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tehkommunist

Member Since 16 Jul 2011
Offline Last Active Jun 15 2015 09:18 PM
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#4429247 Honorbuddy won't work in arena anymore (y)

Posted Lolflay on 28 May 2015 - 01:05 PM

https://www.thebuddy...tlegrounds.html

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.


#4421365 was it worth it?

Posted Lolflay on 10 May 2015 - 10:29 AM

Made a few lifetime friends, both from my town, my country and other countries, had a lot of fun, etc. Why would I regret it ?


#4413972 Stop the double healer dps teams

Posted Lolflay on 24 April 2015 - 03:08 AM

View Postdizzcord, on 23 April 2015 - 01:32 PM, said:

People play what what works and what they find fun, you arnt someone to judge what comps people should or shouldnt play.

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.


#4395194 Volkovitch what comp? jw

Posted Volkovitch on 02 March 2015 - 03:08 PM

100% sure. Unholy forever!


#4409540 DK/WW/Hpally - Correct playstyle

Posted Volkovitch on 14 April 2015 - 09:42 AM

Hello Dk,

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!





#4411431 Stop the double healer dps teams

Posted DjHypeZyo on 18 April 2015 - 12:28 AM

So basically we have so many teams queueing double healer dps atm and makes it impossible to even queue a normal comp. So I just wanted to say, Do you play it? Then fuck you. Remove double healer sign from 3v3 holinka plz. So many 2.4k guys getting their 3k now lol


#4410255 6.2 patch notes

Posted God on 15 April 2015 - 03:40 PM

View Posthertzuk, on 15 April 2015 - 09:56 AM, said:

Slightly more thread related but equally off topic: The best part of this thread is the 3k rated hunter who thinks that your own character is not player controlled.

Not sure why that is really relevant.

It's the pet that should be getting Glad after all.


#4408656 Game of thrones, the three first eps of the 5th season are leaked !

Posted Thaya on 12 April 2015 - 05:27 AM

i refuse to watch it in 320p sorry


#4247308 Borngood's Holy Paladin PvP Guide WoD and (6.1)

Posted Borngood on 30 October 2014 - 07:04 PM

Borngood's Holy Paladin PvP Guide WoD and (6.1)

This is my first guide and contribution to this site, aimed towards new and returning players to the Holy Paladin class for Warlords of Draenor PvP. The format for this guide was emulated from Vanguardsz Retribution guide with a bit of a twist of my own, thank you for your work to the community.

All important new changes will be colored with NEW, for those returning to the game and with some experience to the class.

All patch 6.1 changes will be colored with 6.1.

PvP Talents
Level 100 PvP Gear Set Bonuses
Glyphs
Stat Priorities
General Healing Comments
Level 100 Perks
Minor Changes
What race should I play?
Common Team Compositions
Macros
Which pieces of gear do I buy first?
Best In Slot Gear List
Final Comments and Thoughts

6.1 Major Holy Paladin Changes in 6.1? (Patch Notes)

Execution Sentence's healing dealt by Stay of Execution has increased by 100%.

Hand of Purity now reduces damage taken by 15% (up from 10%).

Sacred Shield's (Holy) mana cost has been reduced by 34%.

Denounce damage has increased by 50%.

Holy Shock damage has increased by 50%.

PvP 2-piece set bonus for Holy Paladins now lasts 12 seconds (up from 8 seconds).

PvP 4-piece set bonus for Holy Paladins has been redesigned. Eternal Flame or Word of Glory now also reduces damage taken by the target by 5% for each Holy Power consumed (maximum of 15%) for 6 seconds. This effect only works in PvP combat.

Beacon of Insight (Holy) now increases healing received by the target by 40% (up from 30%) and moves to the next most injured ally when the target reaches 90% health (instead of full health).

Stoneform when used, now triggers a 30-second shared cooldown with other PvP trinkets that breaks crowd-control effects.

Major Holy Paladin Changes in 6.0.3?

1) We have to cast Word of Glory and Eternal Flame.

2) At level 100 your only holy power generating abilities are Holy Shock, Crusader Strike, and Holy Radiance.

3) Divine Light has been removed and replaced with Holy Light.

4) All of our healing cooldowns have been combined into avenging wrath for one cooldown.

5) Last of all Turn Evil (fear) cannot be cast on players and has been replaced by Blinding Light in the talent tree.

PvP Talents

There are some mandatory talents which you will never change, but others you will change almost every arena/rbg match depending on the composition of you and your opponent.

Level 15: Mobility

Must have: Speed of Light

A quick burst of movement with a decent duration, can be used offensively and defensively. The main reasoning is that Long Arm of the Law is nonviable, and will probably never see use in PvP for Holy Paladin (until changes are made).

Pursuit of Justice: May see some use, credit to Jimjim.

Level 30: Crowd Control

Every talent in this tier will be used, but mostly Fist of Justice and Repentance.

(Recommended) Fist of Justice: No change since MoP, but generally the default talent of choice for the most part(Also the easiest out of the 3 to use).

Repentance: Good ol' Rep, useful when playing comps such as kittycleave, kfc, tsg (cleaves) pretty much every composition that does not play with a Mage, Warlock, Spriest, and Ele (wizards). The added crowd control Repentance can bring to cleaves is one of the best advantages of bringing a Paladin to your team.

NEW Blinding Light: Turn Evil is gone from the tier, and now has been replaced by our old ability Blinding Light. It is now instant cast and on a 2 minute cooldown. Use when you do not have a short cooldown fear on your team.

Level 45: Healing

Must have: Sacred Shield

It happened, no more instant casting Word of Glory and Eternal Flame. The good news is that Sacred Shield got "buffed". I use quotations because the real change is that now Sacred Shield can crit absorb, which it could not before. Another perk is that while the absorb part can be dispeled, the ability that procs the absorb cannot. The choice is Sacred Shield for now.

Level 60: Defense

My favorite tier of the talent tree, and most important for surviving.
All talents in this tier will be used, but mostly Unbreakable Spirit and Clemency.

Clemency: You gain two charges of Hand of Protection, Sacrifice, and Freedom. Use this talent when you suspect the enemy will be attacking your teammates, and not yourself.

Unbreakable Spirit: Use when you know you are going to get trained, or swapped to frequently. With Divine Protection and Divine Shield on a 50% cooldown reduction, you become more difficult to kill.

Hand of Purity: Only used against Affliction Warlock caster cleaves, nothing else. To be honest this talent is underwhelming with only a 6 second duration, so I recommend sticking with the other 2 talent choices.

6.1

Hand of Purity now reduces damage taken by 15% (up from 10%).


NEW Level 75: Healing Cooldowns

Recommended: Sanctified Wrath

Avenging Wrath is now a beast of a cooldown, it increases healing by 100% as well as haste, critical strike chance, and damage by 20% for its duration of 20 seconds. Something I've noticed playing is that with Avenging Wrath up, you top your team instantly and is quite frankly too much healing (no complaint here). So increasing its duration to 30 seconds, is a massive amount of healing, and it feels like your team is invincible for the duration. Your Holy Shock cooldown is reduced by 50%, and critical strike chance of holy shock increased by 20% additionally. For those curious, we can get Holy Shock to be upwards of 160% chance to crit at level 100.

Holy Avenger/Divine Purpose: Sadly with our holy power finishers now requiring a cast time, these talents have become obsolete. Sanctified Wrath is too powerful to pass up.

Level 90: Burst Healing

Must have: Execution Sentence

6.1

Execution Sentence's healing dealt by Stay of Execution has increased by 100%.

Execution Sentence got buffed with the largest tick of healing immediately when cast, and now 100% more healing. I have been using this in 3s heavily since the patch hit. A trick to heal 2 people at once, is to execution sentence the lowest target, beacon the second lowest, and beacon transfers all the healing done. It is very powerful.

Holy Prism- Use against affliction lock teams sometimes, such as WLS, RLS, etc.

On a 20 second cooldown, use when you need to be on the move and cannot stop to cast. Also can be used on party members or yourself to hit Rogues, Druids, and Mages out of stealth within a 15 yard radius.



NEW Level 100: The Boys Are Back

Holy Paladins are back with a vengeance after the season 14 and 15 fiasco, and these talents bring justice to our enemies.

Recommended: Saved by the Light
When you or your Beacon of Light target drop below 30% health, you instantly grant the injured target a protective shield, absorbing up to 30% of their maximum health for 10 sec.

You cannot shield the same person this way twice within 1 min.

You know that ability Shamans have called Nature's Guardian that makes them..., well you know, Paladins now have it but in absorb form! You read that right, we can give it to our teammates. So every player on your team is basically a Shaman, how can you lose. All joking aside this is probably the best talent of the tier and will be the most used.

Beacon of Faith:
Mark a second target as a Beacon, mimicking the effects of Beacon of Light.

This talent will be required when fighting against heavy dot cleaves, having 2 beacons out at the same time is amazing. Also can become very mana efficient (explained later). *Very good talent for RBGs against boomkins.*

Beacon of Insight (Holy): now increases healing received by the target by 40% (up from 30%) and moves to the next most injured ally when the target reaches 90% health (instead of full health).

I'm not sure how I feel about this talent yet, I feel it is the weakest of the 3 choices in the tier at first glance, but there is a possibility to see some use somewhere.

NEW Level 100 PvP Gear Set Bonuses

6.1

PvP 2-piece set bonus for Holy Paladins now lasts 12 seconds (up from 8 seconds).

PvP 4-piece set bonus for Holy Paladins has been redesigned. Eternal Flame or Word of Glory now also reduces damage taken by the target by 5% for each Holy Power consumed (maximum of 15%) for 6 seconds. This effect only works in PvP combat.

Paladin WoD PvP Holy 2P Bonus: Denounce grants you 100% of the critical strike chance of the target for 12 sec.

Example- You have a base 15% chance to crit. You Denounce a rogue with 35% chance to crit. For the next 12 seconds you now have a 50% chance to crit. Holy Shock has double the normal critical strike chance. You now have a 100% chance to crit with Holy Shock with the buff active.

That ability we have denounce, it now has a 40 yard range, and steals crit in addition to canceling the targets crit.

NEW Glyphs

I have some good news, glyphs got a bit complicated for Holy Paladins. There are so many great glyphs to choose from, but there will be default glyphs to use as a starting point.

Default Major Glyphs
Spot 1: Glyph of Beacon of Light
Spot 2: Glyph of Denounce
Spot 3: Glyph of Merciful Wrath

Glyph of Beacon of Light: Removes the global cooldown on Beacon of Light. Same as before but the ability Beacon of Light now has a new design.

Beacon of Light: Your heals, including multistrikes, on other party or raid members will also heal the Beacon of Light target for up to 50% of the amount healed. Your Flash of Light and Holy Light on the Beacon of Light target will also refund 40% of their Mana cost. Your single-target heals heal your Beacon of Light target for 10% more. Also applies to Beacon of Faith.

Tl;dr- Beacon does not generate holy power anymore, you now have 10% increased healing on beacon and save mana when casting on beacon targets. So it is important to use this glyph to be mana efficient.

Glyph of Denounce: Your Holy Shocks reduce the cast time of your next Denounce by 0.5 sec. This effect stacks up to 3 times.

We spam Denounce, the target cannot crit, we gain their crit, everybody wins.

Glyph of Merciful Wrath: Reduces the cooldown and effect of Avenging Wrath by 50%.

I have done a ton of beta play testing, and this glyph is really better than it seems at first. With this glyph activated combined with the talent Sanctified Wrath, Avenging Wrath becomes this:

Healing done increased by 50%.
Haste, critical chance, and Damage done increased by 10%.
Duration 30 seconds.
Cooldown 90 seconds.

From play tests I found 50% healing increase was usually enough to get you out of tight spots, but keep in mind this is just the default. If you are expecting a shorter game, replace this glyph first.

Situational Glyphs (You will use all of these.)

Glyph of Divine Protection: Reduces the magical damage reduction of your Divine Protection by 20% but adds 20% physical damage reduction.

Does the other team have melee? check, apply glyph.

Glyph of Cleanse: Cleanse now has a maximum of 2 charges, but its cooldown is increased by 4 sec.

All healers have this, it is useful against Mages and Warlocks who still have spammable crowd control.

Glyph of Hand of Freedom: Hand of Freedom immediately reduces the remaining duration of all effects which cause loss of control of a character by 25%. Any additional loss of control effects applied within 4 sec have 25% reduced duration.

Are you about to die to a Mage/Rogue opener? Cast freedom while stunned, and /dance with all the time you'll have not stunned. Also you can freedom while trapped, to reduce the trap duration.

Glyph of the Liberator: Hand of Freedom's cooldown is reduced by 5 sec when not cast on self.

Melee will love you, a lot.

Glyphs of Devotion Aura: Devotion Aura no longer affects party or raid members, but the cooldown is reduced by 60 sec. (From 3 min to 2 min.)

This glyph will be useful against double wizard teams such as mage/spriest and mage/lock where casting out of cc becomes tougher.

Honorable Mentions:Flash of Light, and Harsh Words.
These glyphs have a use somewhere, just not sure yet.

Final Glyph Thoughts: There will be endless argument over which glyphs replace which, but my personal PREFERENCE in keeping glyphs goes as follows-
Beacon of Light>Hand of Freedom>Merciful Wrath. Which means replace Merciful Wrath first if you need to.

NEW Stat Priorities

Int > Versatility = Haste > Mastery > Crit > Spirit > Multistrike

If you start to have mana problems, use 1 spirit trinket.

(Recommended) Enchant Weapon - Mark of the Bleeding Hollow gives 500 mastery, which is about 5% mastery.
Enchant Weapon - Mark of the Thunderlord will be for crit healing output.
Enchant Weapon - Mark of Warsong will be for haste output.
Enchant Weapon - Mark of Shadowmoon will be for mana regen.

NEW General Healing Comments

Things to keep in mind is Flash of Light, Holy Light, and Word of Glory, all do near the same amount of healing. The differences between these abilities are as follows-

Flash of Light: Normal cast time, costs most mana.
Holy Light: Long cast time (reduced to really fast by Infusion of Light), costs roughly half of Flash of Light.
Word of Glory: Normal cast time, no mana cost.

The basic healing rotation is: Holy shock/Holy Prism on cooldown> Fast cast holy light proc > 3 point Word of Glory > Flash of light > Holy Light.

NEW Level 100 Perks

As you level from 90 to 100 you gain perks specific to your class and spec.

Empowered Beacon of Light: Your single-target heals heal your Beacon of Light target for 10% more. Also applies to Beacon of Faith.

Enhanced Holy Shock: Your Holy Light and Flash of Light have a 10% chance to cause your next Holy Shock to not trigger a cooldown.

Improved Forbearance: Reduces the duration of Forbearance by 30 sec. (60 seconds to 30 seconds.)

Improved Daybreak: Increases the healing from Daybreak by 100%. (Useless)

NEW Minor Changes

Hand of Sacrifice is no longer on the global cooldown.
Divine Plea was removed, and mana regen was buffed.

What race should I play?

Alliance: Human. You gain 100 versatility passive (Our best stat), and an extra trinket slot for the buffed PvP trinkets.
Horde: Blood Elf. The Blood Elf silence has become very valuable with most blanket silences removed from the game.

6.1

Stoneform when used, now triggers a 30-second shared cooldown with other PvP trinkets that breaks crowd-control effects.


Common Team Compositions

This is where I look at team compositions and place them into their respective tiers, tier 1 for example being the best. (Subject to massive changes, could use input from the community as well to help me out.)

Tier Free Rating:
MAGE

Tier 1:
Walking Dead Cleave (dk/ww/paladin)
Shatterplay (mage/spriest/healer)
RMP (rogue/mage/paladin)
MLP (mage/warlock/paladin)
(mage/boomkin/paladin)
HLP (hunter/warlock/paladin)
Junglecleave (feral/hunter/healer)
WLP (warrior/warlock/healer)

Tier 2:
RLP (rogue/warlock/paladin)
Shadowcleave (dk/warlock/healer)
TSG (warrior/dk/healer)
Kittycleave (feral/warrior/healer)
KFC (warrior/hunter/healer)
Smokebomb cleave (combat rogue/dk/healer)

Tier 3:
PHD (paladin/hunter/dk)
Ebola (feral/dk/healer)
(dk/boomkin/paladin)
LPD (warlock/healer/boomkin)

Tier Do Not Play:


Not sure:

Macros

Sacrifice (prevent double sacrifice)

#showtooltip
/castsequence reset=3.0 hand of sacrifice, word of glory

Avenging Wrath (healing cooldowns)

#showtooltip
/cast avenging wrath
/use Primal Combatant's Badge of Dominance

Which pieces of gear do I buy first?

Which pieces you buy depend on whether you got lucky in RBGs, ashran, or coliseum. You just have to make sure you buy the main hand weapon the first week you achieve 7250 conquest earned for the season. This guide is made assuming you have bought 0 pieces, and have earned 0 pieces from outside sources. After you have the main hand weapon, just buy the gear pieces that give the biggest upgrades to versatility and haste stats. Buying cloak early is for the 10% run speed enchant.

Best In Slot Gear List

Ashran reputation is required for the versatility gear, which are wrists, gloves, belt, and boots.

Main Hand- Primal Gladiator's Gavel (Crit/Mastery)
Off Hand- Primal Gladiator's Barrier (Haste/Multistrike)
Wrist- Primal Gladiator's Armplates of Victory (Versatility/Crit)
Chest- Primal Gladiator's Scaled Chestpiece (Crit/Haste)
Cloak- Primal Gladiator's Drape of Prowess (Haste/Mastery)
Shoulders- Primal Gladiator's Scaled Shoulders (Crit/Mastery)
Neck- Primal Gladiator's Pendant of Prowess (Crit/Haste)
Helm- Primal Gladiator's Scaled Helm (Haste/Mastery)
Gloves- Primal Gladiator's Plate Grips (Haste/Versatility) Non-set Bonus
Belt- Primal Gladiator's Girdle of Victory (Versatility/Mastery)
Legs- Primal Gladiator's Scaled Legguards (Haste/Multistrike)
Boots- Primal Gladiator's Warboots of Victory (Haste/Versatility)
Ring 1- Primal Gladiator's Band of Cruelty (Crit/Haste)
Ring 2- Primal Gladiator's Band of Meditation (Haste/Spirit)

Trinkets- You will use many trinkets depending on the situation. I will narrow it to 2-3 trinkets that you will buy first. Those will have a (*) next to it's name.

For non-humans:
*Primal Gladiator's Medallion of Adaptation (Versatility)
Primal Gladiator's Medallion of Meditation (Spirit)
Primal Gladiator's Medallion of Cruelty (Crit)
Primal Gladiator's Medallion of Tenacity (Stamina)
Primal Gladiator's Insignia of Dominance (Versatility with proc intellect)
*Primal Gladiator's Badge of Dominance (Intellect with on use Versatility)
Primal Gladiator's Emblem of Tenacity (Stamina Battlemaster)

Humans:
*Primal Gladiator's Insignia of Dominance (Versatility with proc intellect)
*Primal Gladiator's Badge of Dominance (Intellect with on use Versatility)
Primal Gladiator's Emblem of Tenacity (Stamina Battlemaster)
Primal Gladiator's Emblem of Mediatation (Spirit Battlemaster)

Use the 4 pc bonus!

Final Comments and Thoughts

Things are looking hopeful for Holy Paladins in season 16, but I just want to remind people we are coming off of the worst 2 seasons in arena history for Holy Paladins. So I implore the arena community to make some new Paladin friends, give them a chance because they deserve it. For those who stuck it out through season 15 as a Holy Paladin, you will find season 16 one of the most rewarding seasons ever.

You can message me on btag@ Borngood#1295 if you ever have any questions.
www.twitch.tv/Borngood I will be streaming once WoD comes out, to showcase some Holy Paladin gameplay to anybody interested.

I hope somebody out there learned something useful, and thank you for reading!


#4347842 team names

Posted Smooviex on 11 January 2015 - 08:07 AM

Posted Image

vs

Posted Image


#4336767 combat kidney shot now 6 secs!

Posted Raak on 07 January 2015 - 09:22 AM

I like how people have been saying for weeks how 8sec kidney is the most imbalanced thing in the game and now that they do the solid and nerf it down to 6 seconds somehow people say shit like "this wont change a thing". Like what?

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?


#4332939 Feedback and general PvP issues

Posted ysnakewoo on 05 January 2015 - 08:10 AM

Greetings there, this is going to be a wall of text that I just have to get out of my system somehow, even though the hopes of WoD being a PvP-friendly expansion are nearly gone, I lay my hope that someone somewhere might read this and think it through. Of course, everything can be discussed (and possibly flamed, considering the nature of AJ forums), but I tried to remain as objective as I can.

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.


#4319538 So Reckful hey?

Posted HeyimJack on 27 December 2014 - 01:53 AM

117-4 dont fucking forget it


#4319388 So Reckful hey?

Posted Glink on 27 December 2014 - 12:12 AM

You either die a hero or you live long enough to see yourself become the villan.

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.



#4309407 Hunter POM Sheep

Posted Marshmellow on 20 December 2014 - 11:49 PM

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