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Member Since 12 Feb 2012
Offline Last Active Feb 28 2015 12:23 AM

Topics I've Started

[Fire] What does it need to be "viable" in arena currently?

23 February 2015 - 09:56 PM

Note: While I know some people think it's pointless to talk about these things as they assume blizzard will change nothing, but the #1 complaint from high rated mages was ice nova being too powerful/dumb and promoting bad gameplay with it's DRs and instant stuns, and wanting more frost bolt dmg instead, this came with the first major patch and it was a PvP change only. . Anything is possible ;)


In 6.1 if you glyph it, ignite gives a 40% slow for fire. I like that as when playing fire no slow outside of a 25-50 second cool down depending on how you use them is a little rough, and with living bomb dmg being so low, you have no frost nova as well.

So now, what is the main issue keeping fire from being "viable"? By viable I mean if you get good at the spec it being able to while not be better than frost be decent enough to the point pretty much no person but extreme close friends who will let you try hard will play with you. I currently find sub rogues to be acceptable viability, for example, even though combat is better/way more popular sort of like frost versus fire.

I enjoy the idea of fire, stuff to do while moving(scorch x3 into < 1 sec fireball, inf blast, pyro) and the idea of some dot dmg/spread pressure and procs to manage. It kind of reminds of of a shadowish priesty type play.

So what does it need? Is it the raw damage output being too low in arena? Is it living bomb needs to be buffed so we have a frost nova and a decent dot fitting in with the dot dmg play style some? Does combust need a 3 sec stun again?

Would like to hear :)

Some things I'd love to see for this game, both community and functionality wise.

16 February 2015 - 07:07 PM


Bored, this game is going to be around likely with a large player base for years still so just going to drop a couple random thoughts on stuff besides balance etc I think would improve my personal experience playing a lot.

-The premade LFG arena/rbg thing is nice and way overdue, but I have a couple issues with it, mainly being:
You can not look at other groups while hosting your own group looking for people. (aka, I can't list LF glad rdruid for RLD, then check other groups up while mine exist checking for others. No idea why, if there is no work around this should be changed.

MMR Issues:
-The MMR system seems to do an okay job at matching people. The issue here is it can limit who you play with a lot. If I am 2500 CR/MMR, I would still like to try playing with lots of new people, even much lower CR people. I know first hand that even lower players than your exp can often be very good individually at the game, and with the right attitude/team can very quickly turn into even R! contenders.  The issue is to give people a try is so much time/effort when you lose 100's of rating if they are not that person, and it's a snowball effect.

Fix to MMR issue:
I think adding a "Team one, Team two" check box at the top of your arena tab would work. Make it so whichever box you have ticked is the one that has it's MMR/rating changed when you win/lose an arena match. Both team one and two ideally would have separate MMR/ratings, end of season highest of your two teams CR's will go for awards.

This would allow you to use your second team to queue with new people, and if you do really well with them your rating is still relevant, and keep your mainteam for "real super srs games".

Community issues:
-The entire concept of skype being 100% needed every queue session even with brand new people is a pester.

I think LFG and some time could help this a lot. I do however think it's unfortunate that the community did not evolve to allow non skype games the standard for most queues and skype only for "serious queues". A result of no LFG and no way to queue arenas really other than your "main team"(aka the mmr 1/2 issue) caused it. Hope it can change, no skype games are fun still.




1. Improve LFG for arenas to be able to search groups while hosting one of your own/on alts.
2. Make it so there is two separate arena team check boxes (team1/2 at top of arena tab). Each one has own MMR/rating, and what ever one you have ticked when you queue is the one changes on win or loss. Highest CR of the two end of season goes for titles.
3. As a community be open to new comps/specs more imo. On my rogue which plays sub at 2400+ often I am denied to play RLD before 1 game with new people from sub alone. It's not that big a deal.

What mechanics would make mage fun to you right now? What should they reasonably change?

11 December 2014 - 02:51 PM

Hi, just curious, what do people personally think should be changed?

My suggestion of ideas in general that would make me want to play my mage more.

Deep Freeze(talent or glyph or passive doesnot matter to me): When you deep a target while you have five icicles, your deep does not break on damage and frostbolt haste is increased by X% for Y% of time x = w.e  # people/blizz would find fair.

Ice Nova:
Re-work so that it is not an aoe ability which DR's with most everything. Replace with some kind of charges which generate after so many frostbolt, it generates a single target dps ice nova(2) charge which does no AoE.

In a nut shell, more interesting casting mechanic's.

What kind of stuff would other people like to see?

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

03 December 2014 - 03:55 PM

Lots of positive changes, some things left unweeded out, understandable they were not weeded out yet, however minor changes should happen immediately the cycle of 0 changes for entire seasons need to change. Minor in-season changes, major new season is acceptable.

1. WoW will never be perfect, but they can try.

Let's get one thing out of the way, WoW is a gigantic game with a gigantic range of activity's people enjoy, and all these groups are paying customers to a for-profit company. This means they have an interest in improving the user experience for all these aspects, but keep in mind no matter their income they simply just will likely never have a large enough staff to keep all content perfect or even close. There is simply not that many qualified individuals for hire to keep demand for an improved user experience fast enough for what we ideally want.

2. The good in WoD / S16.

Blizzard has shown interest in taking more feedback from the PvP community regarding game design changes that directly impact PvP only. They have implemented a lot of good changes over-all from player feedback too, so not all talk. Some things people seem to almost universally enjoy:

-Rewards from skirmishes and battle grounds(and skirmishes to start with added back)+arena/rbg points.

I enjoy hoping for that 626 ilvl item from the gold box or an extra piece of lower gear to help me along my way gearing, and if not gold is better than nothing. I'll just add here RBG/arenas giving the same points is a big bonus too.

-The overall reduction of instant game breaking CC's/CC drs.

It's not perfect - some bad balance changes that go against this are still here, such as disc silence, but as a whole I find my game to be much less frustrating win or lose to die in a blanket CS, pom sheep, ns clone, shadow fury howl, etc. I think most people do too. I also enjoy things like clone/fear DRing, as it encourages cross CC over CCing one target forever making  him have no fun. Cloning one guy fearing another is a lot more attractive.

-Healing : damage ratios

Outside of more extreme cases, I typically feel much more happy about healing output compared to overall damage. When I face a less competent team often I am able to pressure for extended periods of time with out having to pop all my cds and kill them in 4-10 seconds or watch them hover at 90-100% even while playing poorly.

3. The bad I think personally in s16.

I can understand why some of these balance changes were overlooked giving how much they had to change and the staff issues I mentioned above. However, now that they are fully noticed on live servers at the very least minor changes need to go out quicklyish. Many people re-subbed for WoD with the hopes(and not blind hope, some things have changed) blizzard has improved in many ways, this is their chance to not let the same process repeat it's self in PvP of balance taking far far too long, minor ones now, majors later, atleast.

-Passive ability's which are too strong need to go.

The main culprit here is wings from ret paladins. Passively reducing cc by 50% during their dps cooldown at no cost to them is too strong and no fun for anyone, really. I'm not sure but I think spirit bond is fairly strong at no cost right now too, though not op.

-Hunter, ret, feral, dk.

-Some minor changes need to be made right away to these classes. We can not expect them to redesign 4 classes 1 day into live but some minor adjustments should really happen, fast.

-Hunter: I think the main issue here is kill shot damage, and I think trap needs to have more counter play(small cast time, maybe). Hunters are a ranged class, and break the general idea of ranged are disadvantaged by casting often but get benefit of range while melees ability's have no cast but need close quarters to use. There should be a trade off larger than it is for long CC ability's as a ranged class.

-Ret: Remove CC reduction during wings. Make sac CD increased by 15(longer later, if needed)if you successfully sac some one out of a current CC they are in.

Feral: Mostly a nerf to heals, see how that goes.

DK: Strong but my main gripe is only how long and how short of cds their CC immunity's are. A little more counter play / time they can be possibly CC'd should be a bit higher, i think, some kind of CD increase on one or more of their ams/ibf/desc grounds abilitys.


Side note/rant on Mages: Their playstyle is mostly hated right now. The best example I can give is if I am playing RLS mirror lets say - the enemy rsham pushes in too greedily for purges and my lock jukes a counter spell and kick. The sham being in a bad spot I kidney him/spam back stab and my lock dots, haunts, and channels drain soul cause he juked the interrupts, we force large pressure, with out having to pop dances/on uses/demoulsouls etc. Cd's, or peels, or gigantic investment in recovering time will be needed if we capitlize on their misttake and our good play.

Now RMD - vs RLD. We just bursted their druid with ice novas/orb. He used some cds and lived, and he goes to a poor position and is just doing what ever with out thought. We juke CS and kick once again, and decide to punish their lack of positioning/wasting their interrupts. I kidney the druid, spam back stabs, having just used orb/ice nova to try and burst, he is forced to spam frost bolts. Instead of giant pressure for the outplay and bad play on their end, he comes out at 70% hp and all is fine.

Solution: Frost mage needs a non cooldown casted ability that is threatening if left alone in the open with teamate help. Buffing frost bolt, nerfing ice nova dmg sounds good to me.

1-2 Small changes to each class that I think would help balance this patch a lot.

24 July 2014 - 06:33 PM

Bored with 30 minutes to spare, wanted to see what other people thought, out of just curiosity.

1. No longer be invisible while in subterfuge, but still able to use stealth ability's.
2. Make cheat death base line, replace with some form of talent which makes recuperate more attractive to use.
Goals: Reduce rogues gigantic weakness of dying 100-0 in short stuns. Detract from the value of spamming restealth's, and hopefully offer a viable option other than spam feinting. Hopefully everything combined would make spam restealthing with feint spam less attractive and staying in longer less punishing.

1. Make temporal shield's heal over time effect heal it's full duration over 3 seconds instead of six. Even if you get a perfect temp shield off, and absorb 400k+ damage, your HoT is too small due to being split up over six seconds to normally ever actually have an impact.

1. Remove tremor totem off their reset totem cool down.
2. I'm not sure how to do this, but make enhancement shamans initial ascendance burst slightly delayed. The damage it deals is fine by me, but having it all at one time is too much. If the hunter and enh shaman coordinate ascendance swifty macro + hunters instant damage means any time some one is under 50% life, instantaneous death is a very strong possibility.

1. Increase shadow fury's cool down to match mortal coils(45 seconds).

Restoration druid:
1. Increase the cool down of iron bark from 30 seconds to 45 seconds.

1. Holy/disc: Add a passive for these specs to reduce the base cool down of fear ward by 45 seconds.
2. Shadow: Fix the bug on glyph of sha minor glyph removing shadow fiend off GCD.
3. Disc: When your power word: Shield is dispelled, a HoT for half of the absorb amount is placed on the target over six seconds. (This may seem drastic, but there is not one disc in the US on the ladders, at all).

1. Holy: Reduce the base cooldown of hand of sacrifice by 15 seconds,
2. Ret: No idea, do not know enough about their mechanics/strengths/weakness.

1. Mist weaver: either decrease the strength of orb healing out side of CC, or make it so the orbs they leave behind on the ground are more limited in number.
2. Windwalker: Leave the 2 second blanket on their kick, but should they miss their kick, make it increase the CD by 6 seconds(making it effectively 4 seconds longer, due to the 2 seconds of silence they get when missing anyways).

1. No idea about warriors either what to change. They feel fairly balanced although I dislike the design over all.

Death Knight:
1. I think it's more so other classes are too strong and not sure what to nerf on dks. I think some form of way to be kited a bit less out side of cool downs would be well welcomed but I am not familiar enough to judge.