347 tremor totem is a old and dumb mechanic

Posted Nightmonkey on 23 April 2013 - 10:10 PM

That's what any healer that plays with a good hunter enjoys, although "practically nothing" is an exaggeration.

Tremor probably does need some sort of change, but think about it like this for a second.  Shaman may have a serious advantage over Disc, and people cry about it all the time...but what about the serious advantage Disc has always held over Paladins?  The new change to MD is nice but I think Disc will continue to be the best healer against a Paladin.

So my question is, just because Psychic Scream is super powerful against one class, should it be changed?  If not, then why should Tremor?  Just playing devil's advocate here, but hopefully you get the idea.

#3878968 New Aura Mastery change (pala buff)

Posted Nightmonkey on 23 April 2013 - 10:38 AM

View PostColdizzle, on 23 April 2013 - 10:05 AM, said:

shamans need to cast for heal
priest heals output sucks
paladins can insta heal all day
i dont even know why pallys have aura mastery, they should just make divine protection 90secs cd and usable while stun/silence
and barkskin needs a longer cd too also iron bark

Really dude?  I realize this may be a hard concept for you to grasp, but you cannot use instant cast heals when you are blanket silenced.  Druids are the only healer without an Aura Mastery effect because most of their casts are instant, and they have other abilities to help them through if they get blanket silenced.

Also, Paladins have to cast quite a bit.

#3878960 CC in arenas

Posted Nightmonkey on 23 April 2013 - 10:23 AM

View PostVadren, on 19 April 2013 - 08:18 PM, said:

I think the biggest issues are too many instant and ranged cc's that either can't be dispelled, prevented or it's unrealistic to prevent them. Especially stuns.

This is definitely true.

There may not actually be more CC's on paper than there were in the past, but the problem is that they gave some formerly spec exclusive CC to every spec of a class if they want it.  Repentance and Shockwave are two that come to mind.

Another problem is that they gave some classes more frequent access to their CC.  Kind of picking on Rogues here since they are the worst and most obvious offender.  Used to be you would only get garroted if they got a restealth or a vanish, now they can use it every minute.  Not only that, but they get to use 3 of their stealth only abilities every time they get into stealth.  If that wasn't good enough, these abilities effectively have no positional requirement thanks to cloak and dagger.

The thing that irritates me most about CC is that as a Healer, I will often just be spammed with half or quarter duration CC's that often times are overlapped from two different players.  Sometimes they will take me to full immune on one DR, but it prevents me from casting long enough sometimes to land a kill or hold me in place long enough for a third player to land a CC on me.

Maybe they could alleviate this through making CC DR faster, instead of the first one being 50% shorter, make it 75% shorter and the third one just immune.  Often times I find that I can sit the first full duration, but by the time I get to the 1 second duration stun/silence from the third one in a row I'm really in deep shit and have to trinket or bubble or die.  If you just trinket the first one, that opens up an entirely different can of worms and often isn't even very helpful.

On the topic of Ret/Hunter/Priest, the thing I find most obnoxious about this comp is that none of their CC is casted and it is all very easy to land.

#3878946 tremor totem is a old and dumb mechanic

Posted Nightmonkey on 23 April 2013 - 09:45 AM

View PostEltekk, on 22 April 2013 - 09:14 PM, said:

disgusting seeing all these multi-glad shamans defending this

disgusting seeing all these multi-glad priests bitching about this

I don't think anybody thinks Tremor is balanced in it's current implementation.  I don't see anybody in here shouting that 34s Tremor is a good thing.  There are even some Shaman in this thread saying that it should be taken off Totemic Restoration.

The big nerfs to Shadow Priests will also help to bring Shaman healers in line, but the problem will then be Priest/Hunter/X.  Seriously how often do you see a RShaman playing without a SPriest on their team?  I would go as far as to say that nerfing SPriest utility may hurt Shaman healers more than it would hurt them to straight up remove Tremor totem.

So if you're a Priest and you're looking for some sweet, sweet vengeance on Shaman Healers, just roll Disc and pick up a hunter and any melee DPS.  Instruct them to train any Shaman from start to finish.  You could probably just instruct them to train any healer that isn't a Disc priest rolling with a Hunter and win most of your games.

We've traded S12 KFC for S13 Priest/Hunter/X, and there really isn't much difference at the end of the day.  Tremor totem won't seem like that big of a deal when you just kill them without even needing to use psychic scream.

#3878927 New Aura Mastery change (pala buff)

Posted Nightmonkey on 23 April 2013 - 08:30 AM

It will certainly come in handy but it's not a real game changer.  I'd be okay with them leaving devo aura alone if they would give us a glyph that reduced the duration of Eternal Flame but made each tick heal for a lot more.  Something along those lines would help a lot more, I think.

#3878351 Holy paladin changes id want

Posted Nightmonkey on 21 April 2013 - 01:18 PM

View PostRadejjj, on 21 April 2013 - 03:02 AM, said:

Everyone wants cc breaks, to make divine protection usable while stunned, or undispellable Hand spells, I think these are all the wrong ways to go.

We have always had an issue with cc, avoiding it is simply a lrn2play/position issue, though some classes need their cc nerfed, rather than our ability to avoid/break it buffed.
There should be less abilities usable while stunned, not more, it encourages bad gameplay.
With the amount of offensive dispels, our buffs need some kind of protection, but completely undispellable would be too good. Either undispellable for x seconds, or some type of totemic restoration esq mechanic, where if they are dispelled the cooldown is reduced.

I feel like our biggest problem is our complete lack of any kind of reactive healing. When a druid or shaman gets cc'd, it doesnt mean the game is over because hots keep ticking. Healing stream alone ticks for 27k, as a paladin we have basically nothing. Whether we're eating cc and our partners are dying or we're being tunneled with stuns/silences, our healing drops to zero. Sacred shield needs a buff, and eternal flame should just be a hot you press, rather then attached to WoG, equal to rejuv/renew, and be made baseline.

They could make a lot of small changes too that would be extremely helpful. One of the suggestions I saw in this thread is a glyph to make repentance remove dots.
Reduce the cast time on blinding light by 50/100% each time you're stunned, so it can actually be used defensively.
Longer range on rebuke maybe?
Remove the 50% healing reduction from divine plea.
make judgement do something for holy
Aura mastery down to 2 minutes
Allow all healers to decurse

I agree that a big problem with Paladins is their lack of healing through CC. I also think turning Eternal Flame into a baseline hot separate from WoG actually sounds pretty interesting.

What I don't agree is that you can avoid every single CC people try and throw at you.  It just isn't possible.  You need line of sight on your team mates to heal them, your teammates need line of sight on the enemies to kill them, there will inevitably be some overlap where you are exposed.

Eventually what this boils down to is that as a healer you will get CC'd.  As a Paladin you have fewer tools to deal with this than other healers do, either by getting out of the CC, healing while you are CC'd, or even keeping yourself alive while stunned/silenced.  That's really the bottom line.

I don't think we'll see the 50% healing reduction come off of plea because it has some PvE implication as well as interaction with a glyph.

Maybe they could bring back Judgments of the Pure but instead of providing a haste buff, have it provide spell pushback immunity.  What the hell happened to pushback immunity for healers anyways?  It's really obnoxious to try and cast what would normally be a 0.8 or 0.9 second cast divine light only to have it get pushed back twice.  This is made even worse if it's a rogue or DK that pushes your spell back with mind numbing or necrotic on.

Just some of my random thoughts.  Personally I think Paladins are in a pretty poor spot, and I think it's absolutely ridiculous that they are being nerfed in 5.3 without any additional PvP focused changes.

#3878326 tremor totem is a old and dumb mechanic

Posted Nightmonkey on 21 April 2013 - 10:46 AM

View PostPersephones, on 21 April 2013 - 06:44 AM, said:

This "list" of abilities are all either tied into survivability CDs or have a much longer CD. No other class in the game beside shamans/druids have got this "lols I'm countering your class defining shit".

Speaking of which, I think it's worth noting that the arguably two best healers in the game are also partly immune certain forms of CC. Shamans countering warlocks, spriest/dspriest pretty hard whilst druids counter mages pretty hard. All of which are dominant in the current meta game. Guess why paladins are lackluster along with priests generally being funneled into rushdown comps (thugs, jungle)

Berserker Rage is one of those class defining abilities though.  Warriors have always been difficult to fear, far more so in the past than they are now.  It's one of their quirks, they're hard to fear.  Back in BC some classes hard countered others and that's a part of why we saw a very limited number of classes at the higher levels of PvP.  In WotLK there was a lot more variety in the classes/specs that could be successful in PvP.

Now we have a game where almost anything can be viable at fairly high ratings with the right players, but we paid for it with the loss of a lot of unique class defining quirks.  Whether or not that is a good or bad thing is up for debate.  The problem is that once you get to a certain level you still only run into something like 3 different comps.

In this specific case though, I feel like nothing should be done to Berserker Rage.  The case against it is very flimsy.  Berserker Rage has stood the test of time in many different iterations of this game that were very different from each other because it feels right for the class. To remove it would feel like removing blink from a mage.  It's just one of those iconic things that they do, and while it might feel obnoxious to you since you are a Warlock, it doesn't make any difference against some other classes.

#3876057 Glyph of Garrote and Glyph of Cheap Shot nerfed

Posted Nightmonkey on 16 April 2013 - 12:22 PM

View Posthid, on 16 April 2013 - 08:33 AM, said:

Who's crying? I and most other people here are simply having some proper discussions regarding the current balance of the class. You on the other hand seem to be the one crying.

This is anything but a "proper" discussion.  And how is anything I said crying?  Oh wait I know, it's because you don't like my opinion.

#3874491 The sad, sad state of warriors

Posted Nightmonkey on 12 April 2013 - 09:17 PM

I stopped playing my Warrior around the time 5.1 came out.  Even though the damage was absolutely retarded from TfB, I just really didn't enjoy playing it anymore.  In my opinion Blizzard has made a serious mistake with several classes including Warriors.

They've gotten too far away from what always used to define certain classes.  They took away every healer's unique basic heals in the name of balance, they completely changed the way stances work for Warriors and removed some key abilities from the Arms arsenal, and many more things I am missing.

I miss the days when I went into Defensive stance because I needed to play defensively.  When they started allowing every ability to be used in every stance, it was intended to be a quality of life buff, but it just ended up taking away from what it meant to be a Warrior.

I'd like to see them bring back some of the old class quirks for everyone.  I think this new talent system is better than what we used to have, but I think some of the choices made to change base abilities into talented abilities were not wise.  This is a problem with more classes than just Warriors.

I think Warriors really got the short end of the stick with talents because a lot of their talents(and glyphs) are just old Prot talents that everyone got access to in MoP.  If Blizzard spent less time working on the obnoxious super long 85-90 quest grind and spent more time testing and polishing the new talents we would be in a much better place in PvP and PvE.

#3874427 Razer Comms, the new possibly Skype solution?

Posted Nightmonkey on 12 April 2013 - 06:18 PM

View PostThaya, on 12 April 2013 - 05:49 AM, said:

1) You don't hear about them even if you do give a shit.
2) MacOS is actually the most comfortable and easy to use OS. And I'm not even biased - the PC I use most of the day isn't a Mac, and I've used Windows for like 10 years more than I've used Mac. I'll literally never buy a Windows laptop because you can't even really use Windows without a mouse, whereas the MBP touchpad is so comfortable you don't even need one. [Obviously, I don't game on my laptop. Gaming = Windows, always.]
3) I don't recall a single post saying that any software is flawless in this whole thread, but so many posts arguing against that.
4) I do agree that *nix systems (other than MacOS obv) are not good for anything but servers, where they are the absolute majority.

This whole discussion is dumb. I can't believe anybody defends Skype, which are too lazy to even handle contact requests server side, and Java, which has always been the laughing stock of security.

1)  Not true.  Check out the links Raxxiel posted.  You don't have to look far to find news about Mac/Linux exploits or security holes.
2)  That's your opinion, and you are entitled to it, but you shouldn't present it as fact.
3)  I was exaggerating in order to irritate the obvious Mac/Linux fanboy.

I'm not defending skype or java.  I don't know shit about java.  I haven't used a Linux or Mac machine for probably 10 years, but that doesn't change the fact that they are worthless for gaming.  My whole post was pretty much aimed at the guy that is crying about software compatibility and how any company that doesn't tailor to his minority is a pile of shit.

And on topic, frankly I'm tired of looking for a skype solution.  If people are going to drop skype in large numbers, there is going to have to be more than just an occasional DDOS attack on a minority of people who play against scumbags.  That minority will find their own solutions through proxy, vpn, or different software.

The problem is that there won't be very many people using this, at least not for a long time.  That's the unfortunate truth.  It's too much of a pain in the ass to get somebody to download a new program every time you play with somebody new.  I'm not against this software, but I'm tired of being the guinea pig trying to spread the word and get people to use something only to find out that it sucks.

#3874284 Holy paladin changes id want

Posted Nightmonkey on 12 April 2013 - 09:45 AM

Let's get down to brass tacks - these are the reasons why Holy Paladins are underperforming in comparison to their peers.

Paladin Problems:

1) Paladins cannot survive quick swaps.  Especially when stunned or silenced.  Every other healer except Paladins has a built in mechanism to survive a quick switch.  Bubble is not a sufficient mechanism because of it's long cooldown and the fact that several classes can dispel it.

2) Paladins cannot keep their team alive if they get CC'd.  Other healers have tools which continue to work even when they cannot play their character.  Paladins do not.

3) Paladins have no reliable means of avoiding CC.  Hand of Sacrifice is consistently dispelled against good teams.  This problem is not exclusive to Paladins, but when combined with #2 things get ugly fast.

Possible Solutions

My suggestion for a solution that could be applied with a regular balance patch lies in modifying both talents and abilities.  The genie is out of the bottle when it comes to being able to use abilities while stunned/silenced and passive abilities being strong enough to keep you alive on a rough swap.  If removing other healers' abilities that fit Talbadar's description is on the table, I'm all for it.  Let them suffer as we suffer.  Otherwise, ease our pain.

1) Buff Sacred Shield and Eternal Flame.  These are our tools that keep working when we are CC'd.  These are the big ones, and they need help.  These serve to keep either our teammates or ourselves alive when somebody stops us from controlling our character.  I propose a glyph that would reduce the duration of Eternal Flame by 50% and increase it's healing by 100% or some other absurd amount.  

Maybe force Sacred Shield to proc every time the person who has it gets stunned/silenced.  Maybe make it scale 500% better with PvP Power.  Right now, quite frankly, Sacred Shield is underwhelming - and I used to absolutely love this ability.  I used to feel confident that if I had it on somebody and I got CC'd, they would have a much better chance at surviving than if I didn't have it on them.  Right now this talent is so miserable I can't tell the difference between using it and not using it.

These two abilities are what Holy Paladins are missing in PvP the most.  If they could be significantly improved for PvP, I think the following points would not be such a big deal.

2) Remove the 50% debuff from Divine Plea. This should be obvious.  As far as I know Druids don't suffer a debuff for using Innervate, Shaman don't suffer for using Mana Tide or Water Shield, and Priests don't suffer for using Shadow Fiend.  Those abilities can be countered - but so can Plea - you can just dispel it, so why the extra punishment?

3)  Give Paladins passive defenses.  Plate armor just isn't cutting it anymore.  I really think Paladins need something extra to help them live through swaps that come with stuns and/or silences.  Something similar to Nature's Guardian or Angelic Bulwark.  A little extra safety net for those Deep Freeze ----> Blanket CS swaps.

4) Some Paladin talents are just bad.  Unbreakable Spirit, Light's Hammer, Execution Sentence, and believe it or not - Holy Prism.  Unbreakable Spirit will never compete with Clemency in it's current form.  Light's Hammer and Execution Sentence have far too long of a cooldown for what they do for a Holy Paladin.  I would personally much rather use Execution Sentence instead of Holy Prism.  I hate Holy Prism because it breaks CC if I use it on a friendly target, and it is unreliable if I use it on an enemy target.  If I cast it at an enemy, sometimes they will just be too far away from my allies that no healing will be done.  I would like to see Execution Sentence with a 20 second cooldown for Holy.  This point also ties in with #1.

I think allowing Divine Protection to be used while stunned/silenced should just be baseline.  These are just suggestions I came up with off the top of my head after brainstorming for 5 minutes.  Doing all of them together would most likely end up making Paladins overpowered, but it is food for thought.

#3870044 Shadow Priests nerfed

Posted Nightmonkey on 02 April 2013 - 01:54 PM

I see a lot of people complaining about problems that are legitimate problems, but the problems are not really problems with priests.  These two abilities were a serious problem in arena.  Abilities that are a serious problem in arena need to be toned down.  Now that priests are toned down they need to turn their attention to other specs/classes that have serious problem areas.  I really honestly believe that more good changes are coming for other serious problems that negatively impact shadow priests and other classes.

I'm talking of course about rogues, hunters, and mages.

Rogue control and openers are currently way too strong.
Hunter control combined with their damage potential is too strong.
Mages have a perfect storm of burst damage, control, and defensive abilities - though they are still kind of weak against certain physical damage classes.

I really like how Holinka and his team are going about this.  They are really hitting core problems with the right nerfs so far and being pretty conservative with buffs.  Maybe I'll end up eating my words, but I think this looks good so far.

The only classes/specs that I think could really use some straight buffs are Enhancement Shaman and Mistweaver Monks, and it looks like both are getting some attention.