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atropinMember Since 16 Jun 2011
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Posted Vanguards on 10 September 2013 - 08:32 PM
Posted Crawthz on 15 August 2013 - 05:15 PM
Didnt melee get their kicks increased by 50 percent?
Didnt windshear get taken from 5 second cd (when specc'd) to 15 seconds?
Didnt blanket silence cds get increased?
Only interrupt i can really think of that was added was disrupting shout, but how often do you see a warrior in arena. And I know none of you casters are actually complaining about warriors.
Treant stun, Typhoon, Disorient, Disrupting Shout, Doubletime Chargestun, Doublegrip, Paralytic Poison stun, spammable Deadly Throw from the top of my head. I am fairly certain that one of those fills up the spot for 15sec interrupt cd...
Posted KILLATON on 14 August 2013 - 08:54 AM
Posted Zilea on 14 August 2013 - 08:48 AM
1) Have you ever considered changing CC chains to make them exclusive for each class type? Example: every healer's CC DRs with each other, every melee CC DRs with other melee CC, every caster CC DRs with other casters?
2) Similar question regarding CC, have you considered DRing Cyclone with Fear/Polymorph to tone down certain CC chains like MLD? If not, why?
3) Damage is high on a lot of classes, but elemental shamans/fire mages/destro locks are exhibiting a lot of one-shots and they are usually extremely hard to stop from happening, can we see that toned down?
4) Divine Shield doesn't work through Cyclone, why? Hand of Purity, Desecrated Ground, BM, etc all work through Cyclone
5) Right now holy paladins suffer from crazy CC chains.. Unbreakable Spirit is a good change but it's a change in the wrong direction. Divine Shield on a 2.5 minute just doesn't feel right. Any chance to possibly reverting that change and giving paladins a Will of the Forsaken/Nimble Brew?
6) WW Monks are doing over the top damage on the PTR but nobody seems to notice, is this something you are looking at?
7) Warlock CC next patch will consist howl of terror, shadowfury, blood horror. Can we tone that down?
8) With teams disappearing next patch, is this years 3v3 tournament the last of its kind?
fuck invite me to that skype interview ive got a million quesstions
Posted Chanimal on 07 August 2013 - 02:31 PM
all tongues effects are really stupid, especially how easy most of them take to put up
Posted zenga on 04 August 2013 - 04:22 AM
And a few weeks in, the banning got quite predictable since most of the time there is an optimal way. And it hurts the _non_ top teams much harder than the star teams if their best player consistently gets banned.Still the banning offers a lot of positive things as well. But with a few little tweaks it could be far more interesting.
My suggestion: a team that has won a best of 3 series can't pick the 2 specs they have banned in the last series as their first ban for the new series.
- team A bans ele/feral and wins 2-0 vs team B. who banned ele/feral
- for the next series team A can't pick ele nor feral as their first ban
- team B can pick ele/feral as their first ban
- team A can chose ele or feral for their second ban
Another thing that bothers me a little bit are the fake specs that teams have listed. An incentive could be to award 1 extra point (once the round 1 brackets are completed) to the teams where every player has played the specs they listed, throughout the whole tournament.
Posted Athlete on 29 July 2013 - 09:40 AM
Posted stillermeister on 13 July 2013 - 04:16 PM
It is hard to believe that all the time the losing team suddenly got a dc......
As a player, you should have to care for your own internet connection!
You can still let the winning team decide if they are going to replay the match.
Posted nikolas on 23 June 2013 - 01:25 AM
Suggested Mage changes for upcoming expansion:
Hello Holinka, again. Hopefully you read my last tweet. It was my first tweet ever, and I therefore hold it very high. This is the second tweet however. Not quite as impressive as being the first tweet, but in this case it might be just as important as its all about how you can improve the design of Frost Mages, most likely for an upcoming expansion. I thank you for your time and I hope that you appreciate feedback exceeding the 140 character limit of Twitter. I will be commenting most changes using asterisks (*) to mark the beginning and the end.
-- Frost Mage patch notes to improve Frostbolt in PvP
- Damage increased by 25%
* All these notes are about moving damage from other spells to Frostbolt while maintaining a valid PvE rotation. *
- Damage increased by 50%
* Instant damage will be nerfed alot. Increasing the damage of a more predictable source of instant damage to compensate. *
Cone of Cold
- Damage increased by 300%
* Glyph should be baseline. The ability has never been weaker than in this expansion. *
Water Elemental: Freeze
- No longer grants Fingers of Frost when successfully hit
* Every game starts with a pet nova and one to two Ice Lances and a Deep Freeze. It feels very wrong casting a Fingers of Frost Ice Lance into a Shatter combo with Freeze already present. *
- Damage decreased by 30%
* Nerf to the Frost Mage super shatter. *
- Duration increased to 15 sec, up from 10 sec
* Compensate for the nerf for PvE. *
- Can't proc Fingers of Frost more than once every second
* Hitting multiple enemies shouldn't overwhelm you with procs, but instead make it a more consistent flow. *
Fingers of Frost
- Frostbolt now also benefits from, and consumes, Fingers of Frost
* It is the only way to make a hardcasting Frost Mage scary in PvP. *
- Cone of Cold now has a 15% chance to trigger Fingers of Frost
* Added another source of Fingers of Frost due to Freeze nerf. *
- Frost Armor now has a 5% chance to trigger Fingers of Frost
* Added a anti-train mechanic due to relying more on Frostbolt. *
- Ice Lance no longer gets a 25% damage increase when used with Fingers of Frost
* Merging numbers for the next change. *
- Ice Lance damage versus non-player target is increased by 100% when used with Fingers of Frost
* Making Ice Lance a high priority in PvE while keeping it in line in PvP. *
"The Fingers of Frost effect causes your next
Frostbolt, Ice Lance or Deep Freeze to act as if
your target were frozen, and increase Ice Lance
damage by 100% versus non-player targets."
- Revert 5.4 PTR changes
- Base mastery reduced to 7.5
* Lowering the base percent of Mastery to make the stat more attractive. *
- Now requires 400 rating per point of Mastery, up from 300
* Nerf to compensate for Frostbolt being put back on Fingers of Frost. Ideally, Frostburn values shouldn't go beyond ~30% in PvP to keep the damage normalized outside of procs. *
- Increase damage by 15%
* Compensate for the Mastery change and it needs to hit between 90%-110% damage of a frozen Frostbolt. *
At this point I think the ratio between Mage's damaging abilities is in a very good place. This will however result in a pretty big PvE buff, regardless of the Mastery nerf. I think that a PvP coefficient on Ice Lance is neccesary to achieve the best possibly PvE and PvP experience aslong as you insist on having Ice Lance in the PvE rotation.
Ways to tune down Frost PvE damage after these changes:
- Cut all damage by X%
- Consider lowering the damage increase on Ice Lance when cast versus non-player targets
- Reduce damage of Mage Bombs, but also remove the player damage coefficients
- Keep Frozen Orb at 10 sec duration
- Consider removing the damage increase on Frostbolt debuff as its no longer needed to keep Ice Lance in check in PvP. Will also nerf Water Elemental damage. Consider increasing all damage up a bit to compensate
- Add another PvP exception, for example to Shatter:
Doubles the critical strike chance of all your
spells against frozen targets plus an additional
50% versus players."
This will increase the Critical Strike cap of Frost in PvE to 50%, making Crit, Mastery and Haste much more equal secondary stats.
This is how the PvE rotation will look like:
Frozen Orb > Frost Bomb > Shatter Ice Lances after Frostbolts with Fingers of Frost > Casting Brain Freeze > Frostbolt
Having Frostbolt on Fingers of Frost will allow you cast "old school" Shatters as a part of your rotation, increasing the fun factor and the skill cap.
-- Mage patch notes to improve gameplay in PvP
- Cast time removed, down from 3 sec
- Slow increased to 40%, up from 30%
- Cast time removed, down from 3 sec
- Duration of harmful magic effects reduced by 20%, down from 25%
- Cast time removed, down from 3 sec
- Attacks against you applies the Weakening Blows debuff (10% less physical damage done)
Glyph of Armors
- Mage Armor: Duration of harmful magic effects reduced by an additional 10%
- Molten Armor: Increase armor by an additional 50%
- Frost Armor: The Frost Armor debuff will now stack up to 10 times (Maximum one stack per sec). On the 10th application the target will be frozen for 4 sec.
* The Frost Armor change will introduce a "Controlled" Frostbite. One dispel will remove all stacks. Either shares diminishing returns with Ice Ward or on it's own, preferably on it's own. These changes to Armors and the glyph will add alot more dept to the the Mage class. It will reintroduce Armor toggeling, especially with Weakening Blows on Molten Armor, and make the Glyph of Armors less mandatory. Personally I've always thought it was abit weird that it just increased whatever the Armor did by 10 percent points. *
- You can no longer see enemies while invisible
Glyph of Invisibility
- No longer increase movement speed while invisible
- You can now see nearby enemies while invisible
* Mages will have to commit a glyph slot if they want to go for the cookie cutter opener. The invis Shatter happens to be alot stronger in the lower brackets of Arena because people don't use Arena123 Counterspell macros. This will in a sense "free up" a glyph slot for high rated Mages that opts to not go for that play style. *
Glyph of Blink
- No longer increase range traveled when casting Blink
- Removes movement slowing effects when casting Blink
Glyph of Cone of Cold
- Replaced with Glyph of Alter Time
NEW Glyph of Alter Time
- All health healed when Alter Time is active will be added to your saved health value when the spell resolves
* Using Alter Time defensively at the moment is little used because you can't play too much around it versus dispellers, therefore making it alot better to abuse with instant procs instead. The Glyph will not be "core" so it will be an active decision to pick it up. *
Glyph of Frost Nova
- No longer reduce the cooldown of Frost Nova
- Increase all damage dealt by 20% to targets affected by your Frost Nova
* The old version is just horrible because how diminishing returns work. The new one will create scenarios where you are more likely to go for a Frost Nova Shatter instead of just casting Frostbolts. *
Glyph of Ice Block
- No longer triggers a free Frost Nova or makes you immune to spells
- When attacked by a spell while in Ice Block, you have a 100% chance to reflect it back at the attacker.
* Just a fun tool to have access to. In my opinion way more in line than the Hunter's "Glyph of Mirrored Blades" because Ice Block is a much bigger commitment. *
Glyph of Remove Curse
- Revert 5.4 PTR changes
* This glyph really didn't need buffing in the first place. By making Glyph of Armors less mandatory, and as Hunters representation in Arena goes down, this glyph with automatically start to pop up here and there. Remember there is only one class in the game that consistently puts up curses. *
Glyph of Counterspell
- No longer increase cooldown of Counterspell
* The drawback is too big for it to be ever considered in Arena especially seeing that you rarely cast, and Counterspell is mostly used as a blanket silence on healers. *
Presence of Mind
- Cooldown increased to 2 min, up from 1.5 min
* Needs nerfed, preferably even higher cooldown than 2 min, replaced with a new talent or have certain spells like Polymorph removed from being used with it. *
- Cooldown reduced to 20 sec
- Reduced to one charge
* Most of the time you only need to get that one cast off. This will buff it in PvP while as in PvE it will remain relatively the same. *
-- Misc changes
- Duration reduced to 20 sec, down from 30 sec.
* It is abit long, don't you think? *
-- Final words
On a side note I must say I got positively surprised when reading the Hunter changes and the Tie Breaker change to Arena. Remember for next expansion to keep what you have been trying to balance during entire Mists of Pandaria, and not completely flip - turn upside down the game. Before you stop reading I would like you to take a moment, so just sit right there, and I will tell you how I became the prince of a town called Bel-Air.
There is lack of things to read on these class forums, so you might aswell just get starting
And of course, share your thoughts!
Posted Djandawg on 21 June 2013 - 11:05 AM
This is the right direction - casters should be fragile and rely on widening the gap between them and melee, not passive damage reduction. Besides, you don't have to leave shadowform nearly as often as in previous expansions.
You could use a short cd defensive however, like a mini self heal every 1 min or so.
They redesigned every melee in a way that they can deal with mage mobility, so they gave them stuff like: new root breakers and/or freedoms/sprints, new/buffed gap closers, their own root spells / disorients, second stuns and additional interrupts.
As a result other casters get locked down by a single melee, if a secondary melee is on you, mathematically there is no casting window. It is just not possible anymore.
That's why these changes are so bad,at least the guy who couldn't escape melee was taking less damage.
Posted Jeffisnumberone on 22 May 2013 - 11:09 AM
Posted Bigmoran on 24 May 2013 - 09:15 AM
The summer harvest is about to begin...
Posted Braindance on 19 May 2013 - 06:34 PM
Imagine a person picking up and WoW, and deciding to play it... (Mind you this is someone with no outside influence, or friends who play the game).
The uphill struggle complex
- It takes too long and too much dedication to level from 1 to 90 (Especially without any help from someone who already plays the game).
- Ok, now you're level 90 and you decide to play arena. Lets ignore the fact you probably never heard about Arena and probably will not for a while into the game, even though you hit MAX level! (this game has like no OFFICIAL blizzard marketing for arena, THE GAME DOESN"T TELL YOU THIS SHIT IS EVEN IN THE GAME! Unless you talk to random NPC's and who the hell does that) Let us also forget you probably don't know the difference between pvp gear and pve gear; and ignore the fact that somehow you magically know you need to farm / spend honor before you decide to try arena.
- BG farming by yourself, in bad gear, is probably equivalent to being a cheap prostitute. Simply because you will get targeted and pounded by every ego starved person in the bg, over and over and OVER...
- Now you got full honor gear. Goodluck trying to find partners! Because you were thrown into a random dead server that people rarely log into. And even if somehow you find someone to play with, you will either be charged gold, kicked off the team because you obviously aren't very good (bgs do not teach you shit about arena pvp, or even pvp in general, this goes for heals and dps) or lose every game because you clearly don't know wtf to do or whats going on.
- Somehow you luck out, and you're put into a populated server, good luck trying to find partners who aren't total asshats who refuse to play with you because you have no experience.
- People who play with you, will either be as bad as you or get frustrated because you're so bad.
- By some odd chance someone is social to you, and you get some good advice, like.
- Check pvp ladders to use top players toons to guide you how to gear / gem / enchant.
- Go to AJ and read up the tons of info /addons and mechanics in WoW pvp/arena like DR's etc... (Like learning wtf gemming and enchanting is)
- Watch streams of your class from top players or people who play with your class, mind you if anybody actually streams the class you picked or plays with that class, to learn positioning and communication.
- Learn how to keybind/macro all the essentials and basically use over 30 keybinds.
- Engrave into your head backpeddling is bad.
- Check pvp ladders to use top players toons to guide you how to gear / gem / enchant.
Even after all this advice, even if you learn to play at the top of your GAME!!!! Nobody will still play with you because you don't have "experience", or the "best" gear.
- As a new player, good luck finding partners who do not drop you for someone with "higher" experience then you, or better gear.
- Enjoy doing two's at the minimum cap every week, because it is doubtful a new player will get higher then 1800 unless they get carried. Spread your buttcheeks and repeat pounding for weeks until you are fully geared.
- You are a one determined motherfucker, and you went through all that shit, and even found two partners (lets IMAGINE you somehow picked a viable T1 Class and found two partners to make a T1 comp), NOW!!! NNOOOWWWW!!!! You get to experience the bullshit every AJ user posts about in almost every thread. (Though it is pretty obvious you have experienced enough bullshit, but now you get to experience bullshit in a higher tier!)
- But don't worry! Because your opinion (even after going through this shit!!) does NOT matter, because you do not have a little crown on your profile to validate your opinion! (Though depending on what season / class you got your little crown, your opinion will still not matter! LOOKING AT YOU ONE TIME GLAD SEASON 5 DKs/PALLYS! and every glad prior to Wrath.... and season 9 warriors... and legendary rogues... and every one time glad apparently...) Also, let us not forget if you are playing in a T1 comp, your opinion is automatically biased and shit not worthy to be flushed for waste disposal.
Now on to you fools who say this game "isn't hard", it is difficult to most people because the "mechanics" are all over the place, once you know the rules the game becomes simple. The reason is because this game has a shit ton of mechanics / addons / keybinds etc.. to learn and the "skill" in this game is learning all that shit, and proccing big damage at the right moment. The super top tier skill comes from communicating with your teammates when to proc big damage and avoiding big damage, getting lucky and hoping you don't swap / spirit link at the same time to anally screw yourself.
Now in order to make this game more enjoyable to the masses, is to make the complexity easier to understand, but add depth to it. For example, you can teach almost anyone how to play chess, but to be a GRANDMASTER requires skill. The same could be said for Poker, or even almost any sports. As long as the game is easy to understand but has depth, the game will be enjoyable and easier to market.
Now I have a shit ton more opinion on this topic, and even more reasons why people do not play this game, and even possible solutions. But to be honest, most will ignore what I typed, not give a damn, pick at small shit of what I have said, whether it be spelling / grammer (left this one for you), misinterpret what I meant, quote a sentence and go all rage face on it without understanding or reading the entire passage.
TL/DR New players have to invest too much time to play an over-complicated mini-game (arena), which would be remarkable if they even knew Arena existed prior to playing WoW. (because THAT SHIT IS NOT MARKETED AT ALL)
Posted Djandawg on 19 May 2013 - 12:07 AM
A group of RL friends of mine came back to wow, to my server(they were all 2.2k+ players), I explained them new stuff, new addons, I've been to their skype calls and so on. They started to adapt to the new pvp system but they lose awful a lot of games due to someone on the enemy team deciding to do 80k dps in arena. Most of the time, the guy doing it is invis, or pom ringed the entire team, webbed melee, sent 48 pets etc.
If you take 3 friends and run arena, you will almost never get a T1 comp , you'll have a T3+ comp most of time and those comps get hurt by comps that pop everything and win.
If you are watching streams, any balanced melee/caster/healer comp at 2.6k rating, with R1 players, can easily lose to a 2.2k thug cleave or mage spell cleave.How do you think this projects to sub 1.8k rating? There is only so much that people can take especially when they don't know why they lost, why they took an unavoidable 80k dps. My friends stopped playing after getting stuck at 1900 and those are above average gamers who had 2.2k xp in previous expansions, simply because they thought it's not worth the dedication. I can't imagine how it is for 1.5k people.
It's not only about newcomers,most people who played arena religiously also gave up, because Blizard is way too slow with fixing things that are broken beyond belief. Again people who don't play cheese comps get hurt more because they get dominated with close to no chance of winning by broken dmg T1 comps.
So yeah, it's not about the community, it's the current design and state of the game.
New people who want to learn and improve, you can check out streams, ask streamers questions, you can download gladiatorlossa addon , there are bunch of guides by top pvpers on youtube, on almost all classes.
Try not to play bad comps, try to react to offensive cooldowns using your defensives, or you'll lose in 2 seconds.