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Thazable

Member Since 27 Mar 2011
Offline Last Active Today, 12:30 PM
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#4190662 Just a reminder to WoD devs if they ever do read this board

Posted Lolflay on 13 August 2014 - 02:16 AM

1) Remove Parry. It's so fucking stupid that it's unreal. Seriously, NO MORE parrying in PvP. Balance around it accordingly.

( might as well remove dodge as well, outside of stuff like evasion )

2) Melees were balanced around having infinite resources. Casters were balanced around having finite ( or infinite, but with proper management and gameplay ) resources. The solution isn't to add infinite mana to casters and make melees do better sustained, the solution is to KEEP the previous solution going strong.


That is all. ( also, well done making ability prune so hurtful for casters as opposed to melees )


#4189537 Lf script to show only current hp on unit frames.

Posted Aelwi on 10 August 2014 - 10:00 AM

Should do the trick:
/run hooksecurefunc("TextStatusBar_UpdateTextStringWithValues",function(f,s) if f.TextString then local t=s:GetText()if t then s:SetText(t:gsub(" / .*",""))end end end)



#4188604 Lf script to show only current hp on unit frames.

Posted glonglon on 08 August 2014 - 05:44 PM

Glad I could help, spyro will probably come up with a script soon :)

Btw, If you also want to return the mana value of an unit you can easily do it using the UnitMana api.


#4188196 Lf script to show only current hp on unit frames.

Posted glonglon on 08 August 2014 - 03:31 AM

Hi Thazable,

I don't know how to do it with a script but you can easily return the life value of an unit using a weakauras custom function and the unitHealth api.

Step #1 : Download weakauras.

Step #2 : Launch the game with the addon enabled and type : "/wa".

Step #3 : Create a new text aura :

Posted Image

Step #4 : Go to the display tab and  put "%c" as a display text (%c means custom function) :

Posted Image

Step #5 : Expand the text editor and copy-paste this custom function that'll return your character hp in an abbreviate value :

function()
local health = UnitHealth("player")
-- Replace player by target, partyX, arenaX if you want to display the life value of those units
local abbr = ""
if health >= 1000 then
health = health / 1000
abbr = "k"
end
if health >= 1000 then
health = health / 1000
abbr = "m"
end

return ("%.0f%s"):format(health, abbr)
end


Step #6 : Now go to the trigger tab, select custom trigger and use these trigger and untrigger :

Posted Image

Step #7 : Go to the load and select paladin :

Posted Image


Step #8 : And voilà it works now, you can move the text aura close to the frame of the corresponding unit :)

Posted Image

Step #9 : If you like fancy stuff, you can change the color and font in the display tab, for example I like to see health numbers in green, you can also make a custom color function to change the color of the text according to the life percentage of the target :

Posted Image


Hope this helps,
Regards.


#4167241 Ferals. My opinion. #honest

Posted Clickerz on 11 July 2014 - 07:03 PM

To start let me introduce myself

I am yipz! I started to play feral back at the very end of Wotlk in which expansion I played a holy paladin. When I made the transition,although my original plan was to play resto, I fell in love with feral. I was already a serious pvp and high rating contender on hpaladin in wotlk and once cata came I went full on feral achieving gladiator and r1 ranks very quickly and improving a huge amount in short windows of time.

Once mop hit I reached my peak in pvp and I am playing at my top level. Through the years I have learned many things about feral druid and feel like I have a good grasp on how the game works.

pt 1 - current feral in MoP

Currently in MoP we are in the last season, prideful, and feral is very strong...... somewhat. Feral is strong vs players that arent at the tip top of their gameplay. The high consistant dmg and playing with a class such as a hunter allows weaker players to be punished easily by the fast gameplay! Which is good.... but leaves the problem about what to do vs those top players!

Top players will abuse feral druids.we have no way of avoiding cc like other melee

warriors- spell reflect, charge, stormbolt
shamans(enh)- grounding, windshear, instant hex
rogues- cloak of shadows(not to mention rogues getting cc'ed doesnt amtter their damage comes in short burst windows 3-5 seconds not the case for other melee)
dks- dark sim, ams, deathgrip, asphixiate
ret paladins- range HoJ, bubble(one of the weaker melees
WW monks - incap, abilitiy to port cc, many different stuns

ferals, typhoon..... and thats it. It makes feral druids very easily cc'ed thus causing the issue that top players can take advantage of them

Thus feral is just a damage bot class currently. As we have no way to disrupt the flow of the game we are helpless in many situations and rely on our partners to do everything for us. Which is most definitely not an enjoyable way to play the game.

A warrior can tripple shockwave an enemy team or stormbolt a different player to open up space for their team

A shaman can assist with tremors and dispels and instant hexes and groundings

A monk can incap from range and keep the dps their on stunlocked

A rogue can stun the entire enemy team or silence them with the push of one cd

ferals have nothing to prevent things. Yes we have a tool called disorient roar but its not reliable or valid enough to be called something that can make or break the flow of the game. casted cyclone on a melee class when you need to be keeping up consistant damage in your rotations is fairly hard to do against competent teams.

Its enjoyable to feel like your contributing to your teams arena match. But currently as feral... doing dmg... doesnt really feel like Im contributing very much at all.

Obviously its too late into the expansion to change anything so Ill go to the pt2 in looking into WoD and changes I would like to see happen and how they could make feral a more enjoyable class for all

Pt 2 WoD and feral druids and the current outlook

In WoD it looks like they want to turn ferals into hybrid healers, with little to no CC. While this seems like a great prospect for 1v1's as the healing power will make ferals very tanking it yet again lacks the control and feel like your adding to an arena match and a setup to kill.

Healing is fine, and having healing utensils is great as a hybrid class. I believe they should. But I also feel to have a fluid feeling melee class is important to success in the fun department aswell as seeing results in pvp arena.

What they did right!
They made it so savage roar is now passive and combo points are no longer target based but you can switch them from player to player. This allows great potential for a high skill cap on feral as you will have more options to maim(a stun) and be able to swap easily with bleeds to score a kill! I LOVE IT its so much fun being able to off maim a healer and cast a cyclone out of it with a root on the dps is so enjoyable. Actually being able to do things is sooo much fun. Being able to cc with a stun and feel like your peeling effectively without losing dmg(more combo points) is really enjoyable.

what is still going wrong
I fear even with these changes the problem will remain the same. Feral is easily cc'ed aswell as the team mates on their team because their lack of descriptiveness. I could copy and paste exactly what I had up top but feral still has no real ranged way of stopping or preventing any cc or changing the flow of the game.

I also dislike the removal of hibernate and roots... only using pred procs on healing is boring and doesnt give you a choice which is a powerful thing... while they are trying to remove keybinds I believe removing a staple of druids (hibernate) is silly and unnecessary

make feral immune to all cc sure... but it wont change the fact we cant stop our healer or dps from getting cc'ed.(obviously dont do that) but Im just trying to make a point.

A melee class should be disruptive and not simply there to do dmg.. just feels on early beta hope someone can understnad what Im talkin about


#4185220 Deaf player hitting 2200 in 3s

Posted Elixa on 03 August 2014 - 06:22 PM

Hitting 2.2k 3 seasons in a row was pretty awesome for me. I ran god comp with friends for funzies, but didn't realize were doing so good for our first night of playing together at 2300 mmr and no they are not gladiators. So yeah thought I'd try this, in search of players for arena or rbgs. Over 2k-2.1k cr on 4 toons this season for both arena and rbg. Looking to play on my 2100 cr hpriest for both 3s/5s and 2040 cr dk for rbgs. 2k cr in arena as well, but prefer rbgs more on it. Maryjane#1856

Cheers.


#4182460 Make enemy druid shroom red like RoF/bomb

Posted Fedx on 30 July 2014 - 06:52 PM

I guess blizzard could make the green circle red instead of green so you know which one heals you and which one doesn't. What do you guys think? This maybe has been said before idk im new here :)


#4168399 becoming a good rogue ? reply please

Posted glonglon on 13 July 2014 - 04:44 AM

View Postkidace, on 12 July 2014 - 10:56 PM, said:

Becoming a good rogue ? reply please

Step 1 : Enable GladiatorlosSa, your game awareness will automatically reach the "jedi" level.

Posted Image


Step 2 : Become a focus drug addict (gungho, athene xtreme...), this will allow you to perform those "khuna style" pre-kicks.

Posted Image


Step 3 : Buy gunnar glasses, this will allow you to tryhard 200 arena games in a row without eyestrain.
Posted Image

Step 3a : If gunnar glasses are too expansive for you, remember that you can easily build custom ones with piss bottles.

Posted Image

Hope this helps,
Regards.


#4164670 Ret on Beta

Posted Crono_Smash on 08 July 2014 - 02:26 PM

View PostAnimefreak3K, on 08 July 2014 - 01:30 PM, said:

No, it's gone for us.
Damagepush is only possible through AV, Glyhe "Word of Glory" and 4pc PvP-Set bonus. Goes up from 100% to >140% if everything is up.

Add Crøno ;D

I'll miss Guardian...

And if you look at the numbers I gave you, you'll see that our melee damage (auto attack, CS) is higher and our ranged damage (Exo, judge) is lower.

Our damage SHOULD be about the same, but most of us on beta agree it's REALLY LOW. We just can't kill someone and if we're not with EmpSeals, we get killed eventualy. I think our baseline survivabiltiy should go like 5% up, with EmpSeals Insight 5% down and overall damage about 10% up at least.

Interesting fact, Blizz is nerfing Ret ranged to buff melee...

Anyway, they keep saying Ret is only getting number tweeks and if done right, we'll be OK - except for RBGs of course.


#4164445 Ret on Beta

Posted Crono_Smash on 08 July 2014 - 02:13 AM

Thanks Animefreak =D

Pasting what I got so far:

------Life----Dif%-----Crit----Mast----ExoCD
MoP---564k----100%-----31,43---35,49---12,2s
--------------43%---------------------------
WoD---248k----43,79%---14,43---33,10---14,3s



------Life----Dif%----ExoD---Judg-----Auto-----CS----Hand----FoL---WoG----TV
MoP---564k----100%---19,0k---21,0k---10,0k---10,0k---4,5k----46k---48k---24k
---------------43%----8,7k----9,0k----4,3k----4,3k---1,9k----20k---20k---10k
WoD---248k-----43%----6,3k----7,5k----6,0k----6,5k---2,1k----19k---20k---10k
---------------------(-38%)-(-20%)---(+30%)--(+44%)-(+10%)--(-5%)--(0%)--(0%)




MoP = Live 5.4, Full Conquest Gear, with Inq up and Might
WoD = Beta 6.0, Full Conquest Gear, with Might
The middle line, is how much it suposed to be if only the squish were applied. (MoP/100*43)

Life = Health Pool
Dif% = The % difference between both servers (so the squish is should make all numbers be 43% of the original)
Crit, Mast = Obvious, strait from character panel
Exo CD = Obvious too, just so we know how much slower ou rotation will be (15%)
ExoD = Damage of Exo
Judge, Auto Attack, CS, Hand of Light, FoL, WoG, TV = the respective damage of each

Still, with EmpSeals we're near indestructible on duels because of insight healing + justice kite.

Overall, our damage is WEAK and healing STRONG. Must be fixed soon, and seriously.


Other info:

- Can cast 4 to 5 FoL on sequence.

-Sacred Shield or Eternal Flame can multistrike, please describe the mechanism.
SS cannot Multistrike, EF can.

-Youtube lots of duels
Made a video, gonna take some time to upload/etc. So as soon as possible.

-In comparison to ret paladins current capability of healing, do we heal more or less?
Without EmpSeals, just a little more than on live but with Insight EmpS, we’re indestructible.

-Do you think it is possible to outheal some dps as long as they don't have CD's up?
Yeah, with EmpSeals.

-Do eternal flame or sacred shield look any good?
Not enough. SS is absorving 10k of 250k healthpool and EF ticking for 1k.

-If you freedom yourself two times in a row while sitting any CC, will the duration be reduced by both freedoms or just by the first?
It’s really, not a stackable but all CCs with it active are reduced.


#4164205 Ret on Beta

Posted Animefreak3K on 07 July 2014 - 07:26 PM

Quote

if you freedom yourself two times in a row while sitting any CC, will the duration be reduced by both freedoms or just by the first?

It's not possible, you gain a buff that doesn't stack. Even if this would work, you would be silly, du use it this way ;) .

Quote

is ret/hunt strong?

Yes it's still strong. Maybe stronger than on live, because Huntes get more slows and passive Healings aren't balance (as i mentioned before).

Quote

Still, with EmpSeals, our Seal of Justice give us some insane survivability because of mobility and Seal of Insight heals for OK, not awesome but is really worth swaping.

And kinda op, because of the massive heal you gain - through the hole fight.

The buff from SoJ with emp. seals can be combinated with pursuit of justice. Very nice ;) .


#4164097 Ret on Beta

Posted Crono_Smash on 07 July 2014 - 04:57 PM

View PostForumz, on 07 July 2014 - 02:48 PM, said:

They also doubled healthpools compared to how it is now; gotta keep that in mind. Unless the 12% is accounting for that.

Not accounting for that. But the reason I'm making this way is to measure the threat of our damage. Like, live a CS deals 5% of total healthpool damage and beta deals 7% kind of math. You think I should make it different? How excatcly?


Quote

and Crono i haven't been keeping up much on the updates but what potential is there in final verdict? empseals seem's quite good but i'd imagine final verdict would be interested vs some classes.

FV is great for damage as non physical and for burst. I'd say it's about 20% stronger TV - the feels like a finisher people have been asking for. But since it's just damage, it's hard to compare to the versatility we need for mobility and healing. Of course for just "get in and burst 'em all" gameplay is awesome, plus it's super simple. Most casuals will use it. And maybe the best option agains plate guys out there. But it's maybe too soon to know.


Quote

It was not directed towards him as a player, it was more of what blizzard said they would do. What he is doing is obviously good and benefits more then 1 player.

Yeah man, we could make a whole site just to list everything Blizz is doing wrong for no reason (my fingers hurt since 2011 QQing for Ret RBG viability) but until we're rich enough to buy Blizz and do what we want, we should just focus on sticking together and helping eachother put up the best feedback and knowledege for Ret PVP out there ;D

I know it sucks, Blizz give keys for sites that gives them however they want... people sell it, there everything happening. Here is how I got the info to get it.

http://www.mmo-champ...tain-a-Beta-Key

If you (or anyone) want it bad enough, you should check it because there is more to come ;D

/love


#4164202 Ret on Beta

Posted Animefreak3K on 07 July 2014 - 07:21 PM

Quote

So much for veteran players getting beta invites first

I think there was a bluepost about that - intended.

Quote

In comparison to ret paladins current capability of healing, do we heal more or less?

Less than on live. With emp. Seals our overall heal goes up the air.
Passive healings aren't balanced.


Quote

Do you think it is possible to outheal some dps as long as they don't have CD's up?

If you can kite, maybe. With emp. Seal, should be possible.

Quote

Do eternal flame or sacred shield look any good?

Both are ok, but no match for selfless healer, still. Eternal flame can multistrike, but it's not worth


#4163872 Ret on Beta

Posted Crono_Smash on 07 July 2014 - 02:41 PM

Okz, tnx Evelin o/

View PostThazable, on 07 July 2014 - 02:08 PM, said:

Since damage is already being tested by you, I'm pretty interested in how much we actually heal, there was some stuff done to ret heals, which looked like they simply got buffed by a noticable percentage. I saw some beta streams and it looked like hybrid heal is pretty strong, so simple questions:

In comparison to ret paladins current capability of healing, do we heal more or less?
Do you think it is possible to outheal some dps as long as they don't have CD's up?
Do eternal flame or sacred shield look any good?

Also for a question which isn't about heal, if you freedom yourself two times in a row while sitting any CC, will the duration be reduced by both freedoms or just by the first?

Thanks in advance. :)

Great questions!

I'll do the math for lvl 100 when I come home from work. But I don't think we can outheal DPS so far... I've made a couple of Skirmishes and we're fine for off healing as always, but I think we could use some buff on WoG (on live also, on top of the 30% done).

Still, with EmpSeals, our Seal of Justice give us some insane survivability because of mobility and Seal of Insight heals for OK, not awesome but is really worth swaping.

The gameplay feels empty without the seals and a little overwhelming with them. Since I think we'll be using EmpsSeals, we'll just have a solid stance mindset: Damage, Heal, Move. The skillcap will increase.

Ah, and I didn't test EF and SS yet, but I got a feeling SH will be king anyway because of utility and our FoL is buffed by a Perk.

About Freedom, we'll se... going to be hard to see because of so short duration of it, but'll do my best ;D

---

Here is how I'm making the math to compare live to beta:

On lvl 90 (I know this is not what's important to us, but I've made it because I'll do both 90 Pridefull and 100 conquest gear), if I remember right, the squish reduced our health pool to 12% of live total. And I'm always with Inq up for calculus.

So if:

On live we have 1000 life, our CS hits for 100 damage.
On beta we have 120 life, our CS should hit for 12 damage - if hits more/less I'll say it's stronger/weaker and how much.

I'll do this for all damage and healing spells. It's OK? It's the right way to do it?

And I'll just post here a comparison between lvl 90 and lvl 100 full conquest gear.


#4163770 Ret on Beta

Posted Crono_Smash on 07 July 2014 - 01:10 PM

So, I've got into Beta.

First thing I know is that a lot of people have lots of questions and really want to test (myself included) so I'm making this a open place for people to ask me to test anything.

So far, I feel the gameplay more fluid with less CC and too simple without Inquisition.

I miss Blinding Light for the last CC for the kill or for peels mostly.

30s Forbearance don't seem like a big deal, but on 2s it can be a life saver...

And HoW is up for much longer, increasing our ranged pressure.

Damage on numbers (just made the math for lvl90 so far) is about the same as with Inq up on MoP. We have more Mastery but less Haste. I really miss addons.

The biggest thing I think it's that with less CC and 90s Hand of Sac, we're a huge dispel powerhouse. Not to mention the Hand of Freedom Glyphs (one to reduce it's CD to 25s and the other to reduce CC duration by 25%).

Ret can really keep the team avaliable for healing and DPSing - I think this was suposed to be the design for MoP.

Still feels like damage and healing is weak on lvl 100, but I'll do the math and compare the % damage and healing we do on max lvl pvp gear.

So, anything you want me to test, calc, want to ask - please do so. I know it's still fairly early Beta but I'm avaliable for you guys ;D

/hugs




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