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ReireiMember Since 14 Oct 2010
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Posted Raphner on 15 August 2013 - 01:03 PM
Posted Saikx on 14 August 2013 - 07:49 PM
legit game blizzard
Posted Ayrasaurus on 01 July 2013 - 05:00 AM
Posted a1entity on 09 August 2013 - 03:01 PM
Posted amirdaheat on 07 August 2013 - 05:29 AM
also ppl are kinda waiting for the new patch
Posted Braindance on 07 August 2013 - 03:21 PM
Ret can only play defensive in bursts. If you have all the momentum and the opposing healer is OOM, keep up the pressure and Ret won't be able to sustain. Pure classes/specs can play defensive and prolong a match too, you know.
On live I wouldn't call Balance healing OP outside of HotW, but I haven't kept up very well with this set of changes. You may be right.
Your post has a very whiny tone, but I'll bite. PvP would be silly if hybrids were forced to heal -- there'd be a 5 (priest, paladin, monk, druid, shaman) to 6 (warrior, rogue, mage, warlock, hunter, DK) ratio whereas 3v3 requires 1:2. There was a GC tweet several months ago that said Rets actually outnumber the entire rogue class. Why shouldn't I compare Ret arena viability to rogue viability when lots and lots of people want to play this spec?
There's not much point to continue this discussion because you have a different, very TBC-esque view of how the game should work. While I'm all for Fury and Combat being as good as Arms and Sub, they're similar enough that the majority of players don't seem to care. Ret and Holy, Enhance and Resto...different roles play much more differently.
As someone who's played arena since S1, it brightens my day to see Feral and Balance instead of only a bunch of pures holding hands, healed by their hybrid minions. This isn't just because I main a hybrid. In fact, I'm looking forward to playing my rogue alt next season, maybe my DK as well...although I'd trade the DK for a warrior in a heartbeat because the former is kind of boring and the latter looks like it's going to be a lot of fun. It's unfortunate that you feel otherwise.
Season 54 just ended. Most dominant specs were arms, subtlety, resto druids, resto shamans.
Rank 1 player A plays arms warrior and rank 1 B resto shaman. They get season 54 rank 1 ridonculous burning gladiator.
Now it's season 55. Arms warriors are sub par - resto shamans are bellow average, Rank 1 player B rerolls to ele by changing SPEC. Rank 1 player A is ditched because his other 2 specs are even worse than his main spec. Rank 1 player A is forced to REROLL to play with rank 1 player B and be competitive.
That is my friend, my point of view - exactly because hybrid specs are different and fill different roles, a class with hybrid specs will almost ALWAYS have one tier 1 spec. A pure class will NOT, because 95% of the time all of its specs will suffer from the same fundamental weaknesses. It's about having a fair game where every CLASS can roll at least one SPEC and have a tier 1 comp - I don't care if an imaginary player enjoys throwing lightning from his hands Raiden style or he is obsessed with fucking Ashbringer. That is his problem.
Edit: And I forgot to mention. Classes like rogues, dks, warriors are very limited by resources. Hybrids are not - they either have symbolic mana bars or resources superior to pures.
Posted Moshe on 07 August 2013 - 08:27 AM
Posted mirox on 10 August 2013 - 06:42 PM
Posted varellz on 07 August 2013 - 06:31 PM
Posted takuutv on 04 August 2013 - 11:32 PM
Posted Draintain on 02 August 2013 - 04:09 PM
No changes to warriors will affect how mediocre/subpar you are at this game. Anything you'd try to advocate for warriors is ignored because of what I simply stated above. It also doesn't help that you're the forum ass. Do yourself a favor leave wow. As I said before, bitching will get you nowhere. The difference with Locks was that our damage was god awful and honestly without gateway against certain teams, it'd be absolute death. But continue viewing the game with your warrior blinds on. My 2c I really don't care how you respond to this because if I read it, I'll lose brain cells and I lost enough from the "ArenaJunkies Drinking Game" which was mentioned by another member.
Posted Okayenhance on 08 July 2013 - 02:25 PM
A few reasons I feel being a melee is simply not beneficial to the game anymore.
1. Casters rarely take more damage from us than they deal to us.
Casters (and hunters) historically outside of soul-link warlocks were considered in deep shit if a melee was sitting on them. Why? Because armor actually meant something in previous expansions (WOTLK and below). So you actually had a sort of cat-n-mouse type thing going on, warrior charges mage, mage blinks, warrior intercepts mage, mage frostnovas, warrior gets dispelled etc etc. Now I feel that outside of cooldowns the warrior is the one that's consistently running away, what gives?
2. Mana means nothing.
One of the allures of being a melee was a seemingly endless supply of damage which meant if you could pressure up a team long enough as a melee your lack of crowd control would eventually OOM the enemy healer AND dps and put you ahead leading to an eventual victory. Now there were some problems with this design (I'm looking at you viper sting/mana drain..ಠ_ಠ) but overall it was a solid reason to have a melee and a warlock for that matter. Nowadays I see games of my own and top streamers going on for 5+ minutes while the enemy teams healer is completely tapped and outside of sitting on a spriest who has spent way too much mana spamming flash heal all caster DPS specs don't give a flip about mana. It might as well not exist.
3. Dispel has a cooldown. "Welcome to CC-ville. Enjoy your stay! - Wizards"
This isn't a new change, no doubt, but is one I find to be a large problem for melee oriented teams not just cleaves but melee/caster/healer. What is the point in dispelling a poly off me when the mage is already instinctively casting another or his teammate is casting fear? Why do these things not have cooldowns? While I understand having your dots spam dispelled by tard shamans in cata was annoying what is the point of bringing a melee over a caster when we are not only far easier to crowd control (as in, only enhancements have the actual tools to stop the spam CC) but have to actually reach our targets just to do less damage than the wizards are doing to our entire team?
Funnily enough most melees are defensively weaker than their caster counterparts, despite having to run into the enemy team who is pillaring if they want to score a kill or even get pressure (thanks gate!). How can this be? Well I feel it goes back to how gear was in WOTLK and TBC. Melee, especially plate wearers, had higher armor higher dodge and generally much higher health than their wizard hat wearing counterparts. What they didn't have is absorption shields and the ability to kite or cast self heals repeatedly. This is one of the several reasons why feral druids are so incredible right now compared to other melee, if they want to get out they can powershift slows and snares and run away while their bleeds still do pretty nice damage.
So the reason why I posted this isn't a pity party but rather my concern for the viability of melee in the upcoming patch. With melee effectively requiring a hunter to put them on their shoulders in most cases i'm sure to many the upcoming domination by wizards may not be too shocking. All in all here's hoping for the return of melee/caster/heals.
Am I entirely wrong? Tell me what you think.
Posted Woundman on 24 June 2013 - 01:43 AM
First things first, revert the recent Killing Spree and Blade Flurry changes. Combat will be ridiculous if those changes go live. Second, if you want to make recuperate useful, make it tick every 2 sec and revert the recent Glyph of Recuperate change.
- Shadow Dance no longer reduces the energy cost of Ambush.
- Hemorrhage now causes the target to bleed over 12 sec, down from 24 sec.
- Sanguinary Vein no longer grants 20% additional damage to targets afflicted by your Rupture, Garrote, or Crimson Tempest.
- Sinister Calling now increases your agility by 30% and damage by 20%.
- Adrenaline Rush now lasts 10 sec, down from 15 sec. Cooldown reduced to 2 min, down from 3 min.
- Killing Spree now has a 1.5 min cooldown, down from 2 min. Range reduced to 8 yd, down from 10 yd. Assaults reduced to 5, down from 7.
- Revealing Strike is now a self buff. Revealing Strike now grants Revealing Insight. Revealing Insight increases the effectiveness of your offensive finishing moves by 35% and causes your Sinister Strike to have a 20% chance to generate an extra combo point for 12 sec.
- Restless Blades now causes your damaging finishing moves to reduces the remaining cooldown of your Adrenaline Rush, Killing Spree, Redirect, Shadow Blades, and Sprint by 1 sec per combo point and non-damaging finishing moves by .5 sec per combo point.
- Venomous Wounds now causes your Rupture or Garrote to deal 685 (+ 12% of Attack Power) additional Nature damage and regain 7 Energy per tick (100% instead of 75%). Garrote will not trigger this effect if the enemy is also afflicted by your Rupture. Poison requirement removed.
- Vendetta is now a self buff. Vendetta increases all damage you deal by 30% and grants you unerring vision while out of stealth, regardless of concealments such as stealth and invisibility. Duration reduced to 10 sec, down from 20 sec. Cooldown reduced to 60 sec, down from 2 min.
- Mind Numbing Poison (Shiv Effect) now increases the casting time of an enemy's spellcast by 50% for 3 sec.
- Ambush now costs 40 energy, down from 60 energy.
- Shiv can no longer be blocked, dodged or parried.
- Sprint now lasts 6 sec, down from 8 sec. Cooldown reduced to 45 sec, down from 60 sec.
- Shadow Blades now lasts 8 sec, down from 12 sec. Cooldown reduced to 2 min, down from 3 min.
- Recuperate now restores health every 2 sec, down from 3 sec.
- Subterfuge now lasts 1.5 sec, down from 3.0 sec.
- Dirty Tricks now causes your Blind and Gouge to no longer break from damage over time effects and their duration is reduced by 50%.
- Burst of Speed now increases movement speed by 70% and grants immunity to movement impairing effects for 3 sec. Does not break stealth. 30 sec cooldown.
- Cheat Death now reduces damage taken by 90%, up from 80%.
Well, that's it for now. I'm far too lazy to elaborate the reasoning for each and every change, because honestly, I highly doubt any of my well thought out changes will ever see the light of day. There are so many ways you can balance the Rogue class and this is just one of many and anyone who says this is the only way it can be done, is a coconut. GL HF!
Edit 2: Reworded Vendetta, Burst of Speed, Revealing Strike and Venomous Wounds. Removed energy cost from Burst of Speed. Reduced cooldown to 30 sec, down from 32. Increased duration to 3 sec, up from 2.
Posted Ayume on 21 June 2013 - 08:07 PM
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.