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ShiqraMember Since 13 Sep 2011
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Posted Fewen on 05 April 2016 - 10:14 PM
Posted Zarthog on 21 March 2015 - 03:58 PM
I’m Babbi and I fucking love this game. Well, at least I used to.
The main question is: WHAT HAS CHANGED? What events have turned WoW into the game as we know it today?
In order to solve a problem, one must first analyze it. I will do so in small steps, and ultimately draw a conclusion.
S8 will be used as indirect paragon as I have always felt like that’s where the game had a philosophy shift, and as a consequence started becoming uni-dimensionally dull.
Without any further ado, let’s head into it.
1. Offensive cooldowns and on use trinkets.
The gameplay has shifted from requiring clever positioning and control towards either having or not having the right CDs at the right moment. It’s like everybody is a goddamn BM hunter nowadays. The difference in damage between having CDs up or not is absurd.
2. Defensive Cooldowns
With the introduction of offensive cooldowns there was the obvious need for defensives to survive the damage spikes.
This turned fragile and elegant classes which revolved around positioning and control like mage and rogue into fucking tanks.
For example, look at mages in WoD. Mages can just stand in the middle of the arena carelessly, the problem is not poly having no cd as many people suggest, the problem is that they are not punishable for standing in the middle of the fucking arena spamming cc. If you ever get close to killing him, blink + blazing speed or Ice Block guarantee safety.
Same if you are a druid with displacer up. It doesn't matter if you stay in the middle of the arena, you know you are safe and your bad positioning can’t easily be punished.
Heavy CC reliant classes and healers should think twice before going in the open, mistakes and bad positioning SHOULD ALWAYS be punished, and more importantly, punishable.
They tried to balance the game by making every class the same, they gave every melee an interrupt, they gave every healer dispel, they gave stuns to everybody (asphyx, fist of justice and stormbolt are pretty much the same ability with a different name).
They took the uniqueness out of every class, shamans no longer had BL, warriors no longer had to stance dance, mages are not elegant glass cannons anymore but fucking steel bazookas.
This might make the game more balanced, but it also makes it incredibly boring.
Not quite sure why blizz decided to put fear and cyclone on the same DR and leave poly as it is, either do both or don't do it at all.
I feel like there should be different solutions and this was just a failed experiment.
One way to address the DR issue would be to remove cross DRs altogether (so CCs only DR with the exact same type of CC. e.g. Fear still DRs with Intimidating Shout), but reduce the duration of every CC to 5 or 6 seconds. This way, coordination of CCs is rewarded by allowing CC chains to be much more effective, and most class combos remain viable.
5. Endless mana pools
What do you guys think about this? Should everybody have infinite resources or mana management adds depth to the game?
It’s only going to get worse as the expansion continues, as healers get more and more Spirit, while mana costs stay the same.
Wod meta needs it, but should the game need it?
Maybe rather than reducing healing it should improve mana cost of healing spells? Not quite sure how I feel about it, looking for some constructive answers here.
I feel like those were the most important failed experiments. Now, what were the steps taken in the right direction?
1. 50% healing reduce gone to 25%
Still unsure if I like or dislike the change. It was probably for the best; 50% felt overwhelming and 25/30% is where it should be.
2. Legendaries/PvE tems in PvP
It took them around 8 years of tears to take some steps towards the right direction, it is definitely better today than it was in the past, but the problem is still not completely solved.
3. Removal of titles from 5v5
I have always seen it as an irrelevant bracket, people either cheated or played to get their friends titles. Not going to miss it, thanks blizz.
4. Removal of Bloodlust from arena
To be discussed, was it healthy? Definitely removed depth from the game but it's probably gone for the best.
5. Cosmetic rewards
This is more important for pvp representation than most people think.
If you were to be a reasonably new player at around 2/2.2k what incentives did you get, for example in Cata? You knew you were not getting glad so why bother trying to climb?
Different rewards and goals such as 2400 pvp enchant and 2600 tabard are VERY important, as they give many players a reason to enjoy the game and push their limits.
I will overlook the fact that the post-s8 tabards look like shit and take it as a serious step in the right direction.
Now, complaining about all this is fine and dandy, but that doesn’t get us anywhere, does it?
So, what CAN we do? In order to make the game more enjoyable, A LOT of rebalancing would have to happen. However, it boils down down to two simple steps in reality:
Hire top PvP players to balance the PvP section of the game. I’m sure there are plenty of players out there who would do it for free, but even if they were to get paid it would be worth it for the game’s health.
We know some players consult Blizzard when it comes to PvP, but the problem is just that - they merely consult. The idea is that a group of top level players should be in charge of the PvP section, even if it’s just for Arena. If Blizzard wants to go their own way still, and implement more Ashran-like abominations, by all means let them, as long as top players get to dictate or at the very least cooperate with Arena balance.
Separate PvE and PvP abilities. Blizzard has tried for 10 years to ignore this, but they have slowly started to realize it can’t be ignored. Once this point is accepted, we can finally start talking balance in a serious matter. Execute is too good? Only make it usable on 10% hp players. Rogues deal too much damage? Make red buff only 30% against players. (Note how these might or might not be necessary right now, they are just examples.)
I hear some of you ask: why do you still play the game, and why don’t you play on AT if you think S8 was so much better?
Despite its flaws, S8 PvP was as close as WoW PvP has ever gotten to perfect. No, it most certainly wasn’t perfectly balanced, but it’s hard to deny S8 gameplay was FUN. High pace gameplay alongside easy-to-learn-hard-to-master classes made it the most enjoyable season we have seen so far.
However, it is healthy for WoW to move on. The ever-changing gameplay is one of WoW’s most important aspects. I believe that, with effort from both the community’s side and from Blizzard, we can turn this game’s PvP into a healthy and enjoyable state again.
A little bit about me:
I played on and off almost every season and got my Glad title in S10. Even though I like to think my opinion is worth something, I am fully aware some of you have achieved much more in this game. I look forward to hearing your constructive criticism, should you have any.
I am always eager to discuss. Feel free to private message me or hit me up in game. Hell, you can even watch me suck and complain at http://www.twitch.tv/babbidibubbi on an extremely casual schedule.
Thank you for reading.
Posted Mehhx on 28 January 2015 - 06:00 AM
raw gameplay, zero editing
video had to be uploaded in 2 parts unfortunately ;
all credit goes to the prince of persia and his wonderful ability to sniff an opening for a sap
Posted Filthpig on 05 December 2014 - 02:17 PM
I want a big red yeti with armor and chains dragging some feral and ret corpses.
Posted Legends on 07 November 2014 - 01:27 AM
Posted Vaneesh on 28 April 2014 - 02:28 AM
1) Kids/Recreational players who couldn't care less about mechanics & arena/RBG viability, and want to roleplay as stealthy ninjas and run around spamming BoSpeed & ShuriToss, all the while complaining when they can't drop someone in an opener.
2) High level diehard fans of the class who roll with the waves, whether favorable or not.
The intermediate level players should form the largest part of a given class' population, and I would argue rogues are heavily discouraged to keep going as soon as they reach that point (due to being undesired in comps or being flat out inadequate as a melee class). This probably leads to Blizzard receiving less feedback about the class, although to be fair it seems the Class designers have ran out of inspiration/interest a long time ago when it comes to introducing & tweaking rogue mechanics. To me, the main issues seems to be a lack of polish & playtesting in sufficiently competitive environments. Rogues are years behind compared to other classes, and every time a new Xpack launches the cycle begins anew.
With that being said, I'll go in-depth as why I think Rogue is a polarized class.
- Rogue is too much about being preventive & planning quite a few things ahead of time. From what I'm observing at the moment, most classes have some buttons to mash at any point they need to take less damage or do more damage (with minimal setup involved). Need to pre-Cloak this, need to pre-Feint that, need to pre-Evasion this, need to pre-Vanish that... now this would be totally fine, if the punishment for failing wasn't death/causing your team to hopelessly fall behind.
- Rogue burst is completely preventable. All of it. I'm not saying it should be unstoppable to the same level as an Unholy DK's, but for the retarded amount of setup it requires, it would be nice to have some minimal guarantees, whether through DoTs or thanks to ranged damage/mobility. Combat has less troubles on that front than Subtelty, and Assassination would do much better in that area if Poisons/Vendetta weren't so easy to get rid of.
- Forced to choose between utility or damage or defense too often, in a metagame where many classes have 2-in-1s (even 3-in-1s). Deadly Poison VS Wound Poison is a major offender, Crippling Poison Shiv VS PvP 4set is another. Too many to list, too many to be a respectable damage class, which also hurts the "social" aspects of playing the class. If you can't keep up on damage while providing your utility, you can't be a standalone competitive class in WoW, as you will forever be sucking the tits of the current FOTM caster (which would probably rather partner with another FOTM than a Rogue, aka CC bot).
Legendary dagger shenanigans aside, the strongest Rogues have been these past years (since early WOTLK ) was in mid-Cataclysm, paired with an Affliction Warlock (and only because they amplified the Warlock so well, not because the class was good on its own). They have been strong with a multitude of other classes, but as these classes gaIn more CCs/ways to defend themselves, the usefulness of a Rogue wanes.
Now with ALL of this being said, I believe the overall mechanic changes in WoD will do a lot for Rogue, especially the attempt to make slower/white swing damage relevant again. But, maybe Blizz needs to consider there's a "disconnect" between the way they envision the class in PvP, what they think the players want, and what actually makes the class enjoyable/viable.
This thread covers anything else I could possibly say on the subject. Fight on bros, we should be fine, at least until another dual-wield class is shoved into the game
Posted Ayume on 21 June 2013 - 08:07 PM
Below are the buffs I think rogues need to be both more fun and competitive:
- Sanguinary Vein now gives a +30% chance to Critical Strike Ambush and Backstab (in PvP only).
- Hemorrhage now also increases the duration of our Rupture by 6 seconds(stacks to maximum rupture duration)
- Rogue PVP glove bonus changed to “Sprint now removes all roots and movement impairing effects when activated” (not immune)
- Increased damage of backstab by 20% (in PvP only)
I’ll elaborate on the reasoning for each change:
- Sanguinary Vein right now is a mandatory effect all rogues have to apply to the target and it feels quite unrewarding, the goal here is to make it feel like you –want- to apply rupture instead of it feeling like a chore. Both ambush and backstab really need to be criting or hitting harder, and the safest of these two options is buffing crit chance. This makes it easier to balance going forward since we can expect a 50% rate of crit on the ability and balance the damage around its maximum potential, instead of around its average non-crit.
- Hemorrhage serves next to no purpose other than a way to drain energy if you can’t manage to get behind your target, in the past this was fine as it did about 10% less damage than backstab so it felt ok. Now it does roughly 35% less damage and costs 5 less energy, it really just feels clunky and not fun to use. My proposed change to it would help alleviate the exasperation of keeping 4 abilities up at once (Rupture, Slice & Dice, Feint, Recuperation) and also make it serve a good purpose in PvP.
- The Rogue glove PVP bonus change is because rogues need a bit more mobility and I imagine that blizzard does not want to buff shadowstep, since it’s already the most taken talent and they want choice on each talent tier. This change could also be a glyph, which would make it more of a sacrifice and less of a buff since our glyphs are very tight as is (blind, garrote, cheapshot, feint). But rogues really do need a buff to mobility and I don’t feel like this change would be over doing it.
- The increased damage to backstab in PvP is because backstab should be our primary source of damage, and currently it’s quite lackluster. A backstab right now on a mail target with Find Weakness and every other buff we have (glove bonus, pvp proc, sang vain, dancing steel) does about 35-40k crit. Now I feel that 35-40k crits would be fine WITHOUT find weakness and if we crit often, which we don’t. Majority of the time we won’t have find weakness on the target, and we have a 25% chance to crit. Right now my average backstab on cloth is 12k, on plate 8k, and the crits do obviously 24k and 16k respectively (which is absurdly low for it being our primary source of damage outside of eviscerate which I will go over below)
Ok so now that I’ve gone over the buffs, here’s what I think should be nerfed:
- Subtlety mastery: Executioner needs to have its scaling reduced by 30% or so.
- Prey on the Weak is now 7% damage bonus instead of 10%
- Subterfuge reduced to 1.5 or 2 second duration
Reasoning behind these changes:
- Eviscerate really just does a bit too much damage if it crits when mastery is stacked this high. On average against mail or cloth(with all procs and find weakness) I will get between 85-105k eviscerates crits, which I can then just immediately do again with mark for death, equating to a potential 210k in 2 globals. No one wants to see that kind of damage on demand. Sure it doesn’t always happen since our crit is low, but when it does it leaves the victim quite unhappy, and as a rogue I feel unsatisfied winning this way. Currently this is our only way of winning (what I aim to have change with these adjustments).
- Prey on the weak is for the same reasons as above, but also to allow some choice in this tier, I really like paralytic poison, and I really like dirty tricks, but right now I can’t trade 10% damage for my partner and I for some fun utility. I like this tier and would really like it if it were more of a choice.
- Subterfuge currently is broken due to a variety of reasons, the main one I can say for sure is that the victim cannot see what abilities the rogue is using, and another is that his partners cannot peel for him during it. With subtlety mastery the way it is a rogue can pop every cooldown in that window and get someone under 40% with eviscerate chain crits without even leaving stealth. Another problem is that AoEing a rogue in stealth and him having 3 seconds (more if you count vanish -> subterfuge) until he comes back out is a bit absurd, really I feel that you should be rewarded for guesstimating correctly when he’s stealthed. This will also allow more choice in this talent tier.
Feel free to chime in if you guys want, would be great to hear everyone else's opinion and refine this as needed.
Posted Ayume on 04 June 2013 - 11:22 PM
The problem though, is that the masses rule in this game and no one likes dying in stuns. Whenever rogues are viable, they're hands down the most complained about class by lower ranked players, thus this results in us being over nerfed. The issue partially is that being a class thats all about physical stuns and openers with sap makes it a hard time for new players to react to, and a hard time for designers to balance. Either that sap and cheapshot opener is quite effective and you often get a kill in it, or it's not effective and rogues are quickly bent over and destroyed. Pretty binary situation where someone is unhappy.
I personally think that the entire class needs a reworking, as the current game design does not fit rogues very well. Of course there are bandaid fixes to this, like buffing survivability or increasing our damage again. But in the end, as soon as rogues are viable and killing people via RLS howl-> stun healer 100-0, or RMP sap cheapshot smokebombs, it's just going to be another cycle of over buff then over nerf until a complete rework is done.
tl;dr: Faerie fire is dumb.
Posted flubbah on 23 February 2013 - 11:51 PM
This is my 3rd movie, this video includes some RPS/WLS clips & even some paladin clips with top players such as Dakkroth, Azael or even Taku.
Have fun watching !
Here's the link :
You can also find my stream here : http://fr.twitch.tv/flubbah
Tracklist : Hans Zimmer - Mombasa
Fracture Design - Reach For The Stars
Brick + Mortar - Move To The Ocean (Baauer Remix)
Apollo Brown - Warm Rain
The Flubbah Song
Posted idevpro on 14 January 2013 - 02:45 PM
Posted FTRouslan on 01 September 2012 - 03:18 PM