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dverik

Member Since 02 May 2011
Offline Last Active Yesterday, 02:28 PM
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#4173181 New def dispell change. Thoughts?

Posted Lolflay on 20 July 2014 - 02:07 AM

The stubborness to realise that their original dispel system was fine is beyond me.


#4171501 WoD Freezing Trap

Posted Dividium on 17 July 2014 - 07:41 AM

View PostBekman, on 17 July 2014 - 05:44 AM, said:



If anyone was interested :)

are you kidding me? that trap speed is breaking Mach 1


#4167769 Soul Swap - Well then...

Posted Lolflay on 12 July 2014 - 12:01 PM

Good change, only better change would be to remove it completely, but we all know how Blizzard is too proud to admit to making a mistake and removing/fixing it, instead they focus on completely fine parts of the game to further fuck up.

Anyway, TBC UA/sburn and WoTLK's Haunt/SL was the way Warlocks were meant to be, Cata and MoP Locks are not only boring, but are abominated husks of a previously really fun, engaging and skillful class.

Playing a Warlock in TBC and WoTLK took like ten times more skill than its Cata/MoP incarnations, let's not even talk about Warlocks back then being able to actually outplay and kill stuff just like a Mage can. No fun creating a 20 sec CC chain only for your target to still live because you do fuck all damage outside of consecutive Haunts paired with Demon Soul and procs.


#4137419 Updating the DR system...

Posted freshfreefly on 08 June 2014 - 06:20 PM

I've been wanting to make a post on this for a while, and i will make a longer post in case this one doesn't get the recognition I'm looking for, but basically i was wondering how we still have that old-school outdated DIminishing Returns system?

Right now, if you polymorph somebody and it breaks, he's unable to get polymorphed full for a random number between 15 and 20 seconds, because the servers only update every 5 seconds. In order to counter this, the way we set our timers and DR trackers are as if the DRs last 17.5 or 18 seconds, but I honestly think that this is something people have just gotten way too used to, and that there's no reason for not updating it. I'm sure that if blizzard could make it update every 5 seconds 9 years ago, they have the technology to make it update every second or less by now.

I feel like, in an environment that's supposed to be competitive, leaving something like this to chance when you're trying to land a clutch CC such as a counterspell or a blind, sounds really weird and doesn't sound like a competitive philosophy, but more like something that didn't really matter at the time and has just been long forgotten.

Did they ever post a reason for this design? It weirds me out that i have never seen it come up on any forum...

I'd love some enlightenment and discussion, thanks guys :)

edit:

TLDR FOR NISSE: WHY DOES DR ONLY UPDATE EVERY 5 SECONDS?

from korzul:

View PostKorzul, on 08 June 2014 - 07:12 PM, said:

From the wowwiki:

It should be noted that the server does not reset diminishing returns after exactly 15 seconds. Instead, it checks every 5 seconds if there are any diminishing returns that should be reset because the last spell in their category was cast on the target more than 15 seconds ago. As a result, a particular diminishing return category may take anywhere between 15 and 20 seconds to reset. Most addons guess that a DR category has reset after 18 seconds by default.



#4129784 #JAMIETRUTH

Posted Lolflay on 28 May 2014 - 09:03 PM

I liked it, and considering my opinion is worth more than the combined worth of all the remaining shit AJ posters, approved.


#4129568 #JAMIETRUTH

Posted Neosaurfang on 28 May 2014 - 05:31 PM

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#4117535 WoW-Arena in a nutshell

Posted Saikx on 10 May 2014 - 08:38 PM

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#4115870 Blizzcon qualifiers based on live rating

Posted Feliclandelo on 08 May 2014 - 12:17 PM

The IQ in this thread ........

You still have to be a top8 team you imbecils. 2500 is just so you actually have a chance at becoming one of those top8 teams.


#4103694 Cyclone and Fear now share DR in WoD

Posted Nadagast on 19 April 2014 - 03:47 AM

View PostCapstone, on 19 April 2014 - 02:41 AM, said:

i like it

i think the way cyclone has worked with fear in cases of wizards has been extremely powerful at almost no risk. in most cases where wizards grow extremely powerful defensively and still have offensive ability based on control (s8 MLD, early s12 god comp, LSD today) it's usually always based on the idea that whenever anyone isn't immune to either fear or cyclone, you can just throw it at them and it's good. cyclone is undispellable, which makes it extremely easy to cross with, doesn't remove dots or heal, so there's no downside for putting it on someone, and it blocks incoming healing, so even a low target can be cycloned while you wait to get something on someone else. the same is true for fear, except it's dispellable (kind of with UA) and the target takes damage with it on. it's worth restating that it doesn't matter if these comps (today, LSD) are good or not - it's about how the powerful the CC is relative to how hard it is to set up and how it affects the other team's ability to play the game, which are both major concerns with cyclone in its current implementation

wizards having cc chains that punish a team for an extremely long period of time for a single mistake have been an issue with the game since MLD became strong in wrath, and i believe that two spammable CCs that have little to no downside are a culprit. there are other ways to fix this, like making cyclone wipe dots or heal the target it hits, but this is a more intuitive, less intrusive way of doing it. cyclone was previously on DR with blind and was changed to accomodate the state of the game, and it was a change for the better given the strength of priest/rogue at the time.

this change also presumably nerfs the amount of instant, consecutive CC that RMP/RMD have on a single target. maybe encourages using blind or cyclone on dps instead of (sometimes) exclusively for the healer. there's a lot of stuff i don't like about WoD, but if we can reduce the amount of CC available to wizards, and add more strategy to the way it has to be used, i'm an advocate

Even though I disagree with you, good post.  Thank you.


General Points:
1. Fear and Cyclone are strong, but I think the damage invulnerability of Cyclone is a big downside, when playing with an Affliction Lock or Shadow Priest.
2. Resto Druids aren't generally casting tons of Cyclones, I think.  Some are used defensively, but the biggest purpose of Cyclone, in my eyes, is to help secure kills.
3. Wizard comps don't all have Druids in them.  Of the three big ones these days, LSD, MLS, and Destro LSM, only one has a Druid.
4. Cyclone is no longer NS-able in WoD, so all Cyclones will be casted.

More specifically:
5. Offense.  In the times when CC matters the most offensively, (while going for a kill) the drawbacks of other CC don't really matter.  If you polymorph DoTs off the healer while we're pushing for a kill on his friend, that's not really such a huge deal.  So I don't see the lack of drawbacks being a big issue here.  Any three specs that have different CC DRs on short (or 0) cooldowns will have a good ability to push for kills.
6. Defense.  Warlock Druid is not generally considered extremely strong defensively, unless they play with an Elemental Shaman, so I have a hard time saying that Fear and Cyclone are too strong defensively (although they are certainly powerful).
7. The area where Fear and Cyclone uniquely shine, I think, (and I believe this is your point) is the neutral game.  The neutral game is how the game plays out without anything special going on.  Fear and Cyclone can be used to try to control the natural flow of the game.  But again, Warlock Druid X comps besides LSD are not especially good at the neutral game--I think most people would agree that Lock Shaman X is better.  And I don't think Cyclone is the reason LSD has a strong neutral game.
8. I disagree with your premise here: "wizards having cc chains that punish a team for an extremely long period of time for a single mistake have been an issue with the game".  Wizard CC chains, even these days, (and hopefully more in the future) consist of lots of cast time or short range spells, which can be disrupted in the middle of the chain by players paying attention.  CC chains, moreso when there's less instant CC, create clutch plays on both sides of the game.


#4088668 The Current MMR/Personal Rating +0 thing explained.

Posted Bigmoran on 29 March 2014 - 04:32 AM

The change is intentional, I made a post as to why this is a terrible idea. Please offer your feedback (and your rep).

PLEASE BUMP: http://us.battle.net...pic/12329612883

As many people have pointed out on this forum, there is currently a change to MMR and CR that causes some players to not gain rating on wins in PvP. This change has effected every bracket of arena aswell as RBGs.

A blue post on the matter explained:

"We recently implemented a hotfix to address a bug that allowed Personal Ratings to exceed Matchmaking Rating. As a result, some players may notice that they do not gain or lose Personal Rating in the wake of a match. As more matches are played, these ratings will normalize and converge to the correct rating, and Personal Rating will then rise or drop accordingly.

In the meantime, we will continue to monitor the situation and make further adjustments if necessary."

From my understanding, the hotfix was implemented to help remedy some of the MMR problems at the beginning of the season, where players were not losing MMR and their ratings were getting considerably high in a short period of time. The change, from what I gather, prevents you from gaining personal rating until your MMR catches up to that rating.

So, say you are 2500 CR in 3v3 and you win a game at 2400 MMR, you will not gain any points.

If you are 2500 CR in 3v3 and lose a game at 2400 MMR, you will lose points.

The problem with this change is that it has completely ruined incentive for higher rated players to queue arena/RBGS. It is highly unlikely that the players at the top of the ladder queue at an MMR that is higher than their personal rating. Therefore, they have NO reason to queue outside of their willingness to compete. In fact, they will be penalized for queuing as if they lose (which is inevitable) they will go down in rating that they will be unable to get back for a considerable amount of time.

This creates not only a mathematical dilemma for these players, but also a psychological problem as it is very hard to continue queing in an environment in which you don't see positive gains.

The MMR problem is considerably more complicated in RBGs, as the highest RBG team that ques on a consistent basis is below 2200 MMR. Most players, especially on the higher end of the bracket, have personal ratings that DRAMATICALLY exceed their teams MMR. I have experience playing against Abn's team. He is ~2500 CR and most of his teammates are at around 2200-2400 CR. Thier team mmr, despite their players individual high ratings, is never above 2.2k. Teams like ABN have very little incentive to que as if they do actually play the game, they will lose 200-300 rating before they are able to go back up again.

What would have been a better change?

Instead of penalizing the high end of the ladder for queuing (mind you PVP is top down - in that inactivity at the top creates rating deflation for everything below it) penalize not queuing. MMR should have been INFLATED for those teams that queue. Create a system (much like the one we saw in S13) where there is incentive to queue regularly throughout the season. People LIKE to see high ratings. It will be impossible (at least for the time being) for some players to reach 2.2k in RBGS, and probably 2500 in arena.


#4087573 Windwalkers need some serious nerfs to damage...

Posted Primius on 27 March 2014 - 02:23 PM

Here is a gem tonight from a 3s game..

http://imgur.com/pUdpOta

Look at where the FoF starts. I got Legsweep to get demat right before... So the FoF was DRed and I was able to get a Healing Elixir proc from Chi-Brew before I died.

I took 351,519 damage from the FoF alone. Now look at all the other damage I took during a stun you can't get out of?? 3 of the 4 hits crit, and if they all had crit and if chi-wave had been going I could have taken 500k damage during a cc you can't trinket out of from only the WW. Remember this isn't even full geared yet. That means those FoF will be critting for 115-120k by season end.

Yes WW damage is ridiculous OP. 3 FoF crits for over 100k.

Yeah that is really balanced.

As I said in the other thread.  Mistweavers need some serious damage reduction or some classes need serious damage nerfs.

Stuff like this just shouldn't be allowed.

/flame on


#4088335 Official Arena Junkies Signatures

Posted Regent on 28 March 2014 - 09:16 PM

Support your favorite AJ'er with these new Signatures! More will be added in a future update!

Edit 1: Added Glinks, Shawir, Cov, and Jaime. Upcoming: Aryasaurus, Flannelsoff, Lopez

Edit 2: Added Arya, been pretty busy but plan on doing more still

Icequeen: http://i.imgur.com/s24iKx7.png
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Bigmoran: http://i.imgur.com/PLPXiII.png
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Braindance: http://i.imgur.com/XECkfsj.png
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Glinks: http://i.imgur.com/yC0Rjfo.png
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Shawir: http://i.imgur.com/uus1pus.png
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Covlol: http://i.imgur.com/eiz1LTa.png
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Jaime: http://i.imgur.com/Ox36oLy.png
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Arya: http://i.imgur.com/8xE8dlQ.png
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#4071560 Jaime's Advanced Warrior 5.4.7 Guide

Posted Oohgod on 05 March 2014 - 12:56 AM

Shorter guide

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#4083961 Hacked by Gold Exploiter now banned on Wow?

Posted Feliclandelo on 20 March 2014 - 10:27 PM

View PostDyllbar, on 20 March 2014 - 09:53 PM, said:

How do i call them?

First of all, depending of what you mean by the word "call", there are a few options. In the early days, when I grew up, what we often refered to as "cellphones" were rather rare and could only be found in expensive cars. Nowadays most people have them, even the working class, so I will for the sake of this guide assume that you have access to one, or can get one from a friend perhaps.

First step is to pick up the phone:
Posted Image

Now that you have successfully picked it up, do not let go! Next step will be equally difficult. Note that the cellphone on these pictures might not be identical to the one you have gotten access too.

Step two;
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Find the homescreen, where you normally either have a phone logo, which you can get a numpad up on your screen with or press in the numbers on the phone itself.

Step three:
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Dial the number you want to call. If you do not do this, you will not get the person you whish to talk to, and fees could end up being very expensive if you per say called across the atlantic. Onwards to step 4.

Step four:
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After your conversation, you press the "end call" button or the red phone-look-a-like button as shown above.

However as I did mention earlier, depending on what you meant with "call", there are other ways to do so. Another way could be to use a landline, or a Skype call, but unfortunately I will have to redirect you to http://www.wikihow.c...ke-a-Phone-Call for further guidance since I feel I have now proven my point of how fucking retarded you are and helpless. We all know you botted, cheated or exploited some shit otherwise it would be as simple as to make a fucking ticket and they would see the IP is not yours.

Sincerly yours,
8xGladiator and (almost) 2xr1 Glad Felic.


#4075666 Gateway randomly dissapearing in arena

Posted Hiddenstalke on 10 March 2014 - 10:19 AM

View PostRegent, on 10 March 2014 - 09:05 AM, said:



I swear I had seen it before, but this was pretty much confirmed it.
With the amount of LSD you meet you  start to hallucinate gateways.




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