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Nahj

Member Since 13 Feb 2011
Offline Last Active Today, 09:14 AM
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#4413927 Damage is actually too low

Posted Isumi on 23 April 2015 - 11:41 PM

go back to wotlk playstyle

high overall dmg, when u pop burst cds u do 150% more dmg
nowadays, low overall dmg when u pop u do 400% more dmg

would fix so many problems


#4413258 @GCDTV - an idea?

Posted God on 22 April 2015 - 06:17 AM

Actually it's not a great idea to just have a straight up US/EU combined tournament weekly.

A better format would be.

Let's take 1 month.

Week 1: US tournament

Week 2: EU tournament

Week 3: US tournament

Week 4: EU tournament.

Week 5: EU/US tournament.

Or simply having 1 each and than the combined one, whichever works better, this is an example.

This way you can have a tournament in each regions to find the strongest teams currently and than have a more hyped tournament later on.

One of the biggest problems with the tournaments that were ran in WotLK was the fact that no new teams were able to actually participate since the only way to qualify for anything was to qualify for Regionals/Blizzcon (which happened once a year) and that would get you on a list of teams that would potential get invited to a other events (MLG/ESL), this just meant everything got stale, the same teams and players showed up and it got boring.

Now that's not necessarily the same problem because an online event is different, you don't need a sponsor to send you, but inviting a team blind to a tournament has the chance of that team being of a lower standard and thus lowering the overall quality of the tournament itself, and the only way to combat that is, take the same teams and players that are already known and established and you run into the same problem above.

With hosting a few regional tournaments you not only create additional hype "Wow this team stomped thought X tournament, how will they do when it's EU vs US", "This team smashed all the teams in EU, they are clearly going to be better than any of the US teams, they beat X's RMD, there is no way Y's RMD is going to be able to beat them) or gives you the chance to see newer faces and teams which in itself creates a bit of hype to see how they'd do for the first time.


#4409362 Combat 6.2

Posted Jaxington on 14 April 2015 - 02:52 AM

View PostNahj, on 14 April 2015 - 02:47 AM, said:

Even with
  • Mastery: Executioner has decreased in effectiveness by 8%.
  • Backstab now deals 20% more damage.
  • Sanguinary Vein now causes the Rogue to deal 30% more damage to targets affected by Rupture (up from 25%).
Combat will probably still better? 20% backstab and 5% sang vein of 5k backstabs is still only like 1k more damage.

The sang vein buff  breaks even with the mastery nerf on sub once you add in ambush damage.

RMD will just tripple CC you anyway for the killing spree's.

Would have liked to see sinister calling get reworked, or multistrike buffed in PvP or Sub get a more offensive 4 piece set bonus.

true

average backstab is 5000 damage - + 5% (sang vein) = 5250 + 20% = 6300 Oh Wow big buffs guys!!!!!!!!


#4408170 Experiment: What CC should never have been instant?

Posted Elorxo on 09 April 2015 - 09:29 PM

View Postuser_543622, on 09 April 2015 - 09:21 PM, said:

2min cd imo.

ye pretty much this
dumb that it doesn't align with trinkets tbh like blind does


#4406688 People getting banned on twitch for streaming vanilla servers.

Posted Voksen on 03 April 2015 - 11:50 PM

View PostMetaclassx, on 03 April 2015 - 11:15 PM, said:

It's unofficial content that's licensed to them. I don't understand why anyone could possibly think they would want a potential new player to go to twitch looking for World of Warcraft content, and stumble across a vanilla stream instead of the current game, especially since the vanilla stream isn't even really being run by blizzard. Lore and other devs specifically pointed out that it was not allowed over Twitter when asked about it.
Idk, not sure why people are surprised.

Argument  #1
Because there is an implied precedence of impartiality given the thousands of hours (and several years worth of) streaming from AT and other servers.  Its just that Blizzard is butthurt this time around as some "efamous" people have moved over and snowballed a lot of lemmings with them.  There is also an implied precedence of impartiality given that twitch.tv sponsors e.g. music talkshow and gamedev channels where the ownership and copyrights of the content are questionable and/or uncertifiable.

Argument #2
Because Blizzards rights to prosecution don't necessarily extend to streamers in the EU (yes I realize they have a presence in the EU but streaming rights are different there).  This is why some people are encouraging a move to hitbox because its more of a "by the people for the people" place to stream.

Argument #3
Because certain terms and conditions that were in effect during Vanilla do not transcend into modern grounds for legal action.  Basically every time there is a patch they have to force a new EULA and you have to sign it.
Since about 2008 Blizzard got smarter lawyers and slipped in redesigned EULA terms that basically make you "waive all rights".  However, Vanilla client/server and all the Vanilla related IP/EULA content predate this modern war on freedom of expression/play.  So it stands to reason they can only enforce so much (maybe they could enforce AT WOTLK and beyond...but certainly not Vanilla imo).

Argument #4
Because the cited reasons for the take-down/ban are based on the DMCA which was established in ~1996 and whether or not it extends several notions (such as the "fair use" clause) to streaming are still open for debate.  Basically "fair use" means you're allowed to get dressed up like a full blown night elf and run around telling everyone you're Illidan, because of course when it suits Blizz, thats ok, but when you're showing people their game, you know, thats bad.

Argument #5
Because its clearly just a blatant scum move.  They clearly can't take down the priv servers (not sure what the loopholes are but they've almost surely tried).  So instead, they go after the fans and threaten Twitch (lets be clear twitch basically has to err on the side of caution until this is all sorted out -- warnings before bans would've been nice, though).

I'm sure there are more reasons to be surprised, shocked, and irrate insofar as feeling once again abused by these trolls.  In my case it doesn't surprise me one bit (that it would be attempted) considering how rotten the company has become.


#4404872 The current state of rogue

Posted kisner on 26 March 2015 - 02:22 AM

To be fair, wouldn't we need a pretty big dick to pierce a vital organ?  Unless you're one of those midget people from the island of dr moreau


#4404794 People starting to adapt to barrage?

Posted KendrickLamar on 25 March 2015 - 09:18 PM

Yeah casting is a bitch ain't it?


#4403696 REMOVE FUCKING DALARAN ARENA

Posted Tsx on 22 March 2015 - 06:23 PM

because it's so hard to make 10 different skins of nagrand arena.


#4402392 Why the 10% damage changes make such a huge difference in gameplay.

Posted Vadren on 19 March 2015 - 04:25 PM

So after damage being nerfed by 10%, and then with it reverted, I feel like a lot of people are confused about why it makes such a huge difference in match duration and overall feel of arena... Maybe even Blizzard. Some people may expect that 10% less damage means it takes 10% longer to kill an opponent in arena, but this isn't the case.

TLDR: Blizzard doesn't always think enough about what they're doing and sometimes it shows. The 10% damage nerf can increase match duration by a lot, while still not fixing the burst issue of some classes.

Disclaimer: This is napkin math without any real data. It does nothing more than illustrate the kinds of problems umbrella changes in %damage can cause and doesn't prove that the hotfix did cause these sorts of issues (although anecdotal evidence would suggest that it did).

The following is a time to live (TTL) graph and it shows how long it takes a player to die given a specific amount of health, dps and healing. The basic formula is:

TTL = health/(damage per second - healing per second)

The following is a graph with Dps along the x axis and TTL on the y axis in seconds. I've chosen some arbitrary values for health (300k) and hps (10k).

Posted Image

It's clear from the graph that below 10kdps TTL is infinity, which should be obvious because if you do less damage than healing then you aren't killing anything. The major take away from this is when dps is very close to hps, then very small changes in the dps cause a very large change in TTL.

The following graph shows the same TTL curve with the 10% damage nerf (in green):

Posted Image

Lets compare some values from the two curves.

@15kdps

TTL(prenerf) = 60s
TTL(nerf) = 85.7s

% increase in TTL = 42.8%

That's a huge difference in the time it takes to kill someone in arena. Of course the values I've chosen are arbitrary and arena is more dynamic, so lets look at some more examples.

If we consider a simplified situation using the most popular ideal match duration (from a poll in another post) of 4min and calculate how the 10% damage nerf affected this ideal.

Here I'm calculating how much more dps than hps to get a 4minute match.

(dps - hps) = 300000/240
(dps - hps) = 1250

Since we don't arena in a vacuum where healers are afk and people die to auto attacks over 4min we need a value for hps before applying the nerf. I'm going to choose the same an arbitrary hps value as before of 10khps. The amount of healing does affect the result.

dps = 10k + 1250
dps = 11.25kdps

TTL(nerf) = 300k/(11.25k*0.9 - 10k)
TTL(nerf) = 2400s, or 40minutes(!)

% increase in TTL = 1000%

Again, this is a very simplified situation using values I've invented instead of real data, but I think it illustrates the point. When dps is close to the hps then very small increases, or decreases, in dps cause huge changes in the feel of the game. However dampening would also prevent this from happening, but dampening shouldn't be relied upon to make the game playable.

In real arena matches dps isn't constant; it fluctuates. The above shows how much the nerf affected a low constant dps (i.e. without cooldowns or procs). We know some comps are scoring kills in 6s or less (god comp, jungle, combat rogues, etc...) Lets see how much the nerf affected these situations.

TTL(prenerf) = 6s
(dps - hps) = 300000/6
(dps - hps) = 50k

And choosing an arbitrary hps value of 10khps...

TTL(nerf) = 300000/(60k*0.9 - 10k)
TTL(nerf) = 6.82s
% increase in TTL = 13.6%

In this specific invented situation the 10% damage nerf only gave a fraction of a second of extra time to try and survive, which is less than a global.

The takeaway from this is that the nerf greatly affected situations that were already fine (constant damage pressure), and barely affected the situations that were out of control (burst during cooldowns for specific classes).

The safest way to blanket nerf burst is to increase health. Lets look at a 15% health increase (tldr it's going to increase the time for both situations by 15%)

TTL(burst) = 6s
TTL(burst, with extra hp) = (300k * 1.15) / (50k)
TTL(burst, with extra hp) = 6.9s

% increase in TTL = 15%

TTL(constant dps) = 240s
TTL(constant, with extra hp) = (300k * 1.15) / (1250)
TTL(constant, with extra hp) = 276s

% increase in TTL = 15%

However this causes an issue where % based heals are improved.

So what's the solution? Now that the 10% nerf has been reverted the game isn't really better, but a different kind of bad.

I have some suggestions:

1) Reduce the amount of guaranteed healing (instant heals, dps self healing, and abhorrent talents like ysera's gift and spirit bond)

2) Remove or change % health healing (warlock heals, conversion, and aforementioend ysera's gift and spirit bond)

These changes lower the amount of guaranteed healing making adjustments to overall dps less chaotic; giving more room for error when making balance changes. In cases where a class needs self healing as a survival tool then it should be counterable (casts), dispellable, or have a major dps tradeoff.

3) Adjust the burst of problem classes individually by nerfing burst cooldowns instead of making umbrella changes that affect every class and spec. Increase damage elsewhere to make the adjusted classes stay viable in PvE (this actually assures that a class still puts out decent pressure in pvp)

4) Finally some consideration should be given to changing dampening to some other mechanic that prevents matches from lasting too long. Much in the way that %dmg nerfs affect classes and comps different, so do %healing reduction during dampening. Also long drawn out matches that go into deep dampening aren't exciting.

Ok then. I actually find thinking about this stuff fun...


#4402312 Rest in piece arenamate?

Posted Feetylocker on 19 March 2015 - 12:28 PM

View PostImtaz, on 19 March 2015 - 11:13 AM, said:

turbo has counters?


Resident sleeper


#4401386 Best healer at the moment?

Posted Wasselina on 17 March 2015 - 06:56 AM

View PostROKMODE, on 17 March 2015 - 06:37 AM, said:

voted disc to piss people off

You shouldn't have posted this if you really wanted to piss them off.


#4399284 PvP damage reduced by 10% in hotfix

Posted Lolflay on 12 March 2015 - 03:52 AM

This is so wrong...

Holinka, if you ever do read this post, please revert this. 6.1 and the increase to speed of games made arena enjoyable to pretty much everyone, barring 1500 rated players. If anything, game pacing should've been increased a further ~5%. The only changes that needed to happen were PVP SPECIFIC nerfs to certain classes ( feral damage/burst, bm hunter damage/burst & the 35% hp pet bug, fury warrior damage, and a few other small changes ), the only comps that were unbearable were feral/bm hunter, bm hunter/combat rogue, fury warrior/bm hunter and the likes.

Nobody likes going into dampening, the only games that needed to go into dampening were either 2x healer comps or comps with 2 or more sources of healing. Please check this poll : http://www.arenajunk...-games-to-last/

Increased game pace was NOT a bad thing... This change ( the 10% reduced damage in PvP ) only makes already OP things even more unbearable.


#4399272 PvP damage reduced by 10% in hotfix

Posted sarma on 12 March 2015 - 03:27 AM

View PostRankjuan, on 12 March 2015 - 02:30 AM, said:

Yes to everything, obviously not possible, but everything you listed shows how this game has gone the complete wrong direction. On a side note a lot of people have overly toxic replies to them at least doing something to TRY and fix pvp. You're disgustingly discouraging to them and the community. Tell them its the wrong change, tell them what they should do better, grow up n stuff.

What is said above is repeated 15 milion times so far by anyone that knows anything about pvp in this game yet again we are seeing nothing but bandaid hotfixes and clueless dogshit

Talking to blizzard devs and explaining anything is pointless It will take 3 more expansions and 20 patches for them to realize they should revert game to 4.3 and start making changes from there

Also what da fuck do you expect from people that pointed out things for 10 months of beta , 2 years of mop and after all that feedback best  those idiots could do is to keep 50% of broken retard mop spells in game, dispell on cd  and cancer dampening games in 3v3

Should I applause them for trying actually what?

When I think about rbgs and going in there for extra piece of gear i alt +f4 after 10 mins max if i want to keep my sanity

I enjoyed 2v2 in wotlk/cata/early mop with wod i started throwing up just by thinking about the bracket 6.1 added some fun in it since games were faster etc now but hey they add this cancer hotfix now jk not going 2v2 ever again

3v3 was only content that was more or less fun regardless of how many broken crap is still floating around but hey with this retardfix all I see in future  is cancer dampening games regardless of if im playing them or wathing them on streams


#4399180 PvP damage reduced by 10% in hotfix

Posted Gekz on 11 March 2015 - 11:45 PM

Posted Image


#4399052 PvP damage reduced by 10% in hotfix

Posted Dills on 11 March 2015 - 07:18 PM

CAW CAW




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