this is the compromise between PVE and PVP (BM/SV hunters complaining about no interrupt in PVE). BM/SV still don't have silencing shot, won't take this glyph because hey we still need scatter to help land traps, and even if anyone DID take this glyph for PVP, it's a lockout only and no silence. meaning you have to catch someone midcast with it, or it'll have no effect
i don't see what the problem is here, you are complaining just for the sake of complaining about hunters
Awesome. I'm excited not to face the same two teams all night. I don't think the MMR inflation is relative. Remember that MMR is abritrary anyway. Whether the top .5% is 3000 or 2500 it doesn't really matter.
-Same problem with RBGs - once you're high rating, you can't play with lower rated friends. If you don't grind rating in the first few weeks and are at low CR, that will deter people from playing with you.
-W/L obsessed people are already annoying.
-This makes sells piss easy. All you have to do is have a toon on the same faction.
I'm still hoping they also add a separate random queue/ladder for 3v3 that would pair 2 DPS/1 healer and no class stacking. A rating system something like, as your personal rating rises, the people you queue with is within ~+/- 300 of your personal rating, so you get teammates close to your skill level and face opponents around your skill level as well.
I am pretty sure there won't be such thing as personal arena rating.The screenshot Braindance showed is most probably just an updated pvp pane. it is close to what it is right now - you'll see team name , their rate and most prob their highest achieved rate in that team.The whole idea of personal rate for arena is quite ridic imo and will be extremely horrible.
hi there. i'm the developer of that site. the website started off as an experiment but in the end it came out quite good, so that's what you are currently seeing. there are still some bugs and the server is really slow, i'm trying to work these things out. also, i'm trying to make the site as feature rich as possible, e.g. with a lot of filters (classes/specs/etc) as well as showing advanced statistics such as popular talents/glyphs and maybe also graphs that show the development of representations over time and how patches affected them.
thanks for posting it.
I would like to start by saying that I don’t think rogues are currently capable of competing at a tournament level setting. The reason for this is that rogues are incredibly flimsy, the kills we get are based on critting eviscerate and making sure our other dps is doing maximum +25% damage (via tricks of the trade and prey on the weak). Only one or two things have to go wrong for us to have next to no chance at winning.
Below are the buffs I think rogues need to be both more fun and competitive:
Sanguinary Vein now gives a +30% chance to Critical Strike Ambush and Backstab (in PvP only).
Hemorrhage now also increases the duration of our Rupture by 6 seconds(stacks to maximum rupture duration)
Rogue PVP glove bonus changed to “Sprint now removes all roots and movement impairing effects when activated” (not immune)
Increased damage of backstab by 20% (in PvP only)
I’ll elaborate on the reasoning for each change:
Sanguinary Vein right now is a mandatory effect all rogues have to apply to the target and it feels quite unrewarding, the goal here is to make it feel like you –want- to apply rupture instead of it feeling like a chore. Both ambush and backstab really need to be criting or hitting harder, and the safest of these two options is buffing crit chance. This makes it easier to balance going forward since we can expect a 50% rate of crit on the ability and balance the damage around its maximum potential, instead of around its average non-crit.
Hemorrhage serves next to no purpose other than a way to drain energy if you can’t manage to get behind your target, in the past this was fine as it did about 10% less damage than backstab so it felt ok. Now it does roughly 35% less damage and costs 5 less energy, it really just feels clunky and not fun to use. My proposed change to it would help alleviate the exasperation of keeping 4 abilities up at once (Rupture, Slice & Dice, Feint, Recuperation) and also make it serve a good purpose in PvP.
The Rogue glove PVP bonus change is because rogues need a bit more mobility and I imagine that blizzard does not want to buff shadowstep, since it’s already the most taken talent and they want choice on each talent tier. This change could also be a glyph, which would make it more of a sacrifice and less of a buff since our glyphs are very tight as is (blind, garrote, cheapshot, feint). But rogues really do need a buff to mobility and I don’t feel like this change would be over doing it.
The increased damage to backstab in PvP is because backstab should be our primary source of damage, and currently it’s quite lackluster. A backstab right now on a mail target with Find Weakness and every other buff we have (glove bonus, pvp proc, sang vain, dancing steel) does about 35-40k crit. Now I feel that 35-40k crits would be fine WITHOUT find weakness and if we crit often, which we don’t. Majority of the time we won’t have find weakness on the target, and we have a 25% chance to crit. Right now my average backstab on cloth is 12k, on plate 8k, and the crits do obviously 24k and 16k respectively (which is absurdly low for it being our primary source of damage outside of eviscerate which I will go over below)
Ok so now that I’ve gone over the buffs, here’s what I think should be nerfed:
Subtlety mastery: Executioner needs to have its scaling reduced by 30% or so.
Prey on the Weak is now 7% damage bonus instead of 10%
Subterfuge reduced to 1.5 or 2 second duration
Reasoning behind these changes:
Eviscerate really just does a bit too much damage if it crits when mastery is stacked this high. On average against mail or cloth(with all procs and find weakness) I will get between 85-105k eviscerates crits, which I can then just immediately do again with mark for death, equating to a potential 210k in 2 globals. No one wants to see that kind of damage on demand. Sure it doesn’t always happen since our crit is low, but when it does it leaves the victim quite unhappy, and as a rogue I feel unsatisfied winning this way. Currently this is our only way of winning (what I aim to have change with these adjustments).
Prey on the weak is for the same reasons as above, but also to allow some choice in this tier, I really like paralytic poison, and I really like dirty tricks, but right now I can’t trade 10% damage for my partner and I for some fun utility. I like this tier and would really like it if it were more of a choice.
Subterfuge currently is broken due to a variety of reasons, the main one I can say for sure is that the victim cannot see what abilities the rogue is using, and another is that his partners cannot peel for him during it. With subtlety mastery the way it is a rogue can pop every cooldown in that window and get someone under 40% with eviscerate chain crits without even leaving stealth. Another problem is that AoEing a rogue in stealth and him having 3 seconds (more if you count vanish -> subterfuge) until he comes back out is a bit absurd, really I feel that you should be rewarded for guesstimating correctly when he’s stealthed. This will also allow more choice in this talent tier.
Feel free to chime in if you guys want, would be great to hear everyone else's opinion and refine this as needed.
Dunno why no one else has mentioned it, but you can't even ban a healing spec with your first ban so for example with Zilea's team he can simply choose Holy Paladin first every time if that's the only healer they want to run.
Your healer can never be banned if you make it your first pick every round, but if you want to make a DPS pick first then you need a healer who can play multiple specs or you simply have 2 healers on your 5 man roster which isn't really that hard tbh.
I think removing the trinket aspect of BW and removing BW of readiness will make it possible to survive hunters. Traps and cc can be managed by cooldowns, but it feels like there is no point eating traps cuz they don't need it, eat it or not you are dead. I don't see how they gonna nerf BM damage without affecting it in pve. But if they cant, they should at least sort out BW trinket effect and readiness. I always thought that 2x trinkets ruins the balance of the game, and they get to have 3.
Sure they have sick cc, I can bare with that, but they also have 3 trinkets, 2x deterrence, 2x BW all that + the unLoSable ridiculous damage which requires no setup whatsoever, just one swifty macro. Not to mention the endless cc chain.. At the very very least, Readiness needs to be sorted.
I can assure you i'm an alpha male, i'm very confident, tall, perfect aesthethic, perfect aesthethic clothes, i'm not shy, i always take all decisions in a group of friends, people follow me a lot, they sometimes call me as a "leader"
Salutations, on 19 May 2013 - 07:31 PM, said:
When i went to a public place or to the club, all the girls stares at me a lot because there is some kind of aura around me, dunno how to explain