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Posted Lolflay on 28 May 2015 - 01:05 PM
Tldr is that it'll autoclose itself when you enter arena. Get fucked the few of you who didn't get banned, but used the bot in arena :]
Good stuff, maybe fakecasting will actually do shit versus all those turbos without their autopilot. Reading through that topic has been an absolute joy though - "amg, fuk u bossland, only noobs complained about botting arena", ROFL. Well, get fucked.
Posted Lolflay on 10 May 2015 - 10:29 AM
Posted Lolflay on 24 April 2015 - 03:08 AM
I'll agree to the point where the comp is strong and baddiefriendly, but its not the "undefeatable r1 supermega dampening comp" you make it out to be. I dont mind facing this on my other toons, infact I rather face it than the overlords of rmd/turbo/godcomp
rofl you have to be shitting me
Let's put it this way, there's a 1-5 grading scale which determines comp's strength for Glad+ viability in game's meta ( at the time or now ).
5 : requires 3 Gladiator+ quality players to run, who need to have synergy together, need to have tactics sorted out on what to do versus certain compositions, et cetera et cetera. WoTLK RMP is a solid example of this grade, WoTLK MLD is there as well ( to everyone who doesn't agree - bitch fucking please, I don't think more than 5 MLD's got gladiator in EU in S8 ). There are no MoP or WoD comps that even approach this threshold.
4 : requires at least Glad quality players to run, some synergy is needed and some tactics are needed, but otherwise an easy sail for a title. Prime examples being stuff like S8 RLS, WoTLK/Cataclysm RPS, S8 WLD. I have no clue if I'd put any WoD comp here as well.
3 : straightforward stuff, requires decent players who just need a bit of practice together to get stuff rolling, but otherwise comp is so straightforward that no heavy thinking about it is required. Examples are stuff like S6/S9 TSG, S11 legendary RLS, WoD Junglecleave, WoD Turbocleave, WoD RMD, WoD Godcomp, etc.
2 : braindead stuff, aka doesn't require good players at all or anything special outside of players except a bit of awareness, tiny bit of practice and a pulse, stuff like S16 Nessper's RLD, S8 beastcleave and S11 ret rogue hunter are prime examples of this tier
1 : afk tier. Aka, it doesn't require out of you ANYTHING except rotating your basic pve rotation and following a ONE SENTENCE GUIDE. S3 rogue/disc priest/resto druid, TBC warlock/hunter/druid ( draincomp, aka get into arena, and spam viper sting/drain mana until enemy team is OOM ), S8 protret paladin/resto shaman/dics priest, S8 warrior/disc priest/holy paladin, S16 rogue/disc/holy.
Literally 99% of WoD comps are either #2 or #3, dumbing the game to #1 and exclaiming you're having fun is shitting in your own mouth. Although I guess I'd be having fun as well if I was as shit to actually have to play something from #1 or #2 to actually gain rating in WoD.
It's beyond my own fucking understanding how can someone REASON with himself in his own mind that this double healer rogue isn't worse 100x than facing a RMD/Godcomp/Turbo/Jungle. Those comps introduced the art of boredom in WoD, your shit is their shit amplified tenfold. You sit on a fucking healer and that's your entire strategy, win or lose, you could fucking have honorbuddy play your rogue and nobody would notice it wasn't a human. For all I know, you probably are doing so.
Posted Volkovitch on 14 April 2015 - 09:42 AM
1. What strategies do you use vs. RMD and Godcomp? Who to kill?
Vs RMD and godcomp you need play Unholy if you can, for a better survive. Vs Godcomp and RMD All target is good. You must switch and focus that you can. The Priority is your survive... It's not easy I know, but it's possible! If you want look punchcleave VS godcomp: GamerLeague Twitch Rediff tournaments games.
2. How do you position against the above teams and in general?
If you know use your deffensive CD, you can stay on mage/drood/Sp, but if you waste a big CD, you need kite on pillar. (With Unholy spe you can to have an insame liferegen).
3. When should the monk tunnel the healer with my me and when to split (example, vs WLS the monk likes to go on the warlock while me and his spirit tunnel the shaman.
You can split 3/4 of game vs warlock (affly), and switch for kill. Slip or not it's not a real problem.
4. Asphyxiate vs. Strangulate? Necrotic Plague vs Breath? Frost vs Unholy?
Asphyxiate 90% of time. Necrotic Plague, Just in frost for use Plague Leech. (You can play with Breath in frost for a big burst).
In Unholy, Only Breath, it's good for do a real burst.
You can play frost or Uh. Frost it's easy gameplay, and uh the game play that is spe less easy.
Sorry for my english, and good luck for your future arenas!
Posted DjHypeZyo on 18 April 2015 - 12:28 AM
Posted God on 15 April 2015 - 03:40 PM
Posted Thaya on 12 April 2015 - 05:27 AM
Posted Borngood on 30 October 2014 - 07:04 PM
Also posted at http://us.battle.net...pic/20748714988
This is my second guide, for new and returning players to the Holy Paladin class for Legion PvP. In this guide I will mainly be going over abilities, talents, tip and tricks, and other general things I have learned from playing the beta. My goal with this guide is that anybody taking the time to read it will learn something new about paladins in legion, so thank you and enjoy!
Table of Contents
New Legion Changes
Talent Cheat Sheet
New Legion Changes
Where to begin… let’s start with all of our new abilities, and how the paladin class has changed as a whole going into Legion.
Familiar things to look out for, and a core part of the healing rotation, flash of light and holy light with infusion of light procs. Beacon of light is still the same, but otherwise, there are a ton of changes to talk about with our spells.
-We have a new mastery, now our healing is increased depending on how close we are to our target. Now don’t panic, we do not have to be in melee range the whole time. Our level 100 talent Beacon of the Lightbringer (mandatory) allows us to gain benefit from our mastery off of our Beacon of Light as well. So if we heal our Beacon target, you gain full mastery benefit. I’ll go over this more later.
-Holy shock is now a 9 second cooldown reduced by haste. (up from 6 seconds)
-Light of the Martyr: Sacrifice a portion of your own health to instantly heal an ally for (500% of Spell power). You take damage equal to 50% of the healing done.
Does not cause your Beacon of Light to be healed. Cannot be cast on yourself.
One of the additions to our healing toolkit, LotM is basically a stronger instant cast flash of light, with the 50% damage penalty. The spell is used when you want avoid interrupts.
-Light of Dawn: Unleashes a wave of holy energy, healing up to 5 injured allies within a 15 yd frontal cone for (180% of Spell power).
Now a 12 second cooldown reduced by haste, instant cast heal. Used when holy shock and all other instants are on cooldown.
-Aura Mastery: Empowers your chosen aura and increases its radius to 40 yards for 6 sec.
3-minute cooldown, also gives special effect to devotion, sacrifice, and mercy auras. More on this under talents.
-With denounce removed from the game, the way you deal damage has changed, now consisting of judgment, crusader strike, and holy shock.
The rotation goes judgment>crusader strike>crusader strike>holy shock>crusader strike
Judgment: Judges the target dealing (250% of Spell power) Holy damage and causing the target to take 30% increased damage from your Crusader Strike and Holy Shock for 6 sec. 12 second cooldown reduced by haste.
Crusader Strike: Strike the target for 210% Physical damage. Maximum 2 charges. 4.5 second cooldown reduced by haste.
-Blessings of sacrifice, freedom, and protection all have 1 charge baseline.
-Avenging wrath is a 2-minute cooldown with a 35% healing and 20% crit chance increase.
-Consecration was added back in the game for holy paladins!
-Divine protection is now a baseline 20% reduction to all damage.
-New ability divine steed: Summons your Holy mount to ride for 3 sec, increasing movement speed by 100%. Usable while indoors or in combat.
Divine Steed is one of the best abilities we have gained for legion. The potential is very high with this spell, you can use it offensively to land a hammer of justice, or defensively to line of sight crowd control. Combined with freedom it feels a little clunky to get it off, but it’s worth it to create distance (except against rogues who teleport to you, and death knights who grip). But then you can also talent into 2 charges so you can do some cool stuff.
Talent Cheat Sheet
Melee Spec (Avenging Crusader)
15: Crusader’s Might
45: Fist of Justice
60: Devotion Aura
75: Holy Avenger
90: Sanctified Wrath
100: Beacon of the Lightbringer
2: Defender of the Weak
3: Divine Vision
4: Light’s Grace
5: Ultimate Sacrifice
6: Avenging Crusader
Ranged Spec (Non Avenging Crusader)
15: Bestow Faith
45: Fist of Justice
60: Devotion Aura
75: Holy Avenger
90: Sanctified Wrath
100: Beacon of the Lightbringer
2: Divine Favor
3: Divine Vision
4: Light’s Grace
5: Ultimate Sacrifice
6: Blessed Hands
Normal Talents (Non PvP)
In this section of the guide I will be covering the normal PvE talent tree, levels 15-100. I will go over each talent that will be used as default, and mention others which have their place in certain scenarios.
Remember that talents will be swapped every game depending on what you’re fighting against, and also what composition you are playing.
Level 15: Bestow Faith and Crusader’s Might.
-Bestow Faith: After 5 seconds, the target you cast this on will receive a heal a bit stronger then flash of light. 12 second cooldown.
Bestow faith is good in situation where you can predict swaps or incoming damage, because of the 5 second delay time in the healing. There are a ton of possibilities with this talent, but one common combo is to bestow faith yourself, then spam light of the martyr on your ally to avoid interrupts.
-Crusader’s Might: Every time you use crusader’s strike, your holy shock cooldown is reduced for 1.5 seconds. Now this talent is very important when not only playing avenging crusader build (more on this later), but also in Legion we’re very dependent on infusion of light procs to do burst healing. This is because in the current state of the game flash of light does barely any healing at all outside of cooldowns. Holy light can be talented so that the healing is increased by 100% (more on this later), thus infusion procs are powerful.
Level 30: Cavalier
-Divine steed is our mobility for the expansion. Cavalier grants us 2 charges of divine steed. Now why would we want 2 charges? For example, you could divine steed into the healer for a hammer of justice, then divine steed back behind line of sight. Divine steed away from a death knight, he grips you, then divine steed for a second time while freedom is still active on yourself. There are so many situations where this talent is useful, it’s all about discovering how you want to use it in your playstyle. It feels clunky to freedom then divine steed, but most of the time this is correct.
Level 45: Fist of Justice and Repentance
-Fist of Justice: Whenever you cast judgment the cooldown of hammer of justice is reduced by 10 seconds. The range of HoJ stays at 10 yards. If judgment is used on cooldown (12 seconds reduced by haste), you can get the cooldown of HoJ down to 34-40 seconds depending on your rotation. This will be the talent used by default, so get used to casting judgment on cooldown.
-Repentance: Finally, repentance takes off dot/bleeds when cast on the target, this has never happened before. Quite honestly, repentance will be super strong when playing without a mage/hunter/monk. Even with those classes, there are many opportunities to cross cc a team. The cast time is still pretty long and the range 30 yards, but the reward is very high if you get it off in clutch moments.
Level 60: Devotion Aura
-Devotion Aura: An automatic pick, never swap off of this talent. The damage reduction is way too good. It is a 10 yards range, but you can PvP talent into Divine Vision to make it 40 yards. This gives your whole team a passive 6.67% (repeating) damage reduction. With only 1 ally in range, 10% to each of you. When you use aura mastery, everyone on your team receives a full 20% reduction, as well as 15% increased healing from your artifact trait.
Level 75: Holy Avenger
-Holy Avenger: This talent increases your haste by 30% and increases your holy shock healing by 30% for 20 seconds. Something you’ll notice after playing is that paladins need haste, badly. In addition to faster cast times and the global cooldown, most of our abilities cooldowns get reduced by haste. Holy Shock, Light of Dawn, Judgment, Crusader Strike, just to name the important ones.
Level 90: Sanctified Wrath
-Sanctified Wrath: Does the same thing as last expansion, increases Avenging Wrath duration to 30 seconds (up from 20s) and holy shock cooldown reduced in half. This talent also interacts with Avenging Crusader. Quite honestly the other 2 choices in this row are garbage for PvP.
Level 100: Beacon of the Lightbringer
-Beacon of the LightBringer: (Mastery: Lightbringer) now increases your healing based on the target’s proximity to either you or your Beacon of Light, whichever is closer. The healing and range of Light of Dawn are increased by 30%.
The best talent of the row, you can be near a pillar to line of sight cc, and still gain full benefit from your mastery. This is especially important when healing melee classes on your team or any teammates overextended. Also makes Light of Dawn worth pressing in the rotation when you can heal 3 targets.
Row 1: Gladiator’s Medallion and Relentless
-Gladiator’s Medallion: Normal PvP trinket on a 2-minute cooldown. Still a solid choice.
-Relentless: 25% cc reduction passive. even without orc stun reduction, I believe it will be used against rogues and mages. Those 2 classes bring so much cc that it is usually better to just have the passive 25% reduction. Very good choice when using Avenging Crusader, since you will be much more susceptible to cc.
Row 2: Defender of the Weak and Divine Favor
-Defender of the Weak: After healing a target below 50%, your haste is increased by 20% for 5 seconds. After you come out of a cc chain, your teammates will usually be below 50%, and if they’re not, well that’s great news. But the main reason this talent is important is that while you have the haste buff, your global cooldown is much faster, your cast times are much faster. Most importantly, the cooldown of Holy Shock, Judgment, and Crusader Strike is decreased. You can see the potential of this ability really shine when playing Avenging Crusader spec (melee paladin).
-Divine Favor: The next Flash of Light or Holy Light will be increased by 100%, and cannot be interrupted. 45 second cooldown. So this is our new “aura mastery”, but for only 1 cast. It is a pretty decent talent, but when you can get stunned and even blanket silenced on it, I’m not quite sold on it yet. You generally need an Infusion of Light proc (fast cast Holy Light) to make this talent useful.
Row 3: Divine Vision*
-Divine Vision: Increases the range of your Aura by 30 yards (up to 40 yards). So this PvP talent makes it so your aura actually does something in PvP for your team. Something interesting you can also do is since we will always take devotion aura, you can spec out of Divine Vision and give yourself a passive 20% damage reduction if you are more than 10 yards away from your team. Thus the * I included, you will spec out of divine vision if you are getting trained the whole game against specific comps.
Row 4: Light’s Grace and Pure of Heart
-Light’s Grace: Increases healing of Holy Light by 100% and stacks a 5% damage reduction up to 3 times. The damage reduction buff lasts 8 seconds. This talent is the best in the row against most everything, it makes our Infusion of Light (fast cast Holy Light) procs very valuable, thus we cannot waste any procs.
-Pure of Heart: When you or allies within 20 yards are healed from ANY source, they are cleansed of all Diseases and Poisons. Yea this talent is strong against the obvious classes, assassination rogues, unholy death knights, but the third class that this talent is useful against is hunters. This talent destroys the hunter mortal strike effect. You can skip this talent against frost death knights.
Row 5: Ultimate Sacrifice
-Ultimate Sacrifice: Blessing of Sacrifice now transfer 100% of all the damage to you into a damage over time effect. This talent is insane. I cannot stress enough that a well-timed ultimate sacrifice can change the tide of a game. Did I mention that you cannot dispel Blessing of Sacrifice now? You’re making whoever you cast it on IMMUNE to damage for 12 seconds. You have to be careful though, as soon as you cast Ult Sac, you will be the kill target. The best way to use this talent is to pop it, divine steed away from the fight, and cast your artifact weapon (more on this later).
Row 6: Avenging Crusader and Blessed Hands (The most important talent row)
-Blessed Hands: Grants 2 charges to all your blessings. This talent is just plain strong, 2 charges of freedom, sacrifice, protection. You take this talent against heavy cc comps such as rogue/mage or warrior/mage.
-Avenger Crusader: I saved the best for last. This is my favorite talent of the expansion, and the holy paladin class. Without this talent, I would have probably quit paladin.
Your Crusader Strike, Judgment and auto-attack damage is increased by 40%.
The cooldown recovery rate of Crusader Strike and Judgment is increased by 50% (reduced in half).
When you deal damage with Crusader Strike and Judgment, you and the nearest 2 injured allies will be healed for 200% of the damage done. Lasts 20 seconds (30 seconds with Sanctified Wrath)
1 minute cooldown.
So the basics when running this talent is as follows.
1. Beacon of Light on the target taking the most damage.
2. Judgment>Crusader Strike>Crusader Strike>Holy Shock for healing or damage.
3. The main goal is to always have judgment applied to your target when you attack with Crusader Strike.
4.The AoE healing transfers to your beacon target, I cannot stress this point enough, the secret to this spec is to keep beacon on the target taking the most damage, or the target you want topped off. That’s it.
Playing with Avenging Crusader has its downsides as well. Since you are in melee range in the fight you can get cc’d more easily. Also you can get swapped to and attacked much more easily as well.
When playing with this new playstyle, don’t get discouraged. It’s new and takes some getting used to. At first I thought it would not be that good, but as I played it more and more, after much practice it is easily one of best experiences I have had playing WoW.
In this section I will be going over our artifact weapon, new to Legion we will have the same weapon throughout the expansion but now we upgrade it with artifact power. Our Artifact Ability is Tyr’s Deliverance.
Tyr’s Deliverance: Heals an injured ally within 15 yards for 39,054 (scales by gear/in PvP combat) every 0.9 sec. for 10 seconds. Allies healed receives 20% increased healing from your Holy Light and Flash of Light for 10 seconds. 2 second cast (reduced by haste) 1.5 min cooldown.
At first I thought our artifact ability was, excuse the language, complete LUL. But as I played with it, I came to realize that it’s not that bad. The situation you want to use this in are before a cc chain, behind a pillar after you ultimate sacrifice’d your teammate, or right before the enemy team pops heavy aoe damage.
Power of the Silver Hand: Casting Holy Light and Flash of Light have a chance of increasing the healing of your next Holy Shock by 10% of all damage and effective healing (not over healing) you do within the next 10 sec.
In plain English, it’s just a nice extra healing boost when you’re going through your normal rotation. It’s passive so don’t worry too much about it.
The Light Saves: When the health of your Beacon of Light target falls below 50%, the next Holy Light or Flash of Light on the Beacon target will be increased by 100%. Passive, can occur only once every 30 sec.
The way this talent works is that the beacon has to be on the target when they fall below 50% hp. You cannot beacon a target below 50% and get the buff. They would have to go above 50% hp, then fall below 50% hp again. Also keep in mind it’s for the beacon target.
Protection of Tyr: 15% healing increase while aura mastery is active to all allies within 40 yards. Good aoe healing increase. Passive.
Spending Artifact Power
As of writing this guide, the way I plan on spending my artifact power is as follows. I will be leveling as protection, and buying only 13 artifact traits in the protection weapon. Sadly leveling as holy paladin is not very fast.
Then the order of purchase for artifact traits goes as follows:
Virtues of the Light, Knight of the Silver Hand, Vindicator, Deliver the Light, Shock Treatment, Protection of the Light, Blessings of the Silver Hand, Share the Burden, Justice through Sacrifice, The Light Saves, Power of the Silver Hand, Templar of the Light, Expel the Darkness, Focused Healing, Protection of Tyr.
The order listed above is currently what I believe is the best order for PvP, gaining our most useful artifact traits first. This section is open to opinion, but this is what I plan on doing.
I will update the guide about relics when I honestly figure out which are the best.
This section of the guide will be updated depending on how the meta shifts once legion goes live. Everyone has to keep in mind that at the beginning of the season, we will not have full gear, barely powered up artifact weapons, and will be trying out new comps.
What I can tell you about compositions so far is that you will want to play with either warriors, rogues, or fire mages. With one of these specs on your team you cannot go wrong.
If you made it this far, I hope you found something useful here. If not, I’ll keep updating the guide as more information becomes available. As I finish writing this guide, it is 5 days before the launch of Legion, and I’m hopeful that PvP will be in a good spot. If I’ve learned anything playing this game, play to have fun. Yea being competitive is awesome, but if you aren’t having fun doing it, then why are you doing it? That’s something I think about all the time. So the next time you interact with somebody online, or even in life, try to make a connection with them. Remember that all of your opponents are people, real human beings, and are probably just like yourself. Thanks for reading, and take care <3.
I stream Holy Paladin as much as I can.
Btag- Borngood#1295 if you ever want to ask questions or have a nice chat.
Posted Raak on 07 January 2015 - 09:22 AM
Sure KS needs to be made peelable too but this is a fine start.
Also can that Lord Xar get thrown the fuck off this forum already?
Posted ysnakewoo on 05 January 2015 - 08:10 AM
Before we venture into the realm of fails WoD has brought upon us, let us take a brief look at some of the amazing features WoD has given us:
- Skirmishes while leveling and on level 100. This was the most sought-out feature since its removal. It is fun to go to Skirmishes, get gear from them and practice a bit at the same time.
- Item level raised in Random BGs. Again, making gearing more fun and engaging, not making it a boring get-1shot-grindfest is a huge step up for Blizzard and this is the first time I've actually had some fun while gearing my characters.
- Less instant CC over the board. This will be discussed in detail later, but general "less instants" pruning has given PvP a nice healthy pool.
- Less arena-specific, but music in this expansion is great.
With that positive opener, let us now talk about the bad things that this expansion gave us, mainly PvP-wise.
- Ability pruning. We have all been hyped for this, because let's face it, there were too many buttons at some point and every class had almost everything, making them less and less unique. However, there is a limit until which ability pruning is fine, Blizzard have clearly crossed it. The "feature" that they have added became one of the worst enemies for this game. This lead classes to being too one-dimensional, poorly designed or designed with flaws and generally dull and boring.
Let's take Warlocks for example. Once one of the most fun classes to play in arena with a multitude of options available has been pruned to nothingness. The removal of one spell, Fel Flame, really hurt the class. It seems that Blizzard forgot that Warlocks can get interrupted and gave them only one school. They have been pruned to being damage-bots with amazing survivability (one of the few niches they actually kept in the game), no one finds looking at Drain Soul channel fun.
- Archaic mechanics. This isn't a thing you hear about every day, but Blizzard have put so many spells into "passives" that I cannot help myself but to feel that passives are what my class really is. Archaic mechanics that the game had to offer, even if at times they seemed obsolete or irrelevant, gave classes their currently-needed-depth. The old "stance dancing" could be described as tedious at certain points, but it still gave players the feeling that they are using their class to its fullest potential.One of the most plain examples can be used with Priests:
Priests had Inner Fire and Inner Will, and they could swap between the two at the cost of a global. We are all well aware what the bonuses of each of those were, and that's what gave the class depth at a basic level. If the Priest is facing a caster cleave, he would spend almost an entire game in Inner Will, while if the Priest is facing a melee cleave, he would opt to go Inner Fire if he gets trained. Pretty simple stuff, however, if a Priest knew he needs to heal someone up and he has a global to spare (let's say he's running around the pillar after being feared), he would quickly switch to Inner Fire > possibly Inner Focus > spam heal after shielding and then switch back to Inner Will when he feels comfortable. This little, almost irrelevant, mechanic gave players the feeling that they are using their class to its fullest. This was taken away from the players and put as a passive spell, it was not redundant.
- Dabbling into specifics of arena right now:
- Self healing. This was blatantly broken in Mists of Pandaria, but due to healers being unable to control their characters (an overstatement, but not far from the truth), this was seen as an okay way to supplement the sheer amount of CC available to almost all classes. However, this self-healing disease has spread into WoD and we have all seen its atrocities. The amount of self-healing certain classes have is downright stupid. Most blatant examples of this are Feral Druids, Frost DKs, Destruction Warlocks and Boomkins. Self-healing has got to go, five steps down from its current state. No one minds a class having some self heals to help them last longer in combat, however, having a pocket healer tied to one of your abilities should not be in the game. PvE reasons are not the answer since none of these classes actually uses their heals as much as they do in PvP.
- Dampening. This mechanic was Blizzard's way of saying "look, we have no idea how to balance this, here's a random idea we came up with, have fun". The sheer stubbornness Blizzard has shown everyone with that feature was just mind-blowing. It was an insult to the entire PvP community along with them acknowledging themselves as incapable of doing something about healing in the arena. While the entire community was flaring with proposals left and right, they have picked yet another passive ability that controls your gameplay. Instead of introducing mana management and reducing the amount of self heals, they have done quite the opposite.
- Weird gear-obtaining system. This particular topic was covered in many posts, especially in that nicely written reddit post, however, I still feel the urge to mention that this RNG system is an atrocity to everyone. It is unrewarding to some and extremely rewarding to either the lucky (well, that's fine) or to their respective classes (Colliseum, Alliance vs Horde ratio in Ashran) and many other factors. Such huge factors should not play a role in your character's progression. PvP gear progression was always relatively stable and simple, but all of this mumbo-jumbo that is currently going on SHOULD NOT see the light of day in any other season besides this one. We do not need 30 ways to obtain our PvP gear, we are fine with one, that is Conquest points, and to add some flavor, keep the Ashran one, since that's your vision of a "world boss drop" that was common in previous expansions.
- Ashran. This is an absolute abomination of a zone. You cannot force a half-MOBA half-Guild Wars2-esque zone down our throats. The zone is an absolute disaster, and it boils down to PvE at the end regardless of it. Blizzard stated "Ashran is not ABSOLUTELY needed", I believe Blizzard does not know what "not" means. Currently, Ashran is ABSOLUTELY needed, 800 points per month, plus 4 chances to get a random PvP epic over the course of 4 weeks. That seems pretty "absolute and necessary" if you ask me. With Ashran in mind, we can talk about another issue that has seen the light of day.
- Faction imbalance. Everyone was crying about faction imbalance in Ashran, and it was everpresent in WoW since Cataclysm. However, for whatever reason, everyone always leaned toward Alliance (particularly because it is easier to find arena partners and because of the Human racial), now Horde is left with a couple of good servers, and the rest has been conquered by this mighty Alliance. Not sure if they should be still called "Horde", I believe "Pack" would be an appropriate name. One would jump to a conclusion and state that this is primarily player's preference. Personally, I haven't met a player who didn't say "yeah, Undeads are one of the coolest-looking motherfuckers around". But, McBlizzard decided that it is time to put a ridiculous price for an automatic service. My entire guild and partners would migrate this very instant if the price wasn't so goddamn high. Also, why is there a price? If a server has clear faction imbalance, can you not give them free faction change/server change? Not only for super-high populated servers, but for the low-population servers as well.
- Cheaters. WoD has seen the rise of the scum like no other expansion before has. These trapbots and kickbots are on the loose in arena in a multi-billion dollar game and Blizzard is nowhere near solving this issue. They have sued Honorbuddy makers and the case is on the court, however, from the looks of it, it seems that Honorbuddy lawyers are getting the better of Blizzard. I haven't checked the case in a while (you can view it on Honorbuddy website), but the last I checked, it wasn't going very good for Blizzard. These players NEED to be removed and banned from the game.
- General feedback from players. Now, we have all paid a visit to the official WoW forums and saw the horrible suggestions players were making. However, every now and then, there is some bright diamond in there that well-written, well-detailed feedback about something, those diamonds usually get lost in the ocean of horrible cry-posts on generally unmoderated forums. Now, Blizzard has done a nice marketing trick, leaving the game to "soak" a bit over the holidays, using them as an excuse to make a proper overview of the situation. But then, one would expect a multi-billion dollar company to know their market and their customers, which is obviously not the case. Even the PvE community is outraged with the class overhaul and poor class design, which leaves us with nothing else but to point fingers at the designers.
In case you haven't been paying attention to the offical WoW forums, prior to WoD release, there was an OUTCRY of PvP and PvE players, ranging from the casualest of casuals to the most hardcore motherfuckers around. All done in proper feedback posts, all written with all the details and general consensus was made amongst the players about certain cases. However, that wasn't the case for Blizzard as they were convinced they were doing something amazing while completely ignoring the feedback players were giving them.
It seems that Blizzard themselves are not happy with how low appreciation they are getting from their beloved customers, as can be seen with the latest Holinka posts, with cynical comments and jabs. They are unpleased, but they were warned about this and the community's call once again fell on deaf ears.
The communication between the "high command" and us is completely lackluster. None of us have any idea where the game is going to go, how it will pan out, what are the plans for anything related to the game, it seems that this regime is going to continue onwards.
We, as a community, are in need of communication from the Blizzard devs, however, that's a topic for another discussion.
- Counterplay mechanics. This is going to be the last one. The game has systematically removed most, if not all, counterplayer mechanics from the game. The "outplay" is not there anymore. In other games, I love to get my ass handed to me by a better player. It sucks to lose, but you do not feel horrible after losing to a superior player, you feel horrible when outplays are not possible. The game currently offers very few of those, the game needs to differentiate the good and the bad. Every game was like that and every game IS like that. For the love of Azeroth, please bring back depth into this game. It is shallow, dull and boring from the moment you learn your PvE rotation.
Thanks for the lengthy read, here is the TL;DR for those that did not have the time/couldn't be arsed:
- Ability pruning destroyed the depth classes initially had to offer and classes feel boring and shallow.
- Self-healing and Dampening need to be reworked.
- RNG dictating your PvP gear progression should not be in the game.
- Blizzard not listening to the feedback from their players and WoD leaves a lot to be desired. You cannot please everyone, but you gotta please someone except casuals.
I could not go in detail about every possible problem the game is currently facing, merely scratched the surface. I do not want to propose changes as they are pretty darn obvious, I am starting to think this entire post is just me venting in some way. Apologies in advance if it sounds like that. Merely trying to get the wheels going and if the thread is not up to standards, feel free to remove it Basedstick.
Posted Glink on 27 December 2014 - 12:12 AM
If Reckful didnt come back to WoW after he quit in Cata he would have left a legacy as the best arena player of all time. In recent years his shenangins and amtics on wow amd stream kind of tarnished the reputation of being a top player. However, his past accomplishments and videos will always be respected and impressive.
Hes an entertainer more than the pro gamer he was known as at this point, which isnt necessarily bad, but its just a shift in his image.
Although, can you blame the guy? Sure he sold out, but who wouldn't want all the donations and money he gets just for playing games and having fun?
Although imo he fucks around with way too many other woman and Jenna probably deserves better. Maybe shes in it for the fame/money though who knows.