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Lyamarth

Member Since 08 Nov 2011
Offline Last Active Today, 08:11 PM
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#4426750 BANNED

Posted Kettu on 19 May 2015 - 09:49 PM

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#4426744 BANNED

Posted Kettu on 19 May 2015 - 09:45 PM

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#4426738 BANNED

Posted Kettu on 19 May 2015 - 09:44 PM

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#4426432 BANNED

Posted Kettu on 19 May 2015 - 03:36 PM

View PostNicholaes92, on 19 May 2015 - 03:04 PM, said:

If someone ques bgs and have their time ruined because of bots because they are trying real hard to win then they shouldn't que random bgs in the first place.  That's a place for fucking around.  So you really need to stop comparing bgs to arenas it's seriously retarded.  When you bot bgs, at the end of the day ..
You do realize the point of PvP is to get to play against other people?
If you prefer playing against bots / mobs, then can queue fucking Onyxia.

Thanks


#4424977 BANNED

Posted Saikx on 16 May 2015 - 01:10 AM

didnt play for like 2 years now, relog to AJ and regentlol is still a fucking retard ayy lmao


#4424827 BANNED

Posted dopefrog on 15 May 2015 - 05:28 PM

things i've learned in this topic:

1. people be mad

2. regent is autistic

probably me too since i only learned two things


#4423642 BANNED

Posted Freshqtz on 14 May 2015 - 03:54 AM

I find it quite amusing how some people here can argue that banning people who bot in arenas/rbgs is fine but say that banning those who only used HB for lvling/grinding up alts is wrong. Of course leveling new toons and gearing them up can be repetitive and aids as fuck but those things are and always have been an integral part of any mmorpg. If you hate grinding stuff out so much then just stick to your main 2 or 3 toons or find another game to play, dunno why so many people feel the need to have like 10-12 different max level characters these days.

Shit like HB leveling just makes it ridiculously easy to fotm reroll, something that has obviously been plaguing arenas for the past few expansions. I feel absolutely no sympathy for those people who out of nowhere churned out their very own combat rogues or hpals (we all know such people) just to be op as fuck in arenas that got banned. Oh and just lol @ those people who try to justify using HB by saying stuff like "but I've got a wife, kids, and/or other duties!" Well tough luck, maybe it's just time to move on from the game since there are clearly more important things in your life, kinda like how I took a 3-4 month break from wow earlier in the year to focus on school and getting my degree.

View PostRegent, on 14 May 2015 - 03:30 AM, said:

You are right, my bad, leveling is a really competitive, integral part of playing WoW.

Check back next week, I'm launching "Levelingjunkies.com" and people will get posting rights if they can level to 100 in under 30 hours.

Believe it or not lots of people out there actually enjoy leveling/grinding much like how people who enjoy pvp spam que arenas. Just because someone or some group of people enjoy something that you probably find really nerdy or stupid doesn't make you less of a nerd just because you can bullshit your way through that content by using something like HB. Don't blame the game itself, the issue lies in the fact that we play a game that requires players to put in a lot of time just to do things like que arenas, unlike games like Lol or Dota where you can literally just log in and play competitively.


#4423096 BANNED

Posted Snappi on 13 May 2015 - 08:10 PM

russian pvp community is dead


#4423081 BANNED

Posted Proczinga on 13 May 2015 - 07:59 PM

Subs down to 4 millions Kappa


#4410855 HOLINKA ANNOUNCES THEY WANT TO PRUNE MORE ABILITIES

Posted Dills on 16 April 2015 - 08:34 PM

View PostPouncedd, on 16 April 2015 - 07:19 PM, said:

They are finally going to remove polymorph from the game? Hell yea

How can you even manage to turn on your computer


#4410834 HOLINKA ANNOUNCES THEY WANT TO PRUNE MORE ABILITIES

Posted Railander on 16 April 2015 - 07:45 PM

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#4404136 Rating Gain Change

Posted Siuox on 23 March 2015 - 08:31 PM

the problem is the teams on 2300 are as good as the teams on 2800. there is no difference because you cant do anything different. just spam 500 games get lucky queues and there's your rating


#4400998 GCDTV's 3v3 Arena Tournament #8- 3/20 & 3/21 ($400 Prize Pool)

Posted BalanceRexxar on 16 March 2015 - 06:15 AM

View PostTuxer, on 16 March 2015 - 05:28 AM, said:

$400 prize pool rip competetive arena

u realize he pays for these weekly out of his own pocket for thousands of peoples entertainment and u have the audacity to complain about the prize pool?

shame on you.


#4402392 Why the 10% damage changes make such a huge difference in gameplay.

Posted Vadren on 19 March 2015 - 04:25 PM

So after damage being nerfed by 10%, and then with it reverted, I feel like a lot of people are confused about why it makes such a huge difference in match duration and overall feel of arena... Maybe even Blizzard. Some people may expect that 10% less damage means it takes 10% longer to kill an opponent in arena, but this isn't the case.

TLDR: Blizzard doesn't always think enough about what they're doing and sometimes it shows. The 10% damage nerf can increase match duration by a lot, while still not fixing the burst issue of some classes.

Disclaimer: This is napkin math without any real data. It does nothing more than illustrate the kinds of problems umbrella changes in %damage can cause and doesn't prove that the hotfix did cause these sorts of issues (although anecdotal evidence would suggest that it did).

The following is a time to live (TTL) graph and it shows how long it takes a player to die given a specific amount of health, dps and healing. The basic formula is:

TTL = health/(damage per second - healing per second)

The following is a graph with Dps along the x axis and TTL on the y axis in seconds. I've chosen some arbitrary values for health (300k) and hps (10k).

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It's clear from the graph that below 10kdps TTL is infinity, which should be obvious because if you do less damage than healing then you aren't killing anything. The major take away from this is when dps is very close to hps, then very small changes in the dps cause a very large change in TTL.

The following graph shows the same TTL curve with the 10% damage nerf (in green):

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Lets compare some values from the two curves.

@15kdps

TTL(prenerf) = 60s
TTL(nerf) = 85.7s

% increase in TTL = 42.8%

That's a huge difference in the time it takes to kill someone in arena. Of course the values I've chosen are arbitrary and arena is more dynamic, so lets look at some more examples.

If we consider a simplified situation using the most popular ideal match duration (from a poll in another post) of 4min and calculate how the 10% damage nerf affected this ideal.

Here I'm calculating how much more dps than hps to get a 4minute match.

(dps - hps) = 300000/240
(dps - hps) = 1250

Since we don't arena in a vacuum where healers are afk and people die to auto attacks over 4min we need a value for hps before applying the nerf. I'm going to choose the same an arbitrary hps value as before of 10khps. The amount of healing does affect the result.

dps = 10k + 1250
dps = 11.25kdps

TTL(nerf) = 300k/(11.25k*0.9 - 10k)
TTL(nerf) = 2400s, or 40minutes(!)

% increase in TTL = 1000%

Again, this is a very simplified situation using values I've invented instead of real data, but I think it illustrates the point. When dps is close to the hps then very small increases, or decreases, in dps cause huge changes in the feel of the game. However dampening would also prevent this from happening, but dampening shouldn't be relied upon to make the game playable.

In real arena matches dps isn't constant; it fluctuates. The above shows how much the nerf affected a low constant dps (i.e. without cooldowns or procs). We know some comps are scoring kills in 6s or less (god comp, jungle, combat rogues, etc...) Lets see how much the nerf affected these situations.

TTL(prenerf) = 6s
(dps - hps) = 300000/6
(dps - hps) = 50k

And choosing an arbitrary hps value of 10khps...

TTL(nerf) = 300000/(60k*0.9 - 10k)
TTL(nerf) = 6.82s
% increase in TTL = 13.6%

In this specific invented situation the 10% damage nerf only gave a fraction of a second of extra time to try and survive, which is less than a global.

The takeaway from this is that the nerf greatly affected situations that were already fine (constant damage pressure), and barely affected the situations that were out of control (burst during cooldowns for specific classes).

The safest way to blanket nerf burst is to increase health. Lets look at a 15% health increase (tldr it's going to increase the time for both situations by 15%)

TTL(burst) = 6s
TTL(burst, with extra hp) = (300k * 1.15) / (50k)
TTL(burst, with extra hp) = 6.9s

% increase in TTL = 15%

TTL(constant dps) = 240s
TTL(constant, with extra hp) = (300k * 1.15) / (1250)
TTL(constant, with extra hp) = 276s

% increase in TTL = 15%

However this causes an issue where % based heals are improved.

So what's the solution? Now that the 10% nerf has been reverted the game isn't really better, but a different kind of bad.

I have some suggestions:

1) Reduce the amount of guaranteed healing (instant heals, dps self healing, and abhorrent talents like ysera's gift and spirit bond)

2) Remove or change % health healing (warlock heals, conversion, and aforementioend ysera's gift and spirit bond)

These changes lower the amount of guaranteed healing making adjustments to overall dps less chaotic; giving more room for error when making balance changes. In cases where a class needs self healing as a survival tool then it should be counterable (casts), dispellable, or have a major dps tradeoff.

3) Adjust the burst of problem classes individually by nerfing burst cooldowns instead of making umbrella changes that affect every class and spec. Increase damage elsewhere to make the adjusted classes stay viable in PvE (this actually assures that a class still puts out decent pressure in pvp)

4) Finally some consideration should be given to changing dampening to some other mechanic that prevents matches from lasting too long. Much in the way that %dmg nerfs affect classes and comps different, so do %healing reduction during dampening. Also long drawn out matches that go into deep dampening aren't exciting.

Ok then. I actually find thinking about this stuff fun...


#4402102 10% dmg nerf reverted

Posted Jim_Jim on 18 March 2015 - 10:52 PM

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