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Member Since 12 Feb 2012
Offline Last Active Dec 12 2014 07:30 PM

Posts I've Made

In Topic: PvP Hotfixes 12/11/2014

11 December 2014 - 10:29 PM

Very happy with the changes - for people saying it is too small, seriously, it is much better to make small adjustments, see how the results are, and adjust more small if it is not enough. You would be surprised at how little of nerfs can  make all the difference.

In Topic: Dec 8th hotfixes

09 December 2014 - 02:30 AM

View PostDills, on 09 December 2014 - 02:23 AM, said:

9 second kidney into shadow reflection 4.5 second kidney.

EDIT: Still don't actually know if it's op or not. I don't mind if I'm wrong nor right but I just don't see any reason currently I can find to be concerned. I don't think the long stun chain with shadow is enough of an argument to me over current results/other possible lockdown combos and such.

I thought it was 8 seconds? 6 + 35%?

It's strong but does that make them over powered? You can kill the shadow(30k hp), it has 2 min cd, and the other rogue specs can still do 6 + 3 if they took the same shadow talent on top of their 1 min dance. It's also worth noting that that a lot of class combinations can do things close to that easier and more often. Hoj > silence > disarm, for example from spreist/hpal/mage is all instant short cd combo.

I think the win rates and representation / sub being r1 anyways is stronger evidence of it not being too strong than just saying it has a long stun combo every 2 mins that can be stopped/a lot of classes even sub can come close to or surpass with shorter cds.

In Topic: Dec 8th hotfixes

09 December 2014 - 02:09 AM

View PostNahj, on 09 December 2014 - 01:25 AM, said:

This is just beta pve number tuning because of wod being rushed.

I don't expect the real nerfs to rets/ferals/combat rogues till like 6.1 forever away from now.

View PostDills, on 09 December 2014 - 01:34 AM, said:

Yeah this is the only thing that sucks lol

Not that I really disagree or actually know if combat rogues are currently overpowered - but what exactly is the evidence they are too strong? I play sub personally at high ratings, but from what I have seen from both streams, teams I faced, and from the ladder, combat rogues are not performing crazy in any aspect.

The top 8 rogues on ladder as combat spec(including Reckful, and other multi rank one rogues, the tip top of current and at times past rogues) winrates on the ladder are very normal or even poor compared to other t1 teams. Their ranking/representation is not crazy, either. Their damage at end games is not crazy either, and their burst is not more than subs at the very least. I do realize they have 8 second kidney, but subtelty rogues also have 6 second kidney. This is the difference of poly vs fear, not too huge/insane. The rank 1 rogue is also sub.

.Are they perhaps just really good vs some stuff, bad vs others, but what they are good vs is op? As a rogue player - I still am trying to figure out why and what evidence there is that combat is actually op or too strong. They lose games often/more/as much as other t1 comps, representation normal, r1 rogue sub, burst not above sub, just trying to figure out what it is :)

In Topic: S16 Day one - The good/bad/ugly - What blizzard can do and why they should.

03 December 2014 - 08:47 PM

View PostKelarm, on 03 December 2014 - 08:33 PM, said:

Removing instant CC and increasing counterplay is an excellent direction to take the game in, and is why I came back for WoD.  However, taking one step in that direction by gutting instant casts and control in general for some classes while leaving others basically untouched or even increasing it is HORRIBLE execution, and is a step in the wrong direction in the short term for sure, and in the long term as well if they don't intend to fix this sometime this expansion.

I think it's worth noting some instant CC with larger trade offs (such as garrote. 1/3rd rogues energy, cheap shot, 1/3rd rogues energy, kidney, 5 cps, all which are melee range for positional tradeoffs as well) is likely needed because with out them the plethora of instant spells/heals would have ZERO way to stop them. Having too much of these things, especially, with out large trade offs, or even any really at all is not needed nor healthy. Example:

Garrote > cheap shot > kidney to stop preist shield/flash heal proc: 85/120 energy + 5 combo points and the initial 25 energy to use the ability kidney before it refunds some of that energy to do, 11 seconds of lockout, 4 of which you are some what mobile. Must be melee range.  - Can be healthy, at times.

-Hoj > trap > fear > silence: 25 seconds. No real resources other than shorter CD's to use. All ranged based ability's. This is not healthy. More than double the lockout time, not reduced resource cost, actually none other than CD's, and not melee, all ranged.

In Topic: S16 Day one - The good/bad/ugly - What blizzard can do and why they should.

03 December 2014 - 07:40 PM

View PostKelarm, on 03 December 2014 - 05:32 PM, said:

Pretty accurate overall.  However -

This is horse shit.  Not your post, but the execution of this "philosophy" that blizzard has done.  Gamebreaking instant CC was not nerfed and removed equally.  Instead, caster CCs got gutted (such as fear) while pretty  much all melee classes kept 100% of their insane, uncounterable lockdown capabilities.  And while some of the DR changes may have been beneficial, they were replaced by other retarded DR issues such as incapacitates that don't break on damage (wtf blizzard).  

If they were so worried about keeping counterplay in the game and getting rid of instant casts and instant CC, why is asphyxiate in the game?  Why can rogues still blanket lock out a caster for like 30 consecutive seconds?  Why can hunters still spam nonstop instant chain CC?  It's absolute nonsense, there is zero parity in how this philosophy was executed across classes and it's resulted in a very broken state of the game.

True overall.  Especially for a first season, the pace of the game feels pretty good atm, at least it would if you try to imagine a situation where there is not a priest, ret, feral, dk, or melee cleave involved (which you have to imagine because that's never going to happen).  

Spirit bond is completely overpowered.  Hunters need to be given some weaknesses again.  Catching them overextending has always been a good way to deal with them but spirit bond makes it immensely less effective.

I'd argue rogues lock out has always been present, but to do so cost combo poiints, giant energy investments, and melee range. This kind of stuff never bothered me much, it had weakness(range), tradeoffs for doing it(energy, cps, positioning), and had some CD on it. Compared this with pom sheep, shadow fury howl, scatter/trap/wyvern/silence shot, blankets, all ranged costing no resources and instant were removed and at the very least I find that a step in the right direction. Still a road to travel.. but a step.