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Hendie

Member Since 19 May 2008
Offline Last Active Jan 14 2014 10:50 AM
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#3798018 Stampede Hotfix LIVE!

Posted Claynz on 01 November 2012 - 03:54 PM

Now hits for 700-800 got me from 100% down to 50% hp full duration with shamanistic rage up.

Does this mean we will see more Disc-priest/Rogues in arena and perhaps MMhunters?


Early christmas this year.


For those who don't know the hotfix:

Update - We have just discovered a bug in which the debuff that makes Stampede pets weaker than normal pets was not being applied in Arenas. This helps explain why hunters could cause so much damage in Arenas but not in (say) the outdoor world or a dungeon environment.


#3797593 PvP Blog from Ghostcrawler

Posted Braindance on 31 October 2012 - 08:04 PM

I bet 90% of the guys that posted did not read the whole thing - if you actually did there would be no reason to whine. Let me sum up the basics for you:
  • They don't like team sitting, so, instead of the proposed rating decay they will implement the opposite (rating inflation), so the more you play the more you are rewarded
  • The are trying to tone down BM
  • They are trying to tone down warriors
  • Rogues are fine - the rest are doing too much damage
  • Mages had too much cc and dmg at the same time
  • PvP power with increase healing only for main spec healers (sps won;t be able to heal like mad)
  • CC is fine by them, but they have seen that some ppl have concerns so they keep an eye on it
  • Sps, destro locks and frost dks are being monitored for having a bit more burst than needed. Warrior, hunter and mage burst takes precedence
  • Random stuff about rbgs
  • Some more random stuff
Now, of course he didn't address everything, but this is a very well-thought post which, for the first time, is spot-on. It's not the best he could have done, but it's light years ahead of the worst - if those changes make it through, the game will be in a much better condition. Now, if you insist on whining something is going really wrong with you and  you should consult your local psychiatrist. Also consult your nearest opthalmologist for impaired vision.


#3797078 Junkie Rating Requirement Changed to 2200

Posted Regent on 30 October 2012 - 09:01 PM

Very good idea, very bad number. People who buy 2200 carries will now be able to post the entire season. Make the rating required be 2250, heck even 2225.


#3795445 King of the Hill WoW Tournament Week 6 Teams

Posted slimóo on 26 October 2012 - 11:03 AM

Nerf Henderson already


#3795165 Seriously.....just stop it

Posted Rueben SR_US on 25 October 2012 - 05:08 PM

Taking this game seriously might be a mistake


#3794684 Dara Mactire DDOS Squad At It Again

Posted Koshimo on 24 October 2012 - 08:14 PM

lol free rep


#3793210 Do they know their own game?

Posted inhume on 20 October 2012 - 11:19 PM

or you could just bind tab to target closest enemy player...?


#3791764 Your favorite season

Posted Cres on 16 October 2012 - 11:17 PM

For me the most fun seasons were the ones I played the most, s8 and 9. Overall I've had fun every season I have played cause I wouldn't be playing at that time if I didn't enjoy it.


#3791848 Massive 5.1 change that will balance the pvp

Posted Mazdak on 17 October 2012 - 03:12 AM

HUEHUEHUE cancel account so I can talk about in on AJ HUEHUEHEUHEUE


If you don't even play the game anymore, then why the fk are you browsing AJ? Maybe you can find someone in the planet side 2 beta forums that actually cares about your WoW account.


#3790264 Real men play rogue or priest

Posted Godx on 13 October 2012 - 05:56 PM

View Postkhuna, on 13 October 2012 - 05:34 PM, said:

why did nobody said anything when reckful had his video on aj news without a word written with it?
Comparing yourself to Reckful is hilarious LOL


#3789209 MoP Arena: First Impressions

Posted Filovirus on 10 October 2012 - 05:54 PM

I ended up playing 50-60~ games of HLS and RLS on the level 90 Arena Pass last night, and I had a few thoughts.

1) BM Hunters - How did this get past... ALPHA? The first comp I tried was HLS, and I could not BELIEVE what I was seeing. I could be across the map in a CC and if my hunter popped his ZOO he would 100-0 something in 1-2 seconds, 2 seconds being a slower kill. No dots or damage from me whatsoever, while I sit in a full cyclone. There is no excuse for imbalances like that, other than Blizzard... being Blizzard I guess.

2) Mage control - With the dispel change, I think mages are grossly overpowered. A mage can sheep me, and start casting a sheep on my partner, so that as I get dispelled my partner gets to sit a full sheep. Alternatively, the mage can just sheep someone, have the healer dispel it, and then pop every one of his cds and deep + frost bomb something. I think something NEEDS to be changed about how mages work after the dispel change.

I actually didn't have a problem with their burst; it isn't anything different from what you could see from a mage in Cata. The damage could be stopped, and it seems like they have to cast to kill something. If I stop the casts, I can keep my team alive. The burst can be very high, but at least they have to CAST.

3) Warrior mobility/damage seems a bit overkill. I do not like how warrior mobility seems to be based on how well they will stick to mages or hunters. This means classes like warlocks and priests are -never- getting distance from a half decent warrior. I'm not sure where the problem lies with warrior mobility design, but I think this has always been an issue. While I do agree that warriors need a lot of their current tools to put up any sort of fight against mage teams, I also think this mobility is too much against classes without mage-level control.

4) Defensive cooldowns seem grossly overpowered for certain classes or comps. I played several games against Druid/Mage/Spriest, and it was actually the most impossible thing to kill anything. I am by no means claiming we played perfectly, but one of the games I remember our team played extremely well, and it was still -IMPOSSIBLE- to get a kill. We had a swap to the Druid (no ironbark or trinket or ice block) with a full fear on the priest, full hex on the mage, dance/demon soul swap to druid with a Haunt, but he LIVED!

If you are going for a kill on the Druid, you have to go through: Resto Leap (no idea what this is called lol), Life Grip, Barkskin, Ironbark, ICE BLOCK (words cannot describe...), Tree Form, mage peels (over-the-top with dispel change), priest off-heals, and LIFE SWAP????????????????

Random Thought: I do not like the fact that Unbound Will VT Fears you when used against Shadowpriests. Ex: I am feared and I have Vamp Touch on me, so I pop Unbound Will. I now get VT feared for a few seconds and then eat another CC afterwards. I'm not sure if this is intended, because Unbound Will does remove all debuffs, but I don't think it should VT fear or UA silence you for using it.

This is just one example, but it seems like classes have way too many defensive cooldowns and instant CC effects right now. Instant CC has got to go if this dispel change is going to be permanent.


5) Healer Mana - Doesn't matter, except maybe against Warrior/BM Hunter type comps, simply due to the imbalanced damage they do. This is the first season of the expansion, being played in -full- gear since this is the Tournament Realm, and mana does not matter. -IF- a healer somehow manages to go oom, and isn't a priest (since they don't seem like a real class atm), all he has to do is run behind a pillar and drink while his partner(s) use one of the million available defensive cds or instant ccs and he will be fine.

I think healer mana needs to be re-evaluated  or the only comps that exist will be comps that can 100-0 something in a few seconds, or comps that can CC a healer for a year.

6) Getting Kills - Feels a lot harder than it should be. It seems like the only things that end games right now, are broken cooldowns. Ex: Warrior damage with CDs up, BM Hunters unleashing a zoo (I don't even), etc. While I do think damage cooldowns + CC on a healer should be necessary to score a kill, I think it requires too much to get a kill right now. Survivability is simply too high.

7) The State of Affliction

Granted I have only played one night of MoP, the class feels more or less the same as it did in Cataclysm. I felt like I played the majority of the games well, and while not my best play, certainly well enough to get a feel for the class and arena in general.

Affliction damage, when taking current defensive cooldowns, healer cooldowns, and healer mana into account, is completely miserable. My dots were not critting for more than about 15-16k on 375-400k health pools. This is with FULL gear, gemmed and itemized pretty well (could be a tiny bit better I'm sure), and with Mastery reforged on every possible piece of gear. At level 85, my dots were critting for 8-10k on 140-150k health pools (this is also with haste reforge, not mastery). So essentially, our dots are doing about 70%~ more damage than they did at 85, and health pools are 150%~ larger than they were at 85. Additionally, every class has a lot more survivability and defensive cooldowns, including healers, and healers don't actually use mana.

As for the Affliction playstyle, Blizzard seems to be following the awesome trend of dumbing things down until warlocks don't actually have to do anything at all to put up full dots. Being able to Soulburn: Soul Swap full dots onto any target, 4 times (with glyph) in a row is... umm... what? In Cata, I thought warlocks were in a relatively good spot for getting dots up; Soul Swap had a 30 second cooldown, and you could use Fel Flame to refresh your UA. You still had to cast a significant amount to generate a high amount of pressure. Now, you don't actually ever have to cast to get your UAs up. In fact, I had a few games where I would pop Demon Soul and my on-use trinket, and Soulburn: Soul Swap dots on their -entire- team with 3 globals. I think this is a terrible direction for the class. Warlocks need to be required to cast a lot more, and their dots NEED to do significant damage. Malefic grasp spam with full dots during Demon Soul + on-use is good damage, but outside of that, Affliction is completely underwhelming.

TLDR: Unless something gets changed with healer mana, Affliction is going to need a significant amount of damage buffs to make the spec competitive. Should Affliction get the damage buffs that it needs, I also think Soulburn: Soul Swap needs to be either a) removed from the game or b ) redesigned.

I haven't had a chance to play around with Destruction or Demonology yet, so I am not going to make any comments on either of those specs. I have heard that they both do well, but I have a hard time believing Destro would do decently vs. any moderately coordinated 3s team. Getting a Chaos Bolt off at a crucial moment seems like it would be extremely difficult.

Thanks for reading, feel free to correct anything in my post. I just got MoP a few days ago, so I am not an expert by any means.


#3789208 locks hitting a new low?

Posted Filovirus on 10 October 2012 - 05:49 PM

I ended up playing 50-60~ games of HLS and RLS on the level 90 Arena Pass last night, and I had a few thoughts.

1) BM Hunters - How did this get past... ALPHA? The first comp I tried was HLS, and I could not BELIEVE what I was seeing. I could be across the map in a CC and if my hunter popped his ZOO he would 100-0 something in 1-2 seconds, 2 seconds being a slower kill. No dots or damage from me whatsoever, while I sit in a full cyclone. There is no excuse for imbalances like that, other than Blizzard... being Blizzard I guess.

2) Mage control - With the dispel change, I think mages are grossly overpowered. A mage can sheep me, and start casting a sheep on my partner, so that as I get dispelled my partner gets to sit a full sheep. Alternatively, the mage can just sheep someone, have the healer dispel it, and then pop every one of his cds and deep + frost bomb something. I think something NEEDS to be changed about how mages work after the dispel change.

I actually didn't have a problem with their burst; it isn't anything different from what you could see from a mage in Cata. The damage could be stopped, and it seems like they have to cast to kill something. If I stop the casts, I can keep my team alive. The burst can be very high, but at least they have to CAST.

3) Warrior mobility/damage seems a bit overkill. I do not like how warrior mobility seems to be based on how well they will stick to mages or hunters. This means classes like warlocks and priests are -never- getting distance from a half decent warrior. I'm not sure where the problem lies with warrior mobility design, but I think this has always been an issue. While I do agree that warriors need a lot of their current tools to put up any sort of fight against mage teams, I also think this mobility is too much against classes without mage-level control.

4) Defensive cooldowns seem grossly overpowered for certain classes or comps. I played several games against Druid/Mage/Spriest, and it was actually the most impossible thing to kill anything. I am by no means claiming we played perfectly, but one of the games I remember our team played extremely well, and it was still -IMPOSSIBLE- to get a kill. We had a swap to the Druid (no ironbark or trinket or ice block) with a full fear on the priest, full hex on the mage, dance/demon soul swap to druid with a Haunt, but he LIVED!

If you are going for a kill on the Druid, you have to go through: Resto Leap (no idea what this is called lol), Life Grip, Barkskin, Ironbark, ICE BLOCK (words cannot describe...), Tree Form, mage peels (over-the-top with dispel change), priest off-heals, and LIFE SWAP????????????????

Random Thought: I do not like the fact that Unbound Will VT Fears you when used against Shadowpriests. Ex: I am feared and I have Vamp Touch on me, so I pop Unbound Will. I now get VT feared for a few seconds and then eat another CC afterwards. I'm not sure if this is intended, because Unbound Will does remove all debuffs, but I don't think it should VT fear or UA silence you for using it.

This is just one example, but it seems like classes have way too many defensive cooldowns and instant CC effects right now. Instant CC has got to go if this dispel change is going to be permanent.


5) Healer Mana - Doesn't matter, except maybe against Warrior/BM Hunter type comps, simply due to the imbalanced damage they do. This is the first season of the expansion, being played in -full- gear since this is the Tournament Realm, and mana does not matter. -IF- a healer somehow manages to go oom, and isn't a priest (since they don't seem like a real class atm), all he has to do is run behind a pillar and drink while his partner(s) use one of the million available defensive cds or instant ccs and he will be fine.

I think healer mana needs to be re-evaluated  or the only comps that exist will be comps that can 100-0 something in a few seconds, or comps that can CC a healer for a year.

6) Getting Kills - Feels a lot harder than it should be. It seems like the only things that end games right now, are broken cooldowns. Ex: Warrior damage with CDs up, BM Hunters unleashing a zoo (I don't even), etc. While I do think damage cooldowns + CC on a healer should be necessary to score a kill, I think it requires too much to get a kill right now. Survivability is simply too high.

7) The State of Affliction

Granted I have only played one night of MoP, the class feels more or less the same as it did in Cataclysm. I felt like I played the majority of the games well, and while not my best play, certainly well enough to get a feel for the class and arena in general.

Affliction damage, when taking current defensive cooldowns, healer cooldowns, and healer mana into account, is completely miserable. My dots were not critting for more than about 15-16k on 375-400k health pools. This is with FULL gear, gemmed and itemized pretty well (could be a tiny bit better I'm sure), and with Mastery reforged on every possible piece of gear. At level 85, my dots were critting for 8-10k on 140-150k health pools (this is also with haste reforge, not mastery). So essentially, our dots are doing about 70%~ more damage than they did at 85, and health pools are 150%~ larger than they were at 85. Additionally, every class has a lot more survivability and defensive cooldowns, including healers, and healers don't actually use mana.

As for the Affliction playstyle, Blizzard seems to be following the awesome trend of dumbing things down until warlocks don't actually have to do anything at all to put up full dots. Being able to Soulburn: Soul Swap full dots onto any target, 4 times (with glyph) in a row is... umm... what? In Cata, I thought warlocks were in a relatively good spot for getting dots up; Soul Swap had a 30 second cooldown, and you could use Fel Flame to refresh your UA. You still had to cast a significant amount to generate a high amount of pressure. Now, you don't actually ever have to cast to get your UAs up. In fact, I had a few games where I would pop Demon Soul and my on-use trinket, and Soulburn: Soul Swap dots on their -entire- team with 3 globals. I think this is a terrible direction for the class. Warlocks need to be required to cast a lot more, and their dots NEED to do significant damage. Malefic grasp spam with full dots during Demon Soul + on-use is good damage, but outside of that, Affliction is completely underwhelming.

TLDR: Unless something gets changed with healer mana, Affliction is going to need a significant amount of damage buffs to make the spec competitive. Should Affliction get the damage buffs that it needs, I also think Soulburn: Soul Swap needs to be either a) removed from the game or b ) redesigned.

I haven't had a chance to play around with Destruction or Demonology yet, so I am not going to make any comments on either of those specs. I have heard that they both do well, but I have a hard time believing Destro would do decently vs. any moderately coordinated 3s team. Getting a Chaos Bolt off at a crucial moment seems like it would be extremely difficult.

Thanks for reading, feel free to correct anything in my post. I just got MoP a few days ago, so I am not an expert by any means.


#3788367 MoP Arena: First Impressions

Posted Tsx on 08 October 2012 - 09:47 AM

View PostBonjourhihi, on 08 October 2012 - 07:55 AM, said:

We complained a lot about cataclysm but since MoP is out, i can say, cataclysm was a success.
u know what pisses me off the most ?the fcking community that is never pleased with anything .I remember buying this game when it was released , ppl saying it was shit , then tbc came out , everybody was saying gief 60s back , then wotlk came out , every1 saying gief tbc back,then cata came out , everybody was like omg cata sucks , boring gameplay , gief wotlk back(they all totally 4got how many times they got 1 shotted by pew pewlazerspellcleaves , then mop comes out , and i see u retard complaining and wanting to play cata again , srsly fuck off and go play lineage if u dont like this game .........


#3787265 MoP Arena: First Impressions

Posted Zeiyo on 05 October 2012 - 11:36 PM

BM hunters are retarded
Warriors are annoying, but not op
Frost bomb damage needs to be toned down
Hybrid healing abit over the top

4 main things imo


#3785806 No MMR reset. REALLY?

Posted Pitiless on 03 October 2012 - 02:12 AM

You know by "last second decision" they mean they forgot about it till the last second then decided to go live anyways




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